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a problem with Yanfly's Class System
haothehare replied to haothehare's topic in Editor Support and Discussion
Ok so I posted my game in Project development and I am officially "recruiting" someone who can script since I see that this project is going to require a lot of scripting help regardless. I can say this thread should probably be closed, because I'll never run out of questions to ask but the original problem has largely been solved. If you might find it interesting to look at my project or might want to continue helping me on that thread, please check it out: http://www.rpgmakervxace.net/topic/9691-scillian-breakdown-ff-tactics-meets-fire-emblem-meets-pokemon-meets-zelda-meets-fatestay-night/ -
In defense of new, and less new builders, and usage of the RTP.
haothehare replied to omedon666's topic in Editor Support and Discussion
Hey guys I didn't expect so many positive reviews of my wall of text or requests to see my game. But since there is such a demand I will put up the demo (chapter 1) of the game up as soon as it is finished (which can take a week or two depending on how many bugs I run into). Right now I'm having trouble learning how to make cutscenes... well not how to make cut scenes... but how to make really GOOD cut scenes... I'm going to be dissecting the Crysalis game for ideas on how to make the cutscenes. Also I was going to trigger in events to explain the combat system and class leveling system. I'm not totally sure how I'm going to do all this yet, so I'm just playing through Crysalis and looking at the game using VX Ace. wait.. bamboo? did someone say BAMBOO?!!! BAMBOOZA!!!! WOOOHOOOO!!! YEAAAAH!!! EDIT: On a more serious note, I do agree with you on one thing... if you add something that isn't conventional, be sure to address it so that the player knows what is going on, generally a slow intro that let's the game get into the game will help the player really get into it and start to form their own ideas of how to play your game and how to make it fun for THEM. EDIT: if anyone want to see my game in extra detail pre release of the demo then please go to the Project Development page I made for it here: http://www.rpgmakervxace.net/topic/9691-scillian-breakdown-ff-tactics-meets-fire-emblem-meets-pokemon-meets-zelda-meets-fatestay-night/ -
a problem with Yanfly's Class System
haothehare replied to haothehare's topic in Editor Support and Discussion
Ok another question <--- sorry I'm just full of these Say I go into the Face generator and I create multiple expressions for a character, how do I make them into a "set" ? Like right now all my generated images get put as separate sets and they're face index is 0, but the rest of of the index positions are empty... (this is also why I was confused by the index value at first) -
a problem with Yanfly's Class System
haothehare replied to haothehare's topic in Editor Support and Discussion
what about doing the same thing except with non generic class graphics? unique pictures for each character based on class and gender (gender is only relevant for main character)? -
In defense of new, and less new builders, and usage of the RTP.
haothehare replied to omedon666's topic in Editor Support and Discussion
Hi, I would like to respond to this thread on the topic of using RTP (RTP being defined as - using the tilesets and other such things that comes with the RPG Maker VX Ace.). 1. I started using RMVX ACE largely because there are already resources such as tiles and sprites for me to use. This is NOT because I'm lazy but because it is always good to have your character sprites and images look like they're in the same style. It would NOT be cool to play an RPG game of this type and find yourself with sprites that look like it's from a Pokemon game, and sprites that look like it's from Duke Nukem. It just clashes too much to have different art styles. For me, I am not skilled enough to make my own tilesets, my own sprites, or my own face images. So yes I greatly appreciate the fact that I can choose from the VX Ace system (personally I go for face and sprites that I make using the generator over the drawn images since they don't have the option to have facial expressions, so I choose to generate many expressions for the same character using the generator so that I can make them not only have expressions but guarantee that they LOOK and FEEL like the same character and the same art). 2. I think this whole topic or argument got started not because there's anything wrong with using RTP elements, but because of a hypothetical scenario where someone takes ONLY the RTP elements (actors, classes, skills, tilesets, maps) to make a game. While the game might not be TERRIBLE, the quality of the game will depend entirely on the plot and eventing done by the story maker. The fact that it's lazy isn't really a factor when playing a game. That said, this is a very hypothetical situation. I'm sure most people who use RPGMakers have their own ideas to implement and will want to change things like classes, skills, etc. In my own personal example, I'm making a very COMPLEX system of classes where all classes cap at level 20, you can switch between classes based on what you have unlocked, you can unlock classes based on the level of required classes. I'm also making all my own original Characters instead of the preset "RTP" actors, I'm using RTP elements by generating these actors through the use of the generator, but this is like I said, mainly because I don't have the skills to make these art things on my own, and I want the art style to stay consistent. Does that make me lazy? hell no, I'm still going to take a long time to implement the classes and balance them so nothing is too overtly over powered. 3. Even if I did use all the RTP elements. Even if I did make a game using purely the existing maps, it will still take a lot of time to make and a lot of creativity. Why? Take a look at the actors that the game comes with. They all look very different from each other, and their classes (while stereotypical like in most rpgs) don't exactly match up based on geography... so you'll have to decide how these characters meet up... you'll need to connect all the towns and dungeons in a way that makes the game work and play in a cohesive manner. Then you have to add in all the eventing stuff, which takes not only technical skill but also you need to really understand what you want the game to be about. That whole process of making the game elements connect... THAT is the act of game making. Using RTP (existing) elements isn't bad... it's expected, since hey that's why I spent 60 dollars buying this program, because I'm NOT a graphics artist, because I'm NOT a programmer who can write code for games, and these existing elements in the RPG Maker VX Ace enables me (an average joe) to be able to make a game mostly on my own, without the cost of paying artists and software engineers. The quality of the game will depend entirely on the person who makes the game, and even if you use most or all of the existing things it still takes skill to make a game strong enough to stand on its own and entertain the gamer. 4. I agree though on the principle that the game you make will ultimately be better quality and more original if you use less of the things RPG Maker already comes with. That is true. Like I took some of the dungeon maps and added height changes, new routes to get to areas, took away existing routes, added music, added sound effects, added events, added doodad events like butterflies and spiderwebs to give the environment a more realistic atmosphere, and I did most or all of these using the RPG Maker's existing functions. I didn't go and use Adobe Fireworks to create extra effects, and that's because I already spent the money for RPG Maker, which helps me do that job. But the argument I also want to make here is if you look at the existing maps and sound effects, is it diverse enough for you to use to tell a compelling story? And actually my answer to that is two fold. A. How did you use these things? If you use them in a boring manner, your game is going to be guess what? Boring! B. But what if you actually spent a lot of time and effort like myself (I actually use a LOT of the existing tiles, maps, sound effects, BGM, etc... the only real original things I'm adding are my own actors, my own classes, own items, own skills, own states... wait, do you see how original my game already is? Lol but I'm still using a TON of the existing things that come with RPG Maker VX Ace) into making those elements come together in a unique way and tell a very interesting story, then who cares what elements you use or where you get it from? 5. My last point. There's a lot you can do with RPG Maker VX Ace and there are also lots of limitations. We often have to step outside of VX Ace to reach for a goal that Ace isn't able to provide, or break a limitation. This is most often thought of as scripting, but isn't limited to scripting. Like making your own sprites for a collapsed character because the character generator doesn't do that for you. I don't think it's a requirement that you have to use things outside of the VX Ace system to make a game, it doesn't necessarily make the game that much better. It is only when doing so serves a purpose that makes it a worthwhile endeavor to think outside the box and do something extra. DO I really have to go and make my own sprites when there's a perfectly functional sprite/face generator? How much do I add to my game if I did go and make my own sprites? (probably would detract from the game actually since my sprite will probably look very stupid). OK this will be my first and last post on this thread because I've said all that I need to say in one post. Enjoy the wall of text > -
a problem with Yanfly's Class System
haothehare replied to haothehare's topic in Editor Support and Discussion
nice work, I was in the middle of typing a long response for this but then something really weird happened and closed all my web browsers. Now I lost my trend of thought... I had a lot of important questions to ask too T_T. I only remember 2 questions. (let's pray to god I don't get the same error that closes all my web browsers) 1. how do you define or make a generic class graphics set? How do you how do you know what the index is? What is the index? What does it mean? 2. How do you change the sprite instead of just the actor/face image? This only matters for the main character of course, or if the party members are following the main character caterpillar style. EDIT: Should I use your script or should I keep what I have now? Right now I've got: These are the changes I made: what I did was since I don't code I just copied the entire section for specifying class max level for each individual class, so I specify each class' max level individually by giving them a level cap based on max total exp value. as well as this change: switch 2 is defined as "Always OFF switch" for all functions in the game from scripts I don't want (there are quite a few scripts I'm running) and this change: By setting Maintain levels to false I want the actor's level displayed to reflect the level of the class that he is currently... like if he has a level 4 rogue and can play as a level 4 rogue, his level will show up as a level 4 rogue when he is a rogue even though he could also play as his level 10 mage. I'm using Common Events right now to make character graphics changes: the result of using said common events for class changes is as follows: 1. I open up the menu 2. I open up class 3. I find the class I want to change into and change into it 4. the class change occurs. but picture and sprite remains the same at this point. 5. I exit out of my menus. 6. Common Event triggers and my picture and sprite changes for my character. Obviously I think your script will be better for me, but before I make the switch I would like to know how to properly use your script so I can emulate what I have so far, since I really only have 1 issue right now with everything as is. and that is the time delay of the picture/sprite changes. At this point I don't want to just switch over to your script and have to debug lots and lots of problems once again for just 1 problem UNLESS you can explain to me what I need to do to get the same results using your script. Obviously using your script would be awesome since using notetags make the whole process of assigning level caps easier. -
One-Stop Beginner's Tutorial Sample Game
haothehare replied to Pryde's topic in Editor Support and Discussion
I'll have to see the first vid to give constructive feedback but it sounds like a good idea. Do you know where I can get a copy of the guide? -
a problem with Yanfly's Class System
haothehare replied to haothehare's topic in Editor Support and Discussion
here's my reply from post 7 EDIT: Ok I went back and realized that it required a Switch. So I made a switch that's called Always ON, and turned it on with an event at the start of the game. It now works... BUT the change in image only occurs AFTER I exit the change class and menus... so that only when I'm not in the menu mode the class image and sprite changes. How can I try to fix this? It's a small issue, but maybe there's a better way. -
a problem with Yanfly's Class System
haothehare replied to haothehare's topic in Editor Support and Discussion
Ok I dodged a problem by looking it up... it really is "elsif" not "else if" ... I thought it was a typo. so, basically I need to do that with a long long chain of elsif's for every class in the game? Will this slow down the game at all or is this a noob programming question? I will try the elsif to see if it fixes the problem. If it does then i'll have successfully been able to fix my party issue, and the only problem that remains is the changing actor graphics and changing actor face problem (I think it's one problem not two separate problems because in the eventing commands the "change actor graphics" is supposed to change both the sprite and the face at the same time. Somehow I think Yanfly's script or scripts for the class system is preventing me from changing the appearance of the actor using common event commands. Edit: I know this might seem like trying to pick a needle out of a haystack while blindfolded and not knowing what that needle even is... but is this the code in the script that is responsible for the problem of not being able to change the actor's appearance when class change occurs? EDIT: OK so I tested it with the elsif's and it didn't work... the problem of leveling up the class level beyond actor's max level persists. I tried setting Maintain_Level = true but when I did that then Yanfly's Class Unlock Level script stops working and I end up not being able to unlock the next class. EDIT 3: I wanted this problem solved so badly that I decided to do something and experiment with Yanfly's original code. I copy pasted the entire thing, not the green # text... and then subtituted in the variables for both class 1 and class 2. This looks like this: Then I went on and tried to test it such that if class 1 successfully caps at level 20... and stops leveling even after I reach level 20 commoner and still beat the crap outta the rat that I made that gives 21000 exp per pop, then I should proceed to verify that this problem is fixed by trying to level class 2 (which is thief) to level 20 and see if it also works... and magic happened: so now the only problem that remains is being able to change the image of the actors based on their class changes. I think it has something to do with Yanfly's script/s that is causing this issue. EDIT: It seems Yanfly's adjust Limits does not allow for me to adjust the limits to the first variable in the EXP curve (I'm referring to the variables [30,20,30,30] since I'll need to change the first variable to 40899 + 30 = 40929 as the starting Exp for class 2 if I want to follow the normal EXP curve, but then I realized that maybe I can simply solve this issue by making the classes be relatively similar in stats and have level 20 truly be the level limit by making the game more reliant on strategy and tactics during battles rather than brute force stats... something I intended to begin with... so with this in mind I'll just make my enemies give less Exp to slow the growth to level 20, and make the higher tier classes only slightly stronger in parameters than the lower tier classes unlocks... So yeah the only problem that remains is the change of actor image/sprite/face... I insist that this is the only problem left, lol cuz I'm tired of fixing problems relating to class and want to move on... and this image problem to me is actually something that I will not move on until it is solved because it is important to me that the actor looks like the class that he or she is after a class change. -
a problem with Yanfly's Class System
haothehare replied to haothehare's topic in Editor Support and Discussion
I'm not sure I'm understanding what you said... so if I write does this mean I just wrote in ruby to define the class ID to class 1? I'm guessing is supposed to set the new max level for class id 1?? But if so I'm not sure what the new max level is? I'm confused because I'm nto sure what @exp[max_level] is referring to, and I'm also not sure what 529492 means or where you got this number from. what does else do? Why can't I do Or does if not work? I'm confused by what you meant by just before the first "end" This is what I see before the first "end"... I'm entirely not sure what all this means. I'm guessing it's changing class 1's max level to 50, class 2's max level to 30 and class 3's max level to 40 based on your #? Is that what you did there? And should I go by this format? Where do I insert what you wrote into this script? sorry but I dont' know how to code in ANY language, so this is all very much like looking at gibberish and trying to figure out what said gibberish stands for. EDIT: I think I figured out WHERE you want me to put the script you wrote: Now all I need to know is what this section does: I need to know what the equation extra = 529492 - @exp[max_level] means and what it is solving for, so that I know what values to replace to give my classes in the game the correct level caps. Edit 2: I do feel like we're getting close to the answer tho. Maybe your next response will help me figure it out. in the meantime I'll go look in the Database to try to understand how you got those numbers, then I'll go get food, and when I'm back I'll try to see if I can put what you wrote into the script and play test it. Edit 3: I just found 529492 as the value of the total exp needed to get to level 50... IF I were to change a class's exp curve I should simply get the new total exp for the level cap, right? So I'm guessing that... is saying "Let 529492 be the new exp max level for class Id = 1... sooo the minus sign isn't really a subtraction symbol... which is why I was confused Edit 4: ok I'm going to put that into the script and do a play test right now, if it work I'll thank you and have the mod close this thread, if it doesn't then at least i can post that it doesn't so that you can look at it again. Edit 5: I get an error that says it expects me to do end after -
One-Stop Beginner's Tutorial Sample Game
haothehare replied to Pryde's topic in Editor Support and Discussion
I'm a brand new newbie to any RPG maker, and Ace is my first. I've actually downloaded Crysalis and looked it over. yes I learned a whole bunch but I don't think it was made with the intent of teaching beginners, since it's more for showing off the Ace system and how powerful it is or what not. What I mean is, newbies like myself don't know what to look for or if I did know what I want to look for I don't know where I need to look to find it. You see? Like I want to be able to make cutscenes involving NPC's where NPC's walk to the main character or the main character or other characters move around dramatically, and Crysalis does this but it doesn't exactly have a giant circle around the event or code and have a sign that says "Here be what you're looking for"... I even dug around the crysalis game and tried to find all the map based events but I only saw a bunch of teleport events, I found the event at the first location in the game that forces the player not to leave the area so that the player will find those leaves (the item he's supposed to collect), and THAT had some automated script that forces the player to move back, and I was able to simulate this with some limited success on my own but still I couldn't find the function I was looking for. Also I think what a lot of "newbies" lack is the idea of just how powerful Ace is exactly, because newbies like myself might want things that Ace can't handle or offer. An example of this was an idea I had of making a sniper class that will go into a state "Sniper's Roost" which gives the character lower Target Rate and also increased EVAsion for 3 turns, and will automatically "fire" on the 4th turn ending the state and doing damage = base damage*LV + b.MHP*0.5 .... BUT I can't seem to make a state end and trigger an attack like this... I'm wondering if I have to make 2 attacks, 1 that makes the player go into this state, a script that goes into the features section for the State to cause the damage portion of the attack to trigger after Sniper Roost state is over, and then finally make the second attack be the one that does the damage when the state ends??? <--- this is something I'm guessing RPG Maker VX Ace is not accustomed to handling but is actually quite common in RPG games. Newbies come in with the expectation that Ace is GOD and can do anything... and then look for ways of solving problems that don't have existing solutions. That's just my take. Sorry for ranting... I'm just currently in the middle of trying to solve these problems... Edit: Omg I actually went back to Crysalis and found it... turns out Events had to have EVENT MAPS which are separate from the normal map... and yeah... holy balls that's a lot of ... not scripting... a lot of predetermined preparations required of the developer? Also, since we're on the topic of tutorials I found the Pdf tutorial series to be immensely helpful due to how thorough it is. Right now it is stopped after part 7, and it even said in part 7 that there will be a part 8 introducing Events (probably why I got stuck on events)... when will part 8 come out? I swear it's like I want part 8 of this tutorial to come out more badly than most TV show episodes that I want to see. -
a problem with Yanfly's Class System
haothehare replied to haothehare's topic in Editor Support and Discussion
Ok nice job and thank you for the find. However, how do I specify for more than one class? I'll probably have to make a lot of these one for each class I make since higher tier classes will start at level 1 but will require way more exp to level up than your lower tier classes. So what do I need to type into the script in order to make multiple class max? Also: Do I have to set the Maintain Levels to true or keep it as false? I see this line of code here and I'm not sure if that's a condition return @level if YEA::CLASS_SYSTEM::MAINTAIN_LEVELS which should I do ultimately? maintain levels = true and then give each class a max level? or Maintain level = false and then remove actor level max, and give each class a level max? I'm confused @_@ also here's my Hello RPG Maker World post in the forums if you wanna say hi to me lol: http://www.rpgmakervxace.net/topic/9597-new-to-rpg-maker-vx-ace-project-description-and-questions/ Edit: Since I don't know how to code. I'm not sure what to do with the following. What I mean specifically is this: do I do this? # insert the following code into that section of the script and make more of the same for the other classes in my game? or do I have to do this? # copy/paste the whole code for that section over completely for each individual class? which will I have to do? I dont' code so I don't know what will work and I'd rather not mess the script up. This is also assuming that I want to use the exp curve generated by the default values of [30, 20, 30, 30] Edit: I think I'm done for today, I'll come back tomorrow and check for replies and test the above scenarios with the script. I'm going offline to actually write out my classes and design their skills on paper. -
a problem with Yanfly's Class System
haothehare replied to haothehare's topic in Editor Support and Discussion
You know what? I'll change MAINTAIN_LEVELS = false into MAINTAIN_LEVELS = true and test it out. Edit: it didn't work but then I should have known since the script Class Unlock Level did say that it requires MAINTAIN_LEVELS = false in order for it to work. What ended up happening when I tested it was commoner level was maxed out at 20 because I made the actor level cap be 20. And that's it... no classes were unlocked. Edit: I'm hoping someone can solve this problem, because if not I'll have to disable the Class System scripts by Yanfly and do all my class changes via Common Events... which would require probably more Common Events than the max 999, and unfortunately Yanfly's Change Limits don't allow me to change the limits of Common Events.... hmmm actually maybe I can jumble every class change into one super long Common Event? hmmm... maybe that will work. That'll be my back up plan if Yanfly's script can't be modified into allowing class max level caps... But that will take a ton of work since each start class i.e. rogue, will have branches every 20 levels. My max level cap will be 80, so that means approximately 15 classes per starting class, and I plan on having maybe 5 or 6 starting classes and a few races ... Edit: Also I've had problems with reducing the stats down to say level 1 characters having maybe only 40 or 50 Hp and starting stats like atk = to maybe 6 or 10... That would be idea and for stat growth to be around 2-5 per level for non HP parameters... my guess is the errors I keep getting is somehow due to a Yanfly script or because of Skills' damage formulas not accomodating low numbers for stats, but I'll look into that later, after the class and class change issues are fixed. One problem at a time I'm of the philosophy of taking a minimalist approach to adding functions... the less I add the better, but the more player choice, and player strategies I can introduce with minimal change the better. things like raising level cap beyond 99 and raising parameter caps is kinda silly since it adds no strategy to the game. i don't know why I'm ranting. Ok I'm going to test it with Maintain Levels = false and try running the common event in parallel process Edit: Test result = failure... lol I tested it in parallel process but Common event Change Actor graphic was unable to run parallel process with Yanfly's Class System script such that the image would change when you change class. I think it would also be interesting to note that BOTH actor sprite and actor face remained unchanged. -
a problem with Yanfly's Class System
haothehare replied to haothehare's topic in Editor Support and Discussion
<a href="http://s461.beta.photobucket.com/user/haothehare/media/classsystem7_zps5624fc7a.png.html" target="_blank"><img src="http://i461.photobucket.com/albums/qq331/haothehare/classsystem7_zps5624fc7a.png" border="0" alt="Photobucket"/></a> I think change actor graphic changes both the sprite and the face since I couldn't find anything in the Common events' Event commands that say Change actor face. As for the changing it to maintain Levels = true... if I did that then say I have a character who levels up normally... class commoner level 20 unlocks rogue rogue lvel 20 unlocks mercenary and also thief If I make maintain levels = true then that means once I have rogue unlocked my character will have to choose between Mercenary and thief, and then I'll have to use a call script to remove the option he didn't choose to make it into a permanent class change choice. But that is not what I want. I want to be able for the character to level up as a mercenary AND as a thief so that he can unlock further classes that require both of those classes to be level 20. The other reason maintain level won't work is if my character is level 40 (making him a level 20 mercenary in a sense) he won't be able to learn any of the skills between level 20 and 40 for the thief class because he is alreayd level 40 as a mercenary. Edit: why can't I use Image code here? I keep getting a weird error telling me "we don't accept this image extension on this community" ... but my first post was able to go through... see I did it... wtf? lol -
a problem with Yanfly's Class System
haothehare replied to haothehare's topic in Editor Support and Discussion
thanks for the response i'm going to try to change face graphic as well (the change actor graphic asks for 2 graphics, one is actor and one is face soo I'm not sure if there is a separate function to change face but I'll go look for it right now.) I looked through the script, and there are no # green texts explaining how to change class level max... I don't feel comfortable changing the actual ruby script itself as I don't know ruby.


