WOLFCODER'S PROFILE

Author of LandTraveller, an animal-ear themed constructive action RPG on Steam.
LandTraveller
A top-down constructive action RPG.

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Skill Editor

That's already the options..?

Skill Editor

Can you modify targeting conditions easily? Like say Target random enemy or ally, or target EVERYONE? Or target groups (like in Dragon Quest games)?


Do you mean how during the game that you can change whether it targets everyone or a single person?

Would it be possible to make it so some skills require something equipped?


That's what the Link Weapon to Skill option for elements is. Then the skill requires a weapon of matching element applied to be equipped for use.

Targetting three random characters and targeting the same character thrice are different things! >.<
Does this allow for both?
Looks sleek :3


Yes

To add to the rhetoric of the Devil's Advocate Committee, is it possible to, say, remove a condition and replace it with another?


Common event or derived, yes.

Smooth Science

I had already tuned it up a while ago, it'll be in the next release. You might notice something. Link_2112 is the kind of person who just notices these things. He also complained about the tiny "bumps" in the LandTraveller test programs where it was loading and/or generating new chunks.

But for RPG20XX, there's no excuse at all that the video should be anything less than perfectly smooth and rapid on even slow machines. RPG Maker VX/Ace's inexplicably clunky frame rate always bothered me.

RPG 20XX Engine

The whole point of the reboot was to follow my own advice back when I cancelled the old RPG Maker 20XX and make it its own standalone toolkit done the right way. The whole reason why RPG Maker 20XX was an uphill climb was to decode all of Enterbrain's bizarre formats.

Now that I don't have to do that, I can build RPG 20XX much easier.

Smooth Science

I said some systems and people. It never actually stutters much to me, but obviously the data doesn't lie.

This is all because it's using tile movement and I have to make sure the sprites always align to grid. Pixel movement is much easier to write and to make smooth. When I add pixel movement, you wouldn't ever see this.

0.12 Released

I actually originally meant for it to get cleared.

0.12 Released

In other words allowing the selected command to change in between the "wm_keydown" and "wm_keyup" events-- maybe that makes more sense?


You mean the editor part where you can edit the program entirely with the keyboard? I'd have to add a subcursor for each argument. Sounds interesting, I'll add it to the list.

1. Unchecking and rechecking the "single image" option makes the graphic disappear. However upon clicking "OK" and reentering that particular entry, it will show that the graphic is indeed still selected. So clearly the selection was never cleared (which is good).


And you're reporting that as a.. bug?

2. Removing the "single image" check, clicking "OK", and reentering will cause a "Could not draw GDI" error. However, it doesn't have any serious negative consequences.


See it too. That was giving me trouble before actually, I had thought I patched up the GDI error there. It only seems to occur once per program boot (if you do it again it doesn't happen, you have to reopen the editor and THEN do it for another GDI error).

Thank you both again.

0.12 Released

Like I say, I don't doubt that you're getting it to crash, but I can't reproduce it. Is there anything you're doing that we aren't?

- Player start can be set at x=-1 and x=map width+1


This one I can do.

All of those suggestions I already have plans for. I need to have a backup system to support the reversion function 2003 had (it could revert EVERYTHING back to the last time you hit save).

condlistmenu.png

I had added max checks after this image but before releasing. This is because I had a status effect that reduces endurance which then reduces MaxHP. In the current version, it would clamp the HP to 11/11.

0.12 Released

1. Deleting a resource that is in use somewhere in the database will guarantee a crash the next time you edit the entry which references that resource.

I couldn't get this to happen. It just shows up blank and missing. Can you tell me specifically what database type and reference crashes the editor if it is missing?

2. I couldn't get the crash on double clicking the folder either. However, when I have the folder selected I am able to change the teleport location of the map currently visible; the arrow doesn't update until I actually click back on the map itself.

I see this one.

3. The user can click back on the "Edit Event" dialog while they're editing the script for that event. By iself not a big problem, but closing the event and then updating the script will cause no changes to be saved. No crash though, YAY!

This one is actually more serious as the script editor should be modal.

1. In addition to add/remove, how about a "toggle" condition setting?

Conditions support stacks. You can see a numerical parameter to add and remove stacks. So "toggle" doesn't make sense here.

2. Hold button down to repeat movement through command menus.

I'm not sure what you mean by this one.

3. I understand you probably want to keep similar functioning entries in the same tabs, but perhaps adding a filter for certain entries would be helpful (like if I just want to see enemies in the player tab)

The database editor sorts them by ID which is important, but I actually have a thing planned where you can view into the lists. I anticipated that as RPG projects move along, you'll want to have your big-ass list of items sorted alphabetically. Since you can edit the database symbol to anything you want (you've seen me put (T) prefixes and such on things to remind me of their purpose) you this view would be handy.

Then after this, there will be a search feature to find something in particular. For now, the database editor will be more or less like classic 2003.

4. Wouldn't it work better if the "single sprite" option was moved to the "composite" tab entries (under "Battler sprite" option)?

Single images aren't sprites or have frames of animation.

5. Modify Condition defaults to 0 stacks, which kind of useless-- unless when it's at 0 it would entirely add/remove all stacks.

Yeah, I forgot to set that under last args.

Thanks again.