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Found 9 results

  1. Glasses

    Crafting

    Author: Mr. Trivel Name: Crafting Created: 2016-03-27 Version: 1.0 What does it do? Allows players to craft items. Video: How to use? First, you'll need 2 new files in data folder: Recipes.json Disciplines.json Recipes file will hold all recipe data and Disciplines file will hold data about disciplines. I *highly* recommend checking sample files that are located in the demo of this plugin. Discipline object looks like this: And file structure looks like this: [ null, object, object, ..., object ] "ID" - to identify which disciiplice is which and for plugin calls. ID > 0 "Name" - how discipline is called "IconID" - icon for discipline "ExpFormula" - leveling formula for discipline, level stands for current discipline level "MaxLevel" - max possible discipline level "Categories" - Categories to organize items when crafting "Background" - Give a background to crafting. Leave it empty - "" to use default background. Images go into img\System Recipe object looks like this: And file structure looks like this: [ null, object, object, ..., object ] "ID" - To know which recipe is which. ID > 0 "Name" - How it appears in crafting window "IconIndex" - Icon for recipe "Result" - What items and how many of them result by crafting it, can be more than one item. "Requires" - What items and how many of them are required to craft it. { "Type" - item type - "weapon", "item", "armor" "ID" - item ID "Amount" - how much of the item } "Discipline" - which disicipline's recipe is this "Category" - under which categories will item be shown, can be multiple "XP" - XP given for the discipline "LevelReq" - Discipline level requirement to craft it "Learned" - how is the recipe learned - "start" - from the start, "command" by plugin command, "levelhit" - unlocks automatically when hits required level Plugin Commands: Crafting Start [DISCIPLINE_ID] - opens scene to craft with discipline Crafting GainExp [DISCIPLINE_ID] [EXP] - give exp to certain discipline Crafting Learn [RECIPE_ID] - learn a specific recipe Examples: Crafting Start 3 Crafting GainExp 1 100 Crafting Learn 5 Script Calls: $gameSystem.getDisciplineExp(DISCIPLINE_ID) - returns EXP of a discipline $gameSystem.getDisciplineLevel(DISCIPLINE_ID) - returns LEVEL of a discipline $gameSystem.isRecipeKnown(RECIPE_ID) - returns if recipe is learned $gameSystem.knownRecipesNumber(DISCIPLINE_ID) - returns amount of recipes known Plugin: <Link: Github> How to download the Plugin: Click the link above, there will be a button named Raw, press Right Click -> Save As. Demo: <Link: Mediafire> Terms of Use: Don't remove the header or claim that you wrote this plugin. Credit Mr. Trivel if using this plugin in your project. Free non-commercial projects. For commercial use contact Mr. Trivel.
  2. Have any of you played the sample game Crysalis? I'm trying to make a crafting-in-battle system like the one in that game. As of now, I was able to make a skill (create and consume a potion) appears only when certain items are in the inventory and them consume these items to use in the skill. But I couldn't make the skill disappear after consuming these items. Can anyone help me understand that game's system better? If you don't know the game, here's the link to download it http://www.rpgmakerweb.com/download/additional/sample-games thanks in advance
  3. Stapleton

    De'Vine: World of Shadows

    Small details: This game will be commercial and will cost $9.99. Summary: Play as Kuan a half-demon born in Hell. And enjoy many features such as: Explore a vast open world with many quests and things to do. Complete the story and save the world from Kuan's demonic father. Indulge in the full card battle system. With 150 unique cards forged with the crafting system. Take a break from the battles and spends days farming with over 33 different crops. Use them to trade, sell, or eat! Over 100 side-quests. Over 100 towns. Fast paced no wait battle system. Turn-based is also featured. Genre: Fantasy, JRPG. Game Progression: How far am I?? About a month and a half away!! Story: 100% Farm system: 100% Card system: 100% Mapping: 98% Music/Sound: 25% Scheduled game release Q4 2017. Characters: Kuan: Half-demon and main protagonist. He is betrayed by his father and strung along while seeking his revenge. Amos: Demon and father of Kuan and Chung. Main Antagonist. Anri: A poor and helpless girl that gets caught up in the midst of things. Oblivious to the eternal conflict. Priestess Audie: A benevolent priest that watched over Kuan while he was dormant. Master Sage Oat: Kuan's guiding hand. And soo many more.. How much further can I go without spoiling?? Story: Kuan and Chung lived normal lives in Hell until their father got a hold of an amulet made by Griswold a Demonlord. This amulet was forged as a treaty between Angels and Demons so they may nullify the power of the Ancients. The Ancients were beings of enormous power each created on their own accord. Negative energy that lies dormant for too long within varying dimensions finds a host and thereby creating an ancient. These Ancients threatened both Heaven and Hell. For the first and only time in all existance, Angels and Demons came together to create a trinket so strong that they only allowed those with human blood to possess it. That is when Amos, being obsessed with the Ancients, created a blood ritual and had 2 sons of his own. Both half-demon and half-human. They were able to wield this powerful amulet and do his bidding to seal the Ancients. But alas, Amos' plan to sacrifice Kuan was revealed and instead Chung gave his own life to save him. Nevertheless a portal was opened to the mortal realm and an invasion of demons scourged the land. ----------- 1000 years later, Kuan awoke from his sealed prison after Master Sage Tenoch's seal shattered. Priestess Audie and Master Sage Oat quickly but with great caution take him in and hope that he can be the new "Hero" of this age. For just as it does every 1000 years, Lucifer sends an invasion of demons to try and reclaim the mortal realm as a stepping stone to Heaven. From here on, it is up to Kuan to stop the invasion and put an end to malevolence once and for all! Screenshots: Battle System: Features of the battle system: Fast paced battle system with over 20 playable characters. All having their own sets of skills and classes. Not turn-based. React quickly with 6 preset skills that are hotkeys into your controller or keyboard. 1-6... 6 being alchemy bag for all characters. No resources aside from TP which only parents one ultimate skill. The other 4 are all situational. So think before you act!!! Customize your character by changing their class, a well balanced equipment system with major perks for all big 3 armor types, flasks to increase parameters. Armor system has varying potentials. For example, any class can wear any armor. Give your DPS heavy armor to keep them alive longer in combat! Buffs mean everything. Without them hard difficulties are essentially impossible. 4 Difficulty settings including a super easy that allows for the Battle System to be turn-based. Random encounters... They can be turned completely OFF. Aside from dungeons and even there they are limited to 2-3 per floor. CARD Battle System: Features of the CARD battle system: Collect essences from rare versions of World Map monsters. Forge the essences into cards using the Cardcrafting station in your Headquarters. Take those said cards into a battle with 1 of the over 100 battles throughout the world. Select up to 7 cards per battle. With a limiting power of 25. Better qualities cards use MORE power. Defeat 7 Card Hubs throughout the world to face up against the Card Champions in Tarn. Rewards after each victory and the NPC's even talk smack during the battle! Farming System: Features of the Farming System: Till the land anywhere in farm area of your Headquarters. Plant a seed of one of more than 33 different crops! Water them and watch them grow. Will take patience... Of course. Excellent yield that can make you quite a bit of Mola! A chicken coop where you can raise chickens. Get Eggs or if the ratio is right, get more hens and roosters! A livestock farm where you can raise cows and sheep! Get wool or milk, and again, if the ratio is right more animals! The Economy: Features to manage the currency. Random shopkeepers around the world will be randomized per play. With random goods and random purchase multiplier. An auction house where you can bid with other NPC's. They are witty bastards! Caches inside houses serve as a quick means to getting loot. Careful, when you steal them your karma goes down! Well balanced to provide a good means to getting armor, accessories, and a bunch of other useful items. Playable Characters: Other Notable Features: A sleek and simple menu system for clear navigation. A vast tutorial page that you can call up on your own accord. An encyclopedia to describe states, enemies, and so fourth in more detail. An achievement system that also has stats depicting how much damage you've dealt and so fourth. A descriptive parameter chart so you can get an idea of how best to customize your battle members. All enemies level with you. Meaning every battle is a challenge. Only story battles cannot be skipped! Levels grant more stamina to run longer, better sustenance control, and vigor! Credits:
  4. So while back I had the idea to make crafting work for everything in game. Now that I am making an action rpg I have a new idea. basically it's just this gui. the left top box is the weapon, and the right top box is the gem. the bottom rectangle is the recipe name, and the outcome is on the right. I have no desire for a skill tree, so crafting will just rely on the base object and gem in terms of chance of success. So a steel sword with rubies would be less likely to work than a bronze sword with rubies, and so on. The benefit would allow the player to create new weapons which may never drop in game. The downside is that it costs all of your collected experience to craft anything, and the higher your level the more costly it becomes. This type of balance could help allow the player to better decide on play styles and techniques as more depth is added to the game. For instance a broadsword maybe does just a little bit of damage to a dragon, but add some rubies and now you can burn it up.
  5. I can't seem to get the recipes to show up in the crafting log. Specifically the kyanpu crafting screen will open; however there are no crafting options there, even though I did event them in. Just a "blank" option and then when you click that game crash. Can someone pick out what I'm doing wrong? ​Recipes: [ null, { "ID": 101, "Name": "Ha Tento", "IconIndex": 1, "Result": [{"Type":"item","ID":81,"Amount":1}], "Requires":[{"Type":"item","ID":53,"Amount":20},{"Type":"item","ID":26,"Amount":5}], "Discipline": 1, "Category": [], "XP": 50, "LevelReq": 1, "Learned": "command" }, { "ID": 102, "Name": "Kyanpu no Hi", "IconIndex": 64, "Result": [{"Type":"item","ID":82,"Amount":1}], "Requires":[{"Type":"item","ID":53,"Amount":5},{"Type":"item","ID":26,"Amount":3},{"Type":"item","ID":27,"Amount":3}], "Discipline": 1, "Category": [], "XP": 50, "LevelReq": 1, "Learned": "command" } ] Disciplines [ null, { "ID": 1, "Name": "Kyanpu", "IconID": 0, "ExpFormula": "100*level", "MaxLevel":5, "Categories": [], "Background": "" }, { "ID": 2, "Name": "Cooking", "IconID": 0, "ExpFormula": "100*level", "MaxLevel": 5, "Categories": ["Ryori"], "Background":"" } ]
  6. MLP RPG: Fighting the Unknown Part 1 Story / Setting / Purpose: This game is based upon unique storyline customized from the cartoon series “My Little Pony: Friendship is Magic†but at the same time for those players who haven’t watched the series yet, they can still follow up to the story without any trouble. The game features epic classical RPG experience as well, that means if you love MLP and as well as drilling experience of classical RPG games everything would work out for you. Game will have over 10 unique classes, over 200 unique skills, unique transportation system (Teleport scrolls, all ponies can fly on high level), unique monsters (Randomized), epic bosses, customized characters,infinite/unlimited weapon/armor possibilities, crafting, mining, fishing, farming, house construction, player housing, achievements, and many more! This game is one of the few RPG out there that have such unique functions. settings of the game is at Earth and Pony world. Purpose: combat simulator, prepares the player for part 2 of the game. (Where it would be considered as the actual game) Progression: The game is finished with 8 to 12 hours of game play. Character Bios:: Mane six of the my little pony show. Twilight (Main Character) – She can be good at every single class. Fluttershy (Healer) – She is responsible for healing in battles. Applejack (DPS) – High damage dealer. Rainbow Dash (DPS) – High damage dealer. Rarity (Support) – Provide other characters with different kind of buff. Pinkie Pie (???) - ????????????????????????????????????? Why this game? This game is one of the better combat based rpg games out there. With over 100 scripts designed to bring you one of the most complex combat system made on rpg maker vx ace. What's more is that the game is semi-multiplayer! You can earn points and hiscore with our game account. What is next? We are working on part two on rpg maker MV with much better game play overall! Credit: full list at: http://darkkyshadow.com/brony/credit.html DShou - Sharing his pony spiritsheets. Alex. S - The DJ for few background music. Sim Gretina - The DJ for few background music. Tursumaji - A pony forum bug reporter. (Helped a ton during early game stages) MrFlabbergasted - Boss arena trixie vector Moghunter - Excellent scriptor on GUI ( probably one of the best out there. Only problem is caching and compatibility issues) Falcao and Eshra- Professional Scriptor on game mechanics GaryCXJK - Free movement script Zerbu, Fomar0153, Victor Sant, Tsukihime, Nicke, Dekita, Yami, Yanfly, Nelderson, Modern algebra, Khas, Jet10985, Mr. Bubble, Kread-EX, Gamesfreak13563 - Scripts Benji, Chris, FBU, Gary SInise, Granny, Kal, Lemonlure, Liberty, Radscythe, Syrus, Zeep - Font, icons, tilesets. Screenshots (limited screenshots to avoid spoilers): download: www.darkkyshadow.com/about.html
  7. So I had an idea about having 4 main actors who each had their own crafting system. Actor 1 (Smith) - Main tank line. Forges and repairs the parties equipment. Actor 2 (Cook) - Dedicated support. Mixes food ingredients into different goods that are both beneficial and delicious! Actor 3 (Alchemy) - Magic damage dealer. Mixes herbs and ingredients together to create good and bad concoctions. Actor 4 (Fletcher) - High damage output. Crafts bows, arrows, crossbows, and bolts which do a lot of damage. Would this be annoying to have to manage so many resources and materials? Could this be expanded upon further? What are your opinions on something like this? I was inspired by Glasses' (Mr. Trivel) simple crafting script.
  8. Although I'm experienced in programming (I work on Unity so I'm very fluent in C# and Java), I'm tempted to start working with RPGMaker for an idea I've had for a while now. If anything it'll be a proof of concept that I can easily share before I attempt to publish the game (likely in Unity seeing as RPGMaker is unable to port to other mobile aside from PC). In any case, as the title suggest the game is primarily a simulator. It still takes place in a generic fantasy rpg setting (heroes, classes, exp, level, etc.) but those instead of being the generic MC, you play as an one of the NPC. A Blacksmith, Innkeeper, etc. A simulator where you basically make a living supplying theses 'heroes'. Now there will be bits of actual rpg elements for the player, like leveling up as a blacksmith, but I'd like to know if a game focused on being a simulator is possible to develop on RPGMaker. I suppose I shouldn't say "possible", I'm sure it is, rather is it feasible? I'm well aware that they'll be intense scripting needed, I'm no stranger to that. If anybody has any experience trying to make a simulation game (not counting dating sims, just too different), please give your thoughts or tips on how I should go about doing this. Or if anybody have stumbled or played a simulator game built on RPGMaker, please refer them to me with a link is possible. Thank you ~Zai
  9. So here is something weird I have been working on a bit. I wrote a few scripts that let me create lists of items based on keywords that the items are tagged with in notes. I mostly use it for shops, mostly so shops don't have to be redone if I need to rearange the order of items and I can easily make shops sell perticular kinda of items. Anyway, just for an experment, I make a little thing that let you pick two items, get the list of keywords both items use, and make a list of items that had those keywords, sorted by how many keywords matched. For example if I have a normal staff tagged "staff" and a object tagged "holy" it will try to match any object that has both "holy" and "staff". It's probobly not too remarkable a idea, I just wondered if it would make a good base for a item fusion/crafting system. I could probobly add secondary keywords like materials if I wanted to, and limit results based on item level/rarity or something. It strikes me as a lot more interesting then the recipe systems people seem to like for whatever reason. What do you guys think?
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