UNITY'S PROFILE
Search
Filter
The Screenshot Topic Returns
The part that I'm finding really distracting isn't the art style in specific, but like Liberty said, the location and spacing of the facial features. If you look at the head as a whole, and compare the face (the lower half of the head) to the top of the head, the face looks really smushed and out of proportion, giving them a very alien look.
Compare the location of just the eyes in this chibi picture and I think you'll see the difference. They've been placed more in line with the actual structure of a human face.
I'm no artistic expert, especially in drawing faces, (mine really aren't very good XD) but I think that's the source of the offputting nature.
Compare the location of just the eyes in this chibi picture and I think you'll see the difference. They've been placed more in line with the actual structure of a human face.
I'm no artistic expert, especially in drawing faces, (mine really aren't very good XD) but I think that's the source of the offputting nature.
Who has the Element Absorb script for RMVXace by yanfly
Yeah, it seems that the dropbox for them is always clogged now. Is it this one?
(I assume it's okay to put this here. If not, lemme know and I'll take it down)
(I assume it's okay to put this here. If not, lemme know and I'll take it down)
#============================================================================== # # ▼ Yanfly Engine Ace - Element Absorb v1.01 # -- Last Updated: 2012.01.23 # -- Level: Normal, Hard # -- Requires: n/a # #============================================================================== $imported = {} if $imported.nil? $imported["YEA-Element Absorb"] = true #============================================================================== # ▼ Updates # =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= # 2012.01.23 - Compatibility Update: Doppelganger # 2011.12.14 - Started Script and Finished. # #============================================================================== # ▼ Introduction # =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= # Absorbing elements have been taken out of RPG Maker VX Ace despite being a # possible feature in the past RPG Maker iterations. This script brings back # the ability to absorb elemental rates by applying them as traits for actors, # classes, weapons, armours, enemies, and states. # # If a target is inherently strong against the element absorbed, then more # will be absorbed. If the target is inherently weak to the element absorbed, # then less will be absorbed. The rate of which absorption takes effect is # dependent on the target's natural affinity to the element. # #============================================================================== # ▼ Instructions # =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= # To install this script, open up your script editor and copy/paste this script # to an open slot below ▼ Materials/素材 but above ▼ Main. Remember to save. # # ----------------------------------------------------------------------------- # Actor Notetags - These notetags go in the actors notebox in the database. # ----------------------------------------------------------------------------- # <element absorb: x> # <element absorb: x, x> # Grants a trait to absorb element x and heal the battler. # # ----------------------------------------------------------------------------- # Class Notetags - These notetags go in the class notebox in the database. # ----------------------------------------------------------------------------- # <element absorb: x> # <element absorb: x, x> # Grants a trait to absorb element x and heal the battler. # # ----------------------------------------------------------------------------- # Weapons Notetags - These notetags go in the weapons notebox in the database. # ----------------------------------------------------------------------------- # <element absorb: x> # <element absorb: x, x> # Grants a trait to absorb element x and heal the battler. # # ----------------------------------------------------------------------------- # Armour Notetags - These notetags go in the armours notebox in the database. # ----------------------------------------------------------------------------- # <element absorb: x> # <element absorb: x, x> # Grants a trait to absorb element x and heal the battler. # # ----------------------------------------------------------------------------- # Enemy Notetags - These notetags go in the enemies notebox in the database. # ----------------------------------------------------------------------------- # <element absorb: x> # <element absorb: x, x> # Grants a trait to absorb element x and heal the battler. # # ----------------------------------------------------------------------------- # State Notetags - These notetags go in the states notebox in the database. # ----------------------------------------------------------------------------- # <element absorb: x> # <element absorb: x, x> # Grants a trait to absorb element x and heal the battler. # #============================================================================== # ▼ Compatibility # =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= # This script is made strictly for RPG Maker VX Ace. It is highly unlikely that # it will run with RPG Maker VX without adjusting. # #============================================================================== module YEA module ELEMENT_ABSORB #=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- # - Absorption Settings - #=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- # Here, you can change how the game handles absorption when there are # multiple elements being calculated. If the following setting is set to # true, then the absorption takes priority. If false, then absorption is # ignored and the damage is calculated normally. #=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- MULTI_ELEMENT_ABSORB_PRIORITY = true end # ELEMENT_ABSORB end # YEA #============================================================================== # ▼ Editting anything past this point may potentially result in causing # computer damage, incontinence, explosion of user's head, coma, death, and/or # halitosis so edit at your own risk. #============================================================================== module YEA module REGEXP module BASEITEM ELE_ABSORB = /<(?:ELEMENT_ABSORB|element absorb):[ ]*(\d+(?:\s*,\s*\d+)*)>/i end # BASEITEM end # REGEXP end # YEA #============================================================================== # ■ DataManager #============================================================================== module DataManager #-------------------------------------------------------------------------- # alias method: load_database #-------------------------------------------------------------------------- class <<self; alias load_database_eabs load_database; end def self.load_database load_database_eabs load_notetags_eabs end #-------------------------------------------------------------------------- # new method: load_notetags_eabs #-------------------------------------------------------------------------- def self.load_notetags_eabs groups = [$data_actors, $data_classes, $data_weapons, $data_armors, $data_enemies, $data_states] for group in groups for obj in group next if obj.nil? obj.load_notetags_eabs end end end end # DataManager #============================================================================== # ■ RPG::BaseItem #============================================================================== class RPG::BaseItem #-------------------------------------------------------------------------- # public instance variables #-------------------------------------------------------------------------- attr_accessor :element_absorb #-------------------------------------------------------------------------- # common cache: load_notetags_eabs #-------------------------------------------------------------------------- def load_notetags_eabs @element_absorb = [] #--- self.note.split(/[\r\n]+/).each { |line| case line #--- when YEA::REGEXP::BASEITEM::ELE_ABSORB $1.scan(/\d+/).each { |num| @element_absorb.push(num.to_i) if num.to_i > 0 } #--- end } # self.note.split #--- end end # RPG::BaseItem #============================================================================== # ■ Game_BattlerBase #============================================================================== class Game_BattlerBase #-------------------------------------------------------------------------- # alias method: element_rate #-------------------------------------------------------------------------- alias game_battler_element_rate_eabs element_rate def element_rate(element_id) result = game_battler_element_rate_eabs(element_id) if element_absorb?(element_id) result = [result - 2.0, -0.01].min end return result end #-------------------------------------------------------------------------- # new method: element_absorb? #-------------------------------------------------------------------------- def element_absorb?(element_id) if actor? return true if self.actor.element_absorb.include?(element_id) return true if self.class.element_absorb.include?(element_id) for equip in equips next if equip.nil? return true if equip.element_absorb.include?(element_id) end else return true if self.enemy.element_absorb.include?(element_id) if $imported["YEA-Doppelganger"] && !self.class.nil? return true if self.class.element_absorb.include?(element_id) end end for state in states next if state.nil? return true if state.element_absorb.include?(element_id) end return false end end # Game_BattlerBase #============================================================================== # ■ Game_Battler #============================================================================== class Game_Battler < Game_BattlerBase #-------------------------------------------------------------------------- # alias method: elements_max_rate #-------------------------------------------------------------------------- alias game_battler_elements_max_rate_eabs elements_max_rate def elements_max_rate(elements) result = game_battler_elements_max_rate_eabs(elements) if YEA::ELEMENT_ABSORB::MULTI_ELEMENT_ABSORB_PRIORITY for element_id in elements next unless element_absorb?(element_id) result = [result - 2.0, -0.01].min return result end end return result end end # Game_Battler #============================================================================== # # ▼ End of File # #==============================================================================
Liberty Tests - April - v.01 to v.04
It all worked out for the best ^_^
Honestly, I think the game would be much poorer without your additions. Of course, technically it wouldn't even exist without you ;)
Honestly, I think the game would be much poorer without your additions. Of course, technically it wouldn't even exist without you ;)
Can't fight the gam mak...
New Make a Map page, Updates, and Issues
author=Liberty
Actually, I was saying that while it's not tied to IP, you don't get to keep it. It's removed at the end of the dungeon, but there's no penalty for its use. In other words, you only keep it in the dungeon.
It doesn't get refilled at the end, but removed if it's in your possession, and you only find one in each dungeon (so you have to actually look through part of the dungeon before you can leave - again, think Providence of Lufia II*). This way there's only one in use each time but it's not tied to IP because the penalty for using it is loss of your second chance as well as having to trudge your way back through the dungeon when you get back (even without enemies, that's time wasted).
And, yeah, we both agreed with saving allowed with a warning about preparing a separate slot in advance (just in case~). XD
_______________
* In Lufia II there was a 100 floor randomly generated cave where you could dive in and try to get to the last level. There were only three ways to leave this dungeon:-
- Die, thus losing all the treasure you'd found within.
- Defeat the last floor, thus winning.
- Use a Providence. An item that would teleport you out. The Providence was found randomly around levels 15-30 and there was only ever one. Drop it or feed it to a pet and that was it - you'd only have the top two options to keep your treasure. (if you left the cave via option 2, the Providence would be removed from your inventory. it was only for use in-dungeon)
Oooh, I see! Sorry, I misunderstood.
I like that. It gives you something extra to look for, but you can't stockpile them. The fact that you don't get any bonus for not using it, in a game like this that's trying to be big on risk/reward, seems a little odd to me, though. Instead of making it worth IP when it's removed, maybe it turns into a bit of MS when it's removed, to at least give you something for finding it and not using it?
Every time I come here, I find something new. This status option for example. Hm...
Haha, if I knew you were actually going to wear it, I would have spent more time on it. Like three minutes :P
Every time I come here, I find something new. This status option for example. Hm...
It doesn't help that I'm generally oblivious XD;;
And yes. Have the RMN Humbleness Medal. I made it in two minutes, just for you ^_^
And yes. Have the RMN Humbleness Medal. I made it in two minutes, just for you ^_^