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Everything posted by LaDestitute
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Is there a way to event surfable bodies of water like in the Pokemon games or would I need a script? I know it's likely doable and involves terrain tags and X/Y positions of the player, but I'm not sure how.
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Is it possible to event Fly/Dig/Dive style moves or would I need a script for this to work properly? For those unfamiliar with Pokemon...Fly, Dig, and Dive are types of moves where the user disappears from battle for the first turn (not literally, but any attacks will not effect them unless under special circumstances such as Earthquake for Dig) and on the second turn, they return and attack.
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What are hex flags and can someone explain how they work, and how to set a working one up?
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I'm using this Evented Skill Tree System for my class/customization system in my project Chao Tales. With the fact that each usable square (weather it's a AGI boost or to learn a skill) uses a switch to turn off...and the fact that I have multiple characters (CT has a NPC recruiting system, so that's probably more than +50 characters...ouch.) made me note I probably have to use a bucketload of switches, a large handful just for each character's custom skill tree. Before resorting to the self-contained non-wasteful method of self-switches, is there a easier way to handle the skill squares, activating them or so wise? Variables might work, but I'm not sure how. If not, I wouldn't mind resorting to self-switches.
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Question though...I'll have to use a different set of variables and switches for each tree, right?
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Thank you Agckuu, I'll be sure to test this out when I can find some time. :)
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Can someone show me how to make a farming event system or make a demo for me? I need it to be simple though, and the intended build is: +You need two items, Watering Can and Shovel. Shovel is needed to bury the seed for the crop, and the watering can is used to water it. +Eventually, if not ignored and watered every now and then, the crop will grow, where the player can get items from the crop/tree, which if possible, will disappear and eventually regenerate. +Crops/Trees have the ability to "die." if ignored or after some extend of time, even after being taken care of very good.
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Can I suggest the future feature to convert RPG Maker XP/VX project files to a format that can be edited by EGM? I take back what I said...this looks...cool!
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Alright, I'll PM you some screenshots soon. Kinda busy...mom just got off my computer and I got homework to do. bummer.
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Item question (scriptlet line in common event)
LaDestitute replied to LaDestitute's question in Support
I think I know of another possible way. Is there a script command that instead boosts the stat of the actor in slot 1, 2, 3, or 4? Otherwise, I'll go with your idea. With the small script I was gonna make was something like this, but I don't know script language/termology: If Item ID# is 34 true= (apply stat command lines here) false= ignore -
Thank you Pol, I'll see if this works for me. Please lock this topic.
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Not sure if I sould ask, since I don't see any rules against it. Does anybody know where I can find or download a hack/patch for RPG Maker XP that makes the call script window/box bigger? Don't worry, I don't intend to sell the RMXP with this patch, sell the game made with it, or sabotage Enterbrain's profits...I just want a bigger Call Script box, and it's too darn small.
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Item question (scriptlet line in common event)
LaDestitute replied to LaDestitute's question in Support
The items I'm making are the small animals from Sonic Adventure 2. I want to know if there is a scriptlet line I can set up in a common event linked to it raise STR/DEX/AGI/INT for the actor that uses it not just a specific assigned actor, since "Change Parameters" event command doesn't allow that. Like: Bunny: -16 STR +40 AGI +8 INT +0 DEX -
Ok, thank you for helping me. Sorry for being annoying. I had a event system for this set up actually...would like a look at it so maybe you could improve it?
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Item question (scriptlet line in common event)
LaDestitute replied to LaDestitute's question in Support
Permanent change. Basicaly, my project is a Chao RPG, and I'm including the Small Animals from SA2 as items. Sincethe stat increase/decrease window doesn't provide a option for the actor it targets, I need to know if there's a scriplet like that can do this. -
I'm working on a specific type of item for my project, and is there a scriptlet line (of course, to placed into a common event, item calls the common event) that will increase/decrease STR/AGI/INT/DEX of the actor using it? Of course, the "Change Parameters..." doesn't provide such a option, sadly.
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I don't think you know what I'm doing or even bothered to read my project page, my game is a Chao based RPG, so I had opted to leave many of the traditional features, those that would make it would be what's the word...RPGized.
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That's not what I'm looking for, as I said; I wanted a function where the damage from specific elements could be increased by a percent, not just give the player a skill upon certain weather types.
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Ok, I get the gist of it, but not trying to be pushy or anything, could you make it clearer?
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Ah shoot...someone already beat to it. I was working a evented side-view battle system from an old tutorial, and I was thinking I could modify to suit your needs.
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In your opinion, what's the saddest moment in a video game you've seen? To be honest, the saddest thing...that actually made me cry abit was E-102y Gamma's story and ending in Sonic Adventure...it was so sad.
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But the problem is I don't think RMXP has the function for increasing element damage by % and disabling certain type of skills, usually by element or state tag. It's probably possible via eventing...but all the actors you might to have to deal with and the long event pages makes things even more complicated.
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Could you make this for me in a simple demo? How does this relate to my script request?
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Char-pack? Where is it? I wouldn't mind waiting until then though. :)