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Battle Event in RMXP

OK, it's working now thanks.

Battle Event in RMXP

Yeah I've run into a problem where if I run into any of the other monsters the game crashes, is there some way they can still get through along with the monsters that have quest items?

EDIT: I should say is there any way to account for the monsters that don't have drops, and ones that do with out quests?

update: i'm getting a nomethod error on line 20 in the Game_Switches with '<=' when an enemy that dosen't have treasure to drop end the battle.

Battle Event in RMXP

Well I've looked in the code before when I was attempting to make a stealing skill, but I got a little confused where the item drops code might be. From what I saw in the code I think its mixed in with the enemies coding and some other parts of the code too, but I'm not sure though.

Battle Event in RMXP

So if I make it as a script I create a separate module for the code and say:
if this switch number is active then
this monster drops this item
place one in player's inventory
plus add on to the variable
end

Something like this? I'm not use to scripting though.

Battle Event in RMXP

Well I changed how it works now. I changed the conditions to be when the enemy's hp hits 0% or below and when the switch is on then it triggers and for some odd reason that works. Although How do I get it so when the last monster of the group is killed that I still get the item?

Battle Event in RMXP

I've created a battle event where when an enemy dies it drops an
item for a quest. the only problem is that it's not working at all.
I have it set up like this:

if enemy 1. is inflicted with dead then
show text: "received poison sac"
add 1 poison sac item to inventory
add 1 to poison sac variable
end branch

it will only work trigger if the switch Poison Sac is on. What is needed to get
this to work?

bitmap font in RPGXP

can bitmap fonts be used in RPGXP or do I have to use a true type font?

Request: RMXP Interior Tileset for a late night talk show

OK, thanks, that might help. I guess I'll look more again to see if I can find anything that is good to use for it.

Request: RMXP Interior Tileset for a late night talk show

I'm looking for a tileset that has a late night talk show elements. It needs to have walls, floors, cameras, desk, chairs, sidekick podium, a late night band area, coffee mug, seating for audience members, and applause screens. I will give credit. This is for an rpg taking place in a late night talk show.

A Question on events with weapons and skills (RMXP)

Is there anyway to get a common event to specify when a weapon is equipped that the character can only use the skills for that weapon and the other skills not able to be selected when using a different weapon?

EDIT: example: I have a hunter class that can use a bow and a gun. What i'm looking for is a way to have the bow skills only usable when the bow is equipped and a way to have the gun skills be only usable when the gun is equipped to the character.