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A Fond Farewell to Yanfly
Thank you for making ace message system, battle engines, and all the other useful plugins. Thank you for the effort in making your plugins both easy to use and easy to extend. Please find joy and success in your next adventures.
New Developer Mapping Help Thread
eot25: a couple of things to look at
- long straight walls don't look like a natural cave. Some areas of your map suffer from this. Other parts are looking better.
- In the third image, the wall tiles on top of the ceiling tiles look strange and inconsistent.
- try mixing up the floor a bit using the "dark ground" tile (two to the right of the ground autotile you're using), and some of the broken ground tiles near the bottom of the A tile section. Perhaps a tiny amount of the moss / dirt autotile. This will make the large areas more visually interesting.

- long straight walls don't look like a natural cave. Some areas of your map suffer from this. Other parts are looking better.
- In the third image, the wall tiles on top of the ceiling tiles look strange and inconsistent.
- try mixing up the floor a bit using the "dark ground" tile (two to the right of the ground autotile you're using), and some of the broken ground tiles near the bottom of the A tile section. Perhaps a tiny amount of the moss / dirt autotile. This will make the large areas more visually interesting.

[RMMV] [RMVX ACE] [RM2K3] The Maker Maths Thread
Yes they are - if you look in the js/ folder of a new project, there's a set of files named rpg_*.js which are the core scripts.
[RMMV] This Should Be Really Simple....
YEP_X_CriticalControl would also make it easier, as it gives a critical damage formula that includes the target.
[Any Engine] What's your build/playtest loop like for you, mentally?
The one thing that MV has over the other engines is that the editor isn't locked while playtesting. So I'll fix as I go with that, while needing to take notes / remember everything that's broken on a map at a time when using VX Ace.
Text not fitting in message windows is the bane of my existence when it comes to RM.
Text not fitting in message windows is the bane of my existence when it comes to RM.
[RMMV] This Should Be Really Simple....
Hmmm, I'd look at the "applyCritical" function for this.
The default critical hit damage is 3x damage. Simple enough.
So I'd have helmets change the multiplier to a smaller number.
e.g. if you're wearing a helmet, you suffer 1.5x damage instead of 3x.
Unfortunately, that function doesn't take the target as a parameter, which makes it a bit messy. Might be worth looking at YEP_DamageCore to reduce the amount of code you write.
Once you have a target, the target may be a Game_Actor (which has equipment) or a Game_Enemy (which does not). So you'd end up using a database note tag or something to indicate which enemies have helmets. (or ignore them and apply this bonus only to PCs)
For an actor, target.equips() will return a list of everything equipped. Go through each of those and check if it has the critical protection flag (probably a database note-tag applied to helmets but not to bandanas or hats)
Sorry for being vague, it's not that hard but will need a small script.
Game_Action.prototype.applyCritical = function(damage) { return damage * 3; };
The default critical hit damage is 3x damage. Simple enough.
So I'd have helmets change the multiplier to a smaller number.
e.g. if you're wearing a helmet, you suffer 1.5x damage instead of 3x.
Unfortunately, that function doesn't take the target as a parameter, which makes it a bit messy. Might be worth looking at YEP_DamageCore to reduce the amount of code you write.
Once you have a target, the target may be a Game_Actor (which has equipment) or a Game_Enemy (which does not). So you'd end up using a database note tag or something to indicate which enemies have helmets. (or ignore them and apply this bonus only to PCs)
For an actor, target.equips() will return a list of everything equipped. Go through each of those and check if it has the critical protection flag (probably a database note-tag applied to helmets but not to bandanas or hats)
Sorry for being vague, it's not that hard but will need a small script.
[RMMV] Type Error when testing the game?
Press F8 or F12 and look in the debug console, there should be a stack trace pointing at the script line that caused the error.
[RMMV] Displaying More Formatted Text
The line spacing depends on the font height used.
For some reason theres a fixed +8 pixels in the core scripts which YF scripts don't make configurable.
With everything default, the font is 24 px, outline is 4px, and the fixed spacing is 8px for a total of 36 px between lines.
So you might need to tolerate the forced 8 pixels and space out your lines a little extra, or find/make a script to fix up calcTextHeight
For some reason theres a fixed +8 pixels in the core scripts which YF scripts don't make configurable.
With everything default, the font is 24 px, outline is 4px, and the fixed spacing is 8px for a total of 36 px between lines.
So you might need to tolerate the forced 8 pixels and space out your lines a little extra, or find/make a script to fix up calcTextHeight
[RMMV] Displaying More Formatted Text
Message core would do most of what you want, if you used a transparent window on top of a picture of the book.
However what makes things difficult is that you want the text in two columns. That's a new thing. Unless you can find a plugin to do messages as newspaper columns.
If you wanted the book to act like a message log, and append each "show text" command, that's also new.
(YEP_X_MessageBacklog does some recording of message windows though)
All possible with programming, but not super simple, and quite specific to your game.
Spiral bound notebooks do fold back on themselves flat, so doing a single page instead of double page and using a transparent message window is probably your best bet.
You should be able to achieve that with a "Show Picture" command, YEP_MessageCore + YEP_X_ExtMesPack1 (for specific x,y positioning of the message window) and "Show Text" with a transparent background.
However what makes things difficult is that you want the text in two columns. That's a new thing. Unless you can find a plugin to do messages as newspaper columns.
If you wanted the book to act like a message log, and append each "show text" command, that's also new.
(YEP_X_MessageBacklog does some recording of message windows though)
All possible with programming, but not super simple, and quite specific to your game.
Spiral bound notebooks do fold back on themselves flat, so doing a single page instead of double page and using a transparent message window is probably your best bet.
You should be able to achieve that with a "Show Picture" command, YEP_MessageCore + YEP_X_ExtMesPack1 (for specific x,y positioning of the message window) and "Show Text" with a transparent background.
[RMMV] This Should Be Really Simple....
Put this as a mini plugin after YEP_X_ChangeBattleEquip to make using the equip command add a state:
Make state 12 a "cannot move" restriction with auto remove at turn end, duration 1 turn. Or edit the script to use another state.
You could make the state do something else like give an ATK debuff or HIT% penalty instead of losing the turn.
Another way to do it would be to force an action choice - this example will force selection of the "wait" skill in the default database. With the default battle system, it doesn't work well because the player can use "X" to go back to the previous actor, but for ATB it might do the job.
CCCBEUT_Scene_Battle_commandChangeBattleEquip = Scene_Battle.prototype.commandChangeBattleEquip Scene_Battle.prototype.commandChangeBattleEquip = function() { CCCBEUT_Scene_Battle_commandChangeBattleEquip.call(this); var a = BattleManager.actor(); if(a) { a.addState(12); if(!a.canInput()) { this.selectNextCommand(); } } }
Make state 12 a "cannot move" restriction with auto remove at turn end, duration 1 turn. Or edit the script to use another state.
You could make the state do something else like give an ATK debuff or HIT% penalty instead of losing the turn.
Another way to do it would be to force an action choice - this example will force selection of the "wait" skill in the default database. With the default battle system, it doesn't work well because the player can use "X" to go back to the previous actor, but for ATB it might do the job.
CCCBEUT_Scene_Battle_commandChangeBattleEquip = Scene_Battle.prototype.commandChangeBattleEquip Scene_Battle.prototype.commandChangeBattleEquip = function() { CCCBEUT_Scene_Battle_commandChangeBattleEquip.call(this); var a = BattleManager.actor(); if(a) { BattleManager.inputtingAction().setSkill(7); this.selectNextCommand(); } }













