ZANGIA'S PROFILE
Zangia
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Hey,I'm a big fan of JRPGs, and really got in the mood to make my own rpg.
So happy that rpg maker exist.
So happy that rpg maker exist.
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Game actor shoot fireball
author=MarrendOkay, Thanks
Okikumay very well be what you're looking for, then. I don't necessarily recall all the details right now, but, I know the Wand of Blasting in that game was a mixture of Common Event calls, and scripts. If there is one thing I can remember, it was setting up an array of event IDs that kept track of what events the Wand could interact with.
*Edit: This snippet...=begin Marrend's Action_Event snippet This little snippet is pretty darn self-explanitory. If somebody else uses this, I don't particulary care if credit is given or not. To allow this data to be saved, add into Data_Manager's self.make_save_contents function... contents[:actions] = $actions ...and the self.extract_save_contents(contents) function... $actions = contents[:actions] ...where "$actions" is the name of the array that you're using. This array is to be re-set with each map. In the case that an event is to be actionable once per map visit (such as on-touch encounters), or once ever (such as bosses or chessts), keep track of what position in the array those event IDs fall. I highly suggest an in-line comment after the array is defined for the map in question. Anyway, when an event is not actionable, set the appropriate array position to "0". =end # Determines if an event at (x, y) is actionable. If so, returns the ID of the # event. def is_actionable?(x, y) i = 0 while i < $actions.size # Cycles through the action array to see if an actionable event was # activated. event_id = $actions[i] if event_id != 0 # If the value of event_id is was set to 0 because an actionable event # was removed, the next check would throw an exception. puts($game_map.events[event_id].pos?(x, y)) if $game_map.events[event_id].pos?(x, y) == true return event_id end end i += 1 end return 0 end module DataManager def self.make_save_contents contents = {} contents[:system] = $game_system contents[:timer] = $game_timer contents[:message] = $game_message contents[:switches] = $game_switches contents[:variables] = $game_variables contents[:self_switches] = $game_self_switches contents[:actors] = $game_actors contents[:party] = $game_party contents[:troop] = $game_troop contents[:map] = $game_map contents[:player] = $game_player contents[:actions] = $actions contents end #-------------------------------------------------------------------------- # * Extract Save Contents #-------------------------------------------------------------------------- def self.extract_save_contents(contents) $game_system = contents[:system] $game_timer = contents[:timer] $game_message = contents[:message] $game_switches = contents[:switches] $game_variables = contents[:variables] $game_self_switches = contents[:self_switches] $game_actors = contents[:actors] $game_party = contents[:party] $game_troop = contents[:troop] $game_map = contents[:map] $game_player = contents[:player] $actions = contents[:actions] end end
...is actually from Dragon's Gate, which is the most recent application of the WoB that originated from Okiku, and may have had a few updates. I don't recall off the top of my head if that game is encrypted or not. Okiku absolutely is, though!
Game actor shoot fireball
Game actor shoot fireball
Hello,
I need to know where I can find a script or a way to allow a specific actor to shoot(fireball or ice ball) when on field. I am currently using RPG Maker VX ACE. Also,I bet such a script does not exist.
Thanks
I need to know where I can find a script or a way to allow a specific actor to shoot(fireball or ice ball) when on field. I am currently using RPG Maker VX ACE. Also,I bet such a script does not exist.
Thanks
Zangia's Legend
author=bicfarmerI seriously hated that anime, but the characters are good.
lets see, saber, rider and ciel. is this about holy grail wars or something
Zangia's Legend
Zangia's Legend
author=dnel57
Just started the game. Went in elder's house and you can walk on tops of walls?
Looking for the cellar. Only one door and it's locked.
The door and the top of the wall should not be on the same plane, unless it's meant to be a trap door imho.
Oops!
Zangia's Legend
Nice, my game made it. Now can I get some feedback. Personally I do not want to use parallax mapping. I enjoy story and battle systems so most of my games will try to incorporate a great battle system. I'm new to this stuff but the more time I put in it, the better I can make it. with that being said I don't have to much time. Fit to get my second job. So is this game good enough or should I give up.
test inactive party member
author=Marrend
Is the character physically in the party, but outside of the battle party? It makes a difference with the context of using Conditional Branch.
I'm not going to post the entire thing, but, if you use Conditional Branch, checking to see if a certain actor is in the party, it runs...
when 4 # Actor actor = $game_actors[@params[1]] if actor case @params[2] when 0 # in party result = ($game_party.members.include?(actor)) #etc end end
...this code. Digging a bit deeper...
class Game_Party < Game_Unit #-------------------------------------------------------------------------- # * Get Members #-------------------------------------------------------------------------- def members in_battle ? battle_members : all_members end #-------------------------------------------------------------------------- # * Get All Members #-------------------------------------------------------------------------- def all_members @actors.collect {|id| $game_actors[id] } end #-------------------------------------------------------------------------- # * Get Battle Members #-------------------------------------------------------------------------- def battle_members all_members[0, max_battle_members].select {|actor| actor.exist? } end end
...we can see that $game_party.members returns a different array, based on whither or not the party is in battle. That might be the issue. Going on the theory that you need to check if a person is in the party regardless of that factor...
$game_party.all_members.include?($game_actors[actor_id])
...this should return the result desired, after replacing "actor_id" with the ID of the actor you want to check party-presence for.
Very good, Very good, exactly what I was looking for,thanks.
test inactive party member
So I am playing around with testing, and guess what, you cannot test an inactive actor with a conditional branch checking if actor is in party. So how do you check if an inactive actor is part of the group?
One actor for All members
author=Marrend
The thought in my head was that one could use something to the effect of...
char = $game_actors[actor_id].clone $game_party.members.push(char)
...that (note: this is VX Ace code) to insert a literal clone of an actor with a given ID into the party. However, that didn't seem to work the way I thought it would.
Actually, the actor_clone_script should work, but I'm still having problems with it.