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[RMMZ] Are there any templates for 16x16 Tilesets?

The layout of each tile sheet is the same, just each tile is smaller.
You could shrink the rtp tiles to 1/3 size and draw over them if that's what you usually do.

Notably the auto tiles use the VXA - MZ format not 2k3 so you wouldn't be able to use those tiles directly from 2k3.

[RMMV] Parameters + and - HP (flashing red when you walk)

In Game_Screen there is this function:
class Game_Screen
  #--------------------------------------------------------------------------
  # * Start Flash (for Poison/Damage Floor)
  #--------------------------------------------------------------------------
  def start_flash_for_damage
    start_flash(Color.new(255,0,0,128), 8)
  end
end


So you could probably override that to do nothing to prevent those flashes

Is it possible to make a skill like "Blade Beam" in VX ACE?

What I've done in the past is to have one skill trigger another. So the initial skill is a single target attack, and it triggers another skill which is the multi target attack.
Not quite what you want here, unless you want the initial target to be hit twice.
Common event in a skill runs last btw, after all other effects of the skill.

[RMMZ] The Stupidest Thing I've Ever Seen

Check if you've used 300 instead of 3.0 when you meant 300% somewhere in a plugin setting.
The editor uses percentages, but in engine normalized numbers are used (so 1.0 is 100%). This makes the math easier, but if you use a large 100x scaled number by mistake it multiplies up to give silly huge numbers like you're seeing.

[RMMV] Need help with making the Level 5 Death Skill from FF5

set the damage to a flat 1, it'll do 1hp damage and/or kill

[RMMV] Need help with making the Level 5 Death Skill from FF5

That probably means your actor's hp has been set to a strange value (like infinity or Not A Number), which could be a problem with a damage formula.

[RMMV] Need help with making the Level 5 Death Skill from FF5

Right, so change addstate to addState and it should work.

The red text is called a stack trace.
The first line is the actual error "TypeError: b.addstate is not a function".
The rest of it is showing all the function calls that led to that error happening. When debugging more complex problems than this, it would help understand what happened.
The underlined text shows the file and line number (they are also clickable links)

The second error about isDevToolsOpen is an incompatibility of Yanfly's plugin with MV 1.6.1 and can be solved by updating those plugins. It's mostly harmless though, it just means the wrong error is displayed on the screen when the game crashed, but you can find the right error using the dev tools as you just did.

[RMMV] Need help with making the Level 5 Death Skill from FF5

Press F12 to open the dev tools window in test play to see the error properly in the console tab.

I think I typoed addState as addstate.

The console window should show you that with something like "addstate is not a function"

[RMMV] Need help with making the Level 5 Death Skill from FF5

Because you're using Yanfly plugins, it's actually easier.
Use YEP_SkillCore plugin and put this in your skill's note box:

<Post-Damage Eval>
if(b.level % 5 == 0) {
b.addState(1);
}
</Post-Damage Eval>
For the damage formula itself, I'd suggest this:

(b.level % 5 == 0) ? 9999 : 0
but you could also just leave it blank if you prefer.
A skill that does no damage may show a miss or "there was no effect on goblin"

Another consideration is that the "addState" function is unconditional - your level 5 death spell will kill people even if they have death resist accessories equipped.

To account for resistances, you should instead use "itemEffectAddState", like this:

<Post-Damage Eval>
if(b.level % 5 == 0) {
this.itemEffectAddState(target, {
code: Game_Action.EFFECT_ADD_STATE,
dataId: 1, // dataId is the state number (0 for "normal attack" to use weapon states)
value1: 1, // value1 is the normalized chance to apply the state (1 = 100%)
value2: 0 // value2 is not used for states
});
}
</Post-Damage Eval>

In this case it's a bit more complicated as you're building the data structure which would be in the database entry for the skill in code.

And finally for people with more of a coder mindset, I think an elegant way would be to make custom hit chances on skills.

This function in Game_Action could be overridden:

Game_Action.prototype.itemHit = function(target) {
if (this.isPhysical()) {
return this.item().successRate * 0.01 * this.subject().hit;
} else {
return this.item().successRate * 0.01;
}
};

And since it has both the target as a an argument and the user as this.subject(), a custom hit chance could be written that takes levels into account.
Then the skill in the database could just have "add state: death 100%", but a custom hit chance in the notes like this:

<custom success rate>
b.level % 5 == 0 ? 1 : 0
</custom success rate>
In that case, the skill would miss anyone whose level isn't divisible by 5, and hit if it is (with the death state being added only to targets that were hit)

Writing the plugin for that is left as an exercise for the reader.

(post edited to correct typos in code)

Is there a way to skip the [monster] emerges message in RPG Maker MZ?

A further thought:

Because the game message system is used to display that text box, you can use text codes to auto dismiss the message.
e.g. in the "terms" section of the database, change the Emerge text to "%1 emerged!\.\^"
This would display the message, wait 0.25 second, then dismiss the message automatically.

If you want to skip the messages entirely, do what Marrend said and override either BattleManager.displayStartMessages or BattleManager.startBattle.