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Robot Face Graphics Wanted
author=Ben_Random
Hello folks, I posted this same thread in Help and Requests but received no help, so I am moving it here.
I am working on a game and there are robots. {Yes, Futuristic VX game.}
I found these sprites in the recourse museum:
I would really like face graphics for them. Credit will certainly be given.
As you can see, one of the robots is multi colored:
Only one color is needed, whichever works best.
Anyone know what Recourse Museum is? I can't find anything about it and would love to use the little shielded drone looking things with credit given.
DoubleX RMVXA Enemy MP/TP Bars Addon to Yanfly Engine Ace - Ace Battle Engine
Works great! I had noticed some hiccups before and didn't know what might be causing them, they seem to have been fixed by the new version of this!
DoubleX RMVXA Enemy MP/TP Bars Addon to Yanfly Engine Ace - Ace Battle Engine
Hey! I woke up today, had my coffee, and fixed this! Here's what I did:
On Yanfly Channel for his HP Bars, in the comments section there is a post halfway down the page by Shinma with a fix for the HP Bars showing on hidden enemies. I replaced the code at line 315 in your script with the fix. Here's what changed:
Replace:
def gauge_visible?
update_original_hide
return false if @original_hide || case_original_hide?
return true if @visible_counter > 0 || @gauge_width != @target_gauge_width
return false if !SceneManager.scene_is?(Scene_Battle)
enemy_window = SceneManager.scene.enemy_window
!enemy_window.nil? && !@battler.dead? && enemy_window.active && (enemy_window.enemy == @battler || enemy_window.select_all? || highlight_aoe?)
end
With this:
def gauge_visible?
update_original_hide
return false if @original_hide
return false if case_original_hide?
return true if @visible_counter > 0
return true if @gauge_width != @target_gauge_width
if SceneManager.scene_is?(Scene_Battle)
return false if SceneManager.scene.enemy_window.nil?
unless @battler.dead?
if SceneManager.scene.enemy_window.active
return false if @battler.enemy? && @battler.hidden
return true if SceneManager.scene.enemy_window.enemy == @battler
return true if SceneManager.scene.enemy_window.select_all?
return true if highlight_aoe?
end
end
end
return false
end
And now the notetag for the hidden enemy can say <show mp gauge> and AoE spells will not reveal its MP Bar until they are no longer hidden. :D
On Yanfly Channel for his HP Bars, in the comments section there is a post halfway down the page by Shinma with a fix for the HP Bars showing on hidden enemies. I replaced the code at line 315 in your script with the fix. Here's what changed:
Replace:
def gauge_visible?
update_original_hide
return false if @original_hide || case_original_hide?
return true if @visible_counter > 0 || @gauge_width != @target_gauge_width
return false if !SceneManager.scene_is?(Scene_Battle)
enemy_window = SceneManager.scene.enemy_window
!enemy_window.nil? && !@battler.dead? && enemy_window.active && (enemy_window.enemy == @battler || enemy_window.select_all? || highlight_aoe?)
end
With this:
def gauge_visible?
update_original_hide
return false if @original_hide
return false if case_original_hide?
return true if @visible_counter > 0
return true if @gauge_width != @target_gauge_width
if SceneManager.scene_is?(Scene_Battle)
return false if SceneManager.scene.enemy_window.nil?
unless @battler.dead?
if SceneManager.scene.enemy_window.active
return false if @battler.enemy? && @battler.hidden
return true if SceneManager.scene.enemy_window.enemy == @battler
return true if SceneManager.scene.enemy_window.select_all?
return true if highlight_aoe?
end
end
end
return false
end
And now the notetag for the hidden enemy can say <show mp gauge> and AoE spells will not reveal its MP Bar until they are no longer hidden. :D
DoubleX RMVXA Enemy MP/TP Bars Addon to Yanfly Engine Ace - Ace Battle Engine
This will surely be useful! Now we can tell when the Demon Commander is likely to unleash his mega assault!
But skills that target a range of enemies (such as 2 random enemies, or all enemies), are still showing the MP (and probably TP) bars of hidden enemies. From this screenshot, we can see that Yanfly's HP bars are still hidden on the hidden enemy. I looked through Yanfly's HP Bars script but haven't had any success frankenscripting it into your MP Bars script. There's something missing somewhere.
The apparent solution would be to have the MP bars hidden on such enemies with notetags, but if that is done, the MP Bars continue to be hidden after the enemy has appeared. If you get a minute to look into this I'd appreciate it, thank you!

But skills that target a range of enemies (such as 2 random enemies, or all enemies), are still showing the MP (and probably TP) bars of hidden enemies. From this screenshot, we can see that Yanfly's HP bars are still hidden on the hidden enemy. I looked through Yanfly's HP Bars script but haven't had any success frankenscripting it into your MP Bars script. There's something missing somewhere.
The apparent solution would be to have the MP bars hidden on such enemies with notetags, but if that is done, the MP Bars continue to be hidden after the enemy has appeared. If you get a minute to look into this I'd appreciate it, thank you!
VX Ace: Buttons stuck... usual remedies aren't working.
Oh wow, you're right it turns out it happens when Num Lock is active. I was doing a bunch of database entries and forgot to turn it off afterwards. Thanks lol
VX Ace: Buttons stuck... usual remedies aren't working.
sometimes shift sprinting gets me stuck moving in that direction and the key for that direction becomes totally disabled, including battle scenes and menus. no idea what's causing this. apparently it's just us
This Close...
This reminds me of the "Villain's Tavern" which was a forum I wrote on over 17 (wow that long) years ago. We had a bunch of posters who would write skits and short stories revolving around a bar full of villain characters. This demo was nostalgic to me for that reason, lol I'd like to see this continued.
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