PAPASAN96'S PROFILE

Battle Royale
42 students start, only 1 can win...who will survive?

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Gone Home

Has anyone else played this? I got it through Steam a little while ago and absolutely loved it, but it seems to be a very divisive game, with many people hating it. The story really moved me and stayed with me after I finished the game, and the setting also resonated (I used to listen to riot grrrl while at university, and remember seeing Bratmobile and Sleater-Kinney live at the Garage in Highbury...).

If you haven't played it, and like story-driven games with little to no action, I really recommend it. But be warned:
The game is short (2-3 hours max)
For the length many people think it's too expensive ($19.99). I didn't, but you could wait for a Steam sale.
It is NOT a horror game, despite the rather unsettling atmosphere. I won't ruin the story here though.
It is debatable whether this is really a game at all, since you can't win or lose.

I've already played Dear Esther, but does anyone else know any games similar to these? I've also pre-ordered Beyond: Two Souls which seems to be mostly story and comes out in Japan next week.

Tokyo Olympics 2020

Congratulations to Tokyo for winning the 2020 Olympics! I woke up at 5am just in time to watch the announcement live, and everyone here seems really happy about it. I'm sure it will be a great success! I hope I'm still in Japan in 7 years to see it for myself. The atmosphere will be amazing!

So, what do you think will be in the opening ceremony? Samurai? Ninja? My personal hope is for a life-size Gundam to walk into the stadium...come on, Japan, you've got 7 years to develop working mechs!

XP - making script message duration last longer

I'm using this script that makes consumable ammo for ranged weapons. It works fine, except that the message that appears when you don't have any more ammo blinks up very quickly and then disappears. Anyone know how to make it last for a couple of seconds first? Thanks!

#============================================================================
# Syn's Ammo Requirements
#----------------------------------------------------------------------------
# Written by Synthesize
# Version 1.00
# August 15, 2007
# Tested with SDK 2.1
#============================================================================
#----------------------------------------------------------------------------
# Customization Section
#----------------------------------------------------------------------------
module Ammo
# Format = {weapon_id => Ammo_cost}
Range_weapons_id = {4 => 1,7 => 1,11 => 1,13 => 1,18 => 1,24 => 1,25 => 1,27 => 1,28 => 1,38 => 2,40 => 1,51 => 1,49 => 5,14 => 5,23 => 5,50 => 5,29 => 1,17 => 1,1 => 1,48 => 1}
# Format = {weapon_id => Item_id
Range_ammo_id = {4 => 5,7 => 6,11 => 7,13 => 5,18 => 5,24 => 5,25 => 6,27 => 7,28 => 5,38 => 6,40 => 5,51 => 7,49 => 7,14 => 7,23 => 7,50 => 8,29 => 5,17 => 7,1 => 9,48 => 10}
# Format = {skill_id => Ammo_cost}
Skill_ammo = {73 => 3}
# Note on Skills: When using Skills the Current Ammo for the equipped
# weapon will be used. So if Skill 73 is used and Weapon 17 is equipped
# then Ammo #33 will be used.
end
#----------------------------------------------------------------------------
# Begin Scene_Battle
#----------------------------------------------------------------------------
class Scene_Battle
# Alias Methods
alias syn_scene_battle_range make_basic_action_result
alias syn_scene_battle_skill make_skill_action_result
#----------------------------------------------------
# Alias the Attacking method
#----------------------------------------------------
def make_basic_action_result
# Gather the current Ammo Cost
gather_ammo_cost = Ammo::Range_weapons_id
# Gather the Current Ammo
gather_ammo = Ammo::Range_ammo_id
# Check if the Active Battler is attacking and if they are using a ranged weapon
if @active_battler.current_action.basic == 0 and Ammo::Range_weapons_id.has_key?(@active_battler.weapon_id)
# Check the Ammo Count
if $game_party.item_number(gather_ammo) >= gather_ammo_cost
# Sufficient Ammo, remove item
$game_party.lose_item(gather_ammo,gather_ammo_cost)
syn_scene_battle_range
else
# Insufficient Ammo
@help_window.set_text("#{@active_battler.name} is out of ammo!", 1)
end
# Call Default Code
else
syn_scene_battle_range
end
end
#----------------------------------------------------
# Alias the Skill method
#----------------------------------------------------
def make_skill_action_result
# Gather the current Ammo Cost
gather_ammo_cost = Ammo::Skill_ammo
# Gather Ammo
gather_ammo = Ammo::Range_ammo_id
# Check if the Actor is using a defiend skill
if Ammo::Skill_ammo.has_key?(@active_battler.current_action.skill_id)
# Check if Ammo is present
if $game_party.item_number(gather_ammo) >= gather_ammo_cost
# Sufficient Ammo, remove item
$game_party.lose_item(gather_ammo,gather_ammo_cost)
# Call Default Code
syn_scene_battle_skill
else
# Set Window; Do Nothing
@help_window.set_text("#{@active_battler.name} is out of ammo!", 1)
end
# Otherwise SKip the check and call default code
else
syn_scene_battle_skill
end
end
end
#============================================================================
# Written by Synthesize
# Special Thanks: ~Emo~ for the request
#----------------------------------------------------------------------------
# Ammo Requirements
#============================================================================

Moving from rpg xp to vx for next project...yes or no?

It's going to be a long way off as I still have a lot of
work to do on Battle Royale, but I already know what I'm going to do as my next project when it's finished. Both games I've worked on so far have used rpg xp, which I've been perfectly happy with and find easy to use. However, it seems vx ace is now more popular and there are numerous scripts and tutorials for it. So I'm wondering if I should use that for my next game?

There are 2 things in particular I'd like to know. At the moment I'm really put off by the chibi graphic style which I can't stand. How easy or difficult is it to use more xp-looking sprites and tiles? Can you just import them or do you need to change sprite size settings?

The second question is what are the main advantages vx ace has over do? In other words, what can I do in vx I can't do in Xp?

I don't want this to devolve into a "rpg (insert version) is the best if you use anything else u sux lol" thread, but it'd be great to hear the opinion of someone who uses/ has used both. Thanks

Calling flashlight script - rpgxp

I have two questions, the first one is how to call this script so it only activates during the night cycle:
=begin
* Darkness System.
Vers. 1
Created by Lukas Cahyadi Gunawan; Publish : 16/6/2012

How To Use ? Place above Main.
For RGSS/RGSS2

Feature:
- Darkness effect.

Thanks to :
- Jesus My Savior

This work is protected by the following license:
----------------------------------------------------------------------------
Creative Commons - Attribusi-NonKomersial 3.0 Unported License.
( http://creativecommons.org/licenses/by-nc/3.0/ )

CC BY-NC (Atribusi-NonKomersial).
Memperbolehkan pihak lain untuk menyalin, mengumumkan, menyebarkan,
menggubah, dan mengadaptasi ciptaan ini,
selama mencantumkan nama pembuat.
----------------------------------------------------------------------------

If you find bugs or errors can contact me at http://www.rpgmakerid.com/u2336.
=end
module LCG
#=============================================================================#
# ▼ CONFIGURATION ▼
#-----------------------------------------------------------------------------#
SWITCH_DARK = 2 # Set switch id.
#-----------------------------------------------------------------------------#
# ▲ CONFIGURATION ▲
#=============================================================================#
end
class Spriteset_Map
include LCG
alias lcg_int_darkness initialize
def initialize
@darknes = Sprite.new; @darknes.ox, @darknes.oy, @darknes.z = 624, 624, 999
@darknes.bitmap = RPG::Cache.picture('Darkness') rescue Cache.picture('Darkness')
@darknes.blend_type, @s2 = 2, $game_switches
darkness; lcg_int_darkness
end
def darkness; @direct = $game_player.direction
@darknes.visible = true if @s2; @darknes.visible = false if !@s2
case @direct
when 2; @darknes.angle = -90; when 4; @darknes.angle = 180
when 6; @darknes.angle = 0; when 8; @darknes.angle = 90; end
end
alias lcg_upd_darkness update
def update; lcg_upd_darkness
if @s2 != $game_switches
@s2 = $game_switches
@darknes.visible = true if @s2; @darknes.visible = false if !@s2; end
return unless @darknes.visible
if @direct != $game_player.direction; @direct = $game_player.direction
darkness; end
@darknes.x = $game_player.screen_x; @darknes.y = $game_player.screen_y
end
alias lcg_dis_darkness dispose
def dispose; lcg_dis_darkness
@darknes.dispose
end
end


And the second one is how to call this script when you activate your flashlight item. Usually the scripts contain instructions on how to call them but these are both starting automatically and I can't find how to turn them on or off.

=begin
* Flashlight System.
Vers. 1.1
Created by Lukas Cahyadi Gunawan; Publish : 16/6/2012

How To Use ? Place above Main.
For RPG XP(RGSS)

Feature:
- Flashlight effect.
- Outdor support.

Thanks to :
- Jesus My Savior

This work is protected by the following license:
----------------------------------------------------------------------------
Creative Commons - Attribusi-NonKomersial 3.0 Unported License.
( http://creativecommons.org/licenses/by-nc/3.0/ )

CC BY-NC (Atribusi-NonKomersial).
Memperbolehkan pihak lain untuk menyalin, mengumumkan, menyebarkan,
menggubah, dan mengadaptasi ciptaan ini,
selama mencantumkan nama pembuat.
----------------------------------------------------------------------------

If you find bugs or errors can contact me at http://www.rpgmakerid.com/u2336.
=end
module LCG
#=============================================================================#
# ▼ CONFIGURATION ▼
#-----------------------------------------------------------------------------#
#Explanation of the configuration, see :
#Tools > Database > Tilesets;
#Note! "Tileset", "Priority" and "Terrain tag" from the map that is
# used in the demo. And also see "Layer" from "Tile of map"
TER_TAGS = 1 # Set terrain tag, trick 1.
TER_TAGSO = 2 # Set terrain tag, trick 2.
SWITCH_SENTER = 3 # Set switch id for flashlight.
# $game_system.opac_senter = 255 (Set opacity light.)
#-----------------------------------------------------------------------------#
# ▲ CONFIGURATION ▲
#=============================================================================#
end
class Game_Temp
attr_accessor :prior_map
alias prior_map_lcg initialize
def initialize; prior_map_lcg; @prior_map = ; end
end
class Game_System
attr_accessor :opac_senter
alias prior__sysmap_lcg initialize
def initialize; prior__sysmap_lcg; @opac_senter = 255; end
end
class Game_Map
def change_prio(x, y, z)
tile_id = data; @priorities = z if @map_id != 0 && tile_id != nil
end
end
class Sprite_Character < RPG::Sprite
include LCG
def initialize(viewport, character = nil)
super(viewport)
@character = character
if character == $game_player; @tt = ':P'; @a = @b = @xa = 0
@charsy, @charsx = @character.screen_y, @character.screen_x
@chary, @charx = @character.y, @character.x
@s1 = $game_switches; senter
end
update
end
alias flash_eff_up update
def update; flash_eff_up
if @tt != nil
if @s1 != $game_switches; @s1 = $game_switches
@senter.visible = true if @s1; @senter.visible = false if !@s1; end
return unless @senter.visible
@charsy, @charsx = @character.screen_y, @character.screen_x
@chary, @charx = @character.y, @character.x
senter_update; increase_x if @tt == ':)'
increase_y if @tt == ':ngacay:'; minus_height if @tt == ':v'
minus_width if @tt == ':D'; senter if @direct != @character.direction
senter if !@character.moving? && @tt == ':P'
end
end
def senter; @direct = @character.direction
@tt, @senter_img = ';)', RPG::Cache.picture('light' + @direct.to_s)
@senter.bitmap.clear if @senter != nil; @senter_bitmap.clear if @senter_bitmap != nil
@senter_bitmap = Bitmap.new(@senter_img.width,@senter_img.height)
@senter = Sprite.new(viewport)
@senter.bitmap,@senter.blend_type,@senter.opacity = @senter_bitmap,1,$game_system.opac_senter
@s_w, @s_h = @senter_img.width, @senter_img.height
@senter_w, @senter_h = @senter_img.width, @senter_img.height; @xa = @ya = 0
case @direct
when 8
@senter_w = @s_w - 11 if $game_map.terrain_tag(@charx + 1, @chary - 1) == TER_TAGS
@xa = 16 if $game_map.terrain_tag(@charx - 1, @chary - 1) == TER_TAGS
@senter_w, @xa = @s_w - 27, 16 if @senter_w == @s_w - 11 && @xa == 16
@senter.x, @senter.y = @charsx - 32, @charsy - 64
when 2
@senter_w = @s_w - 11 if $game_map.terrain_tag(@charx + 1, @chary + 1) == TER_TAGS
@xa = 16 if $game_map.terrain_tag(@charx - 1, @chary + 1) == TER_TAGS
@senter_w, @xa = @s_w - 27, 16 if @senter_w == @s_w - 11 && @xa == 16
if $game_map.terrain_tag(@charx, @chary) == TER_TAGS
@senter_h = @s_h - 96 unless $game_map.terrain_tag(@charx, @chary + 1) != TER_TAGS
elsif $game_map.terrain_tag(@charx, @chary + 1) == TER_TAGS
@senter_h = @s_h - 64 unless $game_map.terrain_tag(@charx, @chary + 2) != TER_TAGS
elsif $game_map.terrain_tag(@charx, @chary + 2) == TER_TAGS
@senter_h = @s_h - 32; end; @senter.x, @senter.y = @charsx - 32, @charsy - 20
when 4
if $game_map.terrain_tag(@charx, @chary) == TER_TAGS
if $game_map.terrain_tag(@charx - 1, @chary) != TER_TAGS &&
$game_map.terrain_tag(@charx - 2, @chary) == TER_TAGS; @xa = 96
elsif $game_map.terrain_tag(@charx - 2, @chary) != TER_TAGS
if $game_map.terrain_tag(@charx - 1, @chary - 1) == TER_TAGS; @xa = 128
elsif $game_map.terrain_tag(@charx - 3, @chary) == TER_TAGS; @xa = 64
end
elsif $game_map.terrain_tag(@charx - 3, @chary) != TER_TAGS
if $game_map.terrain_tag(@charx - 2, @chary - 1) == TER_TAGS; @xa = 96
elsif $game_map.terrain_tag(@charx - 4, @chary) == TER_TAGS; @xa = 32
end
elsif $game_map.terrain_tag(@charx - 3, @chary - 1) == TER_TAGS; @xa = 64
elsif $game_map.terrain_tag(@charx - 4, @chary - 1) == TER_TAGS; @xa = 32
end
elsif $game_map.terrain_tag(@charx - 1, @chary) == TER_TAGS &&
$game_map.terrain_tag(@charx - 1, @chary - 1) == TER_TAGS
@xa = 128
elsif $game_map.terrain_tag(@charx - 2, @chary) == TER_TAGS &&
$game_map.terrain_tag(@charx - 2, @chary - 1) == TER_TAGS
@xa = 96
elsif $game_map.terrain_tag(@charx - 3, @chary) == TER_TAGS &&
$game_map.terrain_tag(@charx - 3, @chary - 1) == TER_TAGS
@xa = 64
elsif $game_map.terrain_tag(@charx - 4, @chary) == TER_TAGS &&
$game_map.terrain_tag(@charx - 4, @chary - 1) == TER_TAGS
@xa = 32; end
@senter.ox, @senter.x, @senter.y = 141, @charsx - 3, @charsy - 25
when 6
if $game_map.terrain_tag(@charx, @chary) == TER_TAGS
if $game_map.terrain_tag(@charx + 1, @chary) != TER_TAGS &&
$game_map.terrain_tag(@charx + 2, @chary) == TER_TAGS
@senter_w = @s_w - 96
elsif $game_map.terrain_tag(@charx + 2, @chary) != TER_TAGS
if $game_map.terrain_tag(@charx + 1, @chary - 1) == TER_TAGS
@senter_w = @s_w - 160
elsif $game_map.terrain_tag(@charx + 3, @chary) == TER_TAGS
@senter_w = @s_w - 64
end
elsif $game_map.terrain_tag(@charx + 3, @chary) != TER_TAGS
if $game_map.terrain_tag(@charx + 2, @chary - 1) == TER_TAGS
@senter_w = @s_w - 96
elsif $game_map.terrain_tag(@charx + 4, @chary) == TER_TAGS
@senter_w = @s_w - 32
end
elsif $game_map.terrain_tag(@charx + 3, @chary - 1) == TER_TAGS
@senter_w = @s_w - 64
elsif $game_map.terrain_tag(@charx + 4, @chary - 1) == TER_TAGS
@senter_w = @s_w - 32
end
elsif $game_map.terrain_tag(@charx + 1, @chary) == TER_TAGS &&
$game_map.terrain_tag(@charx + 1, @chary - 1) == TER_TAGS
@senter_w = @s_w - 128
elsif $game_map.terrain_tag(@charx + 2, @chary) == TER_TAGS &&
$game_map.terrain_tag(@charx + 2, @chary - 1) == TER_TAGS
@senter_w = @s_w - 96
elsif $game_map.terrain_tag(@charx + 3, @chary) == TER_TAGS &&
$game_map.terrain_tag(@charx + 3, @chary - 1) == TER_TAGS
@senter_w = @s_w - 64
elsif $game_map.terrain_tag(@charx + 4, @chary) == TER_TAGS &&
$game_map.terrain_tag(@charx + 4, @chary - 1) == TER_TAGS
@senter_w = @s_w - 32; end; @senter.x, @senter.y = @charsx, @charsy - 25
end; @senter.z = self.z + (@direct == 8 ? -1 : 0)
@senter_rect = Rect.new(@xa, @ya, @senter_w, @senter_h)
@senter_bitmap.blt(@xa,@ya, @senter_img, @senter_rect)
@senter.visible = true if @s1; @senter.visible = false if !@s1
end
def increase_x
@xa = @xa + (@a - @senter.x); @senter_bitmap.clear
@senter_rect = Rect.new(@xa, @ya, @senter_w, @senter_h)
@senter_bitmap.blt(@xa,@ya, @senter_img, @senter_rect)
if @xa >= @b; @a = 0; @xa = @b; @b = 0
@senter_bitmap.clear; @senter_rect = Rect.new(@xa, @ya, @senter_w, @senter_h)
@senter_bitmap.blt(@xa,@ya, @senter_img, @senter_rect); @tt = ':P'
end
end
def increase_y
@ya = @ya + (@a - @senter.y); @senter_bitmap.clear
@senter_rect = Rect.new(@xa, @ya, @senter_w, @senter_h)
@senter_bitmap.blt(@xa,@ya, @senter_img, @senter_rect)
if @ya >= @b; @a = 0; @ya = @b; @b = 0
@senter_bitmap.clear; @senter_rect = Rect.new(@xa, @ya, @senter_w, @senter_h)
@senter_bitmap.blt(@xa,@ya, @senter_img, @senter_rect); @tt = ':P'
end
end
def minus_height; @senter_h = @senter_h - (@senter.y - @a); @senter_bitmap.clear
@senter_rect = Rect.new(@xa, @ya, @senter_w, @senter_h)
@senter_bitmap.blt(@xa,@ya, @senter_img, @senter_rect)
if @senter_h <= @s_h - @b; @a = 0; @senter_h = @s_h - @b
@senter_bitmap.clear; @senter_rect = Rect.new(@xa, @ya, @senter_w, @senter_h)
@senter_bitmap.blt(@xa,@ya, @senter_img, @senter_rect); @b = 0; @tt = ':P'
end
end
def minus_width; @senter_w = @senter_w - (@senter.x - @a); @senter_bitmap.clear
@senter_rect = Rect.new(@xa, @ya, @senter_w, @senter_h)
@senter_bitmap.blt(@xa,@ya, @senter_img, @senter_rect)
if @senter_w <= @s_w - @b; @a = 0; @senter_w = @s_w - @b
@senter_bitmap.clear; @senter_rect = Rect.new(@xa, @ya, @senter_w, @senter_h)
@senter_bitmap.blt(@xa,@ya, @senter_img, @senter_rect); @b = 0; @tt = ':P'
end
end
def senter_update; if @s1
if Input.dir4 != 0
if $game_temp.prior_map != nil; arr_p = $game_temp.prior_map
$game_map.change_prio(arr_p,arr_p,arr_p); $game_temp.prior_map = nil
end
if $game_temp.prior_map != nil; arr_p = $game_temp.prior_map
$game_map.change_prio(arr_p,arr_p,arr_p); $game_temp.prior_map = nil
end
if $game_temp.prior_map != nil; arr_p = $game_temp.prior_map
$game_map.change_prio(arr_p,arr_p,arr_p); $game_temp.prior_map = nil
end
end
case Input.dir4
when 8; @senter_w, @xa = @s_w, 0; @senter_bitmap.clear
@senter_w = @s_w - 11 if $game_map.terrain_tag(@charx + 1, @chary - 1) == TER_TAGS
@xa = 16 if $game_map.terrain_tag(@charx - 1, @chary - 1) == TER_TAGS
@senter_w, @xa = @s_w - 27, 16 if @senter_w == @s_w - 11 && @xa == 16
@senter_rect = Rect.new(@xa, @ya, @senter_w, @senter_h)
@senter_bitmap.blt(@xa,@ya, @senter_img, @senter_rect)
if $game_map.terrain_tag(@charx, @chary - 1) == TER_TAGS
@tt, @a, @b = ':ngacay:', @senter.y, 16; else; @ya = 0; end
when 2; @senter_w, @xa = @s_w, 0; @senter_bitmap.clear
@senter_w = @s_w - 11 if $game_map.terrain_tag(@charx + 1, @chary + 1) == TER_TAGS
@xa = 16 if $game_map.terrain_tag(@charx - 1, @chary + 1) == TER_TAGS
@senter_w, @xa = @s_w - 27, 16 if @senter_w == @s_w - 11 && @xa == 16
@senter_rect = Rect.new(@xa, @ya, @senter_w, @senter_h)
@senter_bitmap.blt(@xa,@ya, @senter_img, @senter_rect)
if $game_map.terrain_tag(@charx, @chary + 2) == TER_TAGSO
$game_map.change_prio(@charx, @chary + 2, 1)
$game_temp.prior_map =
if $game_map.terrain_tag(@charx + 1, @chary + 2) == TER_TAGSO
$game_map.change_prio(@charx + 1, @chary + 2, 1)
$game_temp.prior_map = ; end
if $game_map.terrain_tag(@charx - 1, @chary + 2) == TER_TAGSO
$game_map.change_prio(@charx - 1, @chary + 2, 1)
$game_temp.prior_map = ; end
end
if $game_map.terrain_tag(@charx, @chary) == TER_TAGS
@tt, @a, @b = ':v', @senter.y, 80 unless $game_map.terrain_tag(@charx, @chary + 1) != TER_TAGS
elsif $game_map.terrain_tag(@charx, @chary + 1) == TER_TAGS
@tt, @a, @b = ':v', @senter.y, 48 unless $game_map.terrain_tag(@charx, @chary + 2) != TER_TAGS
elsif $game_map.terrain_tag(@charx, @chary + 2) == TER_TAGS
@tt, @a, @b = ':v', @senter.y, 16; else; @senter_h = @s_h; end
when 4
if $game_map.terrain_tag(@charx - 4, @chary + 1) == TER_TAGSO
$game_map.change_prio(@charx - 4, @chary + 1, 1)
$game_temp.prior_map =
end
if $game_map.terrain_tag(@charx - 3, @chary + 1) == TER_TAGSO
$game_map.change_prio(@charx - 3, @chary + 1, 1)
$game_temp.prior_map =
end
if $game_map.terrain_tag(@charx - 2, @chary + 1) == TER_TAGSO
$game_map.change_prio(@charx - 2, @chary + 1, 1)
$game_temp.prior_map =
end
if $game_map.terrain_tag(@charx, @chary) == TER_TAGS
if $game_map.terrain_tag(@charx - 1, @chary) != TER_TAGS &&
$game_map.terrain_tag(@charx - 2, @chary) == TER_TAGS
@tt, @a, @b = ':)', @senter.x, 80
elsif $game_map.terrain_tag(@charx - 2, @chary) != TER_TAGS
if $game_map.terrain_tag(@charx - 1, @chary - 1) == TER_TAGS
@tt, @a, @b = ':)', @senter.x, 112
elsif $game_map.terrain_tag(@charx - 3, @chary) == TER_TAGS
@tt, @a, @b = ':)', @senter.x, 48
end
elsif $game_map.terrain_tag(@charx - 3, @chary) != TER_TAGS
if $game_map.terrain_tag(@charx - 2, @chary - 1) == TER_TAGS
@tt, @a, @b = ':)', @senter.x, 80
elsif $game_map.terrain_tag(@charx - 4, @chary) == TER_TAGS
@tt, @a, @b = ':)', @senter.x, 16
end
elsif $game_map.terrain_tag(@charx - 3, @chary - 1) == TER_TAGS
@tt, @a, @b = ':)', @senter.x, 48
elsif $game_map.terrain_tag(@charx - 4, @chary - 1) == TER_TAGS
@tt, @a, @b = ':)', @senter.x, 16
else; @senter_bitmap.clear; @xa = 0
@senter_rect = Rect.new(@xa, @ya, @senter_w, @senter_h)
@senter_bitmap.blt(@xa,@ya, @senter_img, @senter_rect)
end
elsif $game_map.terrain_tag(@charx - 1, @chary) == TER_TAGS &&
$game_map.terrain_tag(@charx - 1, @chary - 1) == TER_TAGS
@tt, @a, @b = ':)', @senter.x, 112
elsif $game_map.terrain_tag(@charx - 2, @chary) == TER_TAGS &&
$game_map.terrain_tag(@charx - 2, @chary - 1) == TER_TAGS
@tt, @a, @b = ':)', @senter.x, 80
elsif $game_map.terrain_tag(@charx - 3, @chary) == TER_TAGS &&
$game_map.terrain_tag(@charx - 3, @chary - 1) == TER_TAGS
@tt, @a, @b = ':)', @senter.x, 48
elsif $game_map.terrain_tag(@charx - 4, @chary) == TER_TAGS &&
$game_map.terrain_tag(@charx - 4, @chary - 1) == TER_TAGS
@tt, @a, @b = ':)', @senter.x, 16; else; @xa = 0; end
when 6
if $game_map.terrain_tag(@charx + 4, @chary + 1) == TER_TAGSO
$game_map.change_prio(@charx + 4, @chary + 1, 1)
$game_temp.prior_map = ; end
if $game_map.terrain_tag(@charx + 3, @chary + 1) == TER_TAGSO
$game_map.change_prio(@charx + 3, @chary + 1, 1)
$game_temp.prior_map = ; end
if $game_map.terrain_tag(@charx + 2, @chary + 1) == TER_TAGSO
$game_map.change_prio(@charx + 2, @chary + 1, 1)
$game_temp.prior_map = ; end
if $game_map.terrain_tag(@charx, @chary) == TER_TAGS
if $game_map.terrain_tag(@charx + 1, @chary) != TER_TAGS &&
$game_map.terrain_tag(@charx + 2, @chary) == TER_TAGS
@tt, @a, @b = ':D', @senter.x, 80
elsif $game_map.terrain_tag(@charx + 2, @chary) != TER_TAGS
if $game_map.terrain_tag(@charx + 1, @chary - 1) == TER_TAGS
@tt, @a, @b = ':D', @senter.x, 112
elsif $game_map.terrain_tag(@charx + 3, @chary) == TER_TAGS
@tt, @a, @b = ':D', @senter.x, 48
end
elsif $game_map.terrain_tag(@charx + 3, @chary) != TER_TAGS
if $game_map.terrain_tag(@charx + 2, @chary - 1) == TER_TAGS
@tt, @a, @b = ':D', @senter.x, 80
elsif $game_map.terrain_tag(@charx + 4, @chary) == TER_TAGS
@tt, @a, @b = ':D', @senter.x, 16
end
elsif $game_map.terrain_tag(@charx + 3, @chary - 1) == TER_TAGS
@tt, @a, @b = ':D', @senter.x, 48
elsif $game_map.terrain_tag(@charx + 4, @chary - 1) == TER_TAGS
@tt, @a, @b = ':D', @senter.x, 16
else; @senter_bitmap.clear; @senter_w = @s_w
@senter_rect = Rect.new(@xa, @ya, @senter_w, @senter_h)
@senter_bitmap.blt(@xa,@ya, @senter_img, @senter_rect)
end
elsif $game_map.terrain_tag(@charx + 1, @chary) == TER_TAGS &&
$game_map.terrain_tag(@charx + 1, @chary - 1) == TER_TAGS
@tt, @a, @b = ':D', @senter.x, 112
elsif $game_map.terrain_tag(@charx + 2, @chary) == TER_TAGS &&
$game_map.terrain_tag(@charx + 2, @chary - 1) == TER_TAGS
@tt, @a, @b = ':D', @senter.x, 80
elsif $game_map.terrain_tag(@charx + 3, @chary) == TER_TAGS &&
$game_map.terrain_tag(@charx + 3, @chary - 1) == TER_TAGS
@tt, @a, @b = ':D', @senter.x, 48
elsif $game_map.terrain_tag(@charx + 4, @chary) == TER_TAGS &&
$game_map.terrain_tag(@charx + 4, @chary - 1) == TER_TAGS
@tt, @a, @b = ':D', @senter.x, 16; else; @senter_w = @s_w
end
end
case @direct
when 2; @senter.x, @senter.y = @charsx - 32, @charsy - 20
when 4; @senter.x, @senter.y = @charsx - 3, @charsy - 25
when 6; @senter.x, @senter.y = @charsx, @charsy - 25
when 8; @senter.x, @senter.y = @charsx - 32, @charsy - 64
end; @senter.z = self.z + (@direct == 8 ? -1 : 0); end
end
def dispose; super; return if @tt == nil
@senter.bitmap.dispose; @senter.dispose; @senter_bitmap.dispose
end
end


Anyone who can help, it's much appreciated!

Disabling cast magic animation - RPGXP

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If anyone knows how to disable this it's much appreciated!

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I'd like to see if anyone's got any ideas how I could do this. The "skills" in my game are allies that you can call in battle to do a special attack, but I'd also like it so that you can use the same skill on the map screen and be able to start a dialogue with that ally (so you can remove them from your group or even attack them). It's easy enough to set up common events but I'm not sure how I can differentiate effects in and out of battle. Any ideas? Thanks!

Rpg XP Enemy levelling script

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