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phoenixrossyNRG

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About phoenixrossyNRG

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  1. phoenixrossyNRG

    Lockpicking Script

    You could either change the 'level up' to 'experience'. Then increase the level when 'experience' reaches 100, for example. To use a set 'chance', you need to use a separate variable, let's call it 'random chance'. Let's change the setup like so: Text Box - "This chest has a level x lock" "Your lockpicking skill is currently level \v[1]" (this displays the contents of variable 1 in the dialogue box) Conditional Branch - is variable 'lockpicking skill' higher than (whatever level you want this lock to be). If yes - open the chest. Variable Operation - 'random chance' random between 1-100 Conditional Branch - If 'random chance' variable is lower than 35, then Variable Operation - 'Lockpicking Level' +1 (no 'else' branch needed) else - do not open the chest. Good luck!
  2. phoenixrossyNRG

    Lockpicking Script

    Ok. The Door or chest is an event that is set up as so: Text Box - "This chest has a level x lock" "Your lockpicking skill is currently level \v[1]" (this displays the contents of variable 1 in the dialogue box) Conditional Branch - is variable 'lockpicking skill' higher than (whatever level you want this lock to be). If yes - open the chest. Variable Operation - 'Lockpicking Level' +1 else - do not open the chest. This would be a very simplistic solution to your problem.
  3. phoenixrossyNRG

    Lockpicking Script

    Trial and error my friend; it's how we used to learn in the days before forums!
  4. phoenixrossyNRG

    Passive Skill Script

    Just have a play around with the tools. Variables are easy enough - they just store numerical values. In an event, you can then use a 'conditional branch' to check if the value corresponds with what you're looking for. If I were you, I'd learn some basics by creating some basic quests before going on to more complicated event coding. Good luck!
  5. phoenixrossyNRG

    Hello World

    This is why I like the RM engine; it's streamlined enough for one dedicated person to do the majority of the work. Then you can just plug in assets as you go along; artwork, soundtrack etc.
  6. phoenixrossyNRG

    Lockpicking Script

    You could have section of the 'lockpicking event' that replaces the current skill 'Lockpicking Level 1' with 'Lockpicking Level 2' if the requirements are met, ie. enough lockpicking experience has been earned. Play about with it- it's a good learning experience to be vocational about it. Trial and error my friend.
  7. phoenixrossyNRG

    Hello

    Welcome welcome!
  8. phoenixrossyNRG

    Hello World

    Welcome welcome. I'm relatively new in this forum too, but I've been working with the engine for some time (see my signature), so I should be able to provide assistance and support in many aspects.
  9. phoenixrossyNRG

    Passive Skill Script

    You could hide the 'climbing skill level' in a variable and just reference to it whenever a 'climb' event needs to.
  10. phoenixrossyNRG

    Monster Tamer Combat System

    So basically, it's a traditional fantasy RPG but in the place of characters, you have monsters. With autobattle. ? Personally, I'd rather be able to control my whole party from the off, but that's just me. By way of comparison, I personally hated the largely-automated system in FFXIII. I don't see how automating anything in a game has a positive effect on the gameplay. Aside from that, it seems like a solid concept. Do you have the scripting ability to pull it off?
  11. phoenixrossyNRG

    Lockpicking Script

    This sounds like something that can be achieved quite easily through event coding. Just have variables and conditional branches check how your lockpicking skill corresponds with the level of the chest, add in a random element of failure... and you've got it. You can add visual elements through pictures/on-map animations.
  12. phoenixrossyNRG

    Message box conundrum!

    Haha, I had this exact same problem, and it took me ages to find out what was causing it.
  13. phoenixrossyNRG

    Parallax Mapping Help?

    I'd personally recommend blending out some of the flowers from underneath the trees. Flowers don't bloom in the gloom I like the simplicity; I tend to overcrowd my maps by blending too many layers, and it ends up looking like a blurry mess! Parallax mapping really is an art though, and everyone has their own style. I think this is a good first attempt.
  14. Looks promising. I always like games with differing points of view.
  15. phoenixrossyNRG

    Hi, I'm New Reality Games!

    I realise that the title should probably read 'I'm the head of New Reality Games' - but that's also true I'm a commercial developer, publisher of shy folks, and part-time tutor to home-ed kids! I'm semi-active in the RPGMakerWeb forums, and I thought it was about time I branched out to this wonderful community too, since some people seem to prefer it here, and it makes for better networking. As for me, I've been developing with RM for many years. A couple of years ago, when Kickstarter launched in the UK, I stuck my hobby project up in order to finance a composer. That's ancient history now, and that particular title has recently been released on Steam (with a very positive reaction!). I do currently have a kickstarter running, for the third (and more ambitious) title in my Data Hacker series. You can check it out [ here ]. It's pretty cool. We were funded in mere days, and we're now working towards some content expansion/improvement stretch goals! I think I've nattered on long enough. Cheers!
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