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mordor

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About mordor

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  1. I followed the video and everything seemed to work, but when I log into the game as admin, admin I get you entered incorrect datas if I register I still get it's already existing. I edited the download version. config <?php $database_host = "mysql10.000webhost.com"; $database_username = "a6075890_vx"; $database_password = "removed"; $database_name = "a6075890_vx"; $START_GOLD = 1000; $MAX_BAZAAR = 5; ?> Game & Info data module SERVER HOST = "www.mordor3.hostoi.com" PATH = "/orpg/" end The link does work http://www.mordor3.hostoi.com/ FileZilla connected correctly and I created a orpg folder inside public_html which contains all the php files The SQL database was created and has the user profile of admin admin. It also contains all the fields, variables, users, guilds, etc.
  2. mordor

    XAS ACE

    Nobody has a solution for this problem ? A different solution was provided. Here is another variation. *Note: Inserting commands into the defeat process would affect ALL enemies unless specific conditions where written. Adding this line into the defeat process or other areas will call upon a common event each time $game_temp.reserve_common_event(16) # â— Execute Enemy Defeaed Process #-------------------------------------------------------------------------- def execute_enemy_defeated_process # Kill Counter $game_temp.reserve_common_event(16) $game_variables[19] = rand(50) self.battler.defeated = true self.through = true @knock_back_duration = 121 enemy = $data_enemies[self.battler.enemy_id] @collapse_duration = 120 execute_gain_exp_gold(enemy) execute_active_switch(enemy) execute_defeated_animation(enemy) execute_defeated_sound_effect(enemy) execute_final_shoot(enemy) end So what can common event 16 do? I use it to count mobs into a variable I use it for a Skill Mastery to gain (hp / mp based on the skill level) It can randomly add gold/exp It also compliments this code --------------------------------------------------------------------------------------------------------------- # â— Update Exp Gold Pop #-------------------------------------------------------------------------- def update_exp_gold_pop return unless XAS_DAMAGE_POP::DAMAGE_EXP_GOLD_POP exp_pop = @character.battler.exp # VX Mod Variable 19 is a one in 50 chance to triple Gold/Exp if $game_variables[19] == 1 exp_pop = @character.battler.exp * 3 end gold_pop = @character.battler.gold if $game_variables[19] == 1 gold_pop = @character.battler.gold * 3 end case @character.collapse_duration when 110 enemy = $data_enemies[@character.battler.enemy_id] @character.make_treasure(enemy) when 80 if exp_pop != 0 word = XAS_WORD::EXP @character.battler.damage = word + " " + exp_pop.to_s @character.battler.damage_pop = true @character.battler.damage_type = "Exp" end when 40 if gold_pop != 0 word = $data_system.currency_unit @character.battler.damage = word + " " + gold_pop.to_s @character.battler.damage_pop = true @character.battler.damage_type = "Gold" end end # â— Execute Gain Exp Gold #-------------------------------------------------------------------------- def execute_gain_exp_gold(enemy) exp = self.battler.exp if $game_variables[19] == 1 exp *= 3 end case XAS_BA::EXP_TYPE when 0 actor = $game_party.members[0] actor.gain_exp(exp) when 1 for i in 0...$game_party.members.size actor = $game_party.members actor.gain_exp(exp) end when 2 exp = exp / $game_party.members.size for i in 0...$game_party.members.size actor = $game_party.members actor.gain_exp(exp) end end gold = self.battler.gold if $game_variables[19] == 1 gold *= 3 end $game_party.gain_gold(gold) if $game_variables[19] == 1 $game_variables[18] += (self.battler.exp * 3) else $game_variables[18] += (self.battler.exp) end end Variable 19 is randomized in the first defeat process each time. Then when it comes times process Gold/Exp if the variable = 1 it provides triple gold/exp. It also plays a sound effect which is done in the common event. Game Variable 18 is "Available exp". I created a system to use the available exp to purchase stats which increase after each purchase. An exp system similar to Asheron's Call and a few others. ******************************************************************************************************* A note about using Enemy Graphic changes I use image changes to indicate when a mob is going to use some special attacks. The slimes for instance grow in size or change color before special attacks. This is done in the enemy's event page alongside movement. ******************************************************************************************************* *Projectile and Skill issue When using the Script Touch Attack the mob is attacking nearly every frame. What prevents the actor from being hit 60 times a second is the invul frames in between attacks. An error I came across is projectiles will go right through the actor if the mob is attacking next to it. This is due to the invul still being active from the previous attack. There are several corrections for this. #1 Use all special attacks and control the delay #2 Turn off the touch attack and add a wait statement: touch_attack(false) I cut down the wait to 75 frames by modifying the xas script. It's fairly fluent with slightly over 1 second for a mobs special which provides time to avoid attacks by movement. This is actually used in more advanced game such as Rift, NeverWinter It's essentially a mob trigger or indicator
  3. mordor

    XAS ACE

    Pathing issue found: How enemies work in XAS Hero The first page of an event mob is typically the behavior when it's not aggro. The mob has a sensor range (Self switch D). The sensor range is set on the enemy notes. <Sensor Range = 6> When Self Switch D becomes active the mob performs the actions to the secondary page (or one triggered by self switch D) I changed my projectiles to "through" on the tools page. This means they will go through walls. This is why: Otherwise when an enemy detects a projectile it will attempt to avoid it, creating poor pathing.
  4. mordor

    XAS ACE

    VX Mods to XAS Hero .5+ ( This is NOT a hotkey script) This is modifying the original code to encode input keys directly into the game. This is just adding input triggers that already existed in the code. I just specified which key would perform which skill. XAS Module XAS Button #VX Mod Hotkey Heal F5 (Skill 27) --------------------------Sets F5 to HEAL HEAL = Input::F5 class Game_Player < Game_Character include XAS_BUTTON #-------------------------------------------------------------------------- # â— Update Action Command #-------------------------------------------------------------------------- def update_action_command update_check_battler_equipment if can_check_battler_equipment? update_dash_button update_auto_target_shoot update_combo_time update_action_1_button update_action_2_button #VX Mod update_heal #------------------------------Update process for all hot keys update_syphon update_sleep update_slow update_teleport update_skill_button update_item_button update_change_leader_button update_charge_button end # VX Mod: Check for Trigger F5 (Heal Skill ID 27) def update_heal if Input.trigger?(HEAL) #-------------------Use skill HEAL which is ID 27 as indicated below action_id = 27 shoot(action_id) end update_shield_button end VX Mod Crit DMG: The original calculation was dmg *3. You can enter any custom formula you want. * Variable 20 just gets updated with the luk stat every time you enter town. The correct foruma would be to use the actors luk stat directly. I don't really code so I'm not sure how to enter it. ( self.luk ) will result in the enemies stat not the player. Game Battler #VX Mod - Critical Dmg Formula + (Luck / 4) def apply_critical(damage) damage += rand($game_variables[20]) / 4 end XAS - This is the "Basic dmg calculation only #1: Evasion was removed from the .5 version. I created a simple forumla that if the Actors AGI was higher than a random comparison vs the enemies agility the player evades. In that case the char is invul for .5 second and the dmg calcuation will not occur. #2: The original dmg formula had no variance ATK x 4 - Enemy DEF x 2. damage = ((attacker.battler.atk / 1.5 + rand(attacker.battler.atk) / 5) - (self.battler.def / 2)).truncate This formula does 66% of your ATK + a random amount of your attack / 5 It then subtracts the enemies def x2. The result is just less than 1 dmg point per ATK in comparison to the mob. #3: There was no minimum dmg in the original formula damage = (attacker.battler.atk / 10).truncate if damage < (attacker.battler.atk / 10) This formula ensures a mob with 400 attack will do at minimum 40 dmg # â— Execute Attack Damage #-------------------------------------------------------------------------- def execute_attack_damage(attacker) if self.battler.agi > (rand(attacker.battler.agi) * 10) self.battler.invunerable_duration = 30 self.battler.result.missed = true return else self.battler.result.missed = false # VX Basic Attack Damage Formula Mod to randomize dmg damage = ((attacker.battler.atk / 1.5 + rand(attacker.battler.atk) / 5) - (self.battler.def / 2)).truncate # Original Dmg Calculation damage = 0 if damage < 0 # minimum dmg = 10% of ATK stat damage = (attacker.battler.atk / 10).truncate if damage < (attacker.battler.atk / 10) self.battler.result.hp_damage = damage #self.battler.result.critical self.battler.hp -= damage.abs end end
  5. mordor

    XAS ACE

    Tools can also be things like potions. Tool ID 8: This tool only contains the animation to be used when a potion is used. Skill ID 8: <Ally Damage> <User Invincible> : can not take harm <Piercing> <Sunflag = 55> <Duration = 60> : time to use <Pose = _Item> : image "pose" while using item <Area = SQUARE> : effect area <Range = 2> <Target Invunerable = 8> : immunity (I set this very low so you can't be invincible spamming potions) <Item Cost = 1> : item consumption <Impact Time = 40> <Ignore Knockback> : disable the ability to be pushed back tiles while using If you want to modify the potions affect it should be done in the Skills Damage area. Set it to HP Recover and the amount of healing. *** I removed potions from my game and replaced them with just Heal / Mana Restore skill hotkeys. This way they never need to be selected they are always available via hot key. *** Healing Skill Calculation a.mat * 0.4 + v[41] Variance 20 Critical Yes This means the skill will heal more based on your magic attack. It will also add Variable 41 which is a custom bonus healing skill. You will do within +-20% of the total and it can crit.
  6. mordor

    XAS ACE

    I know this question might be noob but could someone please tell me how to create a fully functional skill in XAS please? I've been reading tutorials on xasabs.wordpress but I just couldn't understand anything, it seems as if he is working on a different script and not XAS itself, thanks for your help http://www.youtube.com/watch?v=mpWZ76FFSxg&feature=youtu.be This is one of the more difficult tasks. However, the complexity allows for extremely powerful programming. You can link skills together or make projectiles that bounce, explode, split apart, heal, add states, create area of effect, movement path, speed etc. There is a designated map called "Tool". It is tied together with the "Skill" database. So skill #1 in the database will automatically correlate to Event ID #1 on the tool map. This can be changed by a note tag on the skill database <Event ID = 39> (Uses Tool ID 39 instead) Consider the "Tool" the projectile. It controls the sounds effect, graphic, speed, & movement. Consider the "Skill" additional settings. (Mana consumption, casting time, 8 direction attack etc) Tool movement commands (Example) Script: touch_attack(true) : This script activates touch attack which means Sound Effect if you touch the projectile or mob it will be viewed as a hit Animation 1 Step Forward : The movement of the projectile (Just straight forward for a simple fireball etc) 1 Step Forward 1 Step Forward Self.erase : This is an important command which erases the projectile
  7. mordor

    XAS ACE

    http://forums.rpgmakerweb.com/index.php?/topic/14218-mordor-3/ This is an ongoing project using the Xas .5 Hero system for RPG Maker VX Ace. I have spent quite a few months working with and tweaking the scripts. While they are a bit difficult to understand, once you understand the contruction and relationships it gets much easier. Another question: is it possible to make some tiles impenetrable by projectiles? Shooting through walls, cabinets, columns and other stuff that's supposed to block bullets is ridiculous and bothers me quite a lot. Yes: I controlled this more by the behavior of the projectile than the terrain. My characters projectiles do not go through walls while the enemies do. (This is for game play purposes). Why does my projectile not fire through a wall? Because it has this command in the tool move forward move forward move forward move forward self.erase Make sure to Check the box: Skip if cannot move This means the projectile will move forward until it either runs out of move commands OR when it hits a wall it will be unable to move so it will self.erase I have a question, err, is there a way to make that when an enemy die, it doesn't actually fade, but instead it activates an self-switch? Yes: The enemy should contain this Note: <Active Switch = 105> The number is the switch to activate upon death *That would be a regular switch not necessarily a self, but that switch can trigger any event
  8. The is an excellent script. However, it does not check for updates to the comments: <sockets: x> When the game is started it reads the comments, but that appears to be the only time. If you save a file and change the socket amount it will ignore the change. In a released game this may be fine. However for an ongoing project or testing it should update.
  9. Thanks "If that is a legimate translation", but that page is filled with garbage, advertising and should be removed. Use a service like DropBox.
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