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Everything posted by Jesse66126
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I stopped using Auto run a long time ago. Just use paralell process instead.
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Random Glitches and Syntax Errors
Jesse66126 replied to Jesse66126's topic in General Game Development
$game_actors[008].disabled_for_party = true This syntax doesn't work period. Seperate OR together. But if I put a "7" instead of an "8",poof it works! It's just random numbers that don't work. I have the most recent SDK folder in my game. It just doesn't want to work. -
ULTIMATE PROJECT: Sailor Moon Returns Come on,it would be awesome. We have to do Sailor Moon justice anyway. We as RPG makers owe it to her. She hasn't had a decent game made about her since the super nintendo. I have all the battler pics,map sprites,and attack sounds. I can get all the other sounds,too. Like Tuexdo Mask's Theme. That sound effect when he throws his rose. Here's the link for the map sprites: http://www.untamed.wild-refuge.net/rmxpres....php?characters
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XAS Hero Edition 2.0
Jesse66126 replied to Jesse66126's topic in Archived RPG Maker XP Scripts (RGSS1)
It BELONGS next to Mr. Mo's ABS system as an alternative. It's in the right section,don't move it. It's in THIS section as a script resource. -
Template: $game_actors[Character's ID].disabled_for_party = true/false $game_actors[007].disabled_for_party = <---------------Works true $game_actors[008].disabled_for_party = <---------------Doesn't work true $game_actors[009].disabled_for_party = <---------------Doesn't work true $game_actors[010].disabled_for_party = <---------------Doesn't work true $game_actors[011].disabled_for_party = <---------------Works true $game_actors[012].disabled_for_party = <---------------Doesn't work true I have no idea why but these syntaxes don't work with Blizzard's custom party change system. It's almost random about which ones work and which ones don't. Other Weird Glitches: I don't know how this is possible,but something is cutting off the bottom of Sophia's picture. It's only when she's the only one in the party,though. Like I said,Weird.
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Link to Blizzard's Party Switcher: http://www.rmxpunlimited.net/forums/index.php?showtopic=1713 This script adds the option to access Blizzard's party switcher from your Menu Screen in place of the "Save" option. Since in any real RPG save anywhere is OBVIOUSLY disabled,you never really needed the save option anyway. "Switch" takes you directly to this screen. Also and this is IMPORTANT,when naming Blizzard's party switcher in your script list above "Main" call it "Scene_PartySwitcher" or the script won't work. That's how it's named in my script. #====================================================================== ======== # ** Scene_Menu #------------------------------------------------------------------------------ # This class performs menu screen processing. #============================================================================== class Scene_Menu #-------------------------------------------------------------------------- # * Object Initialization # menu_index : command cursor's initial position #-------------------------------------------------------------------------- def initialize(menu_index = 0) @menu_index = menu_index end #-------------------------------------------------------------------------- # * Main Processing #-------------------------------------------------------------------------- def main # Make command window s1 = $data_system.words.item s2 = $data_system.words.skill s3 = $data_system.words.equip s4 = "Status" s5 = "Switch" s6 = "End Game" @command_window = Window_Command.new(160, [s1, s2, s3, s4, s5, s6]) @command_window.index = @menu_index # If number of party members is 0 if $game_party.actors.size == 0 # Disable items, skills, equipment, and status @command_window.disable_item(0) @command_window.disable_item(1) @command_window.disable_item(2) @command_window.disable_item(3) end # If save is forbidden if $game_system.save_disabled # Disable save @command_window.disable_item(4) end # Make play time window @playtime_window = Window_PlayTime.new @playtime_window.x = 0 @playtime_window.y = 224 # Make steps window @steps_window = Window_Steps.new @steps_window.x = 0 @steps_window.y = 320 # Make gold window @gold_window = Window_Gold.new @gold_window.x = 0 @gold_window.y = 416 # Make status window @status_window = Window_MenuStatus.new @status_window.x = 160 @status_window.y = 0 # Execute transition Graphics.transition # Main loop loop do # Update game screen Graphics.update # Update input information Input.update # Frame update update # Abort loop if screen is changed if $scene != self break end end # Prepare for transition Graphics.freeze # Dispose of windows @command_window.dispose @playtime_window.dispose @steps_window.dispose @gold_window.dispose @status_window.dispose end #-------------------------------------------------------------------------- # * Frame Update #-------------------------------------------------------------------------- def update # Update windows @command_window.update @playtime_window.update @steps_window.update @gold_window.update @status_window.update # If command window is active: call update_command if @command_window.active update_command return end # If status window is active: call update_status if @status_window.active update_status return end end #-------------------------------------------------------------------------- # * Frame Update (when command window is active) #-------------------------------------------------------------------------- def update_command # If B button was pressed if Input.trigger?(Input::B) # Play cancel SE $game_system.se_play($data_system.cancel_se) # Switch to map screen $scene = Scene_Map.new return end # If C button was pressed if Input.trigger?(Input::C) # If command other than save or end game, and party members = 0 if $game_party.actors.size == 0 and @command_window.index < 4 # Play buzzer SE $game_system.se_play($data_system.buzzer_se) return end # Branch by command window cursor position case @command_window.index when 0 # item # Play decision SE $game_system.se_play($data_system.decision_se) # Switch to item screen $scene = Scene_Item.new when 1 # skill # Play decision SE $game_system.se_play($data_system.decision_se) # Make status window active @command_window.active = false @status_window.active = true @status_window.index = 0 when 2 # equipment # Play decision SE $game_system.se_play($data_system.decision_se) # Make status window active @command_window.active = false @status_window.active = true @status_window.index = 0 when 3 # status # Play decision SE $game_system.se_play($data_system.decision_se) # Make status window active @command_window.active = false @status_window.active = true @status_window.index = 0 when 4 # save # If saving is forbidden if $game_system.save_disabled # Play buzzer SE $game_system.se_play($data_system.buzzer_se) return end # Play decision SE $game_system.se_play($data_system.decision_se) # Switch to Party Switcher $scene = Scene_PartySwitcher.new when 5 # end game # Play decision SE $game_system.se_play($data_system.decision_se) # Switch to end game screen $scene = Scene_End.new end return end end #-------------------------------------------------------------------------- # * Frame Update (when status window is active) #-------------------------------------------------------------------------- def update_status # If B button was pressed if Input.trigger?(Input::B) # Play cancel SE $game_system.se_play($data_system.cancel_se) # Make command window active @command_window.active = true @status_window.active = false @status_window.index = -1 return end # If C button was pressed if Input.trigger?(Input::C) # Branch by command window cursor position case @command_window.index when 1 # skill # If this actor's action limit is 2 or more if $game_party.actors[@status_window.index].restriction >= 2 # Play buzzer SE $game_system.se_play($data_system.buzzer_se) return end # Play decision SE $game_system.se_play($data_system.decision_se) # Switch to skill screen $scene = Scene_Skill.new(@status_window.index) when 2 # equipment # Play decision SE $game_system.se_play($data_system.decision_se) # Switch to equipment screen $scene = Scene_Equip.new(@status_window.index) when 3 # status # Play decision SE $game_system.se_play($data_system.decision_se) # Switch to status screen $scene = Scene_Status.new(@status_window.index) end return end end end
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The caterpillar system I found looked good,but all it did was duplicate the player.
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Step1: Make an attack skill that does no damage,but marks enemy(s) with a status effect. The state doesn't have to do anything,just make it nonresistant,so the skill never says "Miss". Step2: Attach a common event to the skill. This is what does the real damage. Step3: Make two Variables. Variable A will be the base damage,set it to about 1000,or higher for more damage. Variable B will be the mulitplier. Step4: Under that common event have a condition braunch for every actor you have that says: If actor has "Knock-Out" inflicted Add +1 to Variable B Step5: Set recover All:Entire Party Step6: Now set control variable to multiply Variable A by Variable B. Step7: Now set deal damage to entire enemy troop or last target.(Which ever you made the skill is for) Set the damage as variable A. The more dead actors you had,the more damage this event does. You can attach this event to an item,too.
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Does any know of any "counter attack" scripts?
Jesse66126 replied to Jesse66126's question in Support
From his description,it seemed like it didn't need one. It seems like a fairly simple script. I didn't see one where I found the script. -
Most scripts are add-ons or modifiers of ones in the RPG maker already First decide what you're making this script for. Example: class Window_Status Put that in the first line of your script for if you're changing your menu screen. This tell the rpg maker how and when to interpret your script. Almost all new scripts go just above "Main" on the list.
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I made a pokemon game a while back using rtp monsters lol I did it all with eventing,too. Basicly,just had an item with a "captured" state attached,an animation for the ball going towards the monster. There were four states for "captured".One for each type of pokeball item. My problem was catching more than one required me to make a ton of the same monster. Plus they used equipment,so they were more like Digimon lol
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It's like Mr. Mo's only without HP bars. It was made by Xiderowg.(Sounds Chinese despite the Spanish scripts...) The controls are simple like Legend of Zelda. Here's the Megaupload link: http://www.megaupload.com/?d=MTQTICJT I'm going to try to add it to the dowdload setion on this site,too.
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Oh wow!!!!! THANK YOU!!!!!
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Writer's Tip: Don't use parentheses when adding details about a character or telling a story. Simply rewrite sentences to include those details. Example- He stared at the floor(which was purple and ugly). It could say- He stared at the hideous,violet colored floor in disgust.
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I've looked over VX and honestly I don't see what's so great about it... There's nothing you can do on VX that I haven't seen done on XP. Also XP seems more user friendly and you get like ten times as more rtp resources. Notable VX features- Vehicles(which you can make EASILY on XP with eventing). World Map(Which you can also do EASILY on XP with eventing). Text boxes with a built in section for face pictures(which you can still do easily on XP with eventing or scripting) Has a kind of Final Fantasy IV feel. Susposed to have a random dungeon generator,which the only time I've seen one in any game was in the Dot Hack series,and it really wasn't that great.It took up sooo much memory on the disk,you were left with just a two or three hour story mode. Flaws to VX- Horrible chibi-like map sprites that are hard to draw and are only compatable with RPG Maker 2000 not XP. Same battle system as XP,not a single improvement. The way they put all their characters on one image is just idiotic. Very few rtp resources.With xp it felt more like I was at least getting my money's worth.
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Characterset pack[1732 sprites]
Jesse66126 commented on Dust Collector's file in Graphical Resource Packs
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Characterset pack[1732 sprites]
Jesse66126 commented on Dust Collector's file in Graphical Resource Packs
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Should I make a Sailor Moon Game as a fun project?
Jesse66126 posted a topic in Early in Development
Here's a sample video http://www.youtube.com/watch?v=its3yLaYBhE I could even do a sideview battle style with M.u.g.e.n. characters. I found a ton of pre-made sprites,and I recorded most of their attack sounds. -
I tried adding the file to the download section,but it took too long and my internet "got tired". If someone could download it and add it to the download section for me,that'd be great. Thanks
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Here's the mega upload link,I'm trying to add it on this site's download section,too. http://www.megaupload.com/?d=W0GFZL59 Now with Marked's Custom Skill Screen! New Weapons! Hidden Bonus Characters! (Using Blizzard's Party Change Script) To enable God Mode: Talk to the item merchant while facing south,holding down "x" and "y",and enter the number code "1234567" Here's a video: http://www.youtube.com/watch?v=its3yLaYBhE
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Both are good ideas. Making two villages is probably best,if you dont like using switches. You can set different auto change bgm music too. like a gloomy tune for the barren village and the normal for when every1s back just have it transfer the player to the new village after the boss fight. Are you making it like Dark Cloud?
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Can you make it easier to move around? I mean,you have to really hold down those direction keys just to move. Are you using Maxine's custom movement script? The one that uses map coordinates like (-5,2) to move? Also the back of that house in the cutscene looks like its missing. No ridged edge,just looks like it was sliced off. The music is very original. Your title screen,as pretty as it is,looks creepy. I think a smaller picture of him doing something like fighting a monster,huging a girl,or something would look much bettter. Him just staring you in the face is just weird looking. I love you text boxes. Lastly,don't ask for money in the game. I would put a link for donations under your down load link in your post,but only after you've completely finished working on the parts of the game you can do for free.
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Does any know of any "counter attack" scripts?
Jesse66126 replied to Jesse66126's question in Support
I found this script by sand golem ,but it says it only works while using normal attacks. And when I tried it it flat out wouldn't work lol. I think it might need an "SDK" folder to work, but I couldn't find one. It looks like a pretty simple script. I'm not sure why it doesn't work. #====================================================================== ==== # ** SG Counter Attack #========================================================================== # sandgolem # Version 2 # 2.07.06 #========================================================================== Scene_Battle::SG_Counter_States = { 7 => [5,100], 2 => [90,90], 22 => [100,50] } Scene_Battle::SG_Counter_Messages = ['\m Counter!','\m strikes back!'] #========================================================================== # # To check for updates or find more scripts, visit: # [url="http://www.gamebaker.com/rmxp/scripts/"]http://www.gamebaker.com/rmxp/scripts/[/url] # # To use this script, copy it and insert it in a new section above "Main", # under the default scripts, and the SDK if you're using it. # # Have problems? Official topic: # [url="http://forums.gamebaker.com/showthread.php?t=129"]http://forums.gamebaker.com/showthread.php?t=129[/url] # #========================================================================== begin SDK.log('SG Counter Attack', 'sandgolem', 2, '2.07.06') if SDK.state('SG Counter Attack') != true @sg_counterattack_disabled = true end rescue end if !@sg_counterattack_disabled #-------------------------------------------------------------------------- class Game_Battler alias sandgolem_counter_battler_atkeff attack_effect def attack_effect(attacker) sandgolem_counter_battler_atkeff(attacker) if $scene.active_battler == attacker $scene.sg_atkcounter_test(self) end end end class Scene_Battle attr_accessor :active_battler def sg_atkcounter_test(battler) sg_temp = SG_Counter_States.keys for i in 0...sg_temp.size if battler.state?(sg_temp[i]) if SG_Counter_States[sg_temp[i]][0] > rand(99) @sg_counter = SG_Counter_States[sg_temp[i]][1] @sg_countertarget = battler return end end end end alias sandgolem_counter_battle_up4s5 update_phase4_step5 def update_phase4_step5 sandgolem_counter_battle_up4s5 if @sg_countertarget != nil @phase4_step = 1337 @sg_atkcounter = 28 end end def sg_counter_update if @sg_countertarget.dead? or @sg_atkcounter == 0 @sg_atkcounter = nil @sg_counter = nil @sg_countertarget = nil @phase4_step = 6 return end @sg_atkcounter -= 1 if @sg_atkcounter == 10 @sg_countertarget.animation_id = @sg_countertarget.animation1_id @active_battler.animation_id = @sg_countertarget.animation2_id sg_temp = rand(SG_Counter_Messages.size) sg_temp = SG_Counter_Messages[sg_temp].clone sg_temp.gsub!(/\\[Mm]/) { @sg_countertarget.name } @help_window.set_text(sg_temp, 1) @active_battler.attack_effect(@sg_countertarget) if !@active_battler.damage.is_a?(String) @active_battler.hp += @active_battler.damage @active_battler.damage = @active_battler.damage * @sg_counter / 100 @active_battler.hp -= @active_battler.damage @status_window.refresh end @active_battler.damage_pop = true end end alias sandgolem_counter_battle_update update def update if @sg_atkcounter != nil sg_counter_update end sandgolem_counter_battle_update end end #-------------------------------------------------------------------------- end -
I know how to counter skill attacks with eventing,but I want to counter normal attacks. Or I'll have convert all enemies's attacks to skills that don't use sp. =( Any Ideas? It doesn't have to be as powerful as Final Fastasy 7's counter system. Though that would rule lol.
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Lol Marked,is this name still copy righted if it came out of a name generator?