Happy easter /rpgmg/ How is your progress? Show us what you are working on.
Luke Nguyen
Repost for new thread. Anyone know of a plugin or simple way to use a skill or add a state in response to a certain condition occurring in battle? Ex:
>big barbarian motherfucker can't go berserk at will, but does so when conditions are met >specifically, low hp or other status effects >shifty mage bitch casts Fascination on him >instead of applying the Fascinate state, this activates a class specific barbarian motherfucker thing and applies the Rage state
I just got into this whole RPGmaker thing yesterday and that's quite a few links in the OP. Which of these tutorials concerns states, skills, and counter mechanics specifically?
I'm trying to get to know MV and its mapping but it's hard. Getting into full parallax and photoshop is a lot of work so I wanted to get the most out of the default tiles but I don't even thing my buildings make sense. They're all logically fucked up and shit.
Ah, fuck. If only I had more time for this.
Adam Barnes
I fully agree, these houses are defying logic.
Ayden Moore
I've never played Harvest Moon, so I can't answer in the exact context that you're asking, but I'll do my best.
>an event that grows with an in game clock and forget how the grow/water/etc. event would be made This sounds extremely easy. Let's break it into parts. >in-game clock So the game runs at 60 frames per second. Similarly, all parallel process events are run through once per frame (or 60 times a second). Depending on how quickly you want your clock to go, that's pretty much all you need to know. For a clock that moves at real-time speed (1 second per second), you have a ticker that counts up every frame, and when it reaches 60, you reset the ticker to 0 and increase "second" by 1. Likewise, when "second" = 60, you reset seconds to 0 and increase "minutes" by 1, and so on. You can control the timing however you want; just remember that parallel process is run 60 times a second.
Pic related is one such clock I've made. It naturally runs at 1 second per second (or real time), but if I hold the "f" key, time speeds up to 1 minute passing every second. A game like Sims runs at that speed natively.
>how the grow/water/etc. This will require a personal touch, and definitely require an array. This is controlled pretty much entirely by variables, but I've never played Harvest Moon, so I can't say exactly which you'll want, but I can hazard a guess.
For your arrays, each plantable tile must contain consistency. So $cropGrowth[1] and $cropWater[1] and $cropType[1] will all refer to the same tile (tile 1, whichever you determine that to be), and $cropGrowth[2], $cropWater[2], $cropType[2] will all be the next one, etc. You will likely need more than just those 3 variables. Things like name, its graphic, etc. will either need to be stored in additional variables or found from a master list (send the crop type to the ML, the ML will return the relevant information of that crop type like its name).
What you need exactly is determined by you.
Michael James
Just got off of work. Time to bump post until the thread is sustained by other anons.
Here, have my Yanfly Comic Edits, starting with #1