What's up, RMers?
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!
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NEW ALBUM OUT NOW!

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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.
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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.
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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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(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.
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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? Laughing
Up is down, left is right and sideways is straight ahead. - Cord "Circle of Iron", 1978 (written by Bruce Lee and James Coburn... really...)

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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
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I'm back from one-month work trip in China. Still looking for Hartacon Tactics character designer...
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Jeez, I need to stop staying up late coding. Spent a good hour trying to reduce battle lag, but still getting lag when the skill/item menus are open, and more again during target select.

Sigh, I managed to get it up to equal with the map - 60fps - at one point with them closed... now it's just 52-55fps...

There needs to be a script that increases the Graphics.frame_rate when the FPS drops...

Or I should stop being so finicky about the fine details. |3
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