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Found 21 results

  1. Is there a way to only 'Repel' monsters if they're weaker than you? Say like comparing a monster's stats against a actor or the stat average of the party?
  2. Ayyyye people, you ever wish you too could have amazing side battle monsters? Tired of the default? Drowning in over used art? if you answered yes to any and all questions then I Inazuma the lightning may have something for you! Here on the Zuma farms, we take care of our pixels raising them from the time they were small until they are big enough to leave home and start adventuring in your game! Need a harpy? No problem! How about different kinds of slimes? order and your wish is my command! how about a seven head fire, ice, and poison breathing hydra that is every colour of the rainbow? Sure but that is going to cost you! come on down to my neck of the woods and see what I can do for you!
  3. Hey everyone! So, I have a part of my game that is kind of 'The Light World'. Near the end of the game, there comes a time when a shadow falls over the world, thus transforming the monsters. So, those monsters that were in specific regions need to change. The problem is, I don't know how to go about that. Can anyone help me with this? You all have been so helpful and supportive so far!
  4. Item Drop Scatter Items?

    Hello I Need some help in tying figure out something so simple maybe? but so hard just cause i dont get it. i battler script from falcao pearl abs liquid v3 update battle system, with yanfly scripts as engire core. i have mosnter drop item script. when a monster dies and drops items showned on ground. and i add multiple drops to a single monster like maybe 8 random items at 100% jsut to test it to see if it works, and it does in wich it drops all 8 items but in 1 pile... ( look at 1 pile.jpg picture ) so my question is how can i make the drops be scattered different directions instead of being in a one pile to pick up? and also. when i go over an item it tells me the name of the item ( look at items pickedup.png picture. i dont think its supposed to be png but watever there it is. ) thanks. -----------------------------------------------------Luis Rodriguez
  5. Dark Dithering

    An adventure game based in Hell, you are Murray, an unlucky skeleton that need to find out how to remove his curse. A game design like Zelda, funny dialogs like Monkey island, and an atmosphere like Ghost & Goblins, this is Dark Dithering. An old school game, pixel art and hand drawing animation. Follow me: Facebook | Youtube | Website Developement Progress | Story90% - Programming 85% - Soundtrack 30% - Graphic 40% A demo is coming soon! Then hope you support us in future when we are ready on steam and crowdfunding ! StayUpdate! Intro: My intention is to create a modern parody in a comic set in hell, between the current and the main elements of today's communication, during our adventure, we can access Deadbook, the social network for the dead directly from our menu, make friendships with the most curious characters of hell, participate in miniquest in the form of events, and buy directly online, from the ecommerce in hell, like "Deadzone". Deadbook It will also be very useful in terms of game design, to solve puzzles and discover the many secrets inside the Dark Dithering world. It all starts with a great love story, which unfortunately ends up in a bad way, our hero, willing to do anything to get his beloved, releases a terrible demon that instead of helping him, inflicts a curse to Murray, his girlfriend becomes a stalker, and he is surrounded by misfortune.... The way to remove the curse and heal his beloved, will be very long and tiring, also you never know what is behind the corners of hell... Murray Moray: After taking a curse, his girlfriend has become a stalker, and the unfortunate Murray has been hit by misfortune... Fiama Belmont: Because of the curse of Murray, Fiamma has become intractable, jealous, obsessive, and poor Murray had to flee the house, and seek refuge by his friend Karma. Karma: Karma is a karmeleon, unlike chameleons that change color based on where they land, the karmeleon change color according to the Karma and mood. It will be very useful to have a friend like him, to prevent and understand when there are times of danger. Opening Video Gameplay Video 1 Any feedback and suggestions are apprecciated! Best Lakaroth Credits: Rpg Maker Plugin: Quasi Movement Quasi Movement Plus Quasi Region Lock Galv Cam Control Yep Event Chase Player Yep Event Stop Movement TDDP Mouse EX Orange HUD (By Orange) Iavra Minimap (By Iavra) LTN PoPup (By LTN Games) More Frames By Shaz MOG CharParticles (By MOG) Galv Message Style Special Thanks to Daemond for some Plug in ad HOC.
  6. For my first Blog Entry, I have some information regarding the world that my game, Cryptic, takes place in, hope you all enjoy~! The Surge In order to explain how the world of Aultirre works, I must first talk about the Surge. The Surge is exactly that, a great outpouring of energy that governs every natural aspect of the world. Unlike the magical energy that us humans refer to as mana, the Surge is a proactive force of change, flooding across the land and exacting drastic alterations to the environment. It could be said that it's the crux of evolution, the centerpiece that guides every aspect of daily life in the world. To some of the humanoid races that make their home on the world, the Surge is to be worshipped as a God, while to other races, it is feared as the vengeful Soul of Nature. Regardless of WHAT it is, the Surge is indiscriminate and brings balance through chaos, breaking down life and rebuilding it in a new form. In appearance, the Surge appears as a massive ball of sanguine electricity, it's flashes of energy arcing across the sky and striking upon the surface of the planet. The locations struck by the bolts are dissolved and sometimes reform into new landmass. The same cannot be said for the living who are unlucky enough to be hit by the Surge. They are simply erased from existence, and even worse, their entire legacy is wiped. Those lives taken are forgotten, and never to be remembered by those left behind. The World of Aultirre It is widely believed that in the distant past, Aultirre was heavily populated and abundant with incredible and innovative technology. That world was thought to have been brought to a destructive close by the Surge, the world's vengeance against the pollution and deforestation that plagued its surface. What survivors remained were physically changed and evolved to suit the new and harsher environment. The land itself was torn apart and rebuilt, entire continents demolished and recreated, forests flattened and regrown, oceans evaporated and refilled. No matter the change, it was drastic and sudden. Aultirre still changes constantly to this day, as the Surge moves over the landscape, leaving scars of new growth in its wake. There are some areas, referred to as Lost Zones, that the Surge refuses to touch, and they are often viewed as vile, untouchable places where no living being is meant to pass. Denizens of Aultirre who have visited these locations have not returned, and it is said that their souls are forever trapped inside, suffering under the command of an unknown force. The landscape itself is very diverse, ranging from incredible heights found in the mountains and plateaus, to the deepest of lowlands and deserts. While the Surge is a terrifying and chaotic force, it has left behind a great many wonders and landmarks that only such an awe inspiring power could create. Some of these locations stay untouched for centuries, while others are gone within several hours, but their beauty and mystique are something to behold, regardless of their permanence. The People, Creatures, and Monsters On Aultirre, a "Human" refers to any sapient race that can communicate through speech and walk upon two legs, but that's where the similarities with our own human race end. The Humans of Aultirre are include a diverse collection of many races and cultures each with their own appearances and beliefs. Some of these races are reclusive and independent, while others have integrated and combine their capabilities to survive the harsh climates of the surface world. There is one thing, however, that is uniform among all the Humans on the planet, and that's the ability to tap into the immense power of the Surge and use it to manipulate the environment around them. Every individual's ability is unique to them, and no two abilities are ever the same. Some abilities are complex or powerful, while others are simple or insubstantial, but they can all be trained and perfected to suit the user. The greater of the powers carry an equivalent cost, however, as they often come packaged with some sort of debilitation or disability, an equilibrium enforced unconditionally by the Surge. Because of the harsh and often violently changing environment, most of the Human races have been forced to a nomadic lifestyle, travelling the surface and avoiding the Surge as it etches across the surface of the world. Some tribes are small and fast, carrying their homes upon their backs and living off of the land, while others have formed great wandering cities that walk across the land transporting their citizens. Even close encounters with the Surge can prove devastating, since the landscape itself can change at a moment's notice. What was once a hill one moment could turn into a gaping chasm the next, forcing the nomads to carefully alter their routes while on the move. Just as the Humans have been altered by the presence of the Surge, so has the fauna on Aultirre. While the majority of the animals that are forced to survive the harsh climates of the world are no larger than those of Earth, there are some species that have been transformed to a varying degree by the Surge, and range from the size of dinosaurs to colossal, towering far above the forests and mountains. Regardless of size, somehow the ecosystem for these creatures has remained self-sustained thanks to the ever-shifting environment. The greatest threats outside of the environment are the Warped Ones, humans and animals whose souls have been twisted and deformed by the Surge, but not entirely consumed. They have lost any and all sense of purpose and morality, for one reason or another, they seek only to hunt and destroy, without joy or remorse. They are believed to be the only beings capable of surviving the Lost Zones, though there is little recorded proof of that available. If anyone has any questions about the world, I'll be more than happy to explain it, so long as it doesn't involve spoilers <3
  7. Zenman Empire is the greatest nation in the world. It's located in the central region and surrounded by the bloodthirsty Martia Kingdom (formerly the Martia Tribes) in the north, the deceptively powerful Amazail Kingdom in the south, and the unpredictable House Lagidis in the west. Each year, the vassal factions must pay a tribute with gifts, weapons, women and gold to the Zenman. Its capital city, Zalumi, has been protected by the four most powerful noble families. Those four families are the Sutherlands, the Pantelakos, the Totens and the Rileys. One morning, Leonardo, the only child of the Sutherlands, was nowhere to be found. The news shocked the whole nation. People freaked out by the mysterious disappearance of Leonardo, a young nobleman with unlimited potential. Meanwhile, in the north, Martia Kingdom has been staring at Zalumi for years. The Amazailian are also lurking around from the south. Both of them are growing tired of being a vassal nation. They are getting tired of paying tributes to the Zenman Empire. They have been watching Zalumi like a hawk, waiting for a chance to take action. Sources from the Iron Eagle from Zuda Kingdom revealed that Martia and Amazail have been trying to form an alliance. If the two indeed become allies and something happens in Zalumi, they will launch an invasion to Zenman. With their powerful forces, they should reach the capital in no time. The once great Zenman Empire suddenly faced two big threats from both the north and south. The conservatives in Amazail - led by Gaer Capulet, the General Eunuch - always want to maintain the status quo. They always want a peaceful environment for economic development. They are against wars and want to maintain good relationships with neighboring countries, especially Zenman Empire. The Amazailian conservatives obviously want to prevent the alliance so they can prevent the war from happening. It seems that they are the only hope to stop this madness. General Characteristics ✓ Jumping, lock picking, finding secret treasures (chests), solve mysteries, explore hidden caves. ✓ Scripted side-view battle system with visible opponents (no forced random encounters or invisible monsters). More aggressive beasts are going to chase you down. The bandits obviously will approach you. Less aggressive opponents will leave you alone, unless you attack first. ✓ A more realistic spoils system that make more sense. You won't see the "heroes" broke into people's houses, open chests and take the gold away right in front of the owners. It just doesn't make any sense. Beasts and some monsters don't drop gold. Why would a wolf carrying around gold? How does it carrying gold anyway? In this game, they drop body parts instead. You can sell body parts for some quick money or save it to build weapons/armors in the shops. You won’t see any chest in a public place and people around doesn’t even bother to get it. You won’t see any chest in jungles, deserts. Other types of reward are available. We’re trying to make everything a bit more realistic and get rid of some common annoyances in a J-RPG. ✓ The game features a loosely and flexible classes system. The game focuses on characters, every character is unique and different from each other, depends on their figure, appearance, schools, profession, orientation and career path, as well as fighting style and cultural background. ✓ Grinding is unnecessary. All you need to do to win this game is to be careful with each decision, look out for quests and secrets, managing your money wisely and using your skills, potions and items precisely, and... save often. We're trying to make this game and other games in the series unique and different from other RPGs in the market. We have made many little tweaks to make it different from other RPGs and hopefully better experience for you. Specific Gameplay Features ✓ There are tools and gadgets for exploring secrets and finding treasures. ✓ A more diverse and non-linear boulder system for puzzles. You need some strength to push the boulder. You'll need more strength to pull it. ✓ Two simple Quest systems. One for Story Quests and one for Side Quests. ✓ A more realistic Party management system. ✓ Special treasure chests that required special tokens. ✓ Fun minigames to collect your treasures. ✓ Grinding is not necessary for level advancement. However, there are grind areas if you want to grind. ✓ Simple mining system and gathers natural resources. ✓ Advance scripted jumping systems. ✓ Good replay value. Multiple endings. Multiple dialogues depend on various game progress and party member availability. The endings will be decide by many variables, including multiple choices (like Visual Novels) and subtle triggers. For examples: When you go out of your house in the morning, who will you go to see first? Which house did you go to first? After you got the quest to gather the party, which party member will you come to see first? ✓ We focus on the growth of the characters, on not only levels and skills but also intelligent, maturity, confidence, mental toughness, and personality. The plots and dialogues will be managed very carefully to execute that plan. Leonardo is the only child of the Sutherlands, one of the four most powerful families in Zenman Empire. Unlike other spoiled brats that we used to see in royal and noble families, he is a nice gentleman with kindness and compassion. He never lacks of enthusiasm. He's been groomed to be the next great nobleman. Unfortunately, during one morning, a servant brought food to Leo's room in the Sutherlands' mansion and the young master is nowhere to be found. The Sutherlands and the Imperial Court have searched everywhere for him but have not find anything. Rhyna is the daughter of an Amazailian noble and an Elf from Everland. She always has a pure love for Leonardo. She isn't sure what kind of love is that, but it didn't prevent her from cling onto him and made him promised to have a big wedding with her when she grows up. Elves sometime can be very lovely and straightforward. They don't hide their emotion like human does. A long time ago, Rhyna's father, Frank Slade, tired of the political struggles in the Imperial Court and ran away from home. He also ran away from a pre-arranged marriage that his family forced upon him. He traveled to Everland and met Rhyna's mother, Fydia. They eventually fell in love. However, when Frank took Fydia home to introduce her to his family. His family freaked out because she is an Elf. Obviously, they were against this marriage. Frank angrily left the house and swore to never return. Frank eventually married Fydia anyway. They wandered around the world fighting corrupted officials as well as bandits and monsters. Later, Rhyna was born. Years later, Fydia passed away because of an injury in a battle. Frank is still taking Rhyna wandering around the world to this day. However, the death of his wife woke him up. He is unsure of their current lifestyle. He is not confident in his ability to protect his daughter. He's been thinking about going back home to Amazail, but still reluctant due to his pride and ego. If he's really care about Rhyna's safety then he'll have to make some hard decisions. Gaer Capulet is the General Eunuch of the Amazailian Imperial Court. He was Frank's teacher when he was younger. He taught Frank magic and the art of fighting. Gaer single handedly defends the peace in Amazail Kingdom. He is the number one public enemy of the liberals, including the military leaders. They want wars. Gaer wants peace. The liberals and military leaders want wars so they can sell weapons, and so they can get huge military funds. Gaer basically block them from making money on people's corpses. Therefore, he must die! The liberals have been trying to assassinate Gaer for years. Nevertheless, he keeps on survive. Some of the liberals and military leaders were also mysteriously vanished or perished. Gaer is not a person who just stands there and doing nothing. He will retaliate. He is a peacekeeper, but he's also one of the most dangerous person in Amazail Kingdom. Wherever he is, wherever he goes, someone tries to murder him! Yet, he's still here. * An Eunuch is an official who is very close to the kings and the royal families. He helps them with day-to-day operations. Every Eunuch is either homosexual or had been castrated before they can serve the Imperial Court. This practice is an effort to forbid the inappropriate relationships between the Eunuchs and female members of the royal families, as well as to prevent adultery and scandals in the Imperial Court. As the General Eunuch, Gaer is the leader of all the Eunuchs in the Amazailian Imperial Court. No one knows what her name is. No one knows what she looks like. Everyone refers to her simply as "The Orc Princess". However, everyone knows her father, Murlock, the Slaughterer. He is the most feared humanoid monster in the world. He is a legendary leader and widely considered the Orc's greatest fighter of all time. While her father locked himself inside the mountain to practice magic, she is the one who leads the Orcs and manages everything from top to bottom. She has done everything behind the scene, therefore, no outsiders ever saw her. There are rumors that she is hiding behind the mountains and never shows up in the public is because of her bad appearance. People speculated that she's so ugly that she's afraid to show her real face. The setting of this game is in Shaola, a different world in another galaxy. Shaola is a world of love and war. It's a world of romance and power struggles between 1 empire, 8 kingdoms, 1 republic, 25 smaller factions and 4 main races. Main human factions: I. Zenman Empire, the largest and one of the oldest nations in the land. II. Martia Kingdom, a nation of war and violence. III. Ankania Kingdom, an old and weak kingdom that formerly a rival to the Zenman Empire in the past (thousands of year ago). At the present, it's widely considered the most cowardly kingdom in the world. IV. Amazail Kingdom, deceptively the strongest and most powerful nation. V. Zuda Kingdom & Kazen Kingdom, together, these two small kingdoms formed the Southern Double Alliance. They feeds of each other and watching each other's back. The northerners called them "The Twin Dragons of the South". VI. Zokang Kingdom and Green Kingdom (common usage: Greendom) is located on Everland, an island on the Eastern Sea, southeast of the mainland. They have unique cultures and customs. The islanders dress differently from the mainland people. Therefore, the mainlanders called them "The Weirdoes of the Far East". VII. Republic of Aquilon, the most civilize and technological advance nation in the world. It's an isolated country that located on the other side of the Great Desert. In the past, there were some smaller neighboring countries but Aquilon conquered all of them, as swords and arrows have no chance against guns and bullets. Except for Iron Eagle agents, no one from the other side of the Desert has set foot on Aquilon. Other races: I. Elves are well known for their grace and mastery of magic and weapons such as the sword and bow. They are famously long-lived, capable of living much longer than the average human. Slightly smaller and shorter than the average human, elves tend to be quicker, faster, slender and graceful, this is reflected in a bonus to Agility and a penalty to Physical Defense. The Elves were divided into two basic groups: the Wood Elf and the High Elf. Wood Elves are a reclusive race, preferring to the old ways of life in forests and jungles. They are conservatives who preferring old habitats in tropical woods. They are hiding and staying far away from human. Trees are their friends and wild beasts are their main source of food. The Wood Elves have been produced some of the finest hunters, archers and bowmen. Majority of them have been living in Greendom. A Wood Elf in Greendom. The High Elves were once members of the Wood Elves, the original group of elves. They are liberals who decided to go live in the cities with human. Other races commonly encounter them. They're the most open and friendly of their kind. They believe in peaceful coexistences. They travel to everywhere, while Wood Elves stay in the woods. The decision of the High Elves to leave the woods always has been controversial. Some of them have found success and happiness in serving human, even in the local government or Imperial Court. Some of them having great career as bounty hunters or mercenaries. However, others have been miserable, suffering from depression and having to endure unemployment and hunger. Some have sold themselves to the slave owners. Others have been forced into slavery. The High Elves have been produced some of the best swordsmen in the land. Overall, the Elves are the largest minority community in the world. A High Elf serving a Human kingdom. II. Dwarves are very short, but are wise and have great strength. They dwell in mountain and in the earth, and are good at smithing and mining. They are the second largest minority community. Dwarves tend to be miners. They have a natural fascination with minerals (especially iron and gold) and feel more comfortable underground. They are much shorter and stockier than Men, Elves and Orcs. They able to withstand both heat and cold and have a longer average lifespan than the average human. They are great metalworkers, smiths and stoneworkers. Fierce in battle, their primary weapons are hammers and have produced a lot of great axemen, but they also use many type of weapons including large crossbows, broadswords, falchions, pikes, slingshots and shields. Dwarves live in anywhere that has mountains, mines and minerals. Dwarves don’t need to sleep as much as human do. They are diligent, hardworking and work in the mines through days and nights. All they need is few hours of resting. Consequently, dwarves are unaffected by sleep-inducing magic and effects. While Men, Elves and Orcs generally hate each other, the Dwarves have stayed neutral. Their ultimate goal is to find their traditional ally, the Snow Palace on the Snow Mountain, a hidden and mysterious place that no one has discovered. According to ancient books, the Snow Palace are the Dwarves most trustworthy, reliable and closest ally from thousands of year ago. "The Boss", leader of The Luxia, the world's largest international underground criminal organization. Yes, he is a Dwarf. He is also a leader of the Dwarves community. Everyone called him "The Boss" out of fears and respects. No one seems to remember his real name. III. Orcs basically are a large group of bully. They are the third largest race of humanoid creatures, behind the Elves and the Dwarves. They are brutish, aggressive, repulsive and generally malevolent species and generally pressed into the service of some evil powers. They are tall, big and strong who are used as soldiers, slaves and henchmen by the greater villains. They are miserable beings, hating everyone including themselves and their masters, whom they serve out of fear. They make no positive things, but rather invent cunning devices made to hurt and destroy. Majority of the Orcs have been led by "Murlock, the Slaughterer", a legendary leader and the Orc's greatest fighter of all time. He has claimed to united all the Orcs and fight for their freedom. He called for fellow Orcs to revolt and kill all their masters. He has even bigger ambitions to unite all minorities (Orcs, Elves, Dwarves, other monsters and demons) and declared war against the human. Murlock and majority of the Orcs reside in Amazail. In case you're wondering, this is a different character, not the Orc Princess. The Orc Princess' real identity is one of the biggest secrets and plot twists in the game. So, we don't want to spoil it. Video http://www.youtube.com/watch?v=TIwePwzxwAM Tech Demo <removed> FAQ Q. What are the basic info and Minimum System Requirements? A. Rating: Teen 13+ Type: Commercial Price: TBD Platform: PC Operating systems: Windows 98 to Windows 10 Processor: 1 GHz or faster RAM: 128 MB or more Free space: TBD Q. How do I get this game? A. Once the game is ready for release, we'll go through the options and post the necessary links in our blog ( http://rpgfaction.com ). My guess for now is the game will definitely available via itch.io. We'll also put the game on Steam Greenlight and see how it goes. Hopefully it will get greenlit. Q. Is this game episodic? A. No, it's not episodic. No prior experience with other games is necessary.
  8. party Pokemon style party help?

    Hello, I have been looking sooooooooooooo hard for some help on this!! I want to make this possible, but can't figure it out nor find it.. I want to have a playable player, but not be able to see the player in the party menu instead of the monsters he's captured. I have the whole capture system down (evented...) but, I only want the monsters in the party... Hopefully I'm making sense? I don't want it to be graphically identical, so I'm not worried about visuals. Just wanna use the default RGSS style. I'm currently using "XaiL System - Menu Delux" script, so if anyone can help me out.... Here's my scripts I am using: Z12 Automatic Nameboxes Yanfly Engine Ace - Ace Battle Engine Yanfly Engine Ace - Battle Engine Add-On: Enemy HP Bars Fantasy Bestiary v2.0 XaiL System - Core XaiL System - Menu Delux Yanfly Engine Ace - Ace Status Menu Yanfly Engine Ace - Ace Equip Engine Yanfly Engine Ace - Ace Item Menu Yanfly Engine Ace - Ace Shop Options Yanfly Engine Ace - Ace Save Engine
  9. Hello guys! In this project of mine, I'm using some basic scripts made, edited and used by Theo Allen: > Mithran - Graphics Obj Ref > Theo - Basic Modules v1.5d > Shaz - Clone Events+ > YEA - Core Engine > YEA - Battle Engine+ > YEA - Victory Aftermath > YEA - VA stats display fix > YEA - Victory Stats (addon) (if some of those scripts above isn't relevant for this problem, please ignore) After lots of editing and processing through the project, this bug appeared sometime back and I just can't find it's source. Heres some GIF showing the problem: GIF 1 - https://media.giphy....6RFao/giphy.gif GIF 2 - https://media.giphy....t3cgo/giphy.gif Instead of just show the victory scene and throw you to the map, the monsters reappears the field and then you're throwed back to the map. (imagine defeating 5 big monsters, then after the victory scene they reappear again, really odd) I've tried taking out script by script from Scene_Gameover to Main, the only suspect (my guess) is the script Theo - Basic Modules v1.5d, so I could have edited some line that shouldn't or something like that. I've searched through any similar problems on various forums and no luck until now. Anyone can help me? I'll be Online here in the forum for PM or on Skype if its easier to talk and see the codes. Thank you very much! (sorry if my english is kinda lame =P)
  10. I'm willing to spend a fairly large amount of money to commission a monster breeding system. To encourage activity, I'm going to be upfront and say that I expect to spend at least $200 for your work. It's up for negotiation. And your name/moniker will be represented in the credits, of course. Familiar at all with Dragon Warrior Monsters/Dragon Quest Monsters? Background: I'm building a monster taming game, using a breeding philosophy very close to that game. You fight battlers, can coerce the last one defeated to join your party, and you can breed monsters/actors among a pool of all party members – active or inactive – into stronger offspring to continue your adventure! Of course, none of this is possible without a breeding system, and I have my eye on a particularly robust one...and that's where you come in! What I want is an actor classification system (into elements/types/whatever) + an actor fusion system. FIRST IS THE FUSION SYSTEM. What I need to have happen is this: Two actors, A + B, can be chosen from a menu of active and inactive party members As a limitation, both actors must be at least level 10 After a confirmation screen, the actors are removed permanently Replacement is a third actor ©, at level 1 The order of the two actors chosen dictates the result Actors A + B would produce Actor C Actors B + A would produce Actor D Actor C inherits percentage skill boost from parents (let's say combine parents' stats, take 10% of that, add to Actor C's stats) Actor C inherits spell sets from parents Actor C, at level 10 and above, is free to breed with any other lv 10+ actor and pass strengths down From a GUI standpoint, this is what I am thinking (open to your input): A script call retrieves a window displaying four actor faces at a time (think the menu screen), but scrollable From this window, two actors can be selected, one at a time Once these two actors are chosen, the menu changes to display their faces to the left (one above the other) Each face is accompanied by basic stats: name, level To the right half is either a placeholder "mystery" face (if first time encountered), or the relevant face for the resulting actor Below both of these is something like "Actor A and Actor B will breed Actor C. Once this is finished, they'll be gone forever! Are you sure you wish to proceed?" Along with a choice "Yes"/"No" If "No", returns to previous screen with no actors chosen If "Yes", a script plays some sort of animation, I haven't decided on that part yet Afterwards, screen displays Actor C face, text below says "Congratulations! Actor C has hatched! Name?" Along with a choice "Yes/No" Actor C can be renamed Actor C is added to inactive pool of party members at level 1 THEN, THE CLASSIFICATION SYSTEM. Now, the backbone to all of this would be a system that allows me to dictate what combinations produces what actors. Furthermore, each actor will belong to a certain elemental type (let's use Pokemon for this example: electric, fire, water, et cetera). There are a couple of different ways to produce a specific actor: (Random actor from element) x (Random actor from element) (Specific actor from element) x (Random actor from element) (Specific actor from element) x (Specific actor from element) So, assuming you're remotely familiar with Pokemon, I'll use this example: (Water Type) x (Water Type) = Squirtle (Squirtle) x (Water Type) = Wartortle (Wartortle) x (Wartortle) = Blastoise And then, I'd like to be able to stipulate a couple of different recipes to get a specific actor. An example might be: (Wartortle) x (Wartortle) = Blastoise (Wartortle) x (Charizard) = Blastoise (Wartortle) x (Venusaur) = Blastoise I'm not sure how this can be done. Perhaps in the note tags? CONCLUSION (SORT OF) I want this all as customizable as possible. I'd like it to be fairly user-friendly to me, and for me to be able to tweak any of the details. I'm willing to personally input all of the recipes for the monsters, so long as the proper infrastructure is built for me to do so...and I'd like to be able to tweak that parents' stat gain+ to the child actor, and any other major factors to this system. Also, there's a simpler, buggier prototype of this breeding system here – might be a good place to start: http://pastebin.com/5z8uZraT. These actors will be coming from battles, as the player character will fight, tame, and breed actors (which will be monsters, of course). I haven't really looked into the cloning aspect, but I've tested a few things...for maximum compatibility, I'm willing to pay extra for you to build a simple actor cloning system that could be incorporated into the aftermath of a fight. For instance, if you use enough of a class of items that coerces a battler to join you after the fight, and whatever that check winds up being passes, the battler will reappear before the fight sequence ends, and you can accept it to join your party. This sub-script would clone the defeated battler with its current level and stats, adding it to your inactive members if your current party is full. That should cover just about everything...tried to format this all properly. feel free to ask any questions that I can clarify!
  11. It seems everything works just fine but for some reason I don t recieve any experience from monsters I kill, do you guys have any idea to make them give XP?
  12. I need help when i import my on monster for in battle the background is White How de i fix That?
  13. :3 hi there i'm making a tactic game, i think it's better to write out summary for each of monsters for how they look, their behaviors & abilities before starting design them, that way i can design them more effective. .... So i want to ask you guys for helping me with some ideas for monster & it should have this form: 1 - Monster name 2 - Some describle about where the monster from, where does it live, what does it like, .... 3 - Its Special Ability ( Yes / No ) - what that ability is if yes? 4 - Who can be affected by this ability? (Allies, Enemies, All, Self) 5 - How far (Range) this ability can reach (counts in cells - tactic, you know) Here is an example: 1, Moon bird 2, Desc: Its shape look like the crescent, usually it likes sitting on treetops. It appears only when the night, in the dark its glowing like the moon and therefor, people always mistake this bird with the moon & don't know about its existent. 3, Effect: before be destroyed (by battle only), it cast a strong light that can heal allies around. +1 LIFE Limit: All allies Range: 1 cell Thx
  14. Kill X Amount of Monsters Quest This was requested by PoorCollegeGuy. ✸ BioWiesel made a great addition to this here. ✸ devonm0 made a great suggestion for this here. NOTE: I do not know much about the standard battle system since I never use it. There might be a better way to go about this. If anyone wants to add a better solution to this tutorial, please feel free to. I will link it at the top of this tutorial so people can get to it easily. The very first thing you want to do is set up your map. For this tutorial, it will just be the front view battle system, so make a small area and select your slime encounters. The next thing you need to do is create your NPC for the quest. For my quest, I am going to have the NPC ask me to catch ten slime (which seems a bit barbaric considering that I am a slime, but oh well. ) I will then put that to self switch A. On the next event page, make sure that you have the self switch A condition set. Now, create a variable called Monster or Slime death. Then, create a conditional branch to where if it is greater or equal to ten. Inside that, add the message to say that this quest has been completed. Then, make a self switch B = on at the end. In the else statement, I am going to say something along the lines of "You have only caught x slime." To do this and have it show how many slime you've caught, you need to have it set like this in the text box: You've only caught \v[18] slime. What this does is it generates what variable number it is for that specific variable. Since my slime death variable is on variable 18, I typed \v[18] in the text box to call the variable. On the next event page, you are just going to have what it says after you've completed your quest. Now we are done with that event! Next, go into your database and go into the troops tab. Where it says battle event, you will set the condition to 1. Slime's HP is 1% or below. Inside that, you will put Slime Death + 1. Make a new event page and set the condition to 1. Slime's HP is 1% or below and inside of it, put Slime Death + 1. Do this for each enemy in the troop. And that is how you make a kill x amount of monsters side quest without scripts!
  15. The Enemy is Adapting!

    Hello everyone. LordSquirrel here for my very first blog post! Today I wanted to talk about something I was planning to post in the Theory and Development, but decided that it may be more appropriate to do as a blog post. I wanted to talk about enemy adaption in rpg's. To clarify. I'm talking about how enemies adapt to the party's level, members, or health. I've currently been working on a game that I've given the codename of "The Plague", if you're wondering what it's about, don't worry, I'll be posting something either on this blog or the Theory and Development board detailing the outline of the story in a few days. Anyway. In the game you have several party members that can be recruited throughout the game, each character has a specific role in progress, (damage, healing, buffing ect...) and a thought occurred to me as I set up a early game boss battle, "What if I had it adjust it's moves and behavior based on what actors are in the party?" What I mean is, what if I had Crow (A character that specializes in ending battles quickly with either instant kill attacks, or by breaking through the enemy defense) in the party while the party is fighting a Boss who primarily focuses on turtling and waiting for the party to drain their MP reserves? Well the fight would be pretty easy as Crow can break through the Boss' defense fairly quick and then the battle would just be a few powerful strikes away from completion. And while I do like to reward my players for bringing the right tools to the fight I also like making the fight as difficult as I can. Started to add in some events that would check which actors are in the party, and would add, or remove skills based on which actors there were. While I was doing this a thought struck me, "Will people like this, or will they say it's just annoying?" after a while of thinking it over and getting nowhere I decided that I should ask you guys which you like more: Boss' that actively adapt to your party no matter what, or do you prefer it to be something that only happens on specified difficulties or special modes? The main reason why I ask is because I can't actually think of any game that does something like this.
  16. Pen and paper stats into VX Ace

    Instead of giving you guys the useless boring back story I'm gonna jump right to the question if you don't mind: How would I translate stats from a D&D Monster and Player's Manual into VX Ace? I've been staring at the difference in vocab for two months trying to see just how they could fit together and I just can't figure it out. Do you guys have any sugestions or is this a lost cause and I should move on?
  17. I have searched the script forum but I do not believe I have found anything that could help me so now I am requesting something that is very specific and it deals with Regions. However Since I am using a specific script I feel that I should post that script here as well as it has a bearing on my script request. DP3 has helped me with the script below. And this is what I am trying to accomplish. Within the game there are between 6 and 8 main regions within EACH continent that are the same, and each region will have different music which is what the script above does. However there would be several monsters that are completely different within the same region. I have an example bellow: There are four Continents and they all have region 1, which will play the SAME tune, but each different region is suppose to have different monsters. Here is a quick example of what I am wanting. In region 1 of Continent A has Wasps, Bees, and other incests In region 1 of Continent B has Snakes, Lizards and other reptiles. In region 1 of Continent C has Wolves, Foxes and other canines In region 1 of Continent D has Cheetahs, Panthers and other felines. And region 1 of ALL four regions should play Field1. So with that information given, and if this idea can be done without resorting to using another script other then the above script please let me know on how I go about that.
  18. Hey everyone! I'm currently working on a project by myself (looking for help) in RPG Maker VX Ace, and I'm trying to use the Tankentai Battle System in it. My only issue is my Monsters are WAY to large for there own good. Now I realize the actual battler's graphics can be re-sized, but in doing so i lose resolution and detail. I want something more close to the party actors size. (obviously not THAT small) but a little larger than them maybe. Is there any part of the script i can simply change some numbers around to make them appear smaller? Thanks in advance. Screenshot of my issue below... Edit: Here are some screenshots of my Project if anyone is interested. Still Untitled. Still VERY early in concept and dev. I'm afraid to even try Parallax Mapping so this is all default editor made with the Commercial Futuristic Tileset. Also a little Khas Awesome Light Effects in there
  19. Hello, I read a few reviews on RPG maker games, and I noticed a repeating complaint: All the battles can be won by using the basic attack over and over. Thus, I created this topic, so we can discuss specific ways to prevent spam attacking. I understand in turn based RPGs, it can't be avoided all together, but it can be minimized. I'll start with one mediocre idea: - Penalize the player for randomly attacking by giving the enemy "paralysis armor." In other words, if the actor attacks the monster, it will induce paralysis on the actor. Thus, the actor won't be able to spam anymore! MUAHAHAHAHAHA! . . . I'd like to hear some ideas from you guys. ^__^
  20. Right now I was just going for a fairly simple battle system. I've got Yanflys Visual Battlers script so you can see your party, and they cycle through a their stepping animation while the battle is going on. I'm just using sprite graphics for the monster/battlers as well, just to keep a visual style. http://yanflychannel.wordpress.com/rmvxa/battle-scripts/visual-battlers/ The only problem is that the monster graphics, although they bounce back and forward from Yanflys script, they're completely static while the party cycles. I've looking through all the Animated Battles/Battlers scripts but they're all complex and in-depth scripts that involve the actors as well, and are based around having several different poses. What I'm looking for is simply a script that tells a monster graphic to just cycle through a stepping animation as if it was a charsheet. I know it must be possible because it's essentially what Yanfly did with the actor graphics, but the problem seems to be that everyone else has more ambition than me, and wants all the exciting and interesting stuff, so no one seems to mind much if there aren't tiny wee versions of those big interesting scripts. Hey, I've no idea, I'm not a scripter. Just wondering if it's possible, easy, already exists etc; would just be a nice wee visual touch, but I'll lose no sleep if it's just more effort than it's worth.
  21. balance Making a Balanced Game

    Note: First off, this will be my first tutorial! Not to mention my first post! Also, I created this tutorial for two reasons, one, I was tired of not seeing a tutorial on balancing the game yet, and second, the guide I've been using is for RPG Maker VX. This guide was inspired, and re-written from an old guide I use, or used to use. I'm re-writing it as it doesn't fit in with all the new features of Ace. If you would like to check it out, here it is! http://www.rpgmakerv...showtopic=47252 Now that that has been said, I bring you... A guide to making a balanced game Table of Contents 1. EXP Curve 2. Parameter Curves 3. Creating Enemies - Basic Enemies - Bosses 4. Skills 5. Weapons, Armor, and Items 6. Money 7. Last Words EXP Curve This is pretty simple, what it does is change how fast, or slow you want your class to level up. What I normally do is leave this alone, but feel free to change it how you want! I'll do a little walk through of what each slider does. Base Value: It does what it says! It is the "base" number of EXP it will take to level up. Say you slide everything else down, and leave this one at 30. It will take 30 EXP to level up. Extra Value:This is basically just like the base value. What it does is just add on to what you have for your base value. Say again, we set the base value at 30, and the extra value at 10, it would then take 40 EXP to level up. It just adds it up. Acceleration A: This speeds up or slows down how much EXP it will take to level up. Acceleration B: Does the same thing as Acceleration A. Parameter Curves All these really do is change how much of a certain parameter to will have at a certain level. There are two main ways to change these. The first one is to just drag a line or curve you think is good, I don't recommend doing this. The second one is clicking on Generate Curve. Here is one rule I always use. For health, add two zeros on for level 99. For the rest only add one. I will walk you though all of them. MHP: (Max Health Points) This is how much health you will have in total at a certain level. Say you set your level one health to 57, set your level 99 to 5700. For this one you add two zeros. MMP: (Max Magic Points) This is how much magic you will have in total at a certain level. If you set your magic to 36 at level one, set your level 99 to 360. From here and the rest you add one zero. ATK: (Attack) This is how much physical damage you can do at a certain level. DEF: (Defense) This is how much physical damage you can take at a certain level. MAT: (Magic Attack) This is how much magical damage you can do at a certain level. MDF: (Magic Defence) This is how much magical damage you can take at a certain level. AGI: (Agility) This is how fast you are. It controls if you miss or not, and if you have certain scripts installed, how fast you attack. LUK: (Luck) This controls if you will contract a state or not. The higher your luck, the lower chance you have of getting a certain state, such as poison. Creating Enemies When making enemies, it's kind of hard to figure out how much health they will need so they won't be too easy or too hard to kill. It goes the same way for the rest of the stats. I'll give a quick walk through of what you can do to solve that problem! It is also hard to tell what level you are when you will need to kill them. So play every once in a while to tell. Remember to always check if the enemy is too strong with the Battle Test after. Also, when I make enemies, I don't just make them. I make them as I go in my game! If you make them right from the start, you don't know if they will be too strong, also you might not use most of them. Basic Enemies Normal Enemy MHP: Double the player's health. MMP: Depends on the skills the enemy has. If it's a magic user, like a mage, give the same amount or double the enemies health. If it isn't a magic user, I recommend either none, or half of the enemies health. ATK: Around 30% less than the player's attack if you are using low health and such as I am. (Using 15 health at level one.) If you are using stuff like 250 health at level one, keep it the same as the player's. If it is a magic user, I recommend half the player's attack. DEF: Same as the player. MAT: If it's a magic user, Around 30% less than the player's attack, or magic attack. (Which one is higher.) If it isn't, either none or half of the player's. MDF: Same as the player. AGI: I would recommend around one or two points higher than the player's agility. LUK: Same as players. Dungeon Enemy MHP: Triple the player's Health. MMP: Depends on the skills the enemy has. If it's a magic user, like a mage, give the same amount or double the enemies health. If it isn't a magic user, I recommend either none, or half of the enemies health. ATK: Same as the player, or one point higher. If it is a magic user, around 30% higher than the player's attack. DEF: Around 10% higher. MAT: If it's a magic user, the same as the player's attack, or magic attack. (Which one is higher.) If it isn't, either none or half of the player's. MDF: Around 10% higher. AGI: Same as the player's or one point less if you use certain scripts. LUK: Same or two points higher than the player's. Now, for making the experience they give you is kind of difficult. What I did was keep changing it until I found a decent amount. It depends on your EXP curve you set. I left mine how it was, so the first enemy I encountered has the EXP of 8. Then for the next enemy, you have to see what level you encounter it. Say I encounter the next enemy at a level of 3. I sat that enemies EXP to 14. For the gold, I use half the amount of the EXP. So for 14 EXP, I give 7 gold. Bosses For bosses it is pretty much the same as basic enemies, but with higher stats. For the experience, I give them a lot. Use the same technique as the one for basic enemies, but double the value of the experience. Then for the gold, give half of the amount from the experience. MHP: 5 times higher than the player's. For All the Rest: Times it by 1.5 higher (Or 150%) than the player's. Skills The skills are always one thing I've hated doing. Even after finding a clever way of doing the skills, I stikk hate doing it, but that is my opinion. You could love doing it! But either way, I'll share my technic of how to make the skills. The first thing you want to do, is decide how much Magic (Or Technical) Points you need it to be. To do that, decide how many skills you want the class to have. Say you want to have 20 skills. Use that, and divide it by 100, then you get 5. So that means, every 5 levels, that class will get a skill. So say your first skill will be at level 5. Go to the class and find out how many MMP you will have at level 5. Once you find out, divide it by 5. That is how much MP the skill will cost! Now we move on to the damage, the rest is pretty self explanatory. Type: Pretty easy, what does the spell do? Element: What element is it? Formula: This is wear the magic happens. Click on quick, for Base Value, set that as double of your ATK or MAT. (Depending on if it's a magic user or not.) Then for Physical and Magical it's pretty simple. If it is a physical skill, set the Physical to 100, if it is a magical skill, set the Magical at 100. Variance: This is the range of damage. Say you leave it at 20. It will do between 20% higher or lower of what you set as your formula. Critical: Does the skill have a chance to land a critical? Weapons, Armor, and Items Alright, we've came a long way haven't we? Well we are almost done! Let's move on, first to weapons. If it is a one handed weapon, it should be half of the player's attack. So if a player has an attack of 18, the weapon should be 9. If it is a two handed weapon, it should be 75% of the player's attack. If it is a dual wield weapon, it should be around 30% of the player's attack. For armor, we have three parts. The body, head, and shield. All three pieces should offer a total of 50% defense. If your player doesn't want to use a shield, then take that off and have it offer a total of 35% defense to balance it out. The body armor should offer 25% defense, the head should offer 10%, and the shield should offer 15%. Now for items, for now, I will just explain a healing potion. Potions for HP, it is a good idea to have the potion heal a little more than what the player actually has, for other classes as well. You should also make a potion for around every ten levels. Now, lets say you were making a potion for a level 10 player, with the HP of 198. You want the potion to heal 20% more than what you have. So for that, 39.6 is 198 of 20%. So you use 198, and round that up to 40. Then you add it, to get a total of 238. That would be how much it would heal. Money Now we are moving on to money, how much will it cost to buy certain items? Will you have enough money at the time of the game? This is pretty simple. For weapons and armor, the price should be around 10 to 15 times the amount of stats they have. Say you have a sword with 16 ATK, 6 AGI, and 2 LUK. add that up to 24, and times it around 10 to 15. I will use 10, so the price would be 240. For weapons/armor that have states or resit elements and such, they amount of the item should increase by around 25%. For Inns, the should make the price of it fit in with the theme of the town/city. If it is a broken up town who just came out of a war, the price should be cheap. If it is the richest kingdom in the world, it should cost a lot. For items, I'll again use a HP potion for example. The price should be half of what the potion does. If you have a HP potion that heals 500 HP, it should cost 250. As for other items, such as those that remove poison, or stun, they should cost around how important the state is. Something that cures poison should be cheaper than something that cures stone, while something that cures stone, should be cheaper than something that revives a character from death. Last Words Now it is over! I really hope that this guide has helped. If you see any errors, or something that doesn't seem to be balanced to you let me know! I thank MrE for making the guide I used for more than a year now, and inspiring me to write an up-to-date one! Good luck on balancing your game, and have fun!
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