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How might I implement a different combat system?
OmniMonitor posted a topic in Theory and Development
Hello, I am new to this site and working with the RPG maker tool. I work in IT but not in an intensive code capacity. So, maybe this project will help me develop those skills. I want to implement a combat system similar to the Command Deck system in Kingdom Hearts Birth by Sleep (BBS). Instead of gathering better weapons as your progress through the game, you level up your deck of commands. So, let's say you find a basic fire attack command card. Using that command in combat would contribute to leveling it up. So it could go from a low-powered fire attack to a stronger one. At the same time, you also found a punch attack command card. When both command cards are leveled up, they can be combined to create a more potent command card called fire punch. I want there to be many different possible command cards with some crazy command cards possible for the player to have near the end of the game. It was something I enjoyed in BBS but thought it could have been more fleshed out. Also, I do plan on having the combat be turned bassed. Where should I begin when trying to overhaul the combat like this? I have some ideas, but I thought maybe reaching out to a forum might give me a good starting point. Thanks for reading my post! -
I've been working on a class quest. Where the actor does an action and gains a item to give them a new class. got it all to work for the most part. Except I want the player to have the ability to come back and get the item again if they choose to. But I don't want them them to have more of that item a time. So I was working with conditional branching and using a custom script, making a check at the current class of the player . This is what I got so far, as I only want the option for the dialogue if the actor is one of these three classes. $game_actors[1].class_08 || $game_actors[1].class_10 || $game_actors[1].class_12 But it keeps returning an "undefined method error." I've done a couple different options trying to see where the error lies. Any help would be great.
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- coding
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Hey How hard would it be to code a cooking mama style mini games in rm-mv?
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Hey there, I'm developing a game in RPG Maker VX Ace where you play as a sentient slime monster and a reanimated skeleton knight working together to stop an unknowing villain who thinks he's saving the world, but will actually seal its fate should he succeed. Here's my issue. I'm trying to make two revive items: Slime Jelly and Bone-meal I want these items to be usable by both party members, but have Slime Jelly only work on the slime monster, and the Bone-meal only work on the skeleton. I've tried using Hime's Custom Use Conditions and a few other things I forgot the names of, but my level of coding expertise is extremely low. All I know how to do is make educated guesses when I get an error message. Whenever I've tried to use Hime's Custom Use Conditions, I've only accomplished making the item completely unusable. I tried using Common Event conditional branches to make a message appear + refunding the item when using a revive item incorrectly, but all of the code executes together and every message appears one by one. This is immersion breaking for obvious reasons. Here's what I attempted: https://imgur.com/a/HyC8RD3 If I can't make any of this work, I'll eventually give up and make a revive item that revives both party members, but makes sense lore-wise. I hope I've explained my issue in a way that's easy enough to understand. Thanks.
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- item
- programming
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Looking for someone to work with me on my current project by creating a custom battle system and potentially other custom aspects for the game, such as menus and on map alterations. Battle system will be similar to that from the Lunar series, as shown in the video below. https://youtu.be/Zz3uf5puAMY?t=35 Payment and other details will be discussed in private.
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DoctorTodd's Autosave (VXA) - Trying to add switch bindings (now closed)
PhoenixSoul posted a topic in Programming
(Due to the original script writer being good at making ticking bombs, another script writer has written a better version and so this script/aid request is no longer needed) ... So, I found that with DoctorTodd's script, if one wanted to have it so that the autosave function didn't work if there were like battle cutscenes going on or if one has a menu tutorial that uses the menu call, or if a cutscene is stretched across several maps, one couldn't really do this unless if one compromised and only used the Autosave.call script command, which would only work with evented battles. So, I decided to make an add-on script that can further bind these features to switches, if one desires, and I've run into a snag I don't know how to troubleshoot. What I am going to do is post both the Autosave script and my add-on here, and I'll also post the error I've been getting. ... DT's Autosave: ... My Add-On: ... Error Code: ... Any assistance I can get with this, much appreciated, merci beaucoup.- 12 replies
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Hello there! My name's Dominic and I'm currently developing an RPG called ​The Legend of Jerry Quiver: Rise of The Dominion​ using RPG Maker VX Ace. I've been working on it for about 1 and a half years now with my game artist Joori. The game itself currently uses a JRPG battle system while it also has an overworld with visual novel like cut scenes. These show two characters on different sides of the screen talking to one another. To give a short summary, the game is about Nathan Quiver, the young son of a legendary hero called Jerry Quiver, who travels around the continent of Griffindale with his companions to follow his father's legacy and to go up against his father's once defeated arch-nemesis. The game has a central theme of legacy, which is explored in a variety of different ways during the course of the story in Chapters​. For example, one chapter called the Pandora Chapter focuses on a character called Charise who wishes to resurrect his deceased mother to keep his legacy alive, while the Revelation Chapter focuses on a girl called Asteria who rejects her legacy before her and attempts to make her own. Here's some screenshots of the game, and the visual novel mechanic in work. The battle system in the game is lacking: it is lacking because it's overused, and I want a battle system that reflects and shows the power of friendship and teamwork in a different and more insistent manner. The idea I have is to use a battle system focused on position, and depending on where the party members are, can either attack or defend to a small measure to a large scale attack on opponents. This will most definitely show the theme of friendship: a major theme in the game's story. Here is the battle system concept: If you are interested in the job, I will be willing to tell you the full plot, themes and characters of the game, which may give you a bigger picture of what the battle system reflects. Also, the title of this thread does say free work, but when the game is commercially released, you will of course be able to take a sample of the cut. ​Please take into consideration that I cannot promise you anything, hence the title! So in summary, I am looking for a dedicated​ ruby script programmer who can construct this battle system in RPG Maker VX Ace. If you want to work with me on this, please send me a personal message using the website! Thank you all for reading! Dominic
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Today I was checking out the completed script forums and... Okay before I say anything else let me make one thing clear. This has very little to do with the function of any script it's self, nor am I accusing one of breaking some rule or saying that there should be any particular rules about this subject. This is not an attack on any script's author, an indictment of the community, or anything like that. This is a theory and development post, to talk about theory and development. Just wanna make that clear. Also, this only really applies to scripts being publicly released in any case. I say all that because, honestly, if some of the scripts there were my scripts they wouldn't meet my standards for 'completeness'. Mostly due to lack of a comment block describing/documenting the script in some cases. Keep in mind though I am very picky about my own scripts and that might not be a good thing. It's one of the reasons I have very few posts in the completed script forum actually, because I don't really think of very many of my scripts as 'complete'. I know it's kind of a pain to document stuff and I don't blame people for not wanting to bother. Having a demo is nice, but I don't feel should be necessary to understand how a completed script works. There is also the question of how well tested a script is, but that's not so easy to see. And don't get me wrong, 'incomplete' scripts are not bad to share or anything, I share mine all the time. I just think there is kind of more of an unwritten 'use at your own risk' attached. I think this applies to MV plugins just as much as VX Ace scripts, and indeed any publicly released snippet of code really. I am not sure it's all that important, but I feel there is a discussion there. So, what do all of you think?
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Okay, so this problem I'm having is a little specific, but I think I've narrowed down a potential solution. Basically, I'm using Yanfly's Spawn Event script as well as Neon Black's Mystery Dungeon script with the intention of creating a monster that chases the player through a randomized dungeon. Since the dungeon's gonna be dark, I also used some scripting knowledge to make the monster turn invisible when outside a certain proximity of the player (well, different ranges for different levels of invisibility, I guess). Scare factor kinda thing. I also want to use proximity for spawning and de-spawning the monster (wouldn't want it spawning in plain view, total immersion breaker). So I'm using the spawner to have the monster spawn at random points in the dungeon, but I'm noticing that the spawned monster doesn't disappear. I placed the original event in the map and walked away from it, and it turned invisible, so this seems to be a problem with the spawned events specifically. But I think I know why. The original monster has code that specifically references itself as event ID 2, and I assume the spawned monsters aren't the same. Text and such still works on the spawned events, so they are being copied correctly. Here's the code: def proximity(range) inside_x = $game_map.events[2].x <= $game_player.x + range && $game_map.events[2].x >= $game_player.x - range inside_y = $game_map.events[2].y <= $game_player.y + range && $game_map.events[2].y >= $game_player.y - range return inside_x && inside_y end I'm thinking if I alter the code so that it refers to itself in a more generalized way (along the lines of say "this event", instead of "event 2"), then the copied events will have the same ability and turn invisible. But I don't know how to code in RPG Maker all that well, so I don't really know what I can do. I assume I just need to alter the $game_map.events[2] to something else. I suppose if I figure this out, it might also be a good idea to use this code in a common event, then have the original call that common event, so that I can re-use this ability for other enemies down the line. Well, maybe. Just another reason to not refer to a specific event I guess.
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Making default attack attack all enemies.
Seijiro Mafuné posted a topic in Editor Support and Discussion
How do I make it so certain characters have their default attack command attack multiple enemies, while others keep the default Attack mode?



