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Venima

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  1. Venima

    [VXAce]Target skill with element reflect

    Wow, how did I miss that one? Well spotted! Script updated.
  2. Venima

    [VXAce]Target skill with element reflect

    Ok, so what I've found is that the script uses the game's default reflection execution, so it's actually nothing to do with the script itself, but the game's default. There is good news however, I 'believe' I have a fix, though I'm too lazy to test it myself. Put the following script below Yan's element reflect script: # This is a quick fix that means that when an 'all-enemies' spell is reflected, # it hits all allies, rather than just the caster class Scene_Battle < Scene_Base def invoke_magic_reflection(target, item) @subject.magic_reflection = true @log_window.display_reflection(target, item) # change if item.for_random? or item.for_one? apply_item_effects(@subject, item) else targets = @subject.current_action.friends_unit.alive_members.compact targets.each { |targ| targ.magic_reflection = true item.repeats.times{apply_item_effects(targ, item)} targ.magic_reflection = false } end #change end @subject.magic_reflection = false end end Note: any other scripts that modify the 'invoke_magic_reflection' function probably won't work alongside this, but you should put them below this script if you want to try. Otherwise you'll have to merge the code together by hand.
  3. I've modified my previous post with a request to credit you
  4. Ok, I have created an example project with a script fit for any dual-wielding purposes! It uses a template Skill that you create (and name Dual-wielding or whatever), and it will update characters with the dual-wield ability as and when the skill is added/removed. This means you don't need to worry about linking actors/levels to the script. Extract the zip to your Documents/RPGVXAce, open up the project in RPG Maker and run the game; a tutorial will guide you through the script (including how to implement it for your game). DuelWieldSkill Example.zip Or if you just want a gander at the script itself: P.S. I modified your script Glasses, I hope you don't mind?
  5. This comes up with an error when I try it. Can you refine this? It said 'wrong number of arguments (0 for 1)'.
  6. Bought skills. What do you do, transfer them all yourself? And what if you want to be able to buy the duel-wielding skill for any actor? I enjoy digging into these sorts of things to find the optimal solution, so don't worry about saving me time.
  7. None of these answers satisfy me. I will find a way that is seamless, effortless and faultless, just give me time
  8. Interesting idea. I never considered chance-based death because I've not seen any effective (non-frustrating) applications of it; but then if it's applied in a game where it's unlikely to lose at all (when played properly), then I can see it working. I guess this is a combination between game over and continue from checkpoint, with an element of chance attached. When I have the energy again I'll add a section onto the list involving chance mechanics
  9. Venima

    Damage calculations. The good stuff

    IMO, any battle mechanics can work, the trick is to make it work WITH the game. Entwine it with the feel of the game.
  10. This is something that isn't just in debate in RPG Maker, but in games everywhere: what to do when the player fails? (loses a battle, triggers a death scene, etc.) The following are 6 examples I know of for dealing with player failure, and the pros and cons with each method, where I have encountered it, etc.. Game Over screen. Lets get this one out of the way, this is simply telling the player he failed, and relying on him to continue the game from a previous save (if saves are even a thing). Most games use this method, it came from the dawn of computer games, and the concept that the board/world resets once the player's last life is spent; like Pacman for example (although Pacman doesn't have save points). For a game like Pacman, it would make no sense not to reset the board; but for a game like super meat boy, they really wouldn't get away with a game over screen, because it would show up way too often. There are also games that use this method to give the player adrenaline, and a feeling of heroism for succeeding. Some rage games offer this, unbeknown to many who play them, since you have to be pretty damn good at the game to get so far into it that you start sweating. However, this is a tricky one to get right, since players don't want it to happen that often. Undesirable plot effect. So sometimes, when the player makes a mistake (usually in dialog), what happens is someone else dies / is captured, and the plot takes a turn for the worse. This is an excellent way to give value to a player's actions, especially if done in moderation; for example, losing a villager for each battle you lose in defending them. Unfortunately, unless it's designed to be hard to do well, a lot of players may completely miss these twists, which means they may not get the full experience of the game. This method requires careful balancing, and can only be used in certain circumstances. I've seen this occur in games like Baldur's Gate, Pillars of Eternity, even Dragon Ball Z where you gradually lose allies as you lose battles. This method really adds to the immersive experience of the game when done right, and makes you feel like the characters are real and vulnerable. Losing all/some equipment/items/skills. A classic MMO, Runescape had this concept when going out in the 'wilderness', where PvP was enabled. You'd lose all but 3 items, which meant you had to take care in what to bring with you there. While this might seem a harsh way to punish a player, there are several reasons for having it. If you want the player to have to trade-off between selling equipment and stockpiling it this is a good method, or if you want equipment to come and go, and ensure any overpowered items don't stick around for long, this is also a good method. Although, one must be careful not to make the player unable to progress because they lost items they were dependant on. Another game, Titan Quest used a similar method that the player lost experience each time they died; this also suffered from the problem of the player being unable to progress; once they started down the road of losing, they continued down that road. Perhaps a better system would be for only certain (special) items to be lost on defeat. Restart from checkpoint. Another large portion of games use this method, platformers in particular, such as super meat boy. This method is designed for games in which you die a lot, and have to practice and perfect your technique in order to progress. These games can be both very satisfying and really infuriating, and that is simply the payoff for these types of games. If a game with this method were to be easy, the player could lose interest because it doesn't matter whether they do well or not. Other features then need to be added to keep the player interested in doing well, like a performance meter or gold/silver/bronze medal. A great example of a game not too hard that uses this method is One Finger Death Punch (a stick figure fighting game). Ironman/Permadeath. The most punishing method for a game: when you fail you lose everything, your saves are deleted and you have to start from the very beginning again. One could argue that pacman comes under this category, except in pacman you don't lose anything when you fail (except levels). The idea behind this is again to give the player an adrenaline rush, and also to make a payoff between which equipment/allies are cute, and which are useful; for example, players might be convinced that having a priest around is crucial, whereas before it didn't matter so much. There are good reasons to include this in a game, but it probably should be optional. Losing a small portion of stats. Probably one of the most well known games for adopting this method is the Elder Scrolls series. When you end up in jail and do time, you lose some of your stats. In other words, your character weakens slightly. This is probably the most immersive way to explain loss, without it being so harsh as to make it game over. A method I am quite interested in along these lines, is to lose a tiny bit of max hp when you lose a battle (except in cases where someone's trying to assassinate you). This method also suggests that most battles are about knocking opponents out rather than killing them, which is more humane. I may well have missed some points on this list (I've exhausted myself a little in writing it ), so that's where you guys come in. All input is welcome! Footnote: For your game, you can get away with using all of these methods at once, so treat each failure as a separate case, and see which method makes the most sense given the circumstances; but do consider making it clear to the player what the losses are when they change, they won't appreciate a game-over when they were expecting a slap on the wrist .
  11. Venima

    Game story idea

    You could take some vibes from Pillars of Eternity, they have a clever way of gripping the player. Each adventurer / hero has his own reasons for being in Falonde, and they grouped together to make it easier for all of them. To give you some examples from PoE (without naming names so I don't spoil it for people playing the game): X wants to find out about his Brother's death in the war, and for which side he faught; Y believes his destiny is entwined with the main character's, who himself is trying to find out about some dark magical practices going on, including one which is affecting him; meanwhile Z is looking for the reincarnated ancestor of her tribe chief who did many great things for their tribe; W is looking to help restore her town to its former glory.. You shouldn't steal these ideas (although they're generic enough that you could tweak one or two), but you can certainly find some inspiration from them.
  12. I believe there are tutorials for RPG Maker.. somewhere, I've read through them myself. At least some of which addresses some of the problems you've run into. For future reference, there is a far easier way to make events 'disappear', without requiring a separate map to do it. Under each cloth event window you add new page (tab), leaving everything blank, except you add a switch condition. Then when the player chooses to clean the room, switch that same switch and boom! Clothes gone. Note that events use the right-most page that it can find that satisfies all the conditions, regardless of whether the page has anything in it.
  13. Venima

    Trying to change a room...

    Same question and answer to this post (except this post has a link to the script): http://www.rpgmakervxace.net/topic/31696-in-game-map-editor/
  14. Venima

    In-game map editor.

    Under that script's Usage states one can change by tile_id, region_id or by position, so ultimate flexibility there. In terms of events, you can change an event's graphic through its move_route.
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