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Lord Vectra

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Everything posted by Lord Vectra

  1. Lord Vectra

    Question Rgarding Skill Rating/Turn No.

    The answer is found here, the link should transport you to the comment with the answer: https://forums.rpgmakerweb.com/index.php?threads/enemy-skills-the-rating-setting.33429/post-1190026
  2. This is my current project since World of Chaos has been on the backburner. I mentioned it in my last blog a few years ago, but I am back! Let's go through the main mechanics Battle System Leveling System Game is 3D-ish Other Things You can pick the graphic and gender of your character You pick the gender of your first companion Critical Hits stun the target for 1T. Critical Fails aren't misses but gives the attacker a decrease in all stats, except HP and SP, by 50%. Bosses have a gold HP bar instead of red Bosses have a 50% Crit Resist (so when you would critically hit them, 50% chance it's a normal hit instead Working-in-Progress Q&A Why don't you allow respec at any time? It makes balancing non-combat abilities difficult and can take away the strategic part of a game. If you face a frost troll, and you're an ice mage, you can just respec to a fire mage without needing to think of a workaround. That is not my vision for the game. Is all builds viable, then? How limited are they? Yes. I will be balancing the game with limited respec in mind. I haven't decided in how it will be limited for I'm not a fan of respec potions that cost a fortune. ETA? I want to get it done by March but with my job having us working every day, I can't say if that's enough time.
  3. I am Vectra. The Master Eventor. I've gotten a request from a friend to do this. I did this for someone else a a week ago so i figured I'll make a tutorial for all who wants to know how. Here's what you need: 4 Variables 2 Conditional Branches What are the 4 variables?: X-Coord1 Y-Coord1 X-Coord2 Y-Coord2 Let's say you want to detect the distance between the player and a rock: 1 is Player and 2 is the rock. X-Coord = X coordinate Y-Coord = Y coordinate The multiplying by -1 is so that the number will be positive. In mathematics, distance cannot be a negative number. Due to you X-Coord and Y-Coord check needing to be 1, the system checks for diagonals too. You minus the rock's coordinates with the player's coordinates. If the answer is 1 or 0 then they're touching. If you want it like have it where if the rock is 5 steps away then you simply make the condition branches 5 or less instead of 1 or less. It'll look like this: This checks if it's 5 steps away horizontally and then checks vertically. Wait, but what if I want distance between two events? Then you replace player with whatever. For example, If i wanted the distance between 2 rocks then I simply replace X and Y Coord1 with another event's X and Y Coord instead. If you want to know the distance of more than 2 events then every event added needs 2 variables(X & Y Coord). SUB-TUTORIAL: DISTANCE Only difference is you scrap the Y-Coord PL check and add X-Coord and Y-Coord right before the proximity (which is now distance) check. SUB-TUTORIAL: Projectiles Description: I have left numerous comments (using the "comment" event command) to show you how to create projectiles. You will need extra switches and extra commands which will be shown and explained in the demo. You need to know the above first before proceeding to this. https://drive.google.com/open?id=0B6YgxySqsh57UnNVMHBSLUhybTQ Partial Credit goes to Retnuh If you have ANY questions plz ask.
  4. I learned recently that the scripts shown in Help are semi-hard-coded default scripts that you can edit by copy/pasting it in your Script Editor. I don't know why it never dawned on me that, that was a thing, but now I know! Kind of odd it's hidden in the help section.

  5. Is there a way to change the font via script call in RMXP? Searched online but none of them work - even on a clean project.

  6. Oh, forgot to say: My birthday was 12/17 lol. Im 22 now

  7. I recently learned that RMXP requires "$" to make a global variable/switch in the script itself unlike VXA which now makes many of my needs extremely easy now that I finally learned how to make global variables/switches.

    1. Show previous comments  1 more
    2. Lord Vectra

      Lord Vectra

      But if you just put VTA = 40 in VXA, whenever you put VTA in the script, it'll read it as a variable. You attempt that in XP and it gives you an error, and while both are ruby, one is Ruby 1 and other is Ruby 3 which is why most scripts aren't compatible.

    3. Rikifive

      Rikifive

      Yes, but that is different. Now you've mentioned a CONSTANT variable, which is something a bit different than a $global variable. Yes it also does have a global scope, but it has a bit different purposes, because as its name suggests, ideally it should be defined once and not changed afterwards, although the program will/should function normally if you do so.

      Yes, these base on different versions of Ruby, so things may vary a bit. XP may have less methods to use, but generally should be all similar. I believe the main reason why these aren't compatible is because the games themselves are written differently. Some of the class names and their structures might probably be slightly different. Although, I have no idea how XP's code looks like as I don't own that engine. I only saw few scripts, that had pretty much the same syntax structure whatsoever, but were working with slightly different things than Ace code has.

      You didn't mention what exactly didn't work in XP, that worked in Ace. You only mentioned $global variables working in XP unlike in Ace, but in Ace it's the same with $globals, so I didn't have that context.

      Either way, from what I see, people do declare CONSTANT variables in XP scripts. I can't find a legit XP documentation online, but I found some documentation on some random site which does mention constants too. Perhaps try opening the help file in XP and see if there's some info regarding this.

    4. Lord Vectra

      Lord Vectra

      @Rikifiveah, you're correct. It seems it just has to be all caps in XP to create a constant.

  8. Lord Vectra

    Looking for Discord groups to join.

    This forum has a discord server. Look at the title of this thread, then look up to the grey bar (below the RPGMaker Central art). One of the options is "Discord Server."
  9. Lord Vectra

    XP not opening

    Says VXA but it should work for XP too
  10. Congratulations on figuring it out!
  11. Lord Vectra

    Evented Shapeshifting System

    I am Vectra. Today, i will be talking about how to make an evented shape shifting. The idea has came from this: http://www.rpgmakervxace.net/topic/33541-shapeshifting-in-battle/#entry227802 Note: I'm going to use a wolf as an example and Imma show two ways to do this. Here's what you need At least 2 Actors 1 common event 1 Switch 2 Variable 1 Condition Branch Let's say Billy wants to be a wolf. You need a actor who is a wolf and one who is Billy. You need 1 variable that equals to Billy's EXP You need 1 variable that equals to Wolf's EXP Go to Control Variable Go to game data <= If you have VX, skip this step and go to step 6 Go to actor Go to the right, you should see level Change it to EXP It should look like this: Control Variables: [Var ID: Billy's EXP] = [billy]'s EXP Vx Ace Vx @>Conditional Branch: Switch [0051:Wolf] == ON @>Control Switches: [0051:Wolf] == OFF @>Change EXP: [billy], - Variable [0002: Billy's EXP] @>Change EXP: [Wolf], + Variable [0002: Billy's EXP] @>Change Party Member: Add [Wolf] @>Change Party Member: Remove [billy] @> : Else @>Control Switches: [0051: Wolf] == ON @>Change level: [Wolf], - Variable [0003: Wolf's EX] @>Change EXP: [billy], + Variable [0003: Wolf's EXP] @>Change Party Member: Remove [Wolf] @>Change Party Member: Add [billy] : Branch End @> The switch tells whether you are a wolf or not. You subtract the EXP because you want it to be 0 so when they come back, you'll just add the EXP + gained EXP rather than having to find the difference of EXP and gained EXP and all that extra work. Adding one member and removing the other is the "transformation." You are replacing Billy with his wolf self and vise versa. Once you do the above, you make a skill call the common event. If you are on Vx, in the skills' tab, common event is next to "animation." If Vx Ace, go to the "effects" section, double-click, go to the 4th tab, and you should see this... Pick the correct common event and BAM! You're done. Here's another way to do this...(2nd method) This is only used if you don't wish to create another actor, but it is highly recommended as this requires much more work. Here's what you need 1 Actor 2 Common Events 1 States 2 Skills Create a skill called "Wolf Transformation" (or anything you like) Create a skill called "Wolf Transformation OFF"(or anything you like) This is how the common event for "Wolf Transformation" should look... @>Change Actor Graphic: [billy], 'Faceset name', index#, 'Charset Name', index# @>Change Actor Name: [billy], 'Wolf' @>Change Parameters: [billy], stat name -/+ # @>Change Skills, + [Wolf Transformation OFF] @>Change Skills, - [Wolf Transformation] @>Change Skills, + [skill Name](Encase you wanted to add any additional skills) @> This is how the common event for "Wolf Transformation OFF" should look... @>Change Actor Graphic: [Wolf], 'Faceset name', index#, 'Charset Name', index# @>Change Actor Name: [Wolf], 'Billy' @>Change Parameters: [Wolf], stat name -/+ # @>Change Skills, - [Wolf Transformation OFF] @>Change Skills, + [Wolf Transformation] @>Change Skills, + [skill Name](Encase you wanted to add any additional skills) @> Change parameter is if you want to give the wolf extra HP or extra ATK. You add the OFF skill to the Wolf to change to Billy. You use the "Wolf Transformation" skill to get from Billy to Wolf. It's so Wolf doesn't have the transformation skill and Billy won't have the OFF skill. Add (or subtract) any extra skills that you don't want the wolf(or Billy) to know. To make the skills call them, you do the exact same thing you do for the first method. Any Questions?
  12. Lord Vectra

    Evented Shapeshifting System

    I just tried it in battle and it 100% works. All event methods work in-battle. If you change a character's graphic in-battle, give them levels/XP, or completely remove/add a party member, it will work. Can you tell me what you thought specifically wasn't going to work?
  13. Lord Vectra

    Evented Shapeshifting System

    When you use it in battle, are you not getting the correct level? I'm pretty sure this works in-battle, but I'll check when I get time.
  14. Lord Vectra

    Remove the save choice

    You have two choices: 1. On the third tab in the event commands, there's a "Change Save Access" command that you can use to disable it. 2. Or to get rid of the save button, go to the script editor, go under WINDOWS, go to Window_MenuCommand, line 40 where it says add_save_command and delete that
  15. Lord Vectra

    Sniper Shooting

    Without a script, the latter seems like the best option. I don't know any script that does what you want nor would I even know what it would be called if it did exist lol. What I will add, however, is you probably want this: https://himeworks.com/2013/05/untargetable-state/ You can give him the untargetable state where he can't be targeted at all. After that, the rest should be easy.
  16. Lord Vectra

    Clear All Common Events?

    Can you rephrase your issue?
  17. Lord Vectra

    Hello from France

    Welcome!
  18. Lord Vectra

    Vectra's Eventing Empire

    Welcome to my Empire! I am open to teach and/or do eventing systems for you. Created Events Taught Systems Teaching I may also teach you how to event something if you wish to do so. We can do PM , but it is highly recommended that we use Discord or Skype (Skype is the most recommended). When you are satisfied with my service, I will add you under the "taught" list unless you say otherwise. Form: Link to thread (optional): Description: Example (if possible): Would you like GUI/pictures done by me? Art Style (must have a visual example(s))? (If yes on the above question) Slots Slot 1: Slot 2: Slot 3: Slot 4: Slot 5: Slot 6: Slot 7: Slot 8: Slot 9: Slot 10: Rules Do not be afraid to ask for complicated/complex battle systems as that is my specialty. As much as I love talking to people, no message spamming. I do allow multiple requests, but it will be done after all CURRENT filled slots are finished. The order I do the systems in the order of which they were asked. The slots are in that order. When slot 1 is done, I will move all the other slots up by one. So if you're not slot 1, I suggest coming to this thread to see where you're at. Anything I do will be posted here, but you have the right to opt out of this (your request will not be affected). Wait 3 days before asking for the progress. If I am getting really busy in real life, some slots will close (people already in slots will NOT be unaffected), and you will be notified if I need to push back the deadline. Don't be afraid to ask questions. I can do commercial or non-commercial of any game.
  19. Lord Vectra

    Vectra's Eventing Empire

    It has been fixed!
  20. Lord Vectra

    RPG Stat Systems

    I think a more simpler way of explaining it, @Kayzee, is let's take these 3 properties of a spell: Damage, Duration, and Range. If a fire spell does 50dmg for 4T and hits enemies within 4 tiles, if it's broken, you have options to balance it. You can decrease the damage per turn to compensate for the big range, decrease the duration if 4T is too long (especially if you have other skills/spells that have extra effects if person is burning), reduce the range to make it more of a single-target overtime burst damage, decrease the damage but increase the duration so it takes longer to do the same damage, and the list goes on. Granted, this does make it more complicated, but I guess it depends on the player what is considered too complicated and what is considered a great addition. @Saireau may also be referring to "ghost stats." It's stats that is in the background that the player is unaware of. An example is the variation. When you use the skill, you don't know the highest dmg and lowest dmg it can deal, so you kind of guess by using it a lot (if you're paying attention to the dmg dealt). Variance is the "ghost stat" in this case where the player does not need to keep track of it. About LUK: I always replace LUK and turn it into any stat I want, then I null out it's effect in the default script. In XP, I learned how to just create my own custom stats (and XP doesn't have LUK), but in VXA, for example, one project I was working on had it as "distance" which did not also decide what would hit you or not (depending on distance from others) but also decided damage of your gun (ex: Shotguns did more damage the closer you were). On my latest VXA proj that's on standby, I don't have LUK even show up in the menu because I couldn't think of anything for it lol.
  21. Lord Vectra

    Hi hi everyone!

    Welcome to Central!
  22. Lord Vectra

    Hello! Hello! Newbie here!

    Welcome to Central!
  23. Lord Vectra

    New and trying to learn

    Welcome to Central!
  24. Lord Vectra

    DvLyon here!

    Hello!
  25. My only real issue with it is it dumped the old way of doing animations because the way they have it now it SUPER complicated to a much greater degree,
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