Instead of saying variable 1 is not equal to 1 and variable 1 is not equal to 7, I want to say variable 1 is not equal to "the following things", to make it faster and easier and to fit in script calls without need of a script call extender.
Hm, I would wonder how I could do in a script call...
I have it so that say an iron breastplate will have damage from High moves be at 70%, and the chance of receiving states from them is at 30%, but I want to exclude the state Remove Guard/Remove Magic Guard.
I already have the damage modifier and the "staterate" aspect of that (which is a...
Is there a way to test to see if you're testplaying on the field or in a battle in order to excecute different things only if in testplay, other than turning on a switch "Not Testplaying" at the beginning of the game? It's a bit long-winded to explain so I'll skip that.
Say I wanted to have it so that a condition is something like
a.weapons.include?($data_weapons[19..25])instead of doing
a.weapons.include?($data_weapons[19]) or a.weapons.include?($data_weapons[20]) or a.weapons.include?($data_weapons[21]) or a.weapons.include?($data_weapons[22]) or...
Yeah, I want to have it so that at the start of battle, enemy TP has an additional 100, out of 200.
There are varying effects, like skills now requiring TP to be 80 + TP Cost instead of 0 + TP Cost, low TP, full TP, and 0 TP to add a variety of things...
I already have all the other scripts I...
How can I use
@subject.current_action?.item
(or whatever else) as a condition for saying "If a certain skill is selected to be used"?
In this instance, I'll be using Passive States
http://victorscripts.wordpress.com/rpg-maker-vx-ace/gameplay-scripts/passive-states/
but I would also like...
How can I use
@subject.current_action?.item
(or whatever else) as a condition for saying "If a certain skill is selected to be used"?
In this instance, I'll be using Passive States
http://victorscripts.wordpress.com/rpg-maker-vx-ace/gameplay-scripts/passive-states/
but I would also like...
Hey all,
What I'm looking for is a script that slightly adjusts how the game processes enemy actions, and allows for conditions to be typed in the notes. Sounds like a lot of the existing scripts out there, but I'm looking for something with a bit more predictable behaviour.
If I have...
I'm using http://www.himeworks.com/2013/05/04/battle-rules/
What is the condition for
all party members including reserves have state 1?,
all active members have state 1?
(I think that's $game_party.members.all? {|mem| mem.state?(1)} but then I wouldn't know what's the difference between...
What is the string for an actor having learned a given skill and for an enemy having a skill included in their actions?
And, if you don't know this, but, what the string for skill usable for enemies and allies?
I know I see something like usable?($data_skills[attack_skill_id])
I'm trying to...
So, I'm basically a huge n00b and know close to nothing about scripting so I figured I'd put down an oar somewhere over here. I'm trying to figure out how to run Yanfly's Chase script under certain conditions. I have an area in the game filled with wolves that will chase you on sight; it just...
Greetings,
I'm currently using Tsukihime's Followers Event:
http://himeworks.wordpress.com/2013/03/29/event-followers/
It's a great script
BUT
I would like a script that enables the followers to trigger "events"(with event touch condition) and
NOT the player.
The reason I'm asking this...
Let me explain what I need, in detail: if the player touches the event which gets him to another map he is confronted with a message saying that he can't and it doesn't transfer him. So in order to go there he must talk to a specific person and then the event unlocks.
Sorry if the thread already...
Cartoonier cloud cover that better fits the art style, as well as (slightly) improved blending/fading... fading clouds when there are larger patterns is still somewhat abrupt for some reason.
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