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Found 7 results

  1. So this is the basic idea, it seems to be functioning rather well. I just set up her attack skill to call a common event, the common event checks some conditional branches to determine if she learns the new skill or does her regular attack. With this system she can only learn new skills from attacking. I am posting to ask about the types of conditional branches that should go into unlocking character skills. It might seem straightforward but I wanted to see if anyone else had an opinion on this type of skill learning. So my conditional branches right now check the Actors Level, then checks an RNG variable, then it checks if she already has the skill. If she doesnt the following sequence above will happen. The RNG right now is a variable assigned a random value between 0 and 255. Then depending on her level she has a chance on attack to learn a skill. So for instance at level 5 she has a 25/255 chance to learn her first skill with every attack. Not all skills are available at all levels. Should all characters learn skills this way? Or only the TP characters since they spam attack more often? Should I get rid of RNG and use a counter method, so she has to attack between 30-60 times before unlocking set skill? What does everyone think of this system? Its quite a lot of work to implement to all the actors but if its something I work on I want it to be done right. Please let me know if you have some questions or comments. Thanks everyone. For some skills I determined a switch could be used before you unlock them. For others you could have a special battle where you are able to unlock it during that fight with a conditional branch. For the Mage characters I would change it to "New Spell!", and perhaps restore there mp so its a free cast for them.
  2. I've played a lot of games, and one thing I constantly got tired of seeing was loads and loads of tutorials in the beginning stages. Don't get me wrong, I appreciated them a load of times (I never would've figured out Dark Souls parrying system without it), but the vast majority of them are redundant. I know how to shoot the gun (unless it's some incomprehensible button like Shift) or that I'm supposed to follow the only NPC not trying to kill me. I'm not saying they aren't important for obscure parts of the game, especially if you create something original, but many seem excessive. The reason I'm bringing that up is because my game is full of combat and puzzles. Now the combat system is almost self explanatory, requiring maybe a brief overview to explain Yanfly's Free Turn Battle system to those unacquainted. The puzzles are just as simple, ranging from riddle solving with clues in the nearby environment (we're talking in the same room, and they're the only objects in the room) to switch-gates (you step on a button, switch opens or closes. Certain buttons open gates or close gates, or both. You've probably seen it). My question is this: Does any of that really require a tutorial? Unless you're a total novice to gaming in general, you've probably seen most of these sort of things before (obviously I'd give a basic premise of the controls beforehand, as many new RPG Maker game-players don't know Enter is the Action Button). Thoughts?
  3. CuriousEpicure

    Greetings and Saluations!

    Hello Friends! My name is Ashley, and I just picked up RPGMVXA during the Steam Summer Sale so now I'm tasking myself with learning how to make games with it. I don't have a real plan yet for the future/what exactly I will make, but I'm excited to learn about the program and how to use it. My goal is to master it so I know what I'm doing when I do make a plan! Hope we can all be friend. c:
  4. Nyapurgisnacht

    Nya Attempting Art?!

    I thought I'd ask for some critiques on my arts~ So I've done traditional drawings for a while now, if for some reason anyone is interested I'll post a few of those, but I'm trying to develop a digital style I can use for games and whatnot. Basically, plz halp, I have no idea what I'm doing. +Other +People/Characters +Perspective/Scenes
  5. Every RPG with active skills has a method of learning them. Some games you just learn them as you go. Sometimes you can level up your skills to improve them. Some games have a Skill Tree and Skill Points. The list can go on and on, but today, that is exactly what I want. I am currently developing a game, but I am unhappy with how my characters learn skills. I'd like you, the community's help to expand my mind and see what exactly I could do about this. I also hope that this thread will help others too. If this thread can document 10s or even 100s of ways character growth/skills can be managed, then I will be extremely pleased. Moving along. I have given Job Points (currency that buys skills essentially) the most thought, however it encounters a common problem that most skill management systems encounter. In the end, grinding is the solution to getting many skills, or at least certain skills when you really need them. This isn't really a problem for a lot of games, but I am aiming for a goal here. It's enough that grinding will level up your character, and the stat improvements that occur are enough to help make something easier that the player was having a hard time with. However, I don't think skills should follow this trend. At the same time though, I don't believe that the skill learning system should be something that irritates the player because of the restrictions placed upon it. The last thing a game should to is legitimately frustrate the player. What can I do to make a player rely more on their acquired skills, both in game, and from player experience, than just grind when they can't beat something on their first couple of attempts?
  6. AnxiousMonkey

    Skill System

    I thought of a different way to set up learning skills. It would be more as a pack of skills every few levels. I have some extra slots of equipment from a script, and I was thinking about giving each class a trinket that upgrades with the player every 5 or so levels, adding a new array of skills and upgrading old skills. In addition to this, weapons and armor would have their own bonus skills, and helmet would have theirs as well. The skills of weapons and armor would also either gain new skills and/or upgrade old skills of the item. This would add a lot more incentive to upgrade your armor/weapons and to stick with them if you get a good build going. It's also beneficial with the transformation script, because there seems to be an issue when I transform classes and transform back that I'm missing a few skills. I'd like some feedback on what other people think about it, I'm excited to see how it plays out with the general public.
  7. TBWCS

    Soul Engine Ace?

    To tell you the truth, I am not a good scripter. I always learn from others by asking or by reading some books, journals, watching tutorials and bugging active talented scripters to check or critique my scripts. By that, I seem to have been getting better and better (as I feel it). However, if I may quote Imayoshi Shoichi, "the one who doesn't have his own weapon will never win". I want my own project or something like that in scripting. So I decided, why not make my own engine? You know something that affects: Actors Classes Items Weapons Armors States Enemies Menu Battle Settings You might say I am a little bit dreamy about this, but I am serious. I just wanted to make something out of my own too, from what I learned from other people. I just want to thank those people and scripters out there who really tries to help me even if, I know they're busy and have their own problems to settle as well. That being said, I hope I can achieve this. So far, I don't have a name over my own engine yet...so I'll temporarily call it Soul Engine Ace.
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