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25 ✶About BasharTeg6

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Grand Inquisitor
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http://www.thegoodsirs.com
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I try to do what's right at every opportunity but often fail. Selfishness, pride, and fear almost always get in the way, but I work on this every day. I think most people go through life just wanting to be a "good person." That isn't sufficient for me. I want to do what's right at all times, even if I fail sometimes, regardless of whether others think of me as "good" or "bad." This is because I wish to live in a way which is consistent with my design: God made me good, in His image, therefore I should act accordingly. I don't worry about knowing what is or is not right in the vast majority of situations, but whether I will act properly. I usually already know what is right as long as I can approach a situation with humility, and not let self-interest get in the way.
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I've had a lot of success, with a minor hiccup. The game wants to draw the ": item count" on top of the item name. For now, you can try this code.
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Quick update. I've resumed work on Dagon's Call. Scenes 1 and 2 are "complete." Which means I will probably go back and tweak them several hundred times before I'm really satisfied. I've also added affixed items thanks to some of the fine scripters around here to help keep things interesting. I'm thinking I need to spice up some of the environments in the next scene to break from the traditional JRPG forest/cave/castle/town theme. I'll have to think about where our heroes will end up next... Anyway, I digress. I will probably have some more interesting blog posts coming up as well.
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BasharTeg6 started following Working on Dagon's Call Again
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BasharTeg6 started following Dual Weapons target different enemies, Save System Fix for $characters, Play animation during critical hit and and 1 other
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Based on my first look, rearranging the windows should be simple enough by modifying Scene_Item. Resizing the windows may be a bit more difficult. I'll take a look, though, and see what I can come up with.
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This should work. Put this under materials and above Main. Instructions in the script. Note that you might need to tweak this if you have another script modifying Game_Battler. =begin Created by: BasharTeg6 Version: 1.0 Updated: 03/18/16 This script is to allow you to define a special animation to play when a critical hit occurs in battle. It accomplishes this by redefining the item_apply function within the Game_Battler class. Instructions: Simply change the value of crit_animation below to the ID of the animation you want to use. =end Crit_animation_actor = 20 #Change this to the ID of the animation you want to use. Crit_animation_enemy = 21 #Change this to the ID of the animation you want to use. ### Do not mess with anything below unless you know what you're doing ### class Game_Battler def item_apply(user, item) @result.clear @result.used = item_test(user, item) @result.missed = (@result.used && rand >= item_hit(user, item)) @result.evaded = (!@result.missed && rand < item_eva(user, item)) if @result.hit? unless item.damage.none? @result.critical = (rand < item_cri(user, item)) if @result.critical self.animation_id = Crit_animation_actor if self.actor? self.animation_id = Crit_animation_enemy if self.enemy? end make_damage_value(user, item) execute_damage(user) end item.effects.each {|effect| item_effect_apply(user, item, effect) } item_user_effect(user, item) end end end ################### END OF FILE #####################
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What you are looking for are message busts. These can be scripted into your game. I recommend you do some research on scripting in RMVXA if you aren't familiar with that. Here are some links to scripts that do what you describe: http://www.rpgmakervxace.net/topic/2191-saba-kans-galge-conversation-system-07/ http://galvs-scripts.com/galvs-message-busts/ http://www.rpgmakervxace.net/topic/24004-theo-animated-portrait/ Good luck
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You could also unhinge gold acquisition from battles. A bit unorthodox from the traditional approach, perhaps, but you could increase the amount of gold earned from completing quests and other non-battle tasks (fishing, mining, trading, etc.) so that if battles become too difficult for a player, he can turn to these other revenue streams until he's strong enough to overcome that giant death ogre mageblade that lurks in the Gloom Forest of Dreaming Angel Monsters. Most of these would be relatively easy to scale with the player's level without resorting to much scripting.
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The biggest problem I can see with this is the timing during battle. You need your common event to run after each actor or enemy moves in order to update the mana pool. At worst, you will have to run it at the end of each turn, which will give actors with lower AGI a chance at using abilities they shouldn't have mana for. Before battle, set each actor's max MP to the total mana pool (I assume you already do this.) During battle: - Set a variable to keep track of the party's current mana - after an actor uses his turn, set the current mana variable to that actor's current mana, then set the mana for all actors in the party accordingly Doing it this way means you won't have to adjust mana through skills or items. The mana bar will show up naturally on the character. If you want to revert the actors back to individual mana pools after battle, you would just need to store those values into variables and then set them post-battle.
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I used to write music and play in coffee shops all the time. Let me see if I can help... Having traveled high and low, Nowhere to lay my head, I battled monsters big and bad, Now all of them are dead! I had a brunette from the south, And a fair blondie from the west. But every-which way that I went, The redheads were the best! After northern creature conquered I, Ambition wandered east. Now I'm marching day and night, To find another beast! The key is not so much in the number of syllables but the cadence with which the words are sung. For a line that has an extra syllable or two, you can increase the cadence for a small section and still have it flow with the rest of the music. This is why some rap songs seem to be able to fit so many words into what would otherwise be a much shorter musical phrase. I recommend playing the tune in the background while displaying the lyrics to help the player find that cadence.
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Is there a way you can battle party members?
BasharTeg6 replied to uxie's topic in Editor Support and Discussion
You should check for a compatible "animated battlers" script. -
How Can We Make Speech Recognition Software Work With Playing RPG Maker Games
BasharTeg6 replied to MinisterJay's topic in Theory and Development
Not sure whether this would work, but if the speech recognition software emulates keyboard input, you can use the Input Number function, then run conditional branches to determine what happens next. For someone unable to hit arrow keys, you could run a common event that periodically brings up the Input dialog or just have it show any time input is needed (for a choose-your-own-adventure type of game, for example.) It would probably be more effective to implement this in a game that would not require direct exploration.- 6 replies
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The easiest thing to do is run an event on parallel process that initiates a loop, sets a variable to a random number between 1 and 100, then uses a conditional branch to see if the number is less than 10. If true, start a battle, else do nothing. Outside of the conditional branch, add a wait function. This will give a 10% chance of starting a battle each second.
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How Do You Like Healing Handled in RPGs?
BasharTeg6 replied to Ventwig's topic in Theory and Development
I think a mix is probably the best. Strategically, it allows you to spec a character toward maximizing heal spells without punishing too much for mistakes (supposing your RPG allows for specializing characters.) -
Feedback on a game before I get too far into it.
BasharTeg6 replied to Kezza921's topic in Theory and Development
I recommend you narrow your scope - at least for the demo, but probably for the whole project. The open world stuff can wait until you have a team. Generally, the problem with open world games is you get a lot of space with not enough stuff in that space... and that applies to big budget teams as well as small indie teams. So you'll need to balance between just how BIG you want the world to be with how much detail you want to put into it. Start by deciding on how long you want to work on the demo - 3 months? 6? A year? Then take some educated guesses on how much you can cram in over that period of time. It sounds like you have the makings of a pretty cool game as long as you can actually finish it. -
For #2, any time you use a Recover All function (at an Inn, for example), first set a variable = your actor's MP, Recover All, decrease your actor's MP by 9999, then increase it by your variable. This will restore the actor's MP to the amount it was before being healed at the inn. You can add in a conditional branch after the Recover All function as well, then just put in the conditions you want.


