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Naridar

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About Naridar

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    Giver of omnomberries
  • Birthday 09/24/1992

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    Hungary
  1. Theoretically you could use $game_variables[variable] in the configuration options and change that variable when needed.
  2. You could use Yanfly's steal item script for that, assuming it is compatible. EDIT: Sorry, I was assuming the system used items to store cards. Technically, you could still modify that script (if you know how to) to add a card instead of adding items.
  3. Naridar

    Treasure Chests

    It could also be used in addition to normal drops, as a type of "battle bonus". E.g. the enemy drops more realistic items (such as fangs, pelts, other monster parts) and this bonus contains usable items, weapons, accesories, rare non-enemy materials, etc.
  4. Naridar

    Sleek Gauges

    Hi! I've run into the following issue with your script: when I open the menu, if an actor has less than his/her max HP, it counts down from full (just the numbers, the gauge begins at the proper length) to the amount of HP left. The same happens when any scene (such as status, skill, etc.) is opened. I assume it would happen with MP as well, but since I'm using Victor's MP level system, no singular MP number is displayed. Note: it still occurs when all other scripts are disabled.
  5. Hi everyone! I've lately been sidetracked from my main project by a game idea, inspired by old-school Final Fantasy and Bravely Default, with a storyline revolving around the heroes trying to destroy the elemental crystals a world-wide empire uses for control. Pretty basic stuff, but I've got a few twists that hopefully could set it apart. Now, what the main drive of this game is, is the job system-esque control over skills and character growth. It basically goes like: - "Jobs" are made using Victor's Materia script, and thus, characters can have more of them equipped at any time. They alter stats, give skills, level up with JP earned, and so on. These job crystals (whatever their final name will be) are dropped by monsters, found in treasure chests or as after-battle bonuses (using the after-battle treasure chests script on this site) - Jobs have tiers. A "Novice pyromancer" job gives only a small bonus to INT, teaches Fire and has a level cap of 3, teaching basic fire-attuned skills at leveling up. Forging the next tier, "Journeyman pyromancer" requires a job crystal of the previous tier and some materials (such as a salamander skin and a warm stone). This higher tier works as the same as the novice, with the exception that it gives higher stats and can be leveled up further, unlocking better skills at higer levels. Journeyman pyromancer might teach Fira at Lv. 4 and have a level cap of 5, while the next tier, "Adept pyromancer" gives Firaga and levels to 7, and the final tier, "Master Pyromancer" levels to 10, at which point it teaches Flare. - Your characters don't take levels normally. Instead, to level them up, you have a seperate "Level up" menu, in which you must offer job crystals to increase your level. Each level takes a different amount of job crystals and the total amount of JP in them must exceed a certain value (with the job crystal itself giving a base value, like an untouched basic pyromancer job crystal giving 25 points, more powerful job crystals are worth more). For example, to increase your level from 3 to 4, you have to offer 3 job crystals with a total point value of 100. - On leveling up, your stats increase by a fixed amount, plus a bonus determined by the job crystals you use to level up. Using 3 warrior crystals might boost your STR and HP growth, while using mage type crystals boosts INT and MP instead. At each level up, you'll be given a choice between 3 bonuses: stat boost or "skill internalization", meaning that the internalized skill will be available from that point on without equipping the corresponding job crystal. - Aside from job crystals, you can also equip "Assist crystals". These confer additional helpful effects like the Final Fantasy VII non-command materia, These can't be used at level ups. So what do you think? Does it sound interesting/broken/unbalanced/overcomplicated? I believe I'll be able to do this through eventing.
  6. Naridar

    Treasure Chests

    That's odd... pasting the script from here again solved the problem, even though the version numbers were the same. I guess it must've been an old version. It works fine now, thanks.
  7. Naridar

    Treasure Chests

    I made sure everything is set up correctly, and after a battle I get this error regardless of whether this script should've activated or not. After-battle treasure chests:99:in 'terminate': undefined method 'troop_id' for #<Game_Troop:0x91bb1fc> (NoMethod Error) from Scene_Base:16:in 'main' from SceneManager:23:in: 'run' from Main:9:in 'block in (main)' I made sure the defeated troop has a loop, all items within it are defined correctly (as in, the 3 numbers are, in order, item type (0,1,2), item id, quantity), I have no idea where it goes wrong. Note: line 99 usedto be 94 before I added some lines for additional troops so that every troop I can encounter has a loop.
  8. Naridar

    SMT Persona for Ace

    For persona changing, how about you create a skill for equipping each persona and having a persona add that particular skill when equipped (e.g. a skill called "Change to Metatron")? Make those skills be of a different skill type so you can set up a seperate command in battle for them. You can use Yanfly's battle commands script for this purpose and Yanfly's Instant cast so that changing personae won't waste your turn. You can also have the skills cost TP if you aren't using it for other things, making the player think more about if and when to switch personas.
  9. Thanks, I almost forgot how widespread the formula box's use can be It's solved, a mod can close this topic now.
  10. Just one thing: I don't know if it's possible to edit a topic's title, but if yes, I think it would be better to use a full name for the script instead of just an abbreviation - "Gubid's Tactical Battle System Ace" makes it clear to people that it's a TBS, and many users, especially the newcomers to the RPG maker scene might have not heard about or used the previous GTBS-es. It might attract more attention (the hype for a possible TBS was quite large a while ago and it doesn't really seem to reflect on the thread right now). I see that the tags "tactical", and "tbs" are amongst the tags, but I don't think many people read those.
  11. Congratulations, this is just awesome . Here's an omnomberry, to thank you for the effort you've put into this masterpiece: Also, sorry for not being able to help all the way thorough the beta, medical school exams got in the way. However, I've run into what I'm not sure is a bug or an unimplemented feature. That is, when designating an event as "battle_event", they are pass-through in actual battle no matter what, which looks wierd and while easily circumvented in the 2D mode by using tiles instead, it's more problematic in isometric, where they can't be substituted with tiles.
  12. Naridar

    Giving your game "exploits"

    Glitches and exploits can be "used" for both good and bad, depending on how much it invalidates the game's challenge. I'll list a few examples for both: Type A (benevolent/non-harmful) - Super Mario 3D Land (and other Mario games - 2D) infinite lives trick (Koopa shell): since the game saves itself after each level, a game over isn't that tragic. Besides, you're likely to accumulate 100+ lives just by playing the game and being somewhat skilled in Mario. Also, having lives doesn't void the fact that you indeed must complete the levels yourself (unless you factor in the super guide - even seeing it appear as much as once ruins a perfect file and most players' pride won't let them use it), hence why it wasn't broken in the original Super Mario Bros either. - Final Fantasy's peninsula of power: your characters still need to fight the overpowered enemies for all that EXP and sweet loot. - Disgaea's invisibility panel trick (basically, picking off a Lv.100 enemy while you're on "invincibility panels", a level was set up for this trick): as much as it seems to help, it can only make a few chapters trivial and is completely irrelevant when it comes to the meat of the game (end-game and item-world content) Type B (malevolent/challenge-breaking) - Final Fantasy V's final-boss skipping (different in the SNES and advance versions). I don't think it needs to be explained why it breaks the challenge (considering Neo Exdeath is one of the hardest final bosses in the franchise) - Final Fantasy VI's Vanish/Doom bug: it lets you bypass difficult enemies. - Final Fantasy VII's W-item glitch: it basically allows you to have infinite megalixirs, making grinding magic urns (?) in the northern crater trivial. - Pokemon Red/Blue's Missingno glitch: even if it didn't have the chance to corrupt your savefile, it still gives you 127 rare candies or masterballs, essentially breaking any challenge the game would provide. - Disgaea 2's nekomata trick: unlike Disgaea 1's trick, this actually lets you capture, with an hour of work, a Lv. 9999 (!) enemy, which basically broke the entire game six ways to sunday. Not only can you use this monster to wipe all story quests, it can let you grind in the "item world" easily, greatly reducing the amount of challenge the game would provide. Not to mention it's available as early as chapter 5 out of 13 (in a game in which the final boss is considered the end of the tutorial phase)
  13. Hi everyone! I've recently finished watching the Romeo x Juliet anime, and as with most things I watch, it gave me an idea for a game, and the setting especially fits a game mechanics concept I've had in mind. Hear me out: Setting: In this world, entire continents float in the sky. No matter how high you fly, you can never reach the topmost one, as there seem to be always some above. It doesn't mean, however, that there aren't people who would try. A courageous team armed with the most advanced airship ever built discover an inhabited continent called Veneto, locked in a bloody conflict between the two most influential families, the Montagues and the Capulets. As the once fertile lands of Veneto turn into stone and dust and the entire continent starts to fall apart, the group from the lowerworld must join the war on a third party's side in order to achieve peace and stop the destruction of the floating island, since if it were to fall, it could spell doom not only for Veneto, but for their homeland as well... Characters The adventurers - Guild ??? (name given by player) Akosh Espada - A renowned fencer and the leader of the group. A man in his mid thirties, wise and level headed. Matteo Lancia - One of Akosh's students, a 20-year old young man with a house-sized ego and unparalleled ability with the rapier. Aimée Scudo - One of Akosh's students, a 22-year old woman whose small stature hides the fiercest willpower and ultimate skill of the arcane arts. Giada Bandiera - One of Akosh's students, a 21-year old woman. Calm and observant, her skill in battle lies in her preciseness and agility. Fernando Marinaio - The airship pilot of the group, and a retired racer of five championship titles. His lack of skill in combat is balanced out by his skill in handling an airship in any situation. Other than that, he's a foul-mouthed, crude individual. The important characters of Veneto Romeo Candore de Montague - The son of Laertes Montague, a young nobleman. Naive and inexperienced in the ways of the world, he falls in love with the wrong person at the wrong time... Juliet Fiamatta de Capulet - The daughter of Prospero Capulet, a headstrong and somewhat rash girl. They fall head over heels for each other with Romeo. Laertes Montague - Romeo's father, a bitter and ruthless warmonger who assassinates Prospero Capulet early in the story. The main antagonist for the first 2/3rds of the story. Mercutio Marchege - An orphaned boy and loyal adopted son of Laertes. Ezio Alonso - The leader of the "Bianco Colombo", a rebellious group fighting against nobility and for democracy, a movement which Romeo, Juliet, and the adventurers join. Ezio is an older man, cynical and pessimistic about the world, but a masterful strategist and fiercely devoted to their cause. Ophelia - The priestess of the tree Escalus that holds Veneto up in the sky. GAMEPLAY: - The game's basis a tactical RPG similar to Final Fantasy Tactics and Tactics Ogre. The player can have 8 characters in a battle, and 80 in total. - Characters have changeable classes, similarly to jobs. Class change may occur only outside of battle. However, a character may not have more than 10 jobs at a time. Learning a new one requires an old one to be forgotten. Also, a character's common level is determined by the sum of its' classes' levels (maximum is 15-40 depending on class rank). - Class level matters about 3x as much in stat calculation as common level. Common levels, however, give stats evenly, while class levels focus on the class' strengths (ATK for warrior, MAG for wizard, etc.). So a Lv.1 knight will have slightly better stats if he's a Lv. 10 warrior and wizard than the one who's Lv. 1 in all classes. - Classes have ranks which are based on how early or late they're available, how powerful they are and influences how many levels they have (early classes max out at Lv.15, late-game classes can be taken to Lv.40) - Classes are unlocked by meeting certain requirements (such as having 2 warrior and wizard skills or killing 50 enemies with a spear), and then must be "researched" to obtain, during which time AP earned goes towards research. - Characters learn skills from pieces of equipment with AP, as in FFT Advance. However, learning a skill only requires that the character has the job for the skill available. If a chracter has warrior and lancer classes unlocked, he can learn both warrior and lancer skills from a weapon even if he's currently not a warrior or lancer. He still can only use those skills when he's a warrior or a lancer. - Pieces of equipment are randomized, as in Diablo. There still is some non-randomness, such as a weapon only giving skills that can be learned by classes that can equip the weapon. - Characters have 2-4 personality traits that personalize their stats or influence battle performance in some way (such as a "brave" character having higher ATK but lower hit rate, a "naive" character using less MP but taking more damage from magic). - As in some Fire emblem games, characters can marry. A male and female character have a compatiblity rating which stems from their available classes, personality traits, and camaraderie (taking part in battles together, healing each other, etc.). Marriage requires a compatiblity of at least 150 (maximum is 300). Once married, characters can't be split. If one's dismissed from the party, the other one also leaves! - Married couples have their classes shared in two ways: 1. if a class is known by both characters, they receive a percentage of the others' EXP, depending on class rank and compatibility. Generally, a higher ranked class requires a higher compatiblity for the same EXP bonus. 2. If one character knows a class the other doesn't, the character can possibly use the class at a reduced level, but can't earn EXP for it, nor does it count toward his common level. The level reduction and whether the class is usuable at all depends on compatibility. - Married couples can have children, up to 3 per couple. The child can inherit 1-1 of its' parents' jobs at 50% of the level the parent had it. - Children can't take part in the 10 battles following their birth. During this time, they can be "trained" after each battle, by giving them items dropped by enemies or equipment. These may give them skills and bonus stats. That's the basis of it. Please note that it will definitely be a long while before I can even get started working on this concept if at all, since I want to finish my main project first. How does it sound? Any suggestions or critique?
  14. Naridar

    Please critique my game idea

    Just a suggestion for the third point, it doesn't need to be a demon, it can simply be the mayor's greed or misguided sense of duty: keeping his own position (greed) or making sure that his beloved community stays alive (sense of duty and loyalty) is worth sacrificing a few children.
  15. I generally like things that give me reason to go back and explore previously cleared areas. Here are a few suggestions of mine to execute the idea well and avoid pissing off your players: - First, and most importantly, NEVER leave collectibles in areas you can't go back to, or if you absolutely must, warn the player or move the collectibles to somewhere where they're accesible. For example, in Harry Potter and the prisoner of Azkaban for PC, in-game traders begin selling wizard cards that you've missed and can't go back to. - Give rewards in tiers. E.g. if you have 100 collectibles, give rewards at, let's say, 3, 10, 25, 60 and 100. This will show players that even if they don't want to collect all 100, it's worth it to look out for them and once they decide to go after any they've missed, they only need to find let's say, 25 instead of 75, making them less likely to grow tired of it. - Have the players stumble upon at least some of those collectibles by accident and don't hide them in completely unintuitive and unguessable places. Reward exploration and perseverance, but make collectibles visible and locatable. Avoid what happened in GTA San Andreas where the graffitis that must be oversprayed are often lost amongst other graffitis, of which there were many. A good example would be Rayman 3, where the salamander and butterfly collectibles (they had a different name in each region, neither of which I remember) gave off distinct sounds. - Make the reward worth it. Try to avoid the situation in Final Fantasy VII where locating all 5 turtle paradise flyers, a not easy task, is rewarded with a megalixir, which is found in several chests and won from chocobo races by the dozens. Generally, the ultimate reward should be at least a piece of useful equipment. - Try to make the collectibles sensible. Assassins' creed 1 and 2 was quite good in this regard.
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