#2 works currently. I just wrote it to clarify that I want it to stay that way while changing the first behavior.
Where are these behavior defined? Can I just directly edit the default behavior in Game_Interpreter or something like that? Thanks!
I want to control boat and ship passability more precisely.
How can I achieve the following:
Make the whirlpool and deep ocean passable by the ship, but not shallow ocean
Make shallow ocean passable by the boat, but not the deep ocean
When the player achieves certain goals, I add items to his inventory. What is the most efficient way to check completion of goals that could be completed at any time? Here are some examples:
Specified character reaches level 25
Specified character learns 10th spell
Equip a specified character...
This is really great. I've been waiting for something like this for awhile! One bug, though: When you get off the boat and attempt to directly walk back into the river, the boat reappears, but the player does not embark. If you can fix that, it's gold! :)
Thanks for the original script BigEd...
I took a glance at the game. I'm working on my own, so I didn't play through very long, but here's just a few notes:
I missed half of the dialogue because my habit is to hold down the dash button, which you let skip dialogues.
Shutdown and Go to Title Screen are in "Settings". Maybe it's just...
Much better. I really like your mapping. Tilesets are lovely. Who drew the title screen?
I find it a bit strange all your characters have the same face shape, but that fact wouldn't exactly cause me to turn the game off... On the whole, the screenshots imply a game crafted with care. Good job!
Just judging by the screenshots, I like what I see with your mapping, and I especially like your equip interface (how'd you get/do that?) EDIT: Oh, I see: http://yanflychannel.wordpress.com/2011/12/24/yea-ace-equip-engine/
However, I think it's a bit much to ask your players to read the...
@MagicMagor, now that I think about it, I'd be happy if the common event would execute when the party leader is below 20% of his/her MaxHP. That would eliminate the need to check for additional party members and streamline the script. So, let me see if I understand properly.
Let's say I want...
@MagicMagor: Thanks for your reply! Unfortunately, I don't know how to dynamically grab member#X HP. The party is always made up of four or fewer members, but from a larger pool. When setting a variable to Game data, there are only options for specific actor HPs, without the option to choose by...
Is your controller compatible with your version of Windows?
Are the drivers installed?
Have you tried unplugging them and replugging them?
Have you tried restarting your computer?
Does Windows "see" the controllers when they're plugged in?
Are they wireless? If so, have you tested the...
Yep. I wasn't smart enough to understand this when I first read it, but it's the right answer. Thanks Hesufo!
Edit: If this is necroposting/against the rules, I'm sorry, but this topic is solved. I just didn't know it back in May.
I lost track of this thread. Sorry and thanks Necromus!
If I may, I have one further question here: How can I make it so it's not tied to a particular party member's HP? I'd like to run the common event it if the PARTY has a total HP of less than 20%.
Finished that egg-sitting mini-game I mentioned here a couple weeks back. Now to fix the weather system so it doesn't rain indoors while you're playing it. >.> A simple fix in itself; leave it to me to take it as an excuse to completely revamp the time/weather/lighting system from scratch.