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Found 12 results

  1. Simple, short and sweet, I need help with ruby syntax, and am willing to offer my own skills in trade. As it were, I am basically penniless and therefore am unable to pay cash for assistance provided. If anyone who has decent skills wishes to step forward, my gratitude you will receive, merci beaucoup. Platform: RM VX Ace Skills needed: Ruby Syntax Level of Expertise Required: Intermediate Offer in Return: Skill Barter/Trade Specifics: Help with Spelling/Grammar/Sentence Structure/Textbox Issues/Damage Formulas EDIT: Only if you wish to help with no strings attached will I accept. Otherwise, ignore this because I'm a penniless whelp who deserves to be lashed.
  2. SpuddyFerret

    free (Free) Ruby Programmer Needed!

    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
  3. Asharonapaul

    Random Formula Generator!

    Hio. So I have problems with my project. One of them is coming up with hundreds if not thousands of formulas for all my skills. So I decided I would write a simple formula generator. It's pretty bare bones for what I need it to do. What it do? Well it asks you to name the text file it will save to, name of file basically (you can append to the same file as many times as you want). It asks for the name of the skill (can be as unique as you desire, and as many characters as you want) It then asks what the factors are for the formula. Then if the skill is not blank name, or is not called end or any capitalization variation of end, it appends the skill to the file you named in the beginning. Don't worry, if there isn't already a file under that name, it creates a new one. And then it repeats until you type end for skill name. That's basically it. You can decide what factors you want if you only need 5. If you need more, pm me and I will be glad to add to the program for your needs at no cost to you (please don't request complex things, I will charge if you do). https://1drv.ms/u/s!AmSZutMnfS3TiXG7LGrlufRCAxYq Sorry, no screenies. Will get those going shortly, I have an appointment real soon. If you have issues or questions, feel free to ask.
  4. +Added 20+ Custom Scripts +Added 5 BGM packs +Added "Arabian Nights" Resource Pack +Added 40+ Enemies +Added 30+ Weapons +Added 10+ Skills +Added 5+ States +Created "Arisia" of the Golivian Deadlands +Created "Jainasmoore" of Yulanis Island +Created "Royal City of Forister" of the Northern Plains +Created "Suicide Forest" +Created "Griazlin" of Hethviol Forest +Created "Skoteino Mountains" +Created "Ilngard Dungeon" +Created "Herezgen Town" +Created "Hadros Island" +Created "Atreul Tenedrict"
  5. Morrik Inkura

    Incremental coding

    Hello, I am new to RPG Maker VX Ace, and I was wondering if it would be possible/simpleish to make an incremental game. The basic theory behind incremental games (If you dont know already ) Is that you perform an action to get a reward, repeat until you have enough to upgrade said original action. Progress is marked by unlocking new rewards and increased levels or profit/automation. Ideally this would be represented by the world changing, new buildings popping up, new shops, event etc. All of which would be driven by a selection of different currencies and the levels of your abilities/structures. Wanting to spitball/potentially find someone to assist with developing this project from a script/eventing angle. Looking forward to hearing your thoughts/opinions/advice, Thanks
  6. I had a heck of a time trying to get something that I considered to be, at least from a gamer angle, to be relatively simple to work properly in RPG Maker VX and it caused me to wonder if maybe there was a better way to go about it or if I should have coded instead tried to do everything within events. So here's how this worked. In my game, you get to select 3 staff members out of 10 to assist you with your initial consultation for a mind jump, wherein you jump inside a person's dream and the 3 staff members that sit in for the consultation will also assist you in your jump. The patient that you're getting ready to interview is ex-military and during the staff meeting prior to the consultation, Tyler, your chief security coordinator (also ex-military) vehemently declines being included in the consultation, even though you wanted him in as a sort of expert, given his background. As a result, he's either locked in to the consultation or out depending on your decision during the staff meeting. So here's how I wrote the events. X Y Z ABCDEFGHIJ X - StaffConsult1, Y - StaffConsult2, Z - StaffConsult3 A-J - Initial staff member positions. The best way to think about the above is think about the scenario in Final Fantasy 6 (3 on the U.S. SNES) where the team divides up and you can select which scenario you want to do and in what order. There are 2 pages for each event. The first page is the one we'll be looking at mostly, but the second page is there just in case the person is dead, at which point it checks for KaremaDead=ON for example and has no graphic selectable there if that is so. Let's say you go to select Karema (initially at the A position). First it checks if Karema's number (1 in this case) is set to StaffConsult 1 or 2. Why not 3? Because there's a parallel process running where as soon as 3 is not 0, it asks if you'd like to confirm your selection. If you want to start over, it resets all character positions (except Tyler) and resets StaffConsult 1, 2, and 3 to 0. Anyway, back to Karema. If it's confirmed she's at StaffConsult 1 or 2, it asks if you'd like to remove her or not. If so, that StaffConsult (1 or 2) is set to 0 and she's reset back to where she was. HOWEVER...this was my first issue. There doesn't seem to be a way to do an OR statement. See, what I really wanted was... If StaffConsult1 == 1 OR StaffConsult2 == 1... But you can't do that, at least not with eventing. As a result, I have it set up like this... If StaffConsult1 == 1 Choices - Keep, Remove Keep, Skip to Label End Remove, Reset Karema, StaffConsult1 == 0, Skip to Label End If StaffConsult2 == 1 Choices - Keep, Remove Keep, Skip to Label End Remove, Reset Karema, StaffConsult2 == 0, Skip to Label End Lots of other eventing stuff that I'll explain momentarily Label End Don't get me wrong, it works, it's just that there's redundancy I wish I could get rid of. What I WISH I could do is set up some sort of quick array feature that would check them both for 1, then replace with 0 if the choice is to remove. Alternatively, I could also disallow the ability to change people in the middle of the operation and have it where you have to select 2 other people, then choose to start over. The other problem is without any sort of array or indexing function, I then have to call a common event called NumberToName that simply says if StaffConsult1 is 1, then StaffName1 is "Karema"...but that particular event line is repeated 10 times...then 10 more for StaffConsult2 and StaffName 2...then 10 more for StaffConsult3 and StaffName3. Again, it works, it's just a pain. Furthermore, it's going to need further refinement somewhere down the road because as it stands Tyler is not selectable within this instance ONLY because I deliberately exclude that ability this time, so I'll need to create a clever locking method for that. I am actively studying Ruby as well as several other scripting/coding languages (I actually have a bachelors in computer information systems, but I'm not a huge fan of coding, go figure). What are your thoughts? And definitely let me know if I posted this in the wrong area. Edit: I just realized I didn't explain how the rest of the eventing works. So let's say Karema is at position A and StaffConsult1, 2, and 3 are all 0. If you select Karema and it confirms StaffConsult1 and 2 aren't 1, it asks Add/Don't Add. If you choose Add, it checks if StaffConsult1 is 0 and if so, then StaffConsult1==1 and Karema's position gets set to X. If StaffConsult1 is not 0, it checks if StaffConsult2 is 0 and if so, then StaffConsult2==1 and Karema's position gets set to Y. If neither of these are true, then StaffConsult3==1 and Karema's position gets set to Z at which point the parallel process kicks in.
  7. There was a duck who decided one day she to try becoming a chicken. And thinking that, she decided to find a farmer to live with, and began a journey. But all in her land knew she was a duck, so she went to a new land where the farms were still being built. The first farmer who she met was building his farm strictly. She introduced herself but the moment she asked to be let in the chicken pen, the farmer yelled at her and refused to build his farm while she was there, knowing that she was a duck. So she left. The second farmer she met was building his farm more freely. She introduced herself and asked to be let in the chicken coop. The farmer wasn't paying close attention and let her. And she settled down happily. And when the farm was build, she laid many eggs for the farmer. The second farmer went to sell the eggs and noticed their unusual look. But they were still chicken eggs right? They came from the chicken coop after all. So he sold them anyway. For years he sold them, and became rich and could afford many new chickens and a team of farm hands. The other chickens payed little attention to the duck, but the duck knew she did not fit in, and felt more and more like a fraud. One day a farm hand went to the chicken coop with the duck and was confused when he heard no clucks from her. So he called out for the duck to cluck, but the duck could not, she could only quack. The farmhand quickly told the farmer, and he finally understood why some eggs were always different and became outraged and kicked the poor duck right out. The duck wandered in despair. She wondered into the woods, and ran right into a fox. "Well now..." said the fox, "what is a tasty treat like you doing here in the woods?" The duck was rightfully frightened and backed off. "You are a lucky thing, I happen to be full from eating the chickens of a poor farmer. But I am curious why you would come out here into the woods." The duck was wary but told her story, and how she had fooled the second farmer for years and felt awful about it, and how she was finally caught, and how the second farmer would have been better off if he had been like the first and never let her in the coop. The fox snickered and soon started to laugh. "Oh you feel bad eh? For what exactly?" the fox said. The duck was confused, wasn't what she did a horrible thing? The fox snickered and said "Yes perhaps that deception would have lead to disaster. But it did not. He sold your eggs and the ignorant people never complained, and he got rich off of your back. As for the first farmer..." He turned and motioned for her to follow. She, daring not to disobey did so, and soon was led to a small and poorly maintained farm. "Look" said the fox, " at what has become of him!" And there was the first farmer, struggling in back breaking labor. The duck was confused and asked why this would happen. "Because, " said the fox, "he was too much a perfectionist. Everything had to be right, everything in it's proper place, nothing even slightly off could be allowed. He spent so much time building the farm just right, making sure nothing was wrong. Except he was not perfect. I stuck in after all. Killed and ate his chickens again and again. The farmer that you worked for was too clever, too fast. Everytime I tried to sneak in he would come up with some way of keeping me out. It wasn't that sophisticated at first, but he would notice me and change things too quick for me to get far. He found problems and fixed them quickly and simply. This one was lost in his perfect idea of structure." "Maybe, " mused the fox, "things would have good differently if I would not have shown up, or if I had been stopped. Maybe this one's perfect structure would have made him more successful in the long run if he had more help. Maybe even it would have worked better with a different profession. I don't know. But what's done is done." The duck wondered herself. "I will leave you for now... " said the fox. "I am not yet hungry and you would make too much noise anyway. But just remember I am lurking. You don't want me to catch you when I am more hungry, do you?" The fox chuckled and walked away leaving the duck with her thoughts. Maybe it wasn't so bad to not check if something was pretending to be something else sometimes? If it helped get the job done. Still, she was going home. She was done being a chicken. It was time to be a duck again. Or at least something that quacked like one.
  8. 3D Line Battle System is a custom battle system that allows the developer to create a more enjoyable type of a frontal battle system. This battle system creates a Zoom, Pan and Move Camera type of battle. The animations also follows the camera as the camera follows the actions of the player as it attacks the enemies. https://www.youtube.com/watch?v=3yQVHi2CybA&list=UUQ0uO5HhePerzORxJ106PlQ [RGSS3] SHBS – Sogen – Umi – Yami – Tengoku (è‰åŽŸ æµ· 日本語 天国) Script Add On (Under Development Battle System) Description: This is an add on of my battle system I am working on in the mean time. This script allows you to create different battle changes depending on what skill you applied to be your field. If the field becomes Sogen (grassland), then all Beast Warrior actors and enemies would gain 200% Attack and Defense Boost. It goes the same with the others, Umi (Sea), Yami (Darkness), Tengoku (Heaven) with their own respective State Effects. https://www.youtube.com/watch?v=QtEFH6lmwRs&list=UUQ0uO5HhePerzORxJ106PlQ
  9. Currently, I have been thinking of making a scripting tutorial posts for RGSS3. This is to somehow, help those who wants to make scripts of their own. My foreword though is that I am not the best scripter there is, so there might be some questions I will not be answering or things I won’t be explaining the best way you can understand, however these tutorials would help you understand scripting. What to expect: I will not start the tutorial from the basic to whatever level there is, but simply to post the helpful things that would help you understand a script and make a script. For example, you might be asking the following questions: How to make my own Window? How to make my own Scene? How can I access note tags? How to play BGM, SE or ME? How to configure some variables in the script? I want to make some modifications on the scene battle, how can I do it? How can I show some animation? How can I make my own Title Screen like Moghunter’s scripts? These would mostly be the ones to be covered, so stay tuned!
  10. Source: Tutorial: Ruby Coding Environment Alternatives
  11. Uh hey there everyone! I thought I would start a blog for anyone interested in stuff I am doing that I may or may not end up finishing or may end up being too niche to interest many people, that way I can learn if anyone has interest in me releasing full scripts or not. So first off, here is something I have been working on lately. Namely a "accent" script inspired form the system used in Chrono Cross! It's just an unfinished experiment right now. It can turn text like "\vg[| |I think we should try and go around--.]" into "Like, oh my gosh! I, like, think we, like, should try and go around and junk." or "\catgirl[| |I think we should try and go around--.]" into "Nya! I think we should try and go around, nya." Maybe I will generalize it and give actors notetags with verbs and interjections and stuff.
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