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Found 6 results

  1. NickNick

    Help! Choices Box Positioning

    Hello! I was wondering.. is there a way to edit the x and y position of choices box? I don't need static x, y but i want to change it through a $gameVariables.value(x) or something.. every time that i call it..
  2. Hello! I would like to request plugins for an extra settings for choice and cursor! I used to request this in VX ACE but now I'm planning to use them in MV as well.*Noted that I might use them in a commercial project so please tell me about your deal and permission.1. Scrolling choice/cursor- The cursor on the choice or anywhere (menu/item screen) will scroll from top to bottom (or bottom to top as well if possible)2. Arrow lock- Lock the directional button on the choice or anywhere (menu/item screen) so that you can only press confirm or cancel. This can be combined with the previous method to make an unmovable scrolling choice.3. Persist Choice- Return the choice highlighted to a specified choice no matter how much the player trying to choose another choice within a specified time. (e.g. The first choice is persisted and I want to choose the third choice. I have to move to the second choice and press a confirm button fast enough or else the choice highlighted will return to the first one.)4. Direction Changing- Change how the cursor works normally. For example, when I press Up, the cursor go Down instead. Setting the input at will is optional (press Z to move Up etc.). The minimum requirement is to inverse the cursor movement (especially during choice or item selection) from Up to Down whenever I want.You can do some of them if you don't want to complete all requests! If someone is willing to help, I'd be really grateful! Thank you very much!*I also included the demo for VX ACE if you would like to get the better idea on how they work.https://www.mediafire.com/file/ccvlda3rsc16cv3/scriptinfo.rar*Credit to Black Mage from gdunlimited for 1.-3. and Marrend from RMN for 4. script in VX ACE.*I also posted this here : https://rpgmaker.net/forums/topics/23345/ , https://forums.rpgmakerweb.com/index.php?threads/scroll-persist-and-change-direction-for-choices-cursors.84993/
  3. goddialga

    Love x Lust

    [Waiting for reconstruction]
  4. STORY After a brief yet unforgettable experience with the police, during an illegal activity, you awake one day to find your best friend has gone missing, the police are swarming the city and an important end of year exam of which you never studied for is set to take place in only a few hours! The world will shape shift around you as you journey through this choice driven narrative experience, which will have you jumping, from character to character inorder to gain complete insight behind the mysterious missing person case. Each individual character will show a level of depth and humanity, wildly inspired from the video game "The Last Of Us" In an effort to decipher the secrets beyond this disappearance, what you will discover will change your way of thinking forever. CHARACTERS IN A EFFORT TO AVOID PLOT SPOILERS, MINIMAL CHARACTERS/INFO WILL BE ANNOUNCED. Jessie Jessie Is a young teenager, with blonde hair and blue eyes. With a gentle, yet rebellious heart, his actions will cost him dearly. Frank Frank is another young individual who demonstrates strong leadership and passion, however much like Jessie, Frank has a dark heart which will take him further, than he could ever imagine! Matthew Matthew is a young police officer who shows potential in his career, yet has a lacking attitude. However as he digs deeper than he should in this missing person case, he finds himself dealing with a situation ​no rank could constitute. Thomas Thomas is an experienced law officer, who works in conjunction with his partner, Matthew. However at times Thomas can display questionable behaviour, thus leading to frequent comic relief moments between serious segments of "The Parasite Day" More Characters/info coming very soon! CREDITS TILESETS: -Arabian nights tileset -Zombie survival tileset -Mythos Horror tileset -High Fantasy tileset -Futuristic tileset -Modern shop tileset -RPG MAKER resources -RPG MAKER default SPRITES: -Arabian nights tileset -Zombie survival tileset -Mythos Horror tileset -High Fantasy tileset -Futuristic tileset -Modern shop tileset -RPG MAKER resources -RPG MAKER default Everything else as of far, is either personally created or RPG MAKER VX ACE default. SCREENSHOTS BEDROOM SCHOOL CITY ???CITY Thank you for taking the time to visit my page, please feel free to leave any questions regarding the project. A demo version of the game, showcasing a scenario that will introduce players to the ideas and concepts behind "The Parasite Day" will be released in due time. However please take note, that this demo segment will NOT be featured in the final product. And will only be available to the public for a "limited time" only, thank you.
  5. Hi folks, Okay this is actually my first real post here. I got VX Ace some time ago and work has begun on my premier top-secret project (but Im not completely new to RPGMaker, using 2k3 a long time ago). I would like to gather some ideas and feedback regarding my class/skill system before (possibly) going into the wrong direction. This system is far from perfect and is not as polished as i want it to be, also im not a good scripter (yet) - but I put a lot of care into it already! And sorry, I just noticed that this post became much longer than original planned (I should start a blog): 1. CLASSES There are five classes in the game (Tank, Fighter, Support, Rogue and Wizard) as well as ten hybrid classes. This sounds like a lot of classes, but the 10 hybrids do not have skill trees of their own, they are just crossover-classes. So its basically just 5 classes throughout the game. This game is all about party composition and party play, you can add a maximum of 2 per class (or hybrid) to your party: TANKS Able to sustain large amounts of damage, highest defense in the game and also capable of dishing out great damage as well. Tanks protect your other characters and are often referred to as "Knights" in the game. I will describe Tanks in detail below. FIGHTERS High damage output, resonable defense and health. Fighters are your Nr. 1 non-magic damage dealers and also able to sustain lots of damage. They utilize skills like Frenzy to turn them into real war-machines! SUPPORT Healers, Bards, Druid and the like. Average fighters and good spellcasters with a focus on healing spells, defensive and support magic. Often referred to as "Healers" in the game this class main role is to support your other characters. ROGUE Also referred to as "glass cannon" or "glass sword", this class has the highest non-magic damage output of them all. Rogues lack defense and health but have high agility and several skills that allow them to evade damage. Rogues are able to bring down any enemy alone, but they are not able to survive the battle on their own. WIZARDS Finally, the highest damage dealers regarding magic in the game. Wizards could also be reffered to as "glass cannon" but they work a bit differently (and are even weaker...). In addition, their magic grants them access to many utility spells besides dealing damage. 2. SKILLS Each class has access to one skill family (only talking about battle skills here for sake of simplicity). The only exception are the hybrid classes, those have access to two skill families (So a Tank/Support character can learn both Tank and Support skills). Note: I still have to decide how skills are learned. Most skills come in three levels (1-3) and only "pure" classes can access level 3. Hybrid classes are limited to the levels one and two. Thats to compensate their dual-skilltree advantage. Skills either consume MP or Focus (TP is Focus in this game) or both. All skills require these resources. MP are treated as normally. But Focus is much more limited: You start a battle with 0 and do not gain Focus from guarding and only a bit from attacking and taking damage. Typical Focus point costs range from 5 to 15 points per skill. There are items that preserve Focus, but they are really rare. There are additional ways to gain Focus, they vary from class to class. Tanks and Fighters rely completely on Focus. While Support and Wizards use MP. Rogues use both. Im using two scripts: "Victors Passive States" and "Yanfly's State Manager" to extend the capabilities of the Maker in order to make my skill ideas work. 3. ENEMIES This has to be added in order to understand the system: Im using two more scripts: "HIME Enemy Levels" and "HIME Enemy Classes" to make this work. So the enemies scale in level together with your party (a "Myconid" is always the parties level (+/-X) regardless if you encounter it in the first forest or the last one). In addition, the enemies also feature the same classes as your heroes. So there are Wizard type enemies, Tank type enemies and so on. Monsters even use similar skills (but not all of them as stuff like Targeting Rate could not be applied to the party). Needless to say, Im using the default battle system with some adjustments. 3. SKILL EXAMPLES I will only go into detail about a few of my Tank skills as the thread will become unreadable otherwise. I hope the skill explanations below make it possible to grasp the role of tanks in my game as well as how the other classes might "interlock" and create a rich and fun battle system: In general, Tanks are a slow class. Possibly the slowest class in the game. This is not just because of their low AGL, but also because they usually take a turn or two into the battle until becoming effective. This is because the Tank has to "charge" many of its skills to make them useful, wasting one turn of valueable time that could also have been spent on attacking. But, the tank is not relying on its skills. A tank is a powerhouse and also able to deal with many threats without his skills. 3.1 Hail (Passive) (1-3) Before the battle begins, a Tank automatically gains a number of Focus points depending on its "Hail" skill level. This allows the tank to use his abilities right away. The tank is unique in that aspect, but is not able to preserve focus points. 3.2 Kneel (1-3) Should the generated Focus points not be enough, the Tank can kneel in order to gain additional Focus points. This wastes one turn for the Tank, but is sometimes necessary. It also removes the "Heroic" and "Avatar" states from the tank (more on that later). Kneel should be used only if you must build up more focus to tackle a more powerful foe (not for basic overworld enemies). 3.3 Shield Wall (Passive) (1-3) This passive ability increases the Tanks defense even further and also enhances it's Guard Rate a lot. As Tanks can become the primary target of your enemies (see below) it makes sense to "Guard" in order to withstand as much damage as possible. The Shield Wall ability is really helpful when "bricking" enemies that way. 3.4 Avatar This is the signature skill of any Tank and learned at early levels already. It raises the Tanks Targeting Rate to 1000% (or whatever the maximum in the maker is), thus making the enemies target the Tank instead of the other party members when attacking. This allows to draw attention and therefore damage onto the tank, saving your other heroes. Needless to say, activating Avatar can also be dangerous: As it lasts 3-5 turns and therefore exposes your tank to lots of damage (Yes, you can use "Kneel" to get rid of your own "Avatar" state.) 3.5 Heroism (1-3) This self-buff skill increases the Tanks HP (current and maximum) as well as its defense and magic defense. It also increases the Counter rate a lot. In addition, Heroism removes two negative effects (Afraid and Slow) and therefore allows the Tank to act freely again. You can buff yourself with this skill at any time, but it becomes really usefull when you use it before activating "Avatar" - if you have the time. Okay thats all for now. I dont want to have several dozens of skills per class but one dozen would be nice (with 1-3 levels for most of them). Just take this humble beginning and imagine how the other classes might play and interlock with each other. If you have any feedback, found an error or have ideas for skills. If you want to comment the classes themselves (have i forgot one? are there too many? Make the hybrids sense?) - feel free to post your comments here! (im *so* close to start a blog now) Cheers -Malagar PS: Thanks Tsarmina for the post merge and pointing me to the edit function!
  6. Our very first RPG using RMVX Ace, we hope you enjoy and have fun on our demo! Stick around and you may be surprised. Also we intend to always keep it non-commercial, it's a fun hobby for us! This is Gotheval! Demo time- About 1 hour MediaFire game link https://www.mediafire.com/?0e6zruq4o5cyvj6 Also very important we use a font in our game to show that Castlevania influence within our game, to have the font in game please download and install this font to get the best experience there are two files. http://www.dafont.com/blackwood-castle.font Genre: Gothic Horror, Action, Adventure, Comedy, Drama, Fantasy, everything you can think of! Here is our first trailer, many things have changed on the demo we have. We will have an updated trailer in the near future. Gotheval Version History v. 1.00 initial release v. 1.01 fixed a few typos Our Notes- Please note that we are only two people working on this game and that all resources used within have been either compiled or made by us. Also if we missed anybody in the credits section, feel free to let us know and we will add them to it. Let us know what you think, we are willing to take all constructive criticisms to improve and deliver the best game we can! Future Plans for Gotheval- A item leveling system integrated with Alchemy to allow for powering up weapons, armor, and accessories through combat and materials found. Many main characters will join later with their own unique powers and abilities and each playing a role in the story. Many Mini-games are planned for future areas.
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