Posts: 937
Threads: 101
Joined: May 2009
Not really working with VX Ace trial that much, but it inspired me to further expand and properly plan my XP world map. Most of the mountains I had finished have been redone or replaced, but they each stack and blend nicely together now, even created some various animated volcanoes to throw into the mix. I just started my polar region so I hope to get that done next, then its onto forests, deserts and swamps!
Posts: 59
Threads: 14
Joined: Jun 2011
i have stoped my work on the job system for a while because im scripting my menu system completely new !
i watched gubids final fantasy tactics menu tutorials and based on them i created a similar menu but with rmxp.
in addition to gubids tutorial i use window movements for every window, that means all windows
move in and out !
still im working on the scene to onscreen conversion.
also i plan to release it when its finished !
maybe i post screenshots tommorow or this evening.
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hit a brick wall. i've been working on redrawing the rtp inner tilesets to match my battler style, and i've taken a detour to work on a chapter where a town burns down. now i need to quit working on the inner, start working on the outer, and make some custom charsets for the arsonists. PLUS i just realized how much i hate making charsets. they never look right once i put them all together. they either all limp, get cut off, or look terrible.
Posts: 400
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Joined: Mar 2010
In messing around to get armour to be ordered in a different way to RM's default - and finally getting there - I discover a simple loophole through which to equip anything to any armour slot.
... this reminds me of Romancing Saga 3 (of which I happened to base my sprites off), and I wonder if I ought to keep it... course, I'd need to add a few things to stop you putting two pairs of pants on or something daft... and I could extend it to include normal items to create a limited inventory...
HMMMM.
Posts: 400
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Joined: Mar 2010
Dumped the above idea on the basis it would be too much of a challenge.
What determines an enemy's target with regards to single targets? Or the party, at least. I can't find anything that points to a random determination. Or is the RNG just screwing with me? It certainly seems like it. I had @sp = (maxsp / 2) in enemy definitions, to have them start off with half SP? It makes them only attack the last live party member. Remove it, and everything is swell again.
i am so tired of rgss crap ugh
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Joined: May 2009
(06-08-2012, 03:29 PM)Taylor Wrote: What determines an enemy's target with regards to single targets? Or the party, at least....
If you look at the 'CLASS' database, you'll see a dropdown called 'Positions' over the available armors list. Position values are Front/Middle/Rear. Front positions are more likely to be hit while Rear are least likely. So they figure you want your magis and clerics in the back and fighters up front.
Now, the code... Game_Party:
Code:
def random_target_actor(hp0 = false)
# Initialize roulette
roulette = []
# Loop
for actor in @actors
# If it fits the conditions
if (not hp0 and actor.exist?) or (hp0 and actor.hp0?)
# Get actor class [position]
position = $data_classes[actor.class_id].position
# Front guard: n = 4; Mid guard: n = 3; Rear guard: n = 2
n = 4 - position
# Add actor to roulette n times
n.times do
roulette.push(actor)
end
end
end
# If roulette size is 0
if roulette.size == 0
return nil
end
# Spin the roulette, choose an actor
return roulette[rand(roulette.size)]
end
Look at the part where it says "Get actor class [position]"
I know... you'd figure it would be in _Battler or _BattleAction.
Up is down, left is right and sideways is straight ahead. - Cord "Circle of Iron", 1978 (written by Bruce Lee and James Coburn... really...)
Above are clickable links
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WHEE!!!
Of my custom Half Kaiser charsets (each with 144 frames of animation), I have 10 hair styles with 6 color types (brown, black, blonde, red, orange and silver) and two gender types done! Only one hair style with their gender types and color combos left to go!
Does anyone wanna calculate how many frames that comes to?
Up is down, left is right and sideways is straight ahead. - Cord "Circle of Iron", 1978 (written by Bruce Lee and James Coburn... really...)
Above are clickable links
Posts: 400
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Joined: Mar 2010
I was having no end of trouble getting the help window to fade in and out in battle. I've done it before in a different project, but this time there just seemed to be so much conflict, causing it to flicker onscreen before fading away, and when I fixed that it would stay onscreen...
Eventually I did this. It's probably not the way to go about it. But it works well enough.
PHP Code:
<?php
def visible=(boolean)
if boolean == true
self.fade(20)
else
self.fade(-20)
end
end