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1About AnxiousMonkey

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Self Proclaimed Lord of Monkeys
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I've come up with a solution about asking what an has equipped, which solves my problem by letting me go back to a normal class system. This can be closed, but if there is an answer that'd be awesome.
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I'm using some Yanfly scripts (Big Surprise), and I just found this, a tad late if I say so. I'm wondering how to modify it to be compatible with Yanfly's Status Menu script, it has an area where you can have it display whatever stats you want, but me being the coding fool I am can't manage to get the Xstats to show up there. Not sure how to identify the stats in code.
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Yeah just saying if the actor exists on the conditional branch is the problem. I'd have to make 25 different branches because I'm trying to make a system where when you equip a weapon via an item that equips it for you, it changes the equipment of your current main actor, while also changing the actor's class for visual purposes. I'll look through some Yanfly scripts to see if I can find anything, if not I'll do it the lengthy way. I did after all make a code system that allowed you to input a number from 1-4 up to 7 digits. The event was pretty huge.. I guess a better description is, I want something to happen to all actors if that's possible. I want whatever happens to 1 actor out of the 25 to happen to all of them.
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Truncate, I had to look that up. Thanks for the response.
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I was just wondering if people are happy with the standard class system, and how they feel about a different version of it. This post will have two paragraphs, One explaining my idea on how to improve upon the class system, and another to explain what I'm going to do with the current placement of the classes in the database. Also I talk too much, feel free to skip around to the important parts. The explanation of the class system is in the first paragraph, halfway in to line 3. Another important part is halfway through line 7. I was dissatisfied with the current class system, how you just get skills by leveling up, and not really much else. This mainly came from an incident I had where I had a skill using a class transformation script (It allows states to apply a class transformation, I'll explain just how useful that is in the next paragraph) to transform the user in to a crystal golem. Unfortunately, when I transformed back, I had noticed that all the skills I had learned from leveling up were gone. It was probably a minor bug, but regardless, it gave inspiration for a new system. The new system makes the class section irrelevant, it replaces helmets or headgear with a Soul. The Soul cannot be unequipped, is selected for the single actor (it can work for 2), and is upgraded by visiting an elder. At a certain level, the elder will upgrade your soul. Souls give minor stat modifiers and teach you abilities. These replace the current class system, they would be like a class in a normal game, you upgrade them every few levels. It will cost a decent sum of gold to upgrade, as well as some rare items. At level 30 (the final soul upgrade), all learned spells/skills are replaced by a more relevant to the upgraded class version, or simply a better version. Example: Sorcerer goes in to Archmage, Sorcerer's flame weapon which provides a chance to burn them on hit, and bonus damage, is replaced by Archmage's knowledge of Soul magic. This knowledge is used in soul weapon, which provides both physical and magical lifesteal, bonus damage and magic damage. The soul's skills will not be offensive abilities that deal direct damage, except perhaps 1 or 2 throughout the classes. Weapons will provide basic attacks, which vary from weapon to weapon thanks to one of the best scripts ever, Guarding abilities, and other offensive abilities. Weapons will give a passive boost at +4, and offensive abilities from +1 to +5 (+0 is the basic attack). Weapons are upgraded on a crafting system, and at +5 they get a finisher that usually ties in with one of their other abilities. The current classes will be used for visuals. Using a script for animated battlers (All of my scripts mentioned can be found below), different weapons will have different visuals, in essence, Visual Equip. Each actor will represent a different class, Warrior Defender Sorcerer and Cleric, and each of those can be any of the 12 classes for the 12 weapons. This also allows for visual class transformations as well, so using a large series of variables, if a sorcerer uses flame weapon on his own sword or any other weapon of his, it will be a class transformation in to Flaming Longsword from the class Longsword. This would change the entire spritesheet, from the idle sword having flaming particle effects to the basic attack having a fire slash effect to it. This is a bit of a rant at this point, talking about myself as it stands, sorry about that. But it's an idea where items will dictate the abilities a character has, and you will have to really dedicate yourself to a build, while still having a chance to change it. I posted it because I haven't really seen it anywhere, and I'd like to know public opinion on the idea. Scripts Mentioned: Transformation Stats by Fomar - http://www.rpgmakervxace.net/topic/1601-transformation-states/ Convert Damage (Lifesteal) by Yanfly - http://rpgmaker.net/scripts/117/ Animated Battlers by Jet - http://www.rpgmakervxace.net/topic/500-animated-battlers/
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I thought of a different way to set up learning skills. It would be more as a pack of skills every few levels. I have some extra slots of equipment from a script, and I was thinking about giving each class a trinket that upgrades with the player every 5 or so levels, adding a new array of skills and upgrading old skills. In addition to this, weapons and armor would have their own bonus skills, and helmet would have theirs as well. The skills of weapons and armor would also either gain new skills and/or upgrade old skills of the item. This would add a lot more incentive to upgrade your armor/weapons and to stick with them if you get a good build going. It's also beneficial with the transformation script, because there seems to be an issue when I transform classes and transform back that I'm missing a few skills. I'd like some feedback on what other people think about it, I'm excited to see how it plays out with the general public.
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I was wondering if most people find an in depth mythology and back story to the entire game and all of it's characters and creatures within. I know I like to try and decipher how things have to do with the mythology or how things relate to each other during a game, it's very stimulating and it gives you another reason to strive to beat the game and keep pushing through. I typed up a bit of mythology and the beginning part of the story line of my game and pasted it in here. There is a lot more story, But those would be some obvious spoilers, so I won't put the rest in. Tell me what you think about the general idea, and then my idea in specific, and any changes you would make to make it either make more sense, or have it be more interesting. ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- Mythology ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- There are three gods, each have their own contributions. The first and primary god, Toumult (Tumult) is responsible for the creation of all energy. Toumult created all energy, and thus created the other two gods, Vixtoh (Visto) and Honisk (Honey). Visto then went on to create all mass, and became a large hulking mass of raw power and tension. Tumult and Honey convinced him to shave off some of the mass, as it was too powerful and dangerous. Visto left most of his mass in a large ball of mass, glowing with energy. This became the primary light source to the galaxy, which consisted at the time of nothing. Visto was left as a small tower of light for all to see his glory. Honey used his newfound mass to make an image for himself. He turned the mass in to four limbs, equally spread out for walking and working, and a body to support them. Honey decided that there cannot only be three lifeforms in the universe. He made a chunk of land, a large island with grand oceans around it, and an immense forest in the middle of it. He put smaller images of himself on to this island to inhabit it. Visto liked this idea, however he though that there should be some competition for the little honeys, so he put in some creatures of his own design. Over but a mere time span of what is about 2 years, there were soon hundreds of thousands of different species of animals on this hunk of land, floating in space. The final touch was for the gods themselves to descend upon the island, and to create their own kingdoms. Tumult had few things to do with this, however he did agree to participate, and decided to add a touch of his own. He added the destructive elements to the island. He added fire, to burn all of creation to the ground. He created thunder, to strike mighty bolts, shattering the frail bodies of unwary animals. And finally, he decided that every person should have a form of identification, so he gave every organism that ever existed a soul. Their soul was the pure essence of energy, and could be harnessed upon death to power the destruction of Tumult. Meanwhile, Honey decided he would call the animals he made in his image "People," because it sounded like "Pee-Hole." He made his kingdom slowly, as people learned how to build kingdoms for themselves. Rumors are spread that his current kindom is a small wooden shack, where he studies how people think and learn. Visto made his kingdom high in the sky, closer to his most glorious and incandescent creation, the Eye of Visto. Tumult hated Visto's eye, as it glowed with his energy, yet Visto received all of the credit; because of this, Tumult made his kingdom far in the depths of the island, near the island's core. He made deep pits, some accidentally fell all the way through the rock, and filled them with immaculate pits of energy. His kingdom was bright and warm, despite being far away from the Eye of Visto. ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- Storyline Progression ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- A knight wakes up, remembering faintly of his past, and realizing that he is alive. A realization that we all have at some point, a true point of consciousness. He maintains this consciousness from here on out. He wakes up on an important day, he is about to be knighted by the King. King Dondo the 12th, a loud, obnoxious, and frankly fat man, who is unpleasant to be around. He knights our people, remember that they're not humans, they're people, so he's a people. Peoples is the plural. It can get confusing. Anyways, he knights our people, and our newfound knight is told to go and "save the kingdom." He is told that there is a menace, a treant, named Deadwood. Our knight travels long and far through the treaturous forest of friendliness to find Deadwood. He runs in to several deadly menaces, such as happy slime kings wanting nothing but peace, giant wolves who want nothing to raise their young, and viscious nomads who want to make friends with the animals. Upon ariving at Deadwood, who is found in what used to be the famed Throne of Nature, which is now an old, decayed, and corrupted slab of stone. Our knight fights Deadwood without hesitation, and he comes out victorious (Unless you suck). Deadwood is not slain, he manages to trap our knight until he can get away. As he slips away, Deadwood mutters some mumbo jumbo about strange corruption, a foreign element that overcomes everything it encounters. Our hero takes off for the Forest of Elements to find out more about this "foreign element," however his success and survival is not Garen-Teed (LoL Pun). He heads back to the kingdom of Dondo, and talks to King Dondo about his encounters. King Dondo states that the Forest of Elements is a dangerous and mean place, and assigns a very knowledgable scholor, a mage, to travel with him. Our dynamic duo takes off in to the forest, their last recorded words being "I love you mom," in to the illuminated Forest of Elements. What horrible fate awaits them?
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Is there any way you can remove recipes from a recipe book in game, Just like you can add them? This would help a lot for very specific crafting tables, So that if I use an item, it shows only the recipes pertaining to that item.
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That is a great idea, I'll start working on enchanting spells for magic users on allies, as well as some spells that could have bonuses based on maximum health, and perhaps the healer could increase maximum health, or crowd control, making CC classes and DPS classes more viable. Lifesteal effects could work as well, adding another type of crowd control. Thank you for the ideas.
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Philoup, the name titles were great, and faith does seem as though it needs to be a consistent theme throughout the game aswell, because it is realistic. People seem to have faith in nothing while they have so. Anyways, The reason I titled it so, asking for a name, was because I agree with you, the name of a game is a very small and overall unimportant aspect, and considering I had a large theme already, I could ask for an appropriate name. The crafting system is rather simple, it has just an anvil in the market and in the inn, and if I add a house purchasing system, in your house. The combat system is a 4 person party, but the game is based around only using two. Using too many people would become too confusing for everybody, 3+ is a lot for me as it stands. I think that a complete strategy can be derived from just two classes, and with the diversity of them and what they do, I think that quite a few strategies can be derived anywhere from a healer and a knight for an unkillable combo leading to 5 minute boss fights, or a Black Magician and an assassin to make boss fights last 20 seconds but die within 3 fights of a dungeon. I'll look into Dragon Warrior's combat system and music, and if the music is good and I can find it, will probably use it. And for your point about not knowing the names of things, the main character is just Anxious Monkey due to habit for now, and the main town is named Dondo, because it is a very fun name. To keep spirits bright around the town, I'm using music from Castle Crashers, who has a simply fantastic soundtrack, if you haven't heard it I suggest listening to it. I have named my game Faith is Bliss, the reason I hope will be easy to derive. As for the deadline, I'm doing this solely for fun, I have no pressure on anything, and I plan to make it the best I can.
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AnxiousMonkey started following A title would be nice
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The point of this post is for ideas. If I end up using your ideas in my game, and if I ever finish it, I will put your name somewhere, it is my first game, so I plan to do it right and credit anybody worthy of it. I would very much appreciate any ideas for a title of a game, or any in game functions that would be nice to have or fun to have in this type of game. I would very much hope to get the game done by 2015, which gives me a lot of time, But considering that I can't even finish a 6 hour drawing, who knows how far I'll get. If I come up with a demo, I'll post it asap once I find out how. Comic sans is quite a nice font. Anyways, I'm currently working on a game, and I'd like title ideas and ideas for a future plot. So far I have mostly ideas, and the database is well on it's way. The class system is finished, and I will go into sprite design later, Much later. The game's lore is very simple at this point, I have not even a name for the land in which it takes place. I'm an odd person, and it reflects on my game. It's a very light game, quite happy, with rather dark themes, and it goes towards ruins and wrecked societies, which plays into the plot. I suppose that part and the aspect as you have very little direction as to which way to go could be a direct consequence of my lovely experience with Dark Souls. One of my themes I've thought of so far would be shown through the king, who gives most of the tasks in the early and late parts of the game. Early in the game, he is quite nice and is interested in what you have to say, but as time goes on he begins to become secretive and gives less of a damn about what you think, and he begins to feel better than you, and acts condescending. The lore is based on elements and the power to manipulate them, and how it is rare to be able to, but is a useful gift. Along with the elements, there is a constant war going on between them, as they loath each other entirely, and darkness has seemingly vanished, but as strange behavior of wildlife begins to appear, civilians begin to question their authority, who refuses to tell them anything. You play as a character who is upbeat and rather ignorant, doesn't question many things. As he progresses, he begins to question, and then begins to become critical, which could be emulating the process a child matures. Mostly though he's really ignorant and happy, because everybody loves to act like a child now and then. Anyway, On to game play. The scripts I am using are as follows, they all work and I am very pleased with them. If any makers of these read this, Thank you for your fantastic scripts, I am quite satisfied with them. Animated Battlers - Jet ( http://www.rpgmakervxace.net/topic/500-animated-battlers/ ) (Using animated battler sprites from Holder, those are great too. Very well done.) Adjust Limits - Yanfly ( http://yanflychannel.wordpress.com/rmvxa/core-scripts/adjust-limits/ ) Ace Equip Engine - Yanfly ( http://yanflychannel.wordpress.com/rmvxa/gameplay-scripts/ace-equip-engine/ ) Shield Blocking - Mr. Bubble ( http://forums.rpgmakerweb.com/index.php?/topic/2980-shield-blocking/ ) Equipment Requirements - Fomar ( http://www.rpgmakervxace.net/topic/1320-equipment-requirements/ ) The game consists of 11 classes for the 2 main characters, and 2 extras for fixed class characters. Each class has a necklace, courtesy of Yanfly, which adjusts their limits appropriately. Necklace effects will be in parentheses next to the class. Fighter Classes Warrior, 1H Sword. (+ATK, +HIT, +CRIT) Fast and durable DPS. Bruiser, if you will. Medium defense and overall damage. Berzerker, 2H Sword. (-HIT, -AGI, +CRIT) Slow and massive damage burst. Lots of attack buffs, ATK Nuker. Massive single target damage. Knight, 1H Sword and Shield. (+TGR, +MHP, +DEF) A standard tank, very beefy, equipped with high defense plate mail and a shield, capable of blocking, courtesy of Mr. Bubble. Rogue Classes Thief, 2 Daggers. (--TGR, +AGI, +CRIT) A fast thief, who can provide bonus agility to the entire team and gives bonus gold gain. Is very stealthy, hardly noticed by enemies. Assassin, Katana. (+ATK, -TGR, +CRIT) As the name says, they're powerful assassins. They do % based damage and can shred enemies down for the bursters to finish off. High single target damage. Trap Master, Trap Set (+++AGI, +HIT) The trap master has double agility, allowing for almost always attacking first, and his team cannot be surprised. He has large crowd control. Magic Classes Sorcerer, Staff (+MAT, +MMP, +MDF) A standard sorcerer with single target crowd control and DPS. Later has access to large AoE spells. Black Magician, Scythe (+MAT, +ATK) A massive damage mix of a Sorcerer and an Assassin, with powerful black magic. This class can only be accessed later in the game, and is tough to find. A very powerful enemy, who is commonly named the Boss Slayer. Has access to missing health spells, powerful finishing moves. Works well with an assassin. Healer, Wand (+MHP, +MMP, +AGI) A powerful healer, who can heal his allies very quickly at the use of agility. His spells have a large cooldown, but are very powerful. Some can even defy death for a few turns. Ranged Classes Archer, Bow (+ATK, --TGR) A fast archer with knowledge of pressure points, providing access to paralyzing shots. High single target damage. Artillary, Cannon (+DEF, 1%AGI, -HIT) Massive AoE damage, very slow. as you can see, he only has 1% of his total agility present. Though slow, he is extraordinarily power, and has access to large AoE explosions, but they don't always hit. Fixed Classes. You can either choose Patch the Pumpkin King, or Visto, the Technician. Pumpkin King, Scythe (+ATK, +MAT, +DEF) Like a black magician, but less offensive and more defensive. Focuses around the dark magic of the pumpkin patch. This is halloween, this is halloween... Technician, Wand (+MMP, +MAT, +AGI) A class that can send his advanced drones to ravage enemies armor, or can output pulses of energy to slow down and stun enemies, or demolish their mana pools. Those are the classes, and I can't wait to see them in action. They will have skills that can be linked together, and I'm still pondering whether to put in a skill shop system, or whether I should just have them learned per level. That's another thing I'd like input on. If you read the whole thing, Thank you very much for your interest, I'm very passionate about it and can't wait to see it finished. P.S., There is also a crafting system, and a refining system for weapons and armor.
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Does that work? I'm not real good with the formulas past just numbers and stats, I didn't know you could apply states. But does that work if it is targeted towards an enemy? Does it apply to you and not the enemy?
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I can't script. At all. Sorry, I'm just trying to work with what I have. I've tried other people's scripts, But nearly every single script I've ever used has failed. It's quite a bit of extra work, but at least it's reliable.
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So I myself am new, and recently found out how to work with common events. So I've come up with a few steps to make an ability and apply a cooldown effect to it, giving it a selected amount of turns to cool down. If the ability is self-targeted, skip step 3. Step 1) Create the ability that you want to apply a cooldown to. Step 2) Make a state in the states tab of the database. Go to features, then the Ability tab, go to Seal ability, have it seal the ability that you want to apply a cooldown to. Under removal conditions, apply Removal After Battle End, and set the Auto-Removal Timing to the amount of turns you want the ability to be sealed. Step 3) This is the step you can skip if it's a self targetted ability. Make a common event in the Database under Common Events, and have it apply a the state you made for the seal of the skill, and make it apply to either the entire party or the specific actor you want to seal it from. Step 4) Back to step 1, If it is a self targeting spell, Make it apply the state via features tab, and if it targets enemies, go to other, common event, and have it activate the common event that adds the state to your actor.
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Greetings from the Steam Christmas sale, another one. I've always had interest in designing games but I've always just messed around with all of the artistic sides of it, and this is the perfect thing. Few needs of coding, which I have few skills in, but many needs of artistic vision for custom animations and sprites, which I believe I'm half decent at. Anyways I hope to meet some new people here and hope to make some fun and long lasting games. Hi!



