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1About purplekirby54

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Rank
Just starting
Profile Information
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Gender
Male
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Location
Land of Trees and Snow
RPG Maker Information
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RM Skill -
Jack of All Trades
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Moving Events from Point A to Point B
purplekirby54 replied to purplekirby54's topic in Editor Support and Discussion
Sorry! Didn't know. I'm using MV. -
Using a Key Item goes to a menu
purplekirby54 replied to purplekirby54's topic in Editor Support and Discussion
Awesome. Can one use this for running certain dialogues at certain times, too? If so, how is that possible? Edit: Never mind. I can just use conditional branches and switches. Thanks friend! -
Help needed for an MV overhaul (Integrity)
purplekirby54 replied to purplekirby54's topic in Theory and Development
Ok then (sorry I wasn't around, I can reply now) For instance: A sword equipped in the primary slot will grant the user +10 atk and -5 spd, along with the skill "Shield Break". The same sword equipped in the secondary slot will grant the user +5 atk and -5 spd and the same skill is given. Again, in the Tertiary slot will grant him +1 atk and -5 spd and again, the shield break skill is given. Only reason i'm using MV is cus I have more of the project fleshed out in MV. If there aren't any scripts, I can stick with a traditional system for now. -
Something akin to a Fire Emblem Battle Sysem?
purplekirby54 replied to purplekirby54's topic in Programming
Yes, something akin to that. Does it exist in MV? -
Hey folks! I'm not sure if this exists yet (doing some searching through the forums tells me no) but today I'm looking for a plugin that gives Actors the ability to have multiple weapons in their loadout, similar to Valve's Team Fotress 2; in that you can switch between your three weapons in battle. It could also make the weapons themselves govern and adjust your TP, effectively using them as ammunition, if it's possible. (For example a shotgun would let the player only have 6 AP, whereas a pistol would have around 10 or 12 max TP.) The idea is fairly simple: Primary weapon governs the main attack. Your "Default" weapon. Manages the direct attack and skills. Fairly unchanged from the main idea of a weapon. This will govern your stock AP, for instance having an assault rifle equipped will make you have more TP than, say, a pistol. Secondary weapon makes it possible to use different skills while still having it be able to attack (granted, with some downsides attatched.) Secondary slot could give negative bonuses, like -25% decreased accuracy due to hip-fire. Can switch from Secondary to primary in battle, also switching your TP. The secondary slot can also be changed to the "Dual Wield" slot, effectively doing the same thing as having 2 primary weapons equipped, functioning by and large to how it does in the standard core. Tertiary weapon allows you to equip YET ANOTHER weapon, usually a melee weapon or a sidearm like a pistol. When used just as the weapon, drastically reduces the weapon's stats, at maximum a -75% decreased attack power or something of the like. Can be switched to primary as well in battle to change your TP. If such a thing exists, let me know! Thanks much, Kirby (edit, forgot TP is not called AP.)
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Player-made Character (custom character?)
purplekirby54 replied to purplekirby54's topic in Editor Support and Discussion
Update: I'm getting the artwork done for it, the coding might take a bit more time however. Thanks for the information on Variable storage. How would you best attempt that? Would it just be a choice and then store the choice in a variable ranging 1 to n (depending on number of choices), then store it in variables 1 through n (depending on how many things can be customized in the player)?- 2 replies
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- custom character
- sprite
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purplekirby54 started following Player-made Character (custom character?)
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Help needed for an MV overhaul (Integrity)
purplekirby54 replied to purplekirby54's topic in Theory and Development
If you want, send me some messages in the forums and we'll talk a bit more, just to settle things. -
Now, if something like this already exists, let me know. The general idea, the biggest one, is that I want a battle system similar to fire emblem, with RPG Maker's flare. Rather, you have a random encounter on the map, where your party is walking and BOOM the map zooms in a little to display the battle sprites of the characters and enemies on the map. You can move your party around the map to engage the enemies, and have to fight them individually, or collectively. I wish i had a video to explain it, but all I can really suggest is go look up Fire Emblem: Awakening for the battle system idea...
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Help needed for an MV overhaul (Integrity)
purplekirby54 replied to purplekirby54's topic in Theory and Development
Hm. Put that way, seems Ace might be the way to go. I suppose I should explain that I'm starting to work on a project, and the three things listed above are the start of the work I want to do to make it unique and interesting... with the end goal having it be on steam or the App store. Something akin to that. But if I just make whatever other RPG maker game, it's not going to get much distance. I'll take your advice, I'll go see if the scripters are willing to help me out here, since I know little to nothin' about how to edit scripts in MV. -
Alright folks, I'm not going to mince words, I've been working on a project (on paper) for the past 2 years, and the only system that seemed to be powerful enough to let me do the project, while also being really neat looking, was MV. The name of the project is called Integrity. There is currently no working subtitle, or any images other than what I've taken on a camera. The problem is, I'm attempting to make something that RPGMaker's limitations won't let me, and I've only got 20 days to do it in before I actually attempt buying the software to see if this project is worth continuing. Originally, all this was done on VXAce, but since I've been developing the idea more on pen and paper, there's been some things that I want to do to make it more original. Let's do a huge list of things that I can start with... 1) The weaponry system. this is priority number one. The weapon system I had in mind was to go like this: You have 3 weapon slots, (Primary, Secondary, and Tertiary) each being interchangeable between one another. For instance, you can put a sword in your Primary slot, and then switch it with the Pistol in your Tertiary slot to suit your specific needs. What I want to accomplish, simplified: |Active |Inactive Weapons | > |Active |Inactive Weapons | |PRIMARY|SECONDARY|TERTIARY| > |PRIMARY|SECONDARY|TERTIARY| |Sword |Lance |Pistol | > |Pistol |Lance |Sword | In theory, having each weapon in each slot will give it different bonuses as well, but let's simply start with being able to interchangeably move the weaponry between slots. 2) TP being used as ammunition. Now, in a lot of gamemaker games I've seen, the TP was almost always used as a charge system (as in Off, similar to Final Fantasy IV) or a secondary magic points system for special attacks. In Integrity, I want the TP to be a set value for each weapon in the game as it's ammunition or its durability... simply put, Integrity Points. For instance: Adam has Shotgun equipped. Adam's HP is 76, MP is 21 and IP is 6. Every time Adam attacks, his IP goes down, and needs to use a Reload skill. 3) The battle system. I feel that I'm going to need to basically chunk the battle system that came with MV... either that or keep using it for lack of progress on the idea I had. The idea is a mix between Final Fantasy and Fire Emblem, where the battles are random encounter, but you use the map as your battleground. The characters spawn in set patterns, and the enemies spawn (relatively) randomly. This can be accomplished through the Troops command, I imagine. But, if this is too much code for MV to handle, I'll stick with a more traditional idea and keep the old battle system with the following above. There's a TON of other things I want to get accomplished, but these are the main three. Please notice I have absolutely no experience in programming
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Oh, thank you. This could probably help a lot :v
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Screenshot Critique Thread: Read Rules Before Posting!
purplekirby54 replied to Jonnie91's topic in Screenshots and Mapping
Well, I've been referred to here by a gm, so I don't bjork the rules again. ^^; sorry, you'll have to give me some time. I suppose posting past midnight was also a problem, and I was a bit... eh... not 100% in my own wits. Anywho. Here's a map i need critiquing. Sorry for making a thread before reading the rules. Won't happen again. Edit: There is so much irony in this situation it could break a concrete wall. @Mr. Detective: A lucky star game, hm? Could be interesting. As far as your screenie goes, let's see. I'd say have all the characters be facing up. Makes it more concise. Unless you're going for those two characters looking at the two in the middle. (and to answer the question... i think Sasuke? I dunno, I only know of Yoshimitsu.) -
No towns or cities yet. Mostly because I don't have the story 100% down yet, or the objective. But, Map's attached as a file. I hope. Lemme know if it feels empty, too big, or could use some stuff in various places. Oh, that shows up as really tiny in the preview. I swear it's not so small D:
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So i've been in these forums... very little, I must admit. And from the looks of things, you guys are very good at doing what you do. You all make really good games, have very nice art, and are very kind and helpful. Good community is good. That being said. What is considered the 7 deadly sins of using VX Ace? For some background as to why I'm making this thread: I'm trying to make a game with just the stock tile sets, character creators, but I'm trying to remake from scratch all the Skills and Weapons for balance purposes (the double attack thing pisses me off to no end), and I'm trying to use as much of the vanilla scripts and battle styles to the fullest. Though, to be fair, I've used a few of Yanfly's scripts for some easier battling / formation editing for this game, cus the way the stock battle screen was? Yeeeeeeah, no fun. Anyway. Expect me to be posting a bit more often from now on. :v
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"Mystery Dungeon" Style Party Selector
purplekirby54 replied to purplekirby54's topic in Editor Support and Discussion
I figured it out! You can close this thread now, if you so desire.- 13 replies
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- party menu
- events
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