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Showing results for tags 'order'.
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Is there any way I can change the order of which the stats appear in the menus? For example, if I wanted to change the order of parameters from atk, def, m.atk, m.def, agi, luk to lets say atk, m.atk agi, def, m.def, luk how would I go about doing that? I am using Yanfly plugins currently. Thanks!
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Hello! I am new here and I wanted to ask if it's possible to disable the player character from switching in the group, so that the player always controls the main character and not the character that is at top position in the group! Well, the background idea is that I have some cut scenes where I place all other characters as events on the map so that they move individually. But if the player now switches the character he wants to control in the game, then I have the same character twice on the map - as the player and as an event. Thank you in advance! Steven
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I don't so much need a script as I need help figuring out where in the .js files to start. I am trying to make it so that when I use a skill that has a common event as an effect, the common event runs first, and THEN the actual skill. For instance, if I create a summoning skill called "Ifrit", and I set the effect to a common event to show pictures, it would do the damage and then show a picture. Instead I would like to run the common event first, to show the picture first and then finish with an animation and damage.
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- common events
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where do i change the turn order formula?
PsychoByNatureX posted a topic in Editor Support and Discussion
Im just wondering where can i change the default turn order formula for determining who attacks first during battles. I know its to do with agility, attack speed and a random number in a formula but where can i edit this formula? Any help is appreciated thanks everybody So i found this online def speed speed = subject.agi + rand(5 + subject.agi / 4) speed += item.speed if item speed += subject.atk_speed if attack? speed end Im gonna ctrl shift F to look for this on the default scripts and fiddle around with it to try and make some magic happen. Its not in a formula like the damage formula so i dont know if the damage formula variables apply or not? Going to post in script requests since i have discovered that this formula may only be edited Via script. Not like damage formulas in the skill tab of the database lol -
Hey, dear community! I was thinking of ideas of how to make an RPG with an intruguing battle system. The conventional things were a bit too uninspired (but they work at least) so I thought of other gameplay ideas. And all of a sudden, I had an idea. What I have thought was a turn-based system. Player party --> Enemy party --> Player party --> Enemy Party. Now to the idea I had: I thought of making a turn order-based. It means that no attack or character has a static agility stat but instead, it can be chosen when they want to attack. For example: Character A can be the first attacker of the party or the last attacker of the party; or second or third. This alone gives some room for strategy. Things like follow-up skills or combined attacks can be implemented. Or certain benefits and synergies to a skill could be implemented, too. Now to the part which needs most thought in my opinion: The effects the order takes on the skills; because the attack order should influence the skills in certain ways. I'll give an example of how I planned it in my mind: Order: 50% attack power, 80% of base accuracy 75% attack power, 90% of base accuracy 75% attack power, 90% of base accuracy 100% attack power, 100% of base accuracy This was what I imagined how it could look. Of course the values aren't final in the slightest. My characters in the game can also have abilities, one per character: like an Eagle Eye ability which always outputs with 100% of base accuracy to each skill despite the order the skill is used at. Or a Quick Attack ability which adds 25% to the attack power on each position (like, attacking first gives you 75% attack power instead of 50%). Since I want some risk & reward mechanic, I thought that healing could work exactly the other way around: if you heal first, you get 100% of the base heal power. If you heal last, you only get like 70% or 80% of the base heal power healed. Also, there can be a skill which the enemy party can use to attack before the player party instead of after the player party did their turn. But that is only a little detail I thought of. All in all, I think that this kind of gameplay is pretty interesting to test and to play with. It would require some thought on strategy and taking certain risks, especially when it comes to bosses I think that it can be used and experimented with for endless possibilities. On the other hand, the gameplay can become a bit convoluted and complicated when I come to the conclusion that the order could influence also other stats (while I don't think that would happen - attack power and accurary are most likely the only things it would affect). Also, I wonder about the accuracy ideas since normally 100% sure damage can miss to 10% or 20% if done too soon. I think that could become very annoying to the player. But maybe it only needs to be changed to 95% and 90% instead and work out just fine. Also a question would be: is it possible to have such a system in a RPG Maker game? Since I'm a newbie, I cannot script at all or only know very little about other scripts. This sums up my concept and some pros and cons of it. I hope that it makes you interested but I also don't want to be spared of constructive criticism and other ideas you have. After all, the whole community could benefit from it. P.S.: I wonder if the order mechanic makes that much sense when the enemy cannot attack inbetween the party attacks, especially since it could ridicule the healing risk & reward mechanic. But that is something you could also give me advice for. P.P.S: Since I rarely have played any other RPGs, it could be that my idea is already used somewhere without me knowing about it. Just for those who would reply that my idea is already used there.
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Hi there internetland! Been a while I know! Here is a WIP script I have been wanting to do for a while... it's intended to work with Yanfly's Battle Engine, and it basically makes it so party members always take their turn in the order you input their actions. The party is sorted by agi at the start of a battle, and using left and right to select different party members allows the player to control the order they go in. Of course, if a slow party member is selected to go first, it's highly likely monsters will move before anyone. The biggest problem I ran into is I for whatever reason couldn't get the action icon displayed in the corner of a player's face with YBE to update right, and for some reason when I tried to print a number on top of it to indicate the order it was selected it would misalign the text like crazy. Right now pressing the cancel button when inputting orders will cancel all the orders. I was going to have it cancel only the last one, but because of the above problems there is little visual indication it. Also the battle system doesn't seem set up to handle multiple actions very well at all, since the turn order is determined by an actor's speed not the speed of each individual action. That basically means two actions will always be done right next to each other. I haven't actually tested multiple actions though. This script is actually sort of inspired by Unlimited SaGa, even though Unlimited SaGa gives five actions across the party no matter how many players are in it. If I get into changing turn order to be based on each action individually it wouldn't be hard to do that though. I like it this way myself. Might be fun to add something like the Press Turn System or SaGa-style combos. But that's sort of extra stuff.



