WOLFCODER'S PROFILE
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0.12 Released
- If you leave a message command blank ('') then the game crashes on compile.
Yup. This one was a quick fix for the next update.
- When choosing a teleport location, if you double click the folder icon the maps are in then the application crashes
I couldn't get this to happen.
Condition Trait
Technically you can put common subroutines in common events and just call them from wherever.
I am thinking of a way to label these programs so it can display "Poison (X)" or whatever so you know what effect is currently selected, and the ability to re-use effects.
I am thinking of a way to label these programs so it can display "Poison (X)" or whatever so you know what effect is currently selected, and the ability to re-use effects.
Condition Trait
I could just make an if statement checking the attribute and then heal or damage depending on the result, correct?
Indeed. You could also make Zombie a condition (that can be used as a trait for enemies) and check for that.
EDIT: Also, if I wanted more specified condition options similar to "Attack Enemies Randomly" and "Unable to Act", I could replicate effects like that using the code, correct?
Yes. All the stuff at the bottom are really just shortcuts. I may add more shortcuts later based on demand.
Condition Trait
Web Page
Right as you wrote that the website start spazzing out for a moment loading pages all jumbled and without CSS >.>
RPG 20XX Engine
It lets you add layers and set properties, etc. so backgrounds get their own database entry and dialog.
RPG 20XX Engine
How much control will I have over the battle background as the battle is progressing?
Like, would I be able to make something that looks like the Giygas battle, then change the image 4 times then have it scroll vertically to be replaced by another image like in the final boss battle for Final Fantasy 6?
I don't need YouTube vids, I beat both them games. Anyways, almost anything you can on the map you can do during battle. Common events may run during battles. Now specifically for backgrounds, they are their own entry in the database and you can create complex backgrounds.
Would I be able to cue special effects through attacks? Like could I make the screen wobble and turn blue (or even replace the current background with a different one) when I use a Flood attack? Could I make special effects only apply to the battle background, like make only the battle background shake when I use a Quake attack?
It could be possible to trigger effects like that through derived. Check and see if the Target is using an attack of that element or something.
In the same vein, could I have it where characters that are unaffected by an all-targeting spell not undergo the special effects that go with the spell, like having floating characters not shake with the screen when I use the Quake attack, but all grounded characters shake?
Animations you create take into account hit or miss (2003 did this too if I recall). In RPG20XX you can have frames that hit. It won't shake them (or other targeted stuff) if it misses.
Would it be possible to make a battler with no battler image? I would use this to create a battle like in the Final Fantasy 6 battle I posted above.
Yes. You'll even be able to make the panoramic enemy graphic react to being hit through the derived events.
I didn't create derived just for special effects, it was mostly to create much more strategic and varied battles out of anything.
(By the way, the tileset going to be my submission for the new RTP. Here's a preview)
Hm. It could use a lot more shading to bring the shapes out of everything.
Frenemy Foe
Speaking of involvement, since I am convinced this is a good project, I am looking into setting up a Patreon or something. It's going to be an ongoing effort, so I don't want some large bounty as the result of a Kickstarter, yet I want something more involving than a simple donate button.
Frenemy Foe
3. Hit "enter" on the keyboard and quickly click on a different entry (from the list), the name fields should now be the same.
I've already found that one while adjusting the parent stuff. You don't even have to quickly, it'll screw with the next entry's name as long as whatever you did deselects the entries first.
1. So you set the face graphics to null (most likely by deleting the entry).
2. Set the entry with no face graphic assigned to be a parent of another entry.
3. Edit the child entry and then click "OK", it should crash.
Yeah, it doesn't crash when I do that. Weird.
As an aside to all: you see how I spend slightly over half my development time polishing and fixing at the same time as I develop? There are no such things as a developer who writes less buggier code. You don't believe me? You don't have enough other types of minds try your stuff, I'm sure. There are only more arrogant developers who write even more buggier code AND don't test as much believing there aren't as many bugs.. and developers who get rushed by management.
I remember a time where I would play a console game and you actually had to try hard to get it to bug out.














