I didn't notice that part before ( -_-")
Although it could be done by using pre-made pictures I was just thinking if the snapshot could be shrunk to a certain percentage and be used as a window background for producing a camera effect.
I know that this is a tutorial for text windows but since you mentioned the background snapshot when entering scenes I'd like to ask a question about it.
How would you use that snapshot as a background for a window. Is it Graphics.snap_to_bitmap? If yes, how should it be used? If no, how...
Choices in menus can still be clicked even when the mouse cursor is not over the highlighted choice by the menu cursor. Could you make it possible to have it check if the cursor is within the rectangle of the highlighted choice?
Pathfinding also gets messed up after loading a saved game.
This can also be achieved by using 3 self switches.
The event should contain 4 pages
Page 1 - No condition, contains text that you want, Self Switch A = ON
Page 2 - Condition: Self Switch A is ON, contains text that you want, Self Switch A = OFF, Self Switch B = ON
Page 3 - Condition: Self...
Do you just want the dagger to be seen flying away from the player? If yes, do the ff. changes to weapon 72's weapon tags:
User Graphic = nil
User Anime Speed = 30
Tool Cooldown = 0
Tool Graphic = nil <-- change nil to the graphic of the dagger
Tool Index = 0
Make use of LoS and the "Set Move Route - Turn toward Player" command. Maybe add another "invisible" event in a town map which contains conditional branches that checks the player's distance from each individual event. If the player is close enough to an event, "Set Move Route - Turn toward...
I tried this one and it worked just fine. If the method above does not suffice as an alternative try this one:
- Add $game_switches[x] = true; to the skill's formula and make the state and common event below as its features
- Make a "Seal" state that seals the skill above
- Create a common...
Why not try changing the character's class that has a feature "seal skill"? Make the skill call a common event that changes your actor's class with another identical class that seals the skill itself.
Haven't tried this method but I think that it would work (in theory).
Just going to use stationary water for the randomized maps. Sure, particles would look cool... But this is about compromising and not spending countless hours making the perfect water particle for each set piece with water.
Maybe I should get rid of the Banish ability in my game. It's a non-elemental spell that doesn't even appear in the magic chart. It's only there because my Elementalist doesn't use light or dark magic. It only effects summoned creatures.