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[RMMV] Making Battler's Disappear

The animation itself has a "hide target" option among the flash/sound timing stuff. Would that help? Maybe if it's an animation played on the battler you're trying to hide.

With action sequence pack 1 (YEP_X_ActSeqPack1.js), you can play animations at arbritrary times during the skill execution using the ANIMATION command.

You'll need action sequence pack 2 (YEP_X_ActSeqPack2.js), then you can use the OPACITY command to turn a target transparent.

pack 3 is mostly camera effects.

[RMMV] Noob mapping question

Pop horror also has tiles in the A5 section with a darkened top edge which are designed to be placed under walls like in the example map image.
You'll find them just under the road markings on the A tab if your exterior tileset is set up the same way as mine.

Pixel Club



Some pub tiles:
beer pumps
"optics" spirit bottles for the wall
Pint glasses (full/empty)

Aria

Thanks so much for this Kiyasu!

Secret Santa Sign-ups 2021

Kiyasu, thanks for the lovely picture. Here's my version of Reeruro for you.



Also thanks Santa Liberty for the game, I'm enjoying it so far.

Jingle Jangle Jam

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Ooh what a cute jelly!
Anyone seen Reginald?
Probably ahead looting the treasure, always splits the party.

Is there a plugin that will allow you to combine items in battle to use a skill?

So something like Rikku's "mix" skill in FFX, except the player knows what they want to achieve?

If you wanted to event it, you could do something like this by having the skill run a common event and forcing a different action depending if the items chosen are good or not:

◆Select Item:alchemy A, Regular Item
◆Select Item:alchemy B, Regular Item
◆If:alchemy A < alchemy B
◆Comment:swap so A is always lower item id
◆Control Variables:#0001 scratch = alchemy A
◆Control Variables:#0015 alchemy B = alchemy A
◆Control Variables:#0014 alchemy A = scratch

:End
◆If:alchemy A = 7
◆If:alchemy B = 7
◆Comment:Two potions: all potion
◆Force Action:Reid, All-Potion, Last Target
◆Exit Event Processing

:End

:End
◆Comment:No recipe matches, do a weak effect
◆Force Action:Reid, Fizzle, Last Target
[code]

[RMVX ACE] Looking for help with game mechanic.

You might be able to use an invisible state for this.
Have the battle event inflict a state on the boss.
Have the boss AI only use the special attack when it has that state.
Have the player's action remove the state from the boss.

Alternatively, use a switch, and have the battle event turn that switch on, and the player action include a common event that turns that switch off.
Again, the enemy AI can be set to use the special attack only when the switch is still on.