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Defeat the vermin of the underworld with the help of a fire djinn.

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[RMVX ACE] Yanfly Ace Battle Engine

Its probably another yanfly script. Today I downloaded a script that makes the health bars look like the ones in the screenshots. Which made me think that most likely the party members is yet another script.
https://yanflychannel.wordpress.com/rmvxa/core-scripts/party-system/
I think I'm good with 4 party members, even though the screenshots make it seem like 5 can be comfortably fit on screen so long as you have the Core Engine script which increases resolution. I'm shocked you can make it 6 or higher, since I fail to see how there is room.



The only issue now is figuring out how to increase the size of the portraits. The increased space means 96 pixels is no longer wide enough. Unfortunately when selecting a portrait you're forced to choose a 96x96 square, and I can't imagine how I'm going to get around that.

Though, adding a fifth party member might be a cheap last minute solution. At least this way all there won't be spaces between the portraits.

EDIT: or maybe, 96x96 might still be fine so long as all characters are facing right.
See where the HP/MP are, right now they are out of the way of the portrait, so that's one advantage of 96.
This might look bad if characters face left since their left shoulder would be cut off. By facing right their right shoulder is cut off, on our left, which makes sense because the cutoff is aligned with that character's HP and MP gauges.

EDIT: I'm browsing all the yanfly scripts to make sure there's nothing else I missed. Just so I don't forget, here are ones I might use:

https://yanflychannel.wordpress.com/rmvxa/battle-scripts/cast-animations/ Maybe in a future game. Also, you technically don't need a script to do this but it's probably better to use the script.
https://yanflychannel.wordpress.com/rmvxa/battle-scripts/death-common-event/ In a future game maybe.
https://yanflychannel.wordpress.com/rmvxa/battle-scripts/lunatic-parameters/lpp-empower/ - The lower your HP the stronger your attacks.
https://yanflychannel.wordpress.com/rmvxa/battle-scripts/lunatic-states/ - This might help me make a "super mode" for one of the characters.
https://yanflychannel.wordpress.com/rmvxa/battle-scripts/victory-aftermath/ For a future game, maybe. The script only benefits games with exp otherwise you don't really need it.
https://yanflychannel.wordpress.com/rmvxa/gameplay-scripts/follow-up-skills/ This would be great for elemental bullets. (WW1 themed game)
https://yanflychannel.wordpress.com/rmvxa/gameplay-scripts/passive-states/ Might be good if I wanted to make the pig auto-battle like I originally planned. (The only reason I wouldn't is because he has an MP gauge and making him constantly berserk would mean he never uses MP)
https://yanflychannel.wordpress.com/rmvxa/menu-scripts/ace-menu-engine/ My future games would need this as a way of disabling all menu items.
https://yanflychannel.wordpress.com/rmvxa/battle-scripts/command-equip/ I should totally use this, even if simply as a statement on the genre. Because frankly, all games should let you change equipment mid battle. There's bound to be plenty of ways I can make my game take advantage of it, such as throwing weapons/equips on the player that are better against bosses but not so good against normal enemies, and vice versa. Also elemental systems. Also just having a wide variety of weapons with various effects.

https://yanflychannel.wordpress.com/rmvxa/battle-scripts/enemy-death-transform/ I needed this for a boss that I had decided to cut from the game. But this might still be nifty to have "damaging modeling" on certain bosses such as tanks.
https://yanflychannel.wordpress.com/rmvxa/field-scripts/button-common-events/ For shooting a gun outside of battle?
https://yanflychannel.wordpress.com/rmvxa/field-scripts/event-chase-player/ I don't need this but it might be worth checking out, seeing as I use visible enemies.

2017 update: The following scripts I ended up using!
https://yanflychannel.wordpress.com/rmvxa/battle-scripts/state-animations/
https://yanflychannel.wordpress.com/rmvxa/gameplay-scripts/weapon-attack-replace/
https://yanflychannel.wordpress.com/rmvxa/field-scripts/event-window/

Tried to use but failed or decided not to:

https://yanflychannel.wordpress.com/rmvxa/battle-scripts/instant-cast/ This script causes a glitch that makes the battle window temporarily disappear, possibly because my skills trigger text during battle. The text isn't that important to have, but then again neither is this script and after thinking it over I'd actually rather have the text.

Prob won't use: (Probably!)

https://yanflychannel.wordpress.com/rmvxa/battle-scripts/combat-log-display Sure, combat can feel too fast sometimes, but in that case I want to slow down combat, not make the player check a log.
https://yanflychannel.wordpress.com/rmvxa/core-scripts/extra-param-formulas/ Not sure what it means by DEF affecting damage received, doesn't DEF already do that?
https://yanflychannel.wordpress.com/rmvxa/gameplay-scripts/skill-restrictions/ Being forced to wait in order to do things does not seem like the most thrilling of features.
https://yanflychannel.wordpress.com/rmvxa/menu-scripts/system-options/ Why let the player decide those things, isn't that my job? Interesting, though.
https://yanflychannel.wordpress.com/rmvxa/utility-scripts/debug-extension/ seems like it would complicate the testing process
https://yanflychannel.wordpress.com/rmvxa/utility-scripts/diagonal-scroll/
https://yanflychannel.wordpress.com/rmvxa/menu-scripts/ace-save-engine/ Doesn't look like I will need this. My game already autosaves and I can tell it which slot(s) to save to.
https://yanflychannel.wordpress.com/rmvxa/gameplay-scripts/steal-item/ It's been a long time since I had planned for any of my games to have stealing in them.

Screenshot Survival 20XX

Damnit, I just downloaded the Ace Core Engine script. And now I finally have discovered the reason the health bars were always different in the screenshots.

How it was before:


How it is now:


Yanfly really hates character portraits!!
It still seems worth putting up with though because having a bigger screen is unquestionably superior.
I'll just have to draw my portaits to be 16:9. Like, *really* 16:9.

EDIT: Alright, I altered the size and positioning of the HP and MP bars. I also repositioned and HP and MP values, and removed the text "HP" and "MP" from the UI altogether. It looks much better now.


However, I have a feeling that the script automatically crops the image to 96 or 92 pixels, which means that drawing wider portaits won't solve anything. But I'm guessing I can tinker around in the script to fix this.

Screenshot Survival 20XX

If the black smoke has a scrolling effect (which I'm assuming it does) then it probably looks a lot better in motion than in that screenshot.

What are you thinking about? (game development edition)

Oh man. Thank you so much.
What should my game be called btw? I narrowed it down to:
Legend of the World War
Legends of the World War
Legends of World War I
The Legend of World War I

I'm considering a gameplay system where each level is a single event that has you automatically running into battles. If you die you go back to the beginning. If you win, you proceed to the boss.
EDIT: I see there is a way to set move routes for currently non-active events. As for making them disappear after the battle to signify that you've defeated them, I guess I can use global switches for that.

[RMVX ACE] Attack a single enemy, splash damaghe to all other enemies?

For my mage, I tried to think of a unique effect for each element so that his spells are unique. Example:

Fire - burn status
Ice - freeze status
Lightning - splash damage / chip damage to other enemies
Poison - poison obviously

The problem of course is that I see no way to do splash damage in RPG Maker.
I found this script which seems really cool:
http://forums.rpgmakerweb.com/index.php?/topic/9092-spash-damaging-skills/
But as far as I can tell it does the same amount of damage to all enemies, which defeats the point imo since RPG maker already lets you create spells that target all enemies. I want to make my Lightning spell to target a single enemy, but it would also damage nearby enemies.

I originally intended on a similar effect with grenades as well. (choose which enemy to throw the grenade at)

What are you thinking about? (game development edition)

Locke, you knew I was making a WW1 game which uses very similar ideas. Stop plagiarizing! >_>

By the way, I just tried this thing where every time you kill an enemy during battle, you hear Applause1 sound effect. (crowd cheering)
There is a drawback however, this doesn't work on the last enemy killed. It just immediately cuts to the Victory music.
Wait, does victory music mean there is no way to keep music going through an entire level? Even if I set battle music to 'none' the victory music will still interrupt it. The only solution is to take victory music out for the entire game..

EDIT: That picture of Link is damn impressive. It really does look WW2-ish.

[RMVX ACE] Mapless/Maplite game flow

disregard this post

[RMVX ACE] gun-based combat system (WW1)

Today I tried the opposite approach: Using MP as ammo. However I ran into a few problems, namely the fact there is seemingly no way to rename "Magic" to something like "Weapon". Well, there are a slew of other issues, but I guess it being called Magic is the dealbreaker. I can't have using a gun to be called "Magic".

I also found out about a script called Asagi's Gun License so I installed it. Will be giving it an attempt.
EDIT: I have no idea how to use this script.

Wait, I have an idea. What if I make it so rifle grants the use of items?
But this is impossible...

EDIT: Voila!
http://cobbtocs.co.uk/wp/?p=423
It's all coming together!

I also made a really sweet rifle sound effect and animation in the animations tab!

[RMVX ACE] silly question---how do you take a screenshot?

Irfanview rules all.

[RMVX ACE] gun-based combat system (WW1)

I don't know of any way to make the game know whether you are equipping a gun and preventing you from using a bullet if you aren't.

I can't force the player to equip guns either. One solution is to make the base attack of the player 0, and all attack stats are added by the gun. So if the player attempts to use the bullet on its own, it does 0 damage. (or automatically misses)

EDIT: freesounds.org has great gun sounds but I don't know how to use them in battles. The sound effects for weapons are currently tied to animations so what I basically need are new animations that would work for guns.

Having a wilhelm scream would be a great though, I have MANY ideas for that.