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[RMMV] Field Abilities

MV can have a common event with parallel processing that acts on every map, so long as its switch is on. If you like, you can look at the game I made with Fomar, "The Path we Travelled". When you get the dog in your party, you can sniff the air to find hidden treasure (which is done with a parallel event like this).
You can check what equipment is on using the conditional branch command.

For the fire ability, you don't need any of this. Just make the ice blocks map events triggered by action button.
In that event (which can be a common event), check for the fire ability being equipped. If so, play animation (breathing fire / ice melting) and control a self switch to replace the ice block with an empty tile / puddle of water.

As well as map events, you can use the region layer. From a common event you can check which region the player is in, and do different things.

For bombs, you can have an invisible map event that is moved to the player's location when they drop a bomb (using self switch and set event position). Then use a timer to explode the bomb after a few seconds.

requestMotion during battle help!

author=orange-
author=coelocanth
I made a script that gets characters to use the attack motion when using specific skills, or all physical skills:
https://rpgmaker.net/scripts/729/

If it doesn't do what you want, take a look at Game_Actor.prototype.performAction in rpg_objects.js

Thanks for the tip! I'll look into Game_Actor.prototype.performAction in rpg_objects.js... Seems like it's not that simple.

Also your plugin sounds really good, but for some reason it didn't work with my setup. Maybe there's some other plugins colliding with it.


Lots of battle system plugins will override the functions, so it's not greatly surprising. Unfortunately you'll need to read through your plugins as well to see what they do.

You can also try exchanging plugin order, the last plugin gets the final definition of each function. Occasionally that will be enough to resolve a conflict.

requestMotion during battle help!

I made a script that gets characters to use the attack motion when using specific skills, or all physical skills:
https://rpgmaker.net/scripts/729/

If it doesn't do what you want, take a look at Game_Actor.prototype.performAction in rpg_objects.js

[RMVX ACE] A dog scent trail?

If you're happy to do it with eventing, event pages and a switch work (that's how I made the dog's scent work in "The path we travelled")

With this in a common parallel event:

◆If:Button [Pageup] is pressed down
◆If:quest: dog sense active is ON
◆Exit Event Processing

:End
◆Tint Screen:(68,0,-34,34), 30 frames (Wait)
◆Control Switches:#0014 quest: dog sense active = ON
◆Exit Event Processing

:End
◆If:quest: dog sense active is OFF
◆Exit Event Processing

:End
◆Control Switches:#0014 quest: dog sense active = OFF
◆Tint Screen:(0,0,0,0), 30 frames (Wait)
And using switch 14 to select event pages on map events

The Kidnapping (and other crimes) of Princess Pri

The version I downloaded today has the start position set in the wrong place, so the intro is skipped. Also it softlocks if you enter the first room you should have escaped from.
Otherwise, was an enjoyable game with lots to look at, and read character's opinions of.

[RMVX ACE] Curious About The More Obscure Parameters

There are several scripts to change CNT to just counter attack instead of evade and counter.
Counter attack uses the damage formula of the attack skill, with the attacker / defender swapped.
Magic reflect uses the original skill.

This function in Scene_Battle does the checks:
#--------------------------------------------------------------------------
  # * Invoke Skill/Item
  #--------------------------------------------------------------------------
  def invoke_item(target, item)
    if rand < target.item_cnt(@subject, item)
      invoke_counter_attack(target, item)
      # copy the apply_item_effects line in here to take damage as well as counter
    elsif rand < target.item_mrf(@subject, item)
      invoke_magic_reflection(target, item)
    else
      apply_item_effects(apply_substitute(target, item), item)
    end
    @subject.last_target_index = target.index
  end

PDR and MDR are good if your game uses elements for both physical and magical attacks.
So you can have a slime that takes half damage from physical attacks but also takes double damage from fire.

[RMMV] Why did they hide half the RTP...

> "Do not include unused files" (is it a mistake to trust that checkbox?)

It will remove assets that are only used by plugin scripts, e.g. animations used by battle system scripts.
As a workaround, you can make a common event in the database that references all the animations you need to keep.
There's another official way putting comments in the script which the packager will pay attention to, but most plugins have the animations as a configurable.

Conversely, if you don't delete tilesets and skills you're not using from the database, those graphics and sounds won't be removed from your distribution package.

If you use the editor's resource manager, there's a DLC button that takes you directly to that folder to import resources.

[RMMV] No MP3s WTF?

I think webm and mp4 for videos. The videos in the swap project I received were webm so that definitely works.
PixiJS (the generic engine MV is built on top of) supports both.

[RMMV] Urgent Halp Need

The base javascript is in the game under js (look in the rpg_* files for all the game system stuff). In this case, rpg_objects.js.

There's no script editor built in, use notepad++ if you have no preferences (it has the same ctrl+shift+f shortcut to search in all files as the VXAce script editor)

Yes it's the same stupid formula as the previous iterations:
Game_Player.prototype.makeEncounterCount = function() {
    var n = $gameMap.encounterStep();
    this._encounterCount = Math.randomInt(n) + Math.randomInt(n) + 1;
};


Now you can change it directly there, or you can copy the function into a new file in the plugins directory (then activate it in the editor).
With javascript, that's it - it will load your plugin after the core script and redefine the function to do what you want.

(Sorry this response is too late for the event)

When You Were Young

This is a well written and nicely polished game, and the two halves mesh together nicely.
(Around 4 hours of gameplay to reach the conclusion though)
The dreamwalker class has original and imaginative abilities.

Some issues (SPOILERS)

When escaping the palace, there's a chest with your equipment in. However it contains some missing database items in place of thief weapons (There's a blank spot in inventory with x2 and x4 beside it)
When backtracking to visit the world tree, I accidentally stepped on the tile which sent me to the early game forest area (which I couldn't leave, and was replaying some of the events)
Encounter rate feels too high in the cave after escaping the palace, and in the world tree (specially with needing to backtrack through the dungeon).
Boss fights seem to store up their turns and then attack 3 or 4 times in a row (which would be fine if telegraphed so you can guard or use the one turn defensive buffs like reflect). Can wipe party members from full HP :(
Cerberus enemies have a breath weapon that paralyzes the party, which is not fun.