O.P. Wilkituska
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Everything posted by O.P. Wilkituska
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This is a work in progress. It's far from complete. I will edit it later. Basically, it's a WRPG-style tileset, for those who want more realistic looking graphics.
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So, anyone interested? (Bump)
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Hi! I was looking for a common event shop plugin, but it seems that none exists yet, so, maybe someone here is interested in creating one. The name should be self-explanatory: it's a shop that lists common events that you can buy for a gold price. Other than that, the only required feature is that common events with a price of 0 gold display nothing in the price column. Hope this is interesting for someone. Thanks for your time!
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There's also this one: http://forums.rpgmakerweb.com/index.php?/topic/56344-non-combat-menu/ Maybe it can help, although it's not exactly what you want.
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True. I wasn't planning on using actor-specific common events, but maybe some other people would find that feature useful, so I suppose it's up to you whether to do it or not. Anyway, wouldn't it be possible to include the actor selection INSIDE the common event? I mean, conditional branches don't look as good as a scripted actor selection, but they work.
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Attribute Points/ Clock and Day/Night Cycle
O.P. Wilkituska replied to TrollToker's topic in Programming
This may help: http://forums.rpgmakerweb.com/index.php?/topic/46955-dmv-param-distribute-stat/ (Note that you'll need the MVCommons plugin and DMV Core to use it.) And maybe this one, too: https://atelierrgss.wordpress.com/rmv-time-system/ -
It's price is discounted from your total gold and the common event is executed. Basically, you pay gold to call a common event. I was thinking about a simplified version of Yanfly's old script (https://yanflychannel.wordpress.com/rmvxa/menu-scripts/common-event-shop/) but I know that you made one, too (http://himeworks.com/2013/03/common-event-shop/). Both options are good.
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Hi again! Maybe those of you who are following Yanfly already deduced what I'm looking for this time. I'm talking about this VX Ace script: https://yanflychannel.wordpress.com/rmvxa/gameplay-scripts/equip-dynamic-stats/ That was something I personally used for every single piece of equipment in my game. I think it is simply too unrealistic for a weapon to be equally effective independently of the user's strenght/skill. Also, when applying agility reductions for heavy weapons and armors (for balancing and stuff), using fixed values just doesn't work well. For me, this plugin is a must-have, but it looks like Yanfly is not planning to port it anytime soon, and I can't wait anymore! Yes, technically, we can achive almost the same thing by using this trick: http://yanfly.moe/2015/10/28/tips-tricks-hestia-knife-plugin-updates-round-6/ but I find this method a bit lacking in features. Most importantly, the bonus gained does not properly display on the shop or equip menus. And, well, I would be lying if I said I don't care about easier (and backward-compatible) notetags... Any help? And, as always, thanks in advance!
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Thank you very much! You have my eternal gratitude!
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Well, since it technically does 0 HP damage and the TP damage will be a fixed value, I suppose I can do the trick with an animation, making it look like it is another pop-up. So it will display 0 HP damage and 20 TP damage.
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The title is self-explanatory. I'm looking for a TP damage plugin and, surprisingly, I can't find any! I don't know if it doesn't exist or I'm just bad at searching, because I think this is a pretty basic idea. Anyway, if someone knows where to find a plugin like that (or wants to write one, it would be pretty cool. And, as always, thanks in advance, guys!
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Cool, thanks. I didn't know that it could be done with just damage formulas, but, I have a question: wouldn't that method display a pop-up with "0 HP" damage instead of, for example, "20 TP" damage? Still, it's better than nothing, but I think that could be potentially confusing for the players... Thanks, anyway!
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I've checked Yanfly's web, yes. I thought his Battle Core/Skill Core could do the trick, but nope. Maybe I missed it, but I didn't see that functionality.
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I can tell you that one works for me and the other does not. It's not a misspelling. I wrote it several times and even copied and pasted it from your post. It seems that the problem is simply that the one-line code is too long and gets cut off. I've seen people experiencing this same problem, so maybe it has something to do with the software version (I've installed and unofficial patch to translate it to my native language, tho). There's no need for any other modification, since my method already works, so this request is pretty much solved. I could try if the one-line code works with the "everything official version" of Ace if someone is curious about it, but, for me, this thread can be closed now.
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Of course, yes, I assigned a value to that variable beforehand. I don't know why that doesn't work for me, but I tried other methods until I found one that works. This is what worked for me: n = $data_items[$game_variables[1]] $game_party.gain_item(n, 1)
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Thanks, but it seems that the syntax is not correct. I tried some variations of the same idea, but none worked. You simply can't use $game_variables[1] in the place of n. If someone knows a way to work around this, please let me know!
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Thanks for the help. That was easier than I thought!
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Kai Monkey's Random Dungeons! Now with Version Two!
O.P. Wilkituska replied to kaimonkey's topic in Completed Scripts/Plugins/etc.
Hey, nice update! This is getting clearly better than other similar scripts. I don't know if you're going to make any more updates, but, since you said you accept suggestions, I have this one: what about a way to force the "start tile" to spawn at some place at the edge of the map? It won't be too horrible if this can't be done, but I'm very perfectionist about the details and I've been thinking a lot about how to make it look like the player is actually entering a forest, and not just randomly appearing in some place deep in the woods. So, it would be really cool to be able to specify if a certain dungeon should spawn the entrance graphic in an edge tile, like at the very top of the map, and not in it's center, for example. Thanks anyway! -
Conditional skills (not sure if a script is needed)
O.P. Wilkituska replied to O.P. Wilkituska's topic in Programming
Nah, kaimonkey's formula is exactly what I wanted. No toggle function is needed (losing your equipment in the middle of the battle is supposed to be something bad, not something you want to do to your own characters). The thing is that enemies do not have equipments to lose, so you have to represent that with a state. Thank you both for your answers. Solved! -
Kai Monkey's Random Dungeons! Now with Version Two!
O.P. Wilkituska replied to kaimonkey's topic in Completed Scripts/Plugins/etc.
I have a very similar script, but this one can be even better. I just wanted to let you know I appreciate this. I'm only waiting for the demo because I'm lazy. -
CardGame inspired skill and battle system
O.P. Wilkituska replied to pencilcase27's topic in Completed Scripts/Plugins/etc.
This is a cool script, but after trying it, I have two quick questions: In the deckbuilding scene, the upper window reads: "Erics deck". Would it be possible to change it to "Eric: Deck"? Since not all of us are native english speakers, I think the latter would de more appropiate... Or, at least, it should be possible to configure how to display it in the script configuration module. And second, I chose to give my players just one action per turn, but, while testing it, I noticed that everytime I attack (or I use a skill), it sends me back to the command menu, but with everything greyed out, so I can only scroll down to "End turn". Is it supposed to work like this? Because I think it is a bit annoying a confusing for the players that they must do this every turn instead of the game automatically ending the turn by itself when no more actions are available. -
Mmm... This is relevant to my interests. I'm using huge parallax maps that take like 2 seconds to load for each one, so an actual loading screen would be nice.
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Do you mean DiamondandPlatinum's input system? I may be wrong, but I think it does not render useless the key pressing as a condition... Unless you want to use some weird key that's non-default, of course. Or, are you using the Xbox/PS controller or something?
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I think he's using an ATB system that let's him control some options via switches, so he's asking for a a way to call a common event while in batlle, so he can change those option mid-combat. Like, if you press a key, that triggers a common event at any moment of any battle. I think the thing with this is that you want it for every single battle, so you can't configure a button press engine for every single troop. In that case, you could use this: https://yanflychannel.wordpress.com/rmvxa/utility-scripts/base-troop-events/ And just use Script: Input.trigger?(:Z) as a condition in the conditional branch. It can be any key you want, tho. You could also use this one if you want: https://himeworks.wordpress.com/2013/04/13/global-common-events/


