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Different types of counterattacks (vx ace)

Counterattacks make the turn based combat a little more interesting. It seems in the default vx ace engine whatever your "attack" skill is defined as will get used. Is there a way to have different types of counterattacks. I have a couple different uses in mind.

idea1: Character1 counter attacks with a fireball. (everyone else would still use a normal attack)

idea2: An ability applies the counter attack "status", but it counters with a frost nova.

Yanfly Engine Ace - Learn Skill Engine

<learn skills: x, x> Does not seem to be working. Am I missing something?

More scripting questions (Ace)

Thanks again Prexus, this is immensely helpful. I think some of your examples got screwed up because of the square brackets, but I get the drift. Someone should sticky this post. It is a good overview and it might help others.

More scripting questions (Ace)

I am trying to learn how to script for RPG maker vx ace, so I can create some more complex events. I want to do a bunch of tricky item modifications by referencing their ID numbers with a variable. I know I need to use the $game_party object, but where can I find a list of functions I can call on it? The help text hasn't proven to be too helpful.

At the very least I need to be able to check if the party has an item X in their inventory. I also need to know how to remove items, of a referenced variable.

Thanks,
equnax

Item database question (RPG Maker VX ace)

That did the trick, thanks everyone.

Item database question (RPG Maker VX ace)

Hmm, I'm getting an error still. For example I replace variable # with "6". Because that's the variable i'd like to reference. However when I run it, it gives me an error saying it expected a ")".

Item database question (RPG Maker VX ace)

Your script works fine when I manually type of number into the id, but how do I reference a stored variable?

Thanks again!

Item database question (RPG Maker VX ace)

I just started a new VX ace project. I really like the engine so far, but I'm running into some of it's shortcomings.

There doesn't seem to be a way to give items based on their ID#. Like give an item of v[n], where n is the ID# of the item I want to give. Is there an easy way to script this? It would be much simpler then a super long conditional statement.

Thanks,
equnax

Basic Battle Scripting Questions (2k3)

Thanks for your speedy responses guys!

Basic Battle Scripting Questions (2k3)

Is there any good way around this. Lets assume a 4 person party plus a boss. So if I wanted it to be on his 5th turn I should maybe say 25 turns in? Of course that assumes they all get roughly 1 attack per round.
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