I wanted to know, if there is a way to make Events spawn randomly in a certain region ID. By that I mean, they can spawn on any tile, as long as the tile is within a certain region ID.
In my game, I want the monsters to spawn in the overworld where the player can see them and fight/avoid them...
It's a mix of the both, but most are unlocked. Of course most doors eventually lead to a dead end, backstory or treasure.
Exploration is supposed to be a big theme in my game and the player shouldn't be able to anticipate what's around the next corner or where the next treasure could be...
Sorry for asking, but I've run into an issue with my project and I've not found any solution (not even people who have the same problem. That problem is, that character-sprites and tiles are slightly offset (like a few pixels up). It messes up both shadows and general map-design.
Is there a way...
I'd like to show you guys a portion of a work-in-progress dungeon in my project:
It's the entry hall of an abandoned ruin, with light pouring in from the outside.
(The lighting was done with Victors Light Effects)
And here's an office.
A squatter watches who enters and leaves the ruin.
Ah, yes. Now we're getting somewhere. But two problems came up:
1. A chain of conditions with your skript (with Index 0-3 for all 4 party members) still crashes the game, if there are less than 4 members in the party. The same goes for a chain that only counts for 3 party members, with a party...
That certainly looks promising. However, I have trouble getting it to work; it makes the game crash.
Script 'Game_Interpreter' line 450: NoMethodError occured.
undefined method 'equips' for nil:NilClass
Am I doing something wrong?
Sorry for troubling you folks, but I've run into a problem, I can't solve on my own.
The situation is the following:
In my current project I want to include crates/chests that have to be pried open, before they can be lootet. The way it's supposed to work, is a condition checking if anyone in...
This is quite an old thread, but I'll try my luck.
Your script states, that you can change the default attack for not just an actor, but weapons/armor as well. Could you give a brief explanation as to how I could do that, that would be nice. A certain weapon having it's own default attack...
I know that the hero's names can be included in a text message with \n, \n, ect...
But is there a way to include the name of a specific event, like a door, a npc or a chest? I wasn't able to find anything online.
Here's how the battles between ships in my project are supposed to look like. Most of it is (of course) subject to change but I wanted to know what you guys think of it.
The bar on the right displays the distance that lies between the player's ship and the enemy. If the distance gets smaller...
Well, I don't know what it looked like before but it looks pretty cool now!
Wow, compared to everything I've seen thus far, my tavern doesn't look nearly as impressive as I thought. Anyway, what do you...
I don't know what was causing the problem, but I fixed it...somehow. For some reason the entire tileset was broken (neither player nor other events were able to move), but after erasing and reassembling it, it works just fine.
Could somebody close down the thread? I don't really know how to do...
And is it bugged from the very start of the game or does it become bugged later (maybe after interacting with something)?
Have you tried to start a new game? Sometimes the game can bug out if you go into a saved game, after changing things in the maker.
Are you using any skripts?
I've decided to delay work on the Shadowstar Trilogy until we know more about MLP G5. And I've also decided to make "Attack on Equestria", the sequel, take place in the G5 world.
In case you're wondering, Shadowstar and the other Alicorn Guardians are immortal. They gave it up for some reason, I'm not spoiling why. But until G5 is out, I'll work on Magi in Ponyland instead.