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equnax
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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.
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.
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
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)
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
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)
I am trying to script a boss battle in RPG maker 2k3, and having some trouble.
For instance if I wanted a boss to use a special ability every 5 turns of the fight without falter. How do I set the number of turns on him to do this. Every combination I tried will not get it done. Further explanation of the turn variables would be very helpful also. (ie x + what does y and z represent)
Thanks in advance.
For instance if I wanted a boss to use a special ability every 5 turns of the fight without falter. How do I set the number of turns on him to do this. Every combination I tried will not get it done. Further explanation of the turn variables would be very helpful also. (ie x + what does y and z represent)
Thanks in advance.
Overworld Mini Map troubles.
Hello everyone,
I am pretty new to the forum but have been lurking for about a month :D
I have been working on a game for about 4 months now in RPG Maker 2k3, and plan to submit it to rmn upon completion. I am having trouble figuring out how to make a decent mini map for my "overworld" or "World Map". At the moment I have a tiny minimap appears whenever the player enters the airship. I think this is nice reward for getting the airship, instead of just increased mobility.
The problem:
I can't seem to make a proper tracking dot/beacon to indicate where the player is on the mini-map in relation to the world. I have messed around for a good 2 hours try to get it to convert right and I am just thinking it is not possible without the use of decimals :(.
My world map is 100x100 units large.
Rpg Maker 2k3's resolution is 320x240.
My mini-map picture is 1/5 the size of the resolution, so it is 64x48.
Anyone have a solution/suggestions?
I am pretty new to the forum but have been lurking for about a month :D
I have been working on a game for about 4 months now in RPG Maker 2k3, and plan to submit it to rmn upon completion. I am having trouble figuring out how to make a decent mini map for my "overworld" or "World Map". At the moment I have a tiny minimap appears whenever the player enters the airship. I think this is nice reward for getting the airship, instead of just increased mobility.
The problem:
I can't seem to make a proper tracking dot/beacon to indicate where the player is on the mini-map in relation to the world. I have messed around for a good 2 hours try to get it to convert right and I am just thinking it is not possible without the use of decimals :(.
My world map is 100x100 units large.
Rpg Maker 2k3's resolution is 320x240.
My mini-map picture is 1/5 the size of the resolution, so it is 64x48.
Anyone have a solution/suggestions?
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