Arctica
Reaction score
81

Profile posts Latest activity Postings About

  • Using a for loop, I don't have to write a million drawText line anymore. Got drawFace to draw. If it doesn't show up, you have to redraw everything. 'this.contents.clearRect(your window dimensions go here)' then have your draw method called after. Can be placed in your refresh method and then looped in your update method.
    I have found the new mountain that I keep falling off of.
    Finnuval
    Finnuval
    Fall off to the otherside and you'll have cleared it regardless xD
    Arctica
    Arctica
    Doubtful. drawFace ain't drawing face and I don't understand why. I'll have to make a thread.
    Arctica
    Arctica
    Well, it's a matter of redrawing the window. I found that out by accident when I hit F9.
    Damage can now be absorbed if the attacker is immune to the element. Implementation involved adding an Absorption Rate stat and having it scale with MDF then having half the target's damage by multiplied by that rate. Further more if the target and attacker share immunities, they will deal and receive normal damage. I'm too long winded for the character limit in this status box LOL.
    The name of the world is the Arctic Queendom. There's no king that rules, only a Queen. The theme centered upon the element of ice with fire being the deadliest element. The main character is Arctica, the heir to the Queendom. The game will contain elements from some of my favorite RPGs, like this one:
    Ewi1nJs.png
    Still nothing impressive since it's just abusing the drawText method, but this a template for the main menu I'm going for it. FF7 inspired.
    in5ampL.png


    Also, added 3 new armor slots(hands, legs and feet). Come to think of it, I haven't given any details as to what my game will be about. Been mostly changing menus and the battle system a bit because the default bugs me.
    g07RRPz.png

    Nothing impressive, but was playing around with this. Side note - done with my main character's exclusive spells. As my username implies, my game will center around the arctic weather as well as the element ice.
    autodidact
    autodidact
    Yay, that looks like a nice start.
    I'm curious did you figure out your update/refresh issue?
    I'm inquiring for selfish reasons.
    Arctica
    Arctica
    Yes I did figure it out. Like most other windows in the game that inherit a superclass(or subclass), their update function will also call the 'parent's' update function as it's handling that particular "rectangle". Example:
    JavaScript:
    Scene_MenuBase.prototype.update = function() {
        Scene_Base.prototype.update.call(this);
        this.updatePageButtons();
    };
    autodidact
    autodidact
    Oh, I forgot about that!

    Looking at my code, I see I have completely overwritten the function.
    Thanks, Arctica!
    Windows.. windows..windows. I can now display custom windows anywhere, but now it's a pain to get text to appear. Something to do with refreshes and updating. Simply making a refresh/update method isn't so cut and dry as the source files make it seem. The newest goal is to change the battle screen to that similar to FF7s'.
    Is it normal that it feels like for the most part I'm just copy pasting, removing and replacing code?
    Arctica
    Arctica
    I believe the question can be missunderstood due to using "I'm" instead of "you're".
    SirCuddlesWorth
    SirCuddlesWorth
    It does for me, I can't make my own so I have to seek help. Then copy past it, if it works I save it to a text file for later reference.
    TheoAllen
    TheoAllen
    Working in the IT industry is not much different.
    Alright, so if you ever wanna make a barrier spell that takes damage in the place of the player, just know that you have to account for what I call "spill over damage", that is, when the damage dealt will be greater than the barrier's remaining health. So you want the spill over damage to be directed at the player. This is kind of similar to FFXI's Stoneskin(you receive "spill over damage").
    • Like
    Reactions: Finnuval
    Wavelength
    Wavelength
    Yep. Usually this is just done by using a "max" function on two arguments: one is the incoming damage minus the amount of the barrier; the other is zero. If the incoming damage is greater than the barrier, the target will lose some HP (this is "spillover damage"). Otherwise, they will lose zero HP, as the barrier absorbed everything.
    TheoAllen
    TheoAllen
    I personally think that barrier should not have spillover damage to make it even worth using. Think of the barrier like a common plot device when you were saved by an amulet in your chest when you were being attacked :p
    Arctica
    Arctica
    If I approach this logically instead of analytically,then yes there shouldn't be spill over. The spell is called Arctic Wall, and is basically a big wall of ice(not literally). Ice will shatter and absorb all the force, protecting whoever is behind it. That actually is a good description to give it ha, I'll go with that.
    Going to put off working on my barrier skill for now since there's a bug that after several days now I can't seem to fix. I got other (much easier) stuff to do.
    Arctica
    Arctica
    Solved it by using a common event to assign the desired value to the property and then have the plugin take care of the rest. Now it's just doing something about NaN 'damage' that pops up when the damage incurred will be more than the remaining barrier hp.
    autodidact
    autodidact
    Wow, you don't use anyone else plugins. At all? That's amazing, and bold. I like it.
    I've worked on a few of my own plugins, but I'm not proficient enough for my game to survive off just them.
    Glad you mostly solved your problem!
    Arctica
    Arctica
    I have downloaded some to see their sources as that's another way of learning, other than that, I feel like I'm not giving myself a chance by using other people's code to do what I want.
    Finally getting somewhere now. I'm working on a barrier spell that will eventually replace HP until it incurs enough damage that it breaks. Achieving that part is still far away but progress is made on the implementation front. So far I can: Set the base wall hp's health, use it in a damage formula via a.wallHp, restrict its hp not go above the player's maxhp.
    It's really not fun burning 4 hours looking at code and trying certain things and getting no where.
    Arctica
    Arctica
    I tried from actor.actorId === 9, and even $gameActor, and (this one Im sure wasn't syntacitly correct) actor.actorId(9). Game_Actor.prototype.initializer does what it says but as I found out, the database stuff is not filled yet until Game_Actor.prototype.setup is called.
    autodidact
    autodidact
    This works to grab the attack parameter from RPG MV database on actor 1.
    $gameActors.actor(1).atk

    I assume you could add a new property to it and set it by simple declaration $gameActors.actor(1).customP = 100;

    Wait, are you using MZ? :oops: I'm just going to back out of this conversation, I only have a MV license.
    Arctica
    Arctica
    There's only a few differences between the two and of course some of the core scripts aren't forward/backwards compatible.
    Well. Looks like I need to redo the entire battle system in order to have the things I want in it. Also I'd like to say that console.log() is the greatest function in Javascript XD.
    autodidact
    autodidact
    Since, I'm already here...

    I know what you mean. I used to use JS alert() function for web pages, but that interrupts the work flow as it halts the page.

    I know I shouldn't but sometimes I use console.error() just so I can have a color notice that my code is actually being called. I remove once I know it is successful.
    Arctica
    Arctica
    I use it to see when and how the core functions are called and am able to deduce their functionality from there. I got comments all over the rmmz_objects.js.
  • Loading…
  • Loading…
  • Loading…

Latest Threads

Latest Profile Posts

51F2AC5E-A605-446E-9439-D77AA6A0B0ED.pngAdded console to my content thread here
Sweet nostalgia. My fave Final Fantasy game.
Steam page is now live!
1632768058957.png
just discovered thig game called Willowbrooke Post... beautiful artstyle if I do say so myself... does anyone know what this kind of style is called??
In one of my game projects, I am working on an arena where you can fight combatants or bet on monsters, and, man, it is taking so long, lmao. I do not think that it helps that I am using an evented combat system with a lot of things that I have to edit.

Forum statistics

Threads
115,423
Messages
1,089,743
Members
150,170
Latest member
mercychan
Top