- Joined
- May 22, 2016
- Messages
- 2,660
- Reaction score
- 563
- First Language
- English
- Primarily Uses
- RMVXA
Right, forgot about that. That's probably why. Missing scripts. ThanksYanfly Battle Engine
Right, forgot about that. That's probably why. Missing scripts. ThanksYanfly Battle Engine
Well I mean... You CAN jump out of the map.If you mean to make an event walk farther than the tile size of the map, then no (pretty sure).
What I would advise is to make a larger map and have the edges empty space. Then you can move an event to those empty spaces, to simulate walking of the map before the event is removed.
Here is the catch. Your question is "complicated" and it actually deserves its own thread.I don't need super complicated movement beyond, just want an NPC to walk off-screen and cease to exist.
Is there an easy way to check what graphic an actor is currently using with a call?
Something like if $game_actor.graphic="$actor1.png"
$game_actors[id].character_name
$game_actors[id].face_name
Don't include the file extension, just the name

# ╔════════════════════════╗
# ║ Walk Through Map Border║
# ╚════════════════════════╝
class Game_CharacterBase
def passable?(x, y, d)
x2 = $game_map.round_x_with_direction(x, d)
y2 = $game_map.round_y_with_direction(y, d)
return true if @through || debug_through?
return false unless $game_map.valid?(x2, y2)
return false unless map_passable?(x, y, d)
return false unless map_passable?(x2, y2, reverse_dir(d))
return false if collide_with_characters?(x2, y2)
return true
end
end
#--------------------------------------------------------------------------
# * Charge TP by Damage Suffered
#--------------------------------------------------------------------------
def charge_tp_by_damage(damage_rate)
self.tp += 50 * damage_rate * tcr
end
if damage_rate >= 0.5
tp = 3
elsif damage_rate >= 0.25
tp = 2
else
tp = 1
end
self.tp += tp
Thank you for replying and so quick too. I've tried implementing it, but it hasn't worked, when my character is hit they recover much more TP than they are meant to, would you be able to tell me where exactly this statement should be put and whether any of the base script is being changed? Since it seems that may be the problem.The damage rate there is based on max hp. So it goes 1.0 if the damage is equal or more than its max hp, and 0.1 if it's 10% of its max HP. The formula goes like if you get hit 50% of your hp, you gain 25 TP multiplied by TP charge rate.
You could make a statement like
Code:if damage_rate >= 0.5 tp = 3 elsif damage_rate >= 0.25 tp = 2 else tp = 1 end self.tp += tp
I have figured out the problem. There are no script clashes. However, to make it work I need to edit the core script and change it from this:The damage rate there is based on max hp. So it goes 1.0 if the damage is equal or more than its max hp, and 0.1 if it's 10% of its max HP. The formula goes like if you get hit 50% of your hp, you gain 25 TP multiplied by TP charge rate.
You could make a statement like
Code:if damage_rate >= 0.5 tp = 3 elsif damage_rate >= 0.25 tp = 2 else tp = 1 end self.tp += tp
#--------------------------------------------------------------------------
# * Charge TP by Damage Suffered
#--------------------------------------------------------------------------
def charge_tp_by_damage(damage_rate)
self.tp += 50 * damage_rate * tcr
end
#--------------------------------------------------------------------------
# * Charge TP by Damage Suffered
#--------------------------------------------------------------------------
def charge_tp_by_damage(damage_rate)
if damage_rate >= 0.5
self.tp += 3
elsif damage_rate >= 0.25
self.tp += 2
else
self.tp += 1
end
end
1) Open up the Script Editor by either going to Tools -> Script Editor, or pressing F11How do I install a plugin for XP? I downloaded what I needed but the maker did not include any instructions on how to install it to the game project.