UNITY'S PROFILE

unity
You're magical to me.
12540
I don't want to wake up because I'm happy here.
Izrand Allure
A JRPG-style WLW romance adventure. Monsters have invaded Izrand! Heroes Vivica and Lynette find love and despair as they seek to save a continent.

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[RMVX ACE] Game Sometimes Crashes Before Battles

I've had a weird problem with game crashes when the game tries to load battles. It's an error that I can't reliably reproduce. It happens very rarely to me, but it seems to happen more frequently to some players. It sometimes happens on my laptop but rarely on my desktop. I can go hours of testing without it happening and then it can happen several times in an hour.

Battles in my game are touch-based events. Battle oriented scripts I'm using include Yanfly's Battle System, Fomar's ATB/CTB, and Kread-Ex's Animated Battlers.

Given the vague, unreproducable nature of the errors, I had given up on finding a way to fix them, and I realize that it's likely that I'll just have to live with the occasional crashes. However, since I'm very close to finishing the game, I thought I'd at least ask. I have a feeling that maybe this happens more often on computers with less processing power, but aside from my desktop/laptop comparisons, I don't have anything else to go on.

The game is Luxaren Allure. The current version available for download is non-encrypted, so all of the scripts can be easily looked at. I know it's a lot to ask and not much to go on, but if anyone's able to figure anything out, I'd be very grateful.

I'd gladly pay for a solution, even moreso if it requires custom scripting.

Thank you very much.

Final Boss Move that Negates all Buffs and Positive Status - Fair or not?

Sometimes you see these sorts of moves where, no matter what sort of buffs or preparations you've cast on your party, the final boss can cast something that makes all of that go away.

My question is A) is this fair? Does it depend how you use it and/or how often? And B) If it's not unfair, what's the best way to use it? I'm guessing at infrequent intervals? There are a lot of buffing spells and abilities in my game, and I don't want to discourage the player from using them on the last boss, but I'm also tempted to have a spell that wipes them out.

Thanks! :D

[RMVX ACE] Removing Equipment with Yanfly Equip Engine and Multiple Slots

Hello again! ^_^

In my VX Ace game, I'm using Yanfly's Ace Equip engine to give the characters two accessory slots. The trouble is, I came to a point where I need an event to unequip both equipped accessories on a character, and I can only seemingly get one removed.

Any idea how to do this? Am I overlooking something simple?

Thanks a lot! :D

[RMVX ACE] Damage formula with variables help

Hello! I am really bad with formulas and am having a little trouble.

Originally, I had an enemy skill that does physical damage to the target, and then stores the damage data as a variable and heals the enemy party that amount. I used:

v[48] = 7 * a.atk ** 2 / (a.atk + b.def)

with variable 48 being the variable that determines how much the enemy party is healed in the follow-up skill. That worked just fine!

However, there is a status effect that makes you absorb physical damage. If the skill hits a character with that status effect, the hero will be healed, as they should, but then the follow-up enemy skill will still heal the enemy party. I wanted to reduce the enemy healing to 0 if the target has the physical-absorb state on.

So I tried:

if b.state == 11; 7 * a.atk ** 2 / (a.atk + b.def) v[48] = 0; else; v[48] = 7 * a.atk ** 2 / (a.atk + b.def); end;

Which just gives errors ^^;; I'm not all that surprised; all of my formula knowledge is just from aping other formulas. I have no idea how to correctly make one from scratch.

I know this is kinda complicated, (please ask if I haven't explained it well) but if anyone could help, I'd be extremely grateful! Thanks very much!

[RMVX ACE] "Appear Halfway" Problem (Solved!)

Hello! ^_^

I have a monster who "summons" other monsters. I use the "Appear Halfway" option on the Troops menu to hide the "Summoned" monsters until the turns when they are supposed to appear. The screen looks like this when you encounter the Summoner:



I thought it was all working well. However, my friend found that when you run away, all the monsters that have "Appear Halfway" applied appear, like this:



Does anyone know how I could fix this? Or maybe I should just disable running for these few battles? Thanks!

Creating a feeling of Healing Item Scarcity

I want my next game to have a bit more of a desperate tone that the rest of mine, and I thought I might accomplish that by attempting to make healing and revival items seem to be in short supply. I'm trying to brainstorm on how to accomplish this.

Of course, I could just go the Dragon Quest route and make the good healing and revival items in really rare supply. I've already thought of making it so you can't buy healing items (or maybe you just can't buy any except the lowest tier of them?)

Or, I could go more of a survival-horror route and check and see if the characters already have a decent supply of healing items whenever they open a chest. If they have plenty, then maybe I can give them something non-healing that's hopefully useful, and if not, give them a much-needed healing item.

Does anyone else have any ideas? I feel like maybe I'm overlooking some other solution. Thanks :D

Damage Floor in RPGs, Good or Bad?

Here's something I've been wondering about. The old "this floor damages you when you pass over it" staple of older RPGs. From poisonous swamps, lava, electrified floors... you see this less and less in newer games in my experience, but is having Damage Floor bad or annoying from a design perspective? Is there a right and wrong way to do it?

I've been shying away from it more and more, but I recently wanted to design a Dragon Quest-like "final castle" area and it almost feels like it needs some good old damage floor. Is this just me being hungry for nostalgia or can it be used for solid gameplay, too?

Has anyone used Effectus (or Invenio)?

I've noticed a few products in the RMN store that look promising, namely Effectus (and to a lesser extent, Invenio). However, I've really never heard anyone talk about them.

Does anyone have any experience with either of these? Do they work well? Does Effectus make VX Ace games play a lot smoother?




[RMVX ACE] Skill that Targets a Specific Actor?

In VX Ace, is it possible to have a skill that only targets a specific actor? Like, if two lovers each get a spell that they can cast but it only casts it on their partner? I've been trying to brain how this would work and I'm not coming up with anything, so any help would be appreciated!

[RMVX ACE] Using the CEV Ex-Parameter

I haven't been using the CEV (Critical Evasion) Ex-Parameter in VX Ace, and I wanted to get a feel for how it works. Like, is it exactly measurable to critical rate? If Character A has a Crit rate of 5%, and the target has a CEV of 5%, do they cancel each other out and mean that Character A can't score a critical on the target?

Thanks ^_^