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624 pixels wide (MV default) manages to avoid having scroll bars.
If you look at the images on the public profile for your game, they probably have a scroll bar (which makes the game page look worse than it should).
If you can avoid scrollbars, that should be enough.

[RMMV] Alternative to MP

Sorry I can no longer find it, perhaps I confused for something else.
The "skill core" plugin does support custom skill costs, so you could use variables or similar.

[RMMV] Alternative to MP

Built in, you have two mechanics; TP and MP (TP raise in combat by using skills with a TP gain property, but reset each combat unless you have the "preserve tp" flag).

You can rename either of these in the database. You can change the colours in the window skin.

To have individual color and named bars for each character / class, you would need a plugin. If you're not up to writing your own, one of Yanfly's plugin collection lets you define lots of different resources with bars in battle.

[RMVX ACE] How to change default attack

Surprised you can't find a script for this.
These two functions in Game_BattlerBase:
#--------------------------------------------------------------------------
  # * Get Skill ID of Normal Attack
  #--------------------------------------------------------------------------
  def attack_skill_id
    return 1
  end
  #--------------------------------------------------------------------------
  # * Get Skill ID of Guard
  #--------------------------------------------------------------------------
  def guard_skill_id
    return 2
  end


Return the ID of the skills to use for the attack / guard commands.
You could override them for actors by redefining that function to return a different id, based on notes in the actor's class, for example.

[RMMV] Is there a plugin that will let me cycle through characters when in a menu?

pageup / pagedown keys correspond to the L/R buttons on the controller, which is a bit more intuitive.

RMN Underwater Pixel Quilt 2022

B3, 4-way transition go.

What are good game engines for making a Card Game?

You could look at boardgame.io (despite the name, board games include decks of cards, so it contains functions for manipulating such).

The concepts of turns and game state transfer.
It's a headless library, so you'd need something else to draw the cards on screen and interact with them.

[RMVX] Windows 10 compatibility issue with key input extending script

@@get_key_state = Win32API.new('user32', 'GetAsyncKeyState', 'i', 'i')

Should be binding this function: https://docs.microsoft.com/en-us/windows/win32/api/winuser/nf-winuser-getasynckeystate

Can't say why it would not work though.

[RMVX ACE] I need help understanding Yanfly Engine Ace - Lunatic Targets v1.0

I don't know that you could let the player select a target three times, then have the skill target all of them using only this script.

You could let the player choose one target by having the scope set to one enemy, and then use this script to add two more random targets to the target list.

I haven't really used it though, Mk 1 eyeballs looking at the script makes it look like it adjusts the targets of the skill after you selected using the regular interface.

[RMVX ACE] I need help understanding Yanfly Engine Ace - Lunatic Targets v1.0

All YEA "lunatic" scripts require you to write some script yourself, they just reduce the amount of code you need by putting the hooks inot game mechanics for you.
If you know nothing of scripting, and don't have somebody to write the required scripting for you, the lunatic scripts aren't for you (yet).

In this case, the "lunatic_target" function is called when you activate the skill.
Each of those strings in the note is one named effect.

e.g.
<custom target>
MY_EFFECT_1
MY_EFFECT_2
</custom target>

Will run the case statement once with effect = "MY_EFFECT_1" and once with "MY_EFFECT_2".

You either edit that function to add new "when" clauses to the case statement, or you write your own script, put it below, and alias / implement the "lunatic_targets_extension" function in the usual way.

Either way, you get the "smooth_target" as an input, which is the default set of targets for the scope selected in the database.
You're expected to update the targets array and return that as the output; which is the modified set of targets according to your rules.