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Script Requests / [RMXP] Limit party members in battle and party switching
« Last post by Shadi on August 15, 2019, 09:17:52 AM »
Hello.
I making my own pokemon game without using starter kits. I making it with a combination of events and scripts.
I want to make battle system from rpg maker similar to original pokemon games. I already set trainer throwing pokeball animation by events, add hp bars to enemies by somebody script and add enemy trainer challenging player animation by events.
I look for posibility to battle 1 vs 1 with present party of gamer. So i need script, which would make possible limiting creatures (rpg maker heroes) used simultaneously in combat to one, making window to select this creature possible to select from the fight menu instead of a physical attack and by calling the menu selection script when the opponent changes the pokemon (monster) - this is done on events
The last thing that is important is that the order of the team after the fight remains unchanged (I use the catepillar script and only the first hero / pokemon has human character graphics on map)
Avaible party switchers for rpg maker xp are not for me, because they are making possible change from all heroes avaibles in database, not only those who are already on the team, they are not limiting party members possible to use in battle to one and in majority causes they are not working in battle, only on map.
I'm from Poland, so i register at this forum mainly for searching this and other help. There is topic of my game for these of us, who know polish language:
http://tsukuru.pl/forum/viewtopic.php?f=1&t=3693
It is all. Hear you soon!
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I'm using SRD to redo the Battle status display for my game. I got  advice to use Yanfly's Battle core in addition to it to achieve the effect I wanted.

IT WORKED!!

My question now is how do I get the rest of the party to look like the first party member? Any ideas or thoughts would be great! T.I.A.

(PS: The reason for using Yanfly's battle Core was to use a function that related to the party member's positions)
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Script Troubleshooting / Getting a 2x2 battle status and battler things
« Last post by Spoofus on July 31, 2019, 03:43:12 PM »
Okay it is about time I put this up I have tried to accomplish this and have failed miserably with my skills.
I am trying to get a 2x2 battle status grid setup kind of like the Lufia games on SNES and have that actor's battler sprite to move with that actor's status depending how ever many members are in the party ( see picture below best way I can show it ) , but I suck at scripting and I am not ashamed to admit that.
( actor 1 starting from bottom right of the screen and so on , again picture should help )

Another thing I have been trying to do is getting the actor battler to move to a location when it is said actor's turn and return to it's default position after selecting what action that actor is going to do.
Battlers are just plan ol' boring default style battlers too nothing animated.
( notice red lines in picture to help visualize in my crappy way )

project:
http://www.mediafire.com/file/rvr7w8iq11w2w0u/Project2.7z/file

picture:
(click to show/hide)
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Script Troubleshooting / Re: Can't Transfer between maps Blizz ABS
« Last post by CriticalHit on July 28, 2019, 06:47:59 PM »
Thank you, that solved it. This is my first time using the UMS so I am not that familiar with it yet.
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Script Troubleshooting / Re: Can't Transfer between maps Blizz ABS
« Last post by winkio on July 27, 2019, 03:59:13 AM »
The problem is the UMS overrides Interpreter.execute_command without calling the original method.  BlizzABS uses an alias on this method to temporarily set the $game_temp.in_battle flag to false while running commands, but the UMS stops that from happening.  Try moving the UMS above BlizzABS in your script order.
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Script Troubleshooting / [Solved] Can't Transfer between maps Blizz ABS
« Last post by CriticalHit on July 27, 2019, 02:19:37 AM »
I am using RMXP with Blizz ABS. For some reason, I cannot change maps. I activate an event that has the transfer player command and nothing happens. I have isolated the issue to the Blizz ABS scripts as I have removed all three parts and transferring works fine. If I use the transfer player command on a parallel process, it works for what that is worth. I am stumped as to the cause and would greatly appreciate any help in resolving this issue.

Here is the repository with the project that has this issue:

https://github.com/antlaw0/RMXP-Batman-Game


Thank you
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RPG Maker Scripts / Re: About RPG maker's internal bugs
« Last post by KK20 on July 21, 2019, 11:03:38 PM »
[XP] Status Window Refreshing During Battle Events

Description

When in battle, the Window_BattleStatus keeps refreshing while a battle event is running. You can see this under Scene_Battle#update:
Code: [Select]
    # If battle event is running
    if $game_system.battle_interpreter.running?
      # Update interpreter
      $game_system.battle_interpreter.update
      # If a battler which is forcing actions doesn't exist
      if $game_temp.forcing_battler == nil
        # If battle event has finished running
        unless $game_system.battle_interpreter.running?
          # Rerun battle event set up if battle continues
          unless judge
            setup_battle_event
          end
        end
        # If not after battle phase
        if @phase != 5
          # Refresh status window
          @status_window.refresh
        end
      end
    end

Solution

A user posted a potential solution on the official RM forums: https://forums.rpgmakerweb.com/index.php?threads/rmxp-battle-text-lag.111312/#post-987292
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RMXP Script Database / Re: [XP] Passive Augments
« Last post by Heretic86 on July 19, 2019, 10:49:52 AM »
Definitely worth clicking [LV++] for this!
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Script Troubleshooting / Re: Blizz ABS Item Explosion Animations
« Last post by KK20 on July 17, 2019, 10:02:35 AM »
I've spent the better part of an hour to see if there was any quick way to do it, but nothing came up yet. The idea is to set the projectile sprite's animation_id when the check_explosion call is made. You'll have to edit some of the update methods for Spriteset_Map and other sprite classes to ensure that, for this special scenario, you don't prematurely dispose the projectile sprite until after the explosion animation finishes.

I'm at a point where I can see the first few frames of the animation but a fade_out flag is being set, which causes the opacity to reach 0 and the animation disappears (probably because one of the update methods I pointed out above is disposing the sprite).
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Script Troubleshooting / Re: Blizz ABS Item Explosion Animations
« Last post by CriticalHit on July 16, 2019, 05:46:22 PM »
I was afraid of that. If I were to modify the script to play an animation when the projectile makes contact or "ends", how do you suggest I go about doing it?
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