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RMXP: Swap variable values (solved)

BTW, Marrend, I hate to be the bearer of bad news, but your function won't do anything at all, no matter what values you pass to it.

Your problem is that if you call:

var_swap($game_variables[32], $game_variables[33]


Then your function doesn't know that it's getting the 32nd and 33rd game variables. All it gets are their values. It can do whatever it wants with its own local variables, but local variables are only meaningful within the context of the function that defines them.

RMXP: Swap variable values (solved)

Using the script editor, add the following as a new script just above the 'Main' script.

class Game_Variables
  attr_reader :data
end


Once you've done that, you can use a 'Script...' event command and enter something like the following:

v = $game_variables.data
v[21..30], v[41..50] = v[41..50], v[21..30]


Which would swap variables 21 through 30 and 41 through 50 inclusive.

So you can sell games that use other people's graphics?

App stores don't actually police things like that particularly well. They can't, because most app stores like to trumpet how many apps they have, and the way to get lots of apps is to, among other things, keep approval turnarounds short.

Basically, you're going to have maybe one guy review the app and make sure it ticks a few boxes, and not necessarily someone with any particular video game knowledge. They certainly aren't going to specifically break out reverse image search tools and go looking for possible IP violations.

When you start hearing about jobsworth decisions like "World War II wargames aren't allowed because they depict 'real-world groups' as 'enemies'" (I'll track down a link when I have time, if anyone's interested), you know you're looking at a placebo process.

[VX Ace] Regain MP on Guard.

author=Travio
The standard damage formula isn't robust enough to do what he wanted. He wanted to be able to, based on the equipped gear, alter the percentage of MP that they regenerate. The damage formula box doesn't allow for things like that without scripting, at which point you might as well just do it the easier way.


I know what he wants to do, I'm pointing out that it actually can be done without too much hassle without needing scripting. Make a custom guard state that doesn't use the guard flag, have the armour in question influence the GRD SP-parameter, and then use a formula like:

0.25 * a.grd * a.mmp

for the amount of MP regenerated.

[VX Ace] Regain MP on Guard.

I'm pretty sure you can make the guard skill recover MP by changing Type to MP Recover in the frame just above the Effects frame, then use a custom formula to get the results you want.

If you're comfortable implementing your own damage reduction state that doesn't rely on the guard flag, you could repurpose guard effectiveness to be your "how much MP do I recover on guard?" stat.

In the formula box, a.grd and b.grd reference the guard effectiveness of the skill user and the target respectively.

How the Heck do you Design a Town?

author=Desertopa
Personally, I think that divorcing towns from the whole "buying new weapons, armor, and items" deal could be a good idea, since absent the obvious mechanical excuse, the game designer is practically forced to find something more interesting to do with the towns.


As Liberty said, this leaves towns with the default function of being a safe area to explore, and also providing colour and texture to the world. Not every cake baked in the game has to be a cake of lesser healing or a cake of plot advancement, and the same principle can apply to towns.

How the Heck do you Design a Town?

author=LockeZ
Here's one problem I've encountered with trying to make towns:
- There's a set of buildings you absolutely need in every town. An inn, an item shop, 2-3 equipment shops, and possibly other things depending on your game. So you start by plopping these down.

I'm not really sure why town services require a specific building in the town -- realistically, you could get away just fine with a single character (presumably a party member or non-combat hanger-on type) who meets you at the town entrance and does your shopping for you (i.e., you can buy and sell with them and then there's a quick fade-out-fade-in while they go off and do your shopping for you).

You could even have the player just buy and sell through the menu. For a more realistic take on that, have them use the menu to create a 'shopping list' which they automatically work through offscreen when you next enter a town.

Flash

Right. RMN is this website. It just hosts games and offers discussion forums and the like to help developers. If you've developed a Flash game, it may at some point in the future be possible to host it on this site and embed it in your game page, but I don't think that is supported right now.

If you're talking about what RPG Maker itself can do, it cannot currently export games to Flash, but there are other game creation tools that can.

Can't play VX Ace in fullscreen mode.

author=Zachary_Braun
That's awful! ...This is why I still use Windows 98.


It's also untrue. Windows 8 doesn't have any reason to care if you change the screen resolution (you do get a warning message, but that's been there since Windows Vista, and it's actually warning you that the screen resolution you've picked will look horrible on your monitor).

The actual problem is how the graphics card translates the resolution it's given so that it matches the resolution of your monitor. You'd see basically the same things happen with any other version of Windows. It doesn't help that RPG Maker VX and VX Ace both use a weird aspect ratio by default.

Help with Vx/Vx Ace?

1024 x 768 is the cut-off point where Ace will refuse to run at all, but as far as I can tell, the database window is a little taller than that. It shouldn't be that bad, though.

It looks to me like it could be something to do with your scaling/DPI settings, although that doesn't explain why the RPG Maker window itself isn't affected. Try (in control panel) going to Appearance and Personalisation > Make text and other items larger or smaller and having a look at the settings there.
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