Liak

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Ace almost needs it's own topic where people can post their formulas and maybe what it does and why it's beneficial. It certainly does allow more control over combat and setting the appropriate challenges.
Second this. :)
 

Archeia

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I found this weird bug with pictures while playing around with VXAce the other day. It's something random and odd, but I updated the topic about it. 'w)b
 
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Archeia

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Just updated with one tiny but important fix. (#6)
 
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Archeia

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A bump with an important fix about Frozen Graphics during a None-Fadein transfer! Check #8!

  • Why? The bug is mostly with frozen graphics from the previous map. Parallel process from the previous map have the particularity they start before everything else. Now this is normal and all, but if you use a Transfer with no Fade In, it also freezes every PP in the next map and the only one would load is an Autorun. The PPs will only run once the map is refreshed.
  • Why should I be concerned? Let's say for example you have a picture from the previous map and you used a Transfer event to none because you want that picture to stay until the next map clears it off. The problem is, if the next map's event that clears the picture is a Parallel Process, it won't run at all until refreshed.
 
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Archeia

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Workaround #9 added =w=)/

Very useful if you love decorative events.

9.) Custom Movement Event Update

Why? Basically, when an event that uses custom move route is off screen, VXAce stops updating that event as one of the ways to prevent lag.

Why should I be concerned? This video will show you. Pay close attention to the waterfalls until the end:



How to fix?

Kread is awesome to provide us with a very simple fix :>

Code:
# Put [update] in the event's name and the move route will always update.## ~Kread class Game_Event < Game_Character   #--------------------------------------------------------------------------  # * Determine if Near Visible Area of Screen  #--------------------------------------------------------------------------  alias_method(:krx_alfix_ge_nts?, :near_the_screen?)  def near_the_screen?(dx = 12, dy = 8)    # YEA compatibility    if $imported && $imported["YEA-CoreEngine"]      dx = dy = nil    end # YEA compatibility    return true if @event.name.include?('[update]')    return krx_alfix_ge_nts?(dx, dy)  endend
 
 
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Liak

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I didn't see anything. :( Could you explain what's wrong? Sorry if this is really stupid ...
 

Archeia

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I didn't see anything. :( Could you explain what's wrong? Sorry if this is really stupid ...
In a project, make 3 doors in a row continuously moving together using Move Route-> Custom in 4 direction movement. By default, they should be moving together in sync. Keep moving down until you can't see them on the screen and go back up. You'll see what It does afterwards.
 
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Liak

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Ah, I see: They get out of synch, right? So one door might be "initialized" again movement-wise, while the others keep running?
 

Shaz

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Not initialized again - the movement just pauses while you're out of range. If they ALL go out of range at the same time, and come back into range at the same time, they'll be okay, but if they go out of range at different times (even a frame or two difference), one will pause before the other, and likely resume after the other.
 

Chaos17

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8.) Frozen Graphic Transfer Bug
The fix seems to conflict with Yami overlay mapping.

Example : map A overlay map is transfer to map B.
 

Archeia

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The fix seems to conflict with Yami overlay mapping.

Example : map A overlay map is transfer to map B.
You honestly would only need this fix if you use the None Fade Teleport. Otherwise you don't really need it.
 

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NICE! haha, this answered two questions hehe
 

ShinGamix

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Wanted to add to the Font bug issue fix aka junk symbols

If you just comment out the line like this

def japanese?#$data_system.japaneseendwith a hashtag/pound symbol to comment out the line it will still give the [] extra symbols on some buff words like magic protect etc

make sure to remove the line $data_system.japanese altogether or they will still show up for some reason (at least for me it did).

That is where I had messed up a few months ago as I don't like removing any core script lines for any reason.


and about the battle formulas did a topic ever get started because I would like to read it asap.

Additionally how would I add [update] to the event in issue 9? Just add it to the name of the event?

update10.png


Like that?
 
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Fallun

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Wow! very helpfull ^^ kudo to you!
 

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Hi Archeia,

Thank you for posting these tips and tricks. I'm making my first game and I'd like to understand your trick about looping the parallel process events so they continue while the characters talk to each other...

Display Picture:1, [Fixed]Waterfalls - 1 - 1', Upper Left(0,0), (100%,100%)

Display Picture:1, [Fixed]Waterfalls - 1 - 2', Upper Left(0,0), (100%,100%) etc.

Question part 1

'Waterfalls' is the name of the picture (I gather):

1-1 stands for Upper left picture

1-2 stands for the picture immediately to the right of this picture or directly below this picture ?

Question part 2 (which might enlighten how this all works)

Does this have to be a picture in the Picture file or can I use one in the Character file ? If so do I have to use the move command and how ? I don't understand the quick-event 'doors' (but I think it would be easier if I understood and could use the Character file):

Set Move Route: This event(wait)

$>Turn Left

etc.

What does 'Turn Left' mean ? The picture set in characters has 3x3 pictures and starts at the upper left corner,

so what happens if it 'turns left(/right/up) ?

Question part 3

Do I always use the 3x3 grid (I also see 3x4 grids) or can i use a row of pictures and have the selector move along those...

I've been making NPC'S move by using event pages with different pictures(via the graphics-window) and triggering self switches to change them but I can't implement the loop in that sequence (I think) so I'd prefer to change them to one event page events if possible...

I'm sorry if this is all explained in another topic or post but if so please give me the link because I'm drowning in a sea of tutorials here. (and I keep finding very interesting tutorials and tips which give me new ideas instead of answering previous ones)...

Thank you :)

I think I partially figured it out now... (sorry, I can't figure out how to post pictures so I'll try to explain)

I wanted a mirror on the wall to break and materialize until a ghost was defeated so I did the following with the picture:

(page 2 of my event (page 1 will show the mirror no matter what happens and will switch this second page on with a self switch upon entering the dungeon - this is to switch back to the normal mirror when the ghost is defeated and not end up with an empty wall)

Conditional branch: switch [0099: MirrorBreak] == on

Loop

Control variables: [0004:Dungeon2] += 1

Conditional branch: Variable [0004:Dungeon2]==1

Show picture: 2, 'MirrorEmpty', Upper Left (32, 64), 100%,100%)

Branch end

(next picture:Show picture: 2, 'MirrorWhole', Upper Left (32, 64), 100%,100%), etc.)

Loop end

Show picture: 2 : in which the number 2 is the number I gave to this particular picture on this map (each picture on the map needs it's own number or it won't show up even if the coordinates are different)

'MirrorEmpty' is the name of the picture (I now have each element as a picture on it's own (instead of all kinds of pictures on own sheet, like one can do in the 'character' file combined with the 'stepping animation feature )

Upper Left is the starting point (0,0) of where the software will calculate the location of the first pixel of my picture 'MirrorEmpty'

(32, 64) is the x and y (32 pixels from the upper Left to the right, and 64 pixels from the upper Left down).

With this I can continue for now (still don't quite understand the character and stepping thing but that's okay for now...)

For an explanation about the loop thing I used http://forums.rpgmakerweb.com/index.php?/topic/8319-teaching-thex-animate-a-picture/

Thanks and have a nice day !

I'm sorry for having a discussion with myself here but I went and tested my event and it turns out that when the player moves down to the lower part of the map the map moves down, sending the picture down a tile with it. I tried to do the idea with the x and y and region position of the player (link: http://forums.rpgmakerweb.com/index.php?/topic/9479-video-tutorial-falling-pit-with-region-ids/) but that has a delay in it so the picture will first go down then up visibly which doesn't look very sophisticated... I'll abandon the whole thing for now. I'll use it on a map where I'll have the player be restricted as not to be able to move anywhere where the map will move but if anyone has an idea as to how to solve this I'd be very happy to hear it...
 
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Chiakscare

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This is wonderful! 

I especially appreciate the tricks with parallel processing and tile passing; it always irks me that I can't get close to trees or tables (close enough to hug them, anyway.)

Thank you for the helpful post, Archeia.

Edit: Oops! Did I just necropost? D:
 
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Archeia

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It's ok :)

Tutorials can be bumped.
 
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Chiakscare

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Good to know! :D
 

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The passability one helped me a lot now it looks a lot better. Thanks Archeia.
 

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