Jump to content

Handsome-Man

Member
  • Content Count

    37
  • Joined

  • Last visited

Everything posted by Handsome-Man

  1. Handsome-Man

    Floor Damage/ State

    I'm looking for a script similar to spikes on tiles which damage the player however, On these, I want the player instead to have a state applied/removed.
  2. Handsome-Man

    Pearl abs death character change help

    with the switching yes, I'll post how I did that after. There are still complications though. For example, if the player dies from enemies, you will be switched to a character in paralysis. the switch command removes it, but death triggers it automatically. So it still has a long way to go, but as far as being conceptual it's doing it's job in the grand scheme of things. I will post the command events I have set up probably later tonight.
  3. Handsome-Man

    Pearl abs death character change help

    Mod's, please keep this open at least until Wednesday. I am going to post a video demonstrating the death switch.
  4. Handsome-Man

    Pearl abs death character change help

    So I was able to succeed with the switch though it is far from perfect and is still a work around. so this is how i works. when you first enter a battle encounter, your three followers are paralyzed in the back row. they cannot be engaged to change or do dammage, thus simply stand at the back and take damage. To execute the seamless death switch as I call it, the player uses a skill (Death switch) Death switch (choose character) -bestows upon the receiver Skill X ( not important, just a substitute for a variable) -Calls common event (Death trigger) - Death trigger summons an enemy for clarity's sake, the Grim Reaper at the top of the back row, launches a piercing arrow that kills the entire back row. - GR's automatic move route has him do this, then retreat to the top of the map out of range - Common event processing waits (320 frames) for the GR to slay his foes. Proceeds to a conditional branch: does member x (the target of the initial death switch skill )possess skill x? y/n y: member x revived/ minus paralysis/ - Common event summons the gr to kill the initial caster under player control before hopping away - the switch here then occurs. With no other alive members, Member X exchanges places with the initial caster - Revive Caster and other members in back row, common event ends. DEATH SWITCH COMPLETE. The only problem I'm having is when the gr's bow skill misses the target. I set the hit rate on the weapon itself to 100 percent, yet it occasionally misses and derides the whole process. Does anyone know how to make it impossible for a skill or projectile miss?
  5. Handsome-Man

    Pearl abs death character change help

    ok, so my first question: so out of battle, you change which party member you want to play as through the menu. in battle, the only way you can change to another character in the party is when the character you control dies. you can't open the menu to switch party members during battle. the way my battles are currently is that a revived character can place a previous character on stand bye by reviving them but they are placed in a paralysis state. my battle system is essentially megaman battle network but with 4 characters on the players side of the field. you only control one character at a time while the other 3 are in stand bye and can still take damage on the field. currently, when the death switch does occur , the character the player controls will switch with the next character on the back lines, my eventual goal is to have it so that the stand bye characters can be interspersed around the battle field , serving strategically as chest high walls and as a goal for the player to defend, as well shape the environment of the grid by having spaces the player cannot venture. provided I can get the aggro system to work ( i have not touched it yet), enemies will only go after the player avoiding the living chest high walls/ allies
  6. Firstly, not sure if I should post this here I have a game using a script that requires a usage license if one wishes to use it for a for profit game. (if the game is free ware, then a usage license is not required) However, say I were to make a demo featuring the script and use that in a kickstarter campaign to illicit funds which would then upon succession, go into purchasing the license. Would I get in trouble using that script in the campaign without a license ? Can third party scripts be used in kickstarter campaigns in general? Thank you
  7. Handsome-Man

    Idea Feedback for strategy

    Indeed HeckHound. I was going to give the player a scan skill right off the bat to have some level of said transparency. Currently for the enemies, I am thinking set patterns with possible skills (50 percent a or s skill ) but also specific reactions ( enemy infected with s, use skills with high attacks). Will update after more experimentation.
  8. Handsome-Man

    Idea Feedback for strategy

    Trilogy Battle System For Simple Emergent Complexity (Creative Commons) EDIT: so after doing a little more work on this, I am starting to notice an emergent pattern of complexity with this system that makes it very Its very easy to use to make certain situations arise. I encourage people to play around with it to discover what can be done with this game type. So I've been doing some work the last little bit on how to make enemies that make things interesting and really make the player learn how to use their skills and force them to use different skills, not just spam the same string of skills again and again so this is my idea I have been operating with so far: every time a player uses a skill on an enemy, they de-buff an enemy skill AND buff an enemy skill. I was thinking along the lines of making a cross between a fighting game and an rpg and how each move has a risk and reward attached to it, whether in the context of leaving the attacker vulnerable to skills based on position while also hampering the offending parties incoming attack . The monetary buff/de-buff , SO FAR only lasts the one turn with all enemy attacks based on a stat, attack, speed, A-S-D. A Skill = - Speed, + Defense, S Skill = - Defense, + Attack D Skill = - Attack, + Speed It's still in the early phases, but the idea I have so far is for enemies attack patterns to be based on this triangle. For example A Dwarf's skill patterns ( / designates randomly which attack it will do) : A, S, S/D, D/A, A, S,S, D/S/A/ Other elements of this battle system Battle actions fall into three categories: Skill, Ability, Enchantment. Skills build TP for Abilities and Skills, Abilities would be considered magic, special abilities, extra strenuous abilities (example: Warriors, big wild and meaty can use war cry as an innate skill but Squires, timid , innocent and coffee boys probably need to work up the courage (through multiple encounters of combat) to execute such a move, thus for the squire, it is an Ability) and enchantments effect all users, I'm thinking flipping stats characters are proficient in (still under development) Probably not with all battles, but my end goal is for battles to build up to a climax moment, a big burst attack / or burst attacks similar to how in golden sun, the player had the option of strategically playing djinn in certain combos, building them up to when they can unleash the summon. I am working on a demo where I am experimenting with trash mobs but of all trolls/dwarfs/slimes. Also currently, because I just began this demo, battles are 1 v 3 , player vs Mob. This is just the rough Idea so far and I am curious as to what the community thinks, potential pratfalls, or problems.
  9. Fl studio plugin c-700. samples snes soundtrack samplers. its perfect, I used it for my teams last game jam. here is a link to the forum with all the details.http://www.smwcentral.net/?p=viewthread&t=65193
  10. I'm opening the topic up on enemies in rpg's that take advantage of a player's abilities. What are some examples that you guy's have encountered that really made the player think about which skills to use, and also how it took advantage of characters own stats and how that meaningfully effected the game's strategy.
  11. Handsome-Man

    VE - Actors Battlers

    Hey Victor. I went on your word press to download the actor battlers script but when it gets to your drop box account, I get error 509, saying that the account has temp been suspended do to lots of traffic. is there some where else I could get the script?
  12. So I'm working on a class changing system idea based on the golden sun Djin battle system (In rpg maker vx ace, I am using the wonderful GS Djin system created by Neon Black) It's a slight modification of the typical gs system, but basically the same model and principle. For those un familiar, in golden sun, you would change your class in battle by unleashing a special monster called a djin which in addition to changing your class and relevant stats, would also add up to a pool for an ultimate skill, a summon. So say, you unleash three water djin, you summon Neptune, but summoning then resets your original class. The djin then goes into recovery until it is available again to the player Let me explain my system a little. There are four characters each with a base class. These are the base classes Jack of all trades/ magic swordsman/J.O.A.T. (think Kratos from Tales Of Symphonia), Swordsman (melee specialist), Scout/Archer (low offence but de buffs,) Warlock (tank with status effect skills) Each of the four classes can change into two other classes . J.O.A.T.- Paladin (pacifist specializing low healing, buffs, and sealing enemy skills) or Black magician (offensive magic, still undetermined) Swordsman- Sentinel (sage/ guard acts low buffs team defense and uses counters) or Warrior (straight offensive master.) Scout- Healer (healing specialized healing such as cura, status ailment cures, ect) or Ninja (increased offence and invisibility type skills, think Blade the ninja from ff 3) Warlock- Geo Mancer ( buff magic skills, change targets battlefield position akin to flying or dig from pokemon can be used on allies or enemies )or Saboteur ( more specialized in status effect skills such as poison, stun, ect and potent de buffs ) The hierarchy with skills goes as follows. Base skills- available from the base class and available at all times including transformation or entrance into secondary classes. Examples such as Hit, strong hit, light heal. These skills DO NOT require MP. Entrance skills- Entrance skills act as the djin in golden sun, and allow you to enter a new class. These skills are designed as being powerful and strategic skills that are balanced by their infrequent and strategic use. For example, to have a nullify buff that nullifies attacks for a turn, instantly breaks a character because they could use it all the time, so such a skill would be a entrance skill and would then go into the combo pool. Style skills- These are the more specialized skills available upon class switch. For example your joat is now a paladin with greater access to healing potential.These skills require MP to use. (I'm thinking that while in a 2nd class, using a normal skill while these style skills are available will naturally result in a MP penalty to prevent players from staying in a 2nd class for too long to reap the benefits of the stat changes of that class to to also prevent style skills being available when ever) Exit/ Summon/ Combo skills- These skills are the equivalent to summon skills from golden sun. They are very powerful, and as their name suggests, are created and combined from the use of entrance skills from various party members. So say a swordsmen uses the entrance skills "Strong Swing" and your J.o.a.t. uses the entrance "Fire". Your Warrior (previously swordsman) class has access to the combo skill "Fire slash". Using such a skill causes the contributor's of the combo to exit their style and return to their base class as the entrance skills goes into recovery. (It also refills their MP bar, since style skills will require MP later). Self combo's are also available so a party member does not have to wait for another party member to be combo ready. My immediate concerns are with the classes themselves.Have I filled out the roles needed for a balanced party and in your opinion what are those roles. I'm also looking for advice on what skills are mandatory for which classes and what is a good existing example of a game with good party members and skills(game made in rpg maker or otherwise) . General feedback on the idea for this system is appreciated and if their is anything that sounds confusing or convoluted, let me know. My final idea I am debating it to make it an option to have two styles combined at once. So say your swords men is in the warrior style, they could use a sage entrance skill and have access to both skill styles. To balance, I was debating making entrance skill's use an MP Cost so if it cost say 5 MP from a 15 MP pool, you would have 10 MP left for style skills. A 2nd stacked style would leave you with only 5 MP left for your style skills, but you would reap the benefit of both styles/ classes Stat change.
  13. Handsome-Man

    Enemies that keep thing's intresting

    It's not working on my end, can you copy and paste the post or link?
  14. My question is, do my classes and their transformations / secondary classes work as a balanced idea, like should a jack of all trades transform into a paladin or should it be a rogue for example.
  15. Handsome-Man

    Enemies that keep thing's intresting

    I agree. I recall in zero punctuation how Yahtzee described the boss as the final test of everything a player should have learned up to now.
  16. Handsome-Man

    Buffs

    In my game, I'm having statistics effect the damage of certain skills. So say a ninja would have an assassinate skill that 's damage is increased by evasion. Changing to an alternate class would increase evasion but at the cost of say defence, offence, ect, so a buff in this case will raise the damage out put with out drawing back defence, but at the cost of the buff lasting a shorter duration then say a job change. Also, why not have it so certain buffs will de buff other stats just to balance things out and keep things strategically interesting?
  17. Handsome-Man

    Enemies that keep thing's intresting

    Spectre you brought up an interesting point. I may request this as script, but I've thought about the idea of a skill aggro correlation. So, the higher priority the skill is, the more aggro the user attracts from enemies and thus, the more they target the user.
  18. Handsome-Man

    Enemies that keep thing's intresting

    A stat swap would be crippling. like the doom dragon with it's Djinn Blast in golden sun, glarg!!! Whole turns, down the drain. Yeah I really dig fool's that require the player to really know how to manage their buffing skills or sealing skills.
  19. Handsome-Man

    Skill ID through variable

    Just tried that. Though my game did not crash, the skill did not appear. does there perhaps have to be a specific reference to the variables id? for example, I have "001:flight points" as the name of the game variable. so would b have to equal a specific game variable? If so, how would I write the name of the variable id. EDIT: My apologies, I forgot to mention it is a control variable I want to use to reflect the skill id. so for example, the character would use a move in battle activating a common event that would set 10 of a control variable. The common event would then activate another common event that would then perform the script call setting the skill id by the control variable amount (e.g. 5 control variable = 5 skill id). I should have specified it was a control variable.
  20. Handsome-Man

    Skill ID through variable

    Tried that. I also tried putting it in as a method to be script called as -class Game_Interpreter def culmine $game_actor[1].learn_skill($game_variables[1]) end end- but that did nothing
  21. Handsome-Man

    Skill ID through variable

    so i put the line of script, the $game_actor[1].learn_skill($game_variables[5]), in script in the event command tab, in the common event, but when the common event is called up there is an error that says script'Game_Interpreter line 1411:SyntaxError occured unexpected tLBRACK, expecting ')' (eval:2: syntrax error, unexpected ')', expecting $end so is there another place i should be putting the script
  22. Handsome-Man

    Skill ID through variable

    thanks, but where would I put this line of script? Would I have to put it in the script editor under materials and have it called as a script call?
  23. Handsome-Man

    Skill ID through variable

    Just checking because I am still new to script calls, the X and Y is where I put the skill id and the variable id respectively, correct and this being a script call, goes under the script event command, correct?
  24. Handsome-Man

    viking metal fans

    lol no worries i joke.
×