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Release Maker Birthday~


Featuring new scripts:
TinyUI
FontTexture
Splash

No More Lonely Hearts!

Heart K: right


2021 Misaos - Thoughts, Ideas, Plans

author=LordBlueRouge
What I suggested to do was to post on each RMN event game jam this year, a simple reminder to nominate best event game - maybe even later turn that reminder into a link that would redirect the player, to a playlist of all the games from that event, so they could easily nominate on all the games available once that event was over.


For events without game pages, wait a month for people to create game pages after the event (not every game will have a page, but pages aren't always created right away and might need to go through a couple of rounds of resubmissions.

Item Crafting

Your code has been mangled by bb tags, you should use "code" bb tags to wrap it when posting on rmn.

However, to answer your question, use an if condition that checks the current level (your game variable) against
item.crafting_switches
, which is a list of the switch IDs you set in the requirements.

Item Crafting

1. It would be a new script underneath the crafting script.
2. To turn a switch on/off:
# id is the switch number
$game_switches[id] = true # turn on
$game_switches[id] = true # turn off

To test a switch is on/off:
if $game_switches[id]
  # switch is on
else
  # switch is off
end


To loop over a range of switches and turn on the first one that is not on:
for id in 11 .. 20 do
  unless $game_switches[id]
    $game_switches[id] = true
    break
  end
end


Any print statements go to the debug window which you can turn on for test play using the "game" menu.

The help file for VXA includes a ruby reference in the RGSS section.

Item Crafting

Hi gsuk,

To extend the script to do something more after successfully crafting an item, you could alias and override thus:

class Scene_Crafting < Scene_CraftBase
  #--------------------------------------------------------------------------
  # * Item [OK]
  # remove ingredients, add new item to inventory
  #--------------------------------------------------------------------------
  alias gsuk_on_item_ok on_item_ok
  def on_item_ok
    gsuk_on_item_ok # call original function
    # extra stuff here
    print("do a thing\n")
    if rand < 0.1
      # 10% chance
    end
  end
end


A <craft variable:id:level> tag would have helped you, but I didn't have a reason for it at the time of writing this script.

[RMMV] Animation on mouse click

Tried the same with a picture moving around via Show Picture Variables: TouchInput._x and TouchInput._y and the animation played close to the image but too far away from the click and too slow after my click.


Try this again, but do the show picture much earlier with an off screen position.
Then use "move picture" when the click happens.

This will pre-load the image so that you don't get a lag in loading the image that happens with "show picture"

-An event on the map with Set Event Location (This event) Variables: TouchInput._x and TouchInput._y

Your issue here is mixing screen positions (which are in pixels, starting with 0,0 in the top left of the screen) with map positions (which are in tiles, starting with 0,0 at the top left of the map).

It's possible to convert between the two using the player's screen / map positions and some maths.

[RMMZ] I need help on somethin'...

Skill learning:

If you look in the event commands, under actor "change skills...", you can use this command to learn skills and also to forget them.

Pokemon had a limit of 4 skills learned, to do something like that it would be easiest to use a script call to count the actor's known skills.

This one to get the first actor's number of skills
$gameActors.actor(1).skills().length


This one to specify the actor ID using a variable:
$gameActors.actor($gameVariables.value(1)).skills().length


Strong / Weak moves:

This is basically just the elemental system - use the "element rate" traits.
Set the element rate to 50% for half damage (it's not very effective), and 200% for double damage (it's super effective)

e.g. a grass pokemon has an element rate of 200% for fire.

RMN Christmas Card 2020

Remember Christmas isn't over until the twelfth night (6th Jan), and in some places that's when you get presents...

The Path we Travelled Review

Yeah this one wasn't a clean first half / second half split.
I made most of the maps and character graphics plus the childhood story with the affinity system based on what choices you make when solving the early quests.
Fomar took that and made the skill learning system (with skills learned on level up faster depending on your affinities).
The crash in the pub is unfortunately the one RTP graphic used in the game, supposed to just be the innkeeper chasing you out because you're too young to be in the pub.