Wren 179 Posted December 3, 2013 I'm pretty sure I saw a script that allows equipment change on the fly. Also, are you using fractions for the damage calculations? Why? I wasn't intending to use fractions or anything with a decimal point, but when I pull the choice of munitions script damage is applied normally. Any idea what the equipment change script was called? Share this post Link to post Share on other sites
+ Sughayyer 163 Posted December 4, 2013 I can't recall where I saw it. Probably made by FOmar or Tsukihime. Or maybe I'm completely wrong... but I'm sure I've seen it... Share this post Link to post Share on other sites
Wren 179 Posted December 4, 2013 I found it, Tsuki pointed me to hers and to yanfly's. I now have the equip in battle fixed! *plays victory ME* So, now I am working on my equipment system. Format is [material][weapon type] for most weapons (and armor) with anything that you can't buy and have to find (uniques) being named with a description of what material they are made of. Once I have all of these set up with the correct elements attached (Pierce, Slash, Blunt)(Ranged)(Wood,Stone,Copper,Bronze,Iron,Steel,Silver,Obsidian,Mithril,Runic) then I am going to try and make sure that the damage is applied correctly when using the combination of the correct attack type (P/S/B) and the correct material. Some monsters will only be impacted by attack type, some only by material, and some can be impacted by both. In any case, I want some sort of indication that the player has used the right ones, so I will probably have a common event that checks for this, displays a non interactive window that says "Weakness Exploited!" or something similar. Then, I will give Logan a set of his own special moves, Briggs and Zanara will get their set, and Seth and Christos will get one, so by picking different monster hunters to team up with you can tailor a party suited for a specific hunt. There will be only 1 playable Runic Monk and 1 playable Runic Knight. (This isn't Runic Monk Sarah game after all...) So I am pretty stoked now that I got more systems working. I still need to get the munitions working since it will play a major part of hunter and monk skills, so hopefully that will be soon. Share this post Link to post Share on other sites
+ Sughayyer 163 Posted December 4, 2013 ...there's a pretty good ammo system in this forum as well... IIRC there's something about "gun license" in the name. Share this post Link to post Share on other sites
Wren 179 Posted December 5, 2013 Okay, I checked that gun license script by ...somebody and edited by somebody else. It may work, but I'd much rather use lecode's because it will apply element status to the attack/skill being used and it doesn't make you sacrifice an equipment slot. I'll give him a few weeks to see if he can fix the bugs. In the meantime, I've pulled all the skills/weapons/armor/enemies/troops out of the database and have gone through and assigned slots for all of the weapons... Sorta. I am really really thinking about flexing my pixel art skillz and recoloring and modifying some of the weapon icons to add more materials options. There aren't very many maces, daggers, claws or crossbows for instance. There is probably enough armor around, but I might add in a few more general armor options. There is definitely enough accessory icons. So, that's where I am at, armpit deep in database work. I mentioned this before, but I'll do it again, I hate it. I like to play test and build maps and work on scripts, stuff I can see immediate results. Doing database work saps my will to keep going. But it has to be done, so I'm trying to set up enough space to have all like items for the entire project in one section of the lists. More to come soon, I hope. Share this post Link to post Share on other sites
+ Sughayyer 163 Posted December 5, 2013 I know the feel... right ow I'm stuck at the database... at least I've figured out hot to develop the weapons. Time for the armour... Share this post Link to post Share on other sites
+ Titanhex 284 Posted December 5, 2013 Cool that you're continuing this project. I know you've shelved it before. I remember playing it a long time ago. Keep up the work. Share this post Link to post Share on other sites
Wren 179 Posted December 10, 2013 Still bogged down in database work. My problem is I start to work on it and get completely bored or sidetracked and then I just close up rpgmaker and go play some starbound or skyrim or something. It would be different maybe if I could test more but since I am still waiting for fixes to the munitions script I can't test without having the game crash often. Share this post Link to post Share on other sites
+ Sughayyer 163 Posted December 10, 2013 I usually think out the mechanics outside rpgmaker. Once you establish them, it's only a matter of input. You also don't have to do a lot of database testing since you can just input stuff and tweak the numbers later. Share this post Link to post Share on other sites
Wren 179 Posted December 11, 2013 (edited) Well, as of now it is in a working state, albeit with a few strange quirks. So now I am setting up the weapon/armor and testing if the elemental damage is used on ammo attacks. **Edit** Well, it looks like I can actually start trying to work on damage types and the effects on enemies. So far I can arrange damage resist/increase based on material type or attack type by using elements. However I haven't figured out yet how to combine the two to produce drastic results. I may have to apply states and check to see if two matching states are applied on an enemy and cause extra blammo damage and remove the states after every attack. That sound logical or no way? Edited December 11, 2013 by Wren Share this post Link to post Share on other sites
+ Sughayyer 163 Posted December 11, 2013 I was going to answer, but then I realized I was going to say rubbish... I think I didn't actually understand what you mean. You want the elemental weaknesses to be further explored, is that so? Share this post Link to post Share on other sites
Wren 179 Posted December 11, 2013 Nah, I am trying to think of an elegant way to event the system where when you combine the "correct" weapon damage type with the "correct" weapon material you get that bonus damage that makes combat fast, but also risky if you just randomly attack. I think I will let each weapon apply 2 states, one for its damage type and one for its material. Then I have a troop event check after each attack and see if these two states match the correct combo for that particular monster part (remember, each enemy is made up of several parts, one being the target location). Once a match is found it can display a battle message and apply the extra damage. I can also use the same sort of system to detect if certain attacks are made that would cause a counter attack, I think. Share this post Link to post Share on other sites
+ Sughayyer 163 Posted December 11, 2013 Why do you need a special message to show that you did things right? I think this takes the mood out of the game, and you'll see the increased damage/no retaliation anyway. It would be terrible if (FOR EXAMPLE) "John Doo casts fire! Weakspot found! Ugly monster got extra damage!" I would rather see that when John Doo casts fire, the Ugly monster gets much more damage than say, casting Thunder. As for the counter/reaction, it was either Tsukihime or FOmar that did a script for this... Share this post Link to post Share on other sites
Wren 179 Posted December 16, 2013 (edited) STATUS UPDATE Munitions system is now operational Runic crafting system is now operational Instant death for monsters when using correct attack type and weapon element/material operational - may change for balance to instead cause extra damage instead of instant death Counter attack for monsters when a select or blanket incorrect attack type or element/material is used is operational Started editing iconset to show different types of weapon materials, some swords and daggers complete Disabled elemental levels, monster hunters will no longer gain levels in powers Disabled codex, may find lighter and easier quest tracking script Still working database, weapons and armor slots set up, working on icons and stats for many items. Here is a vid of the combat system in action! Note - I am aware of some animations and text display problems that I am clearing up as of now, as well as funky enemy placement on the goblin. This was mostly just a test to see if I could get combat like I wanted. As always, any comments or suggestions to improve overall experience is welcomed! http://youtu.be/4E7n9QjQIxg Edited December 16, 2013 by Wren Share this post Link to post Share on other sites
Wren 179 Posted December 18, 2013 (edited) Status Update: Got help getting the bestiary to work correctly with the other scripts, it was causing an error as soon as you attempted to look at a monster, now it works great! Figured out how to have the codex show Monster weak areas and weaknesses, these codex entries can be awarded from books and/or events as well as defeating enough monsters of that type of monster. Set up more custom animations during my database work. About to overhaul monster database and finally start setting up monsters in groups, leaving the ones I have now set up as examples so everything should move quickly. Still need lots of database work to do, and then I can finally get back to rewriting the early dialogue and quests and set up a demo again. Still wouldn't mind more ideas for weakness combos and special attack ideas for monsters. Edited December 19, 2013 by Wren Share this post Link to post Share on other sites
Wren 179 Posted December 25, 2013 Well, I got a vampire, werewolf, succubus, titan, and slime set up as well as the gremlin I had started out testing with. Development has sort of stagnated because it will require lots of graphics work to cut up the battlers into smaller pieces and then setting up all the enemy and troop entries in the database and then having to test each one. Also, for the counter attacks to work as is each monster needs their own common event, which is fine, since these common events are only used whenever the monster needs to counter attack, so having 1 event per monster isn't bad, but it still requires special attention and testing. Also, I've run into the problem where there isn't enough DS or DS+ pack character sprites to have the monsters be on the map and walking around, I'll have to either reconsider having all encounters be triggered from visible map events or having their own sprites, maybe I just have a default 'monster' sprite and to find out what it is you have to fight it, or something. That and the holidays and midnight shifts are starting to take a toll on my sleep, so I've been crashing out and sleeping more instead of doing anything productive. So, that's the update, I'm still happy I have a working system but now I have to face up that I have a lot of work ahead to even get back to the first chapter demo I had before. Share this post Link to post Share on other sites
+ Sughayyer 163 Posted December 25, 2013 You don't need the common events... either FOmar or Tsukihime made a script for conditional countering. Share this post Link to post Share on other sites
Wren 179 Posted January 14, 2014 UPDATE: I have only done minor work, I've added 1 more monster and that's about it in several weeks. I've been playing way way way too much kerbal space program. Share this post Link to post Share on other sites
Wren 179 Posted January 22, 2014 UPDATE: I am again reworking some aspects of the battle system and working with scripts, as again working on the database has stagnated and while working on that slowly more scripts have been released that will help the project's battle system be more scalable and increase development speed instead of using so many common and battle events. So, having said this... Once I straighten out the scripts and make sure they all play nice together, I was wondering if anyone wanted to collaborate on this project since solo development while allowing full control doesn't provide much for motivation. I'm willing to collaborate on all aspects of the project, so if anyone has any interest, either reply or send me a PM any time. I work midnight shifts 3.5 days a week so I actually have some time on my off days to put in 3 or 5 hours per night but currently I have serious motivational problems where I instead do anything else possible instead of getting to work on the project. I'm sure if I had someone to bounce ideas off in real time (chat/skype) and who was putting some effort into the project I'd be way more motivated. I tend to be sort of cyclic in my attentions, since about 3 months ago I was hitting this project hard for about 2 months straight, making major progress. I'm sure I'll get that way again. I've also never worked with anyone on any rpg maker project, so this would be a new experience. I have both a copy.com and a dropbox account as well as access to googledocs and skydrive so I am sure we could figure out a way to keep the project synchronized between all team members. Share this post Link to post Share on other sites
+ Sughayyer 163 Posted January 24, 2014 Hey, we can bounce off ideas, it'd be great! I can't offer much on the physical development department, since I have terrible time issues as well, but the more heads, the more (and hopefully, the better) the thinking! I too could use some brainstorming. Share this post Link to post Share on other sites
Wren 179 Posted January 28, 2014 These are my current scripts. My project is turning into a full time script management fiasco instead of doing anything productive. At some point I should attempt to finalize which scripts I am using and then just freeze it. Only problem is that Tsukihime seems to be making scripts made exactly for the features I want. Share this post Link to post Share on other sites
+ Sughayyer 163 Posted January 28, 2014 Tsukihime is great. I'm using Hime Works support bar even though I'm not currently using any of his/her scripts. But which ones do you really need? Only you can tell. Are there many conflicts happening? As for me, I just got to a stage where I'm throwing scripts away if they get too hard to manage (just got rid of an item scene script and I'll probably have to forfeit estriole's FMV solution... not even mentioning lecode's great ammo script). You're also using THREE core scripts. You sure this is healthy? Share this post Link to post Share on other sites
Wren 179 Posted January 28, 2014 Well, right now it is actually working without conflicts anywhere. Everything seems to work during testing, but I have almost no content to test beyond test fights and a few items to test crafting, a few weapons and armors, and some ammo. But whenever I add anything to the database, I have to cross check that many scripts to see which note tags they need. Making one enemy/troop takes about an hour, and usually doesn't work the first 5 or 6 times until I hunt down all the tags and battle events and common events needed. I also realized I need many more graphics since each monster will need a map sprite to be present to initiate combat, since there aren't random encounters. This may or may not be a problem since right now I don't even get to make maps, I just make and test combat stuff and make sure that all my scripts are being used. I also have to make and maintain excel spreadsheets for the parameters for monster and actors, so lots of time is spent doing unfun spreadsheet and database fumbling. Share this post Link to post Share on other sites
+ Sughayyer 163 Posted January 28, 2014 To the notetag cross-reference issue, you could open up a notepad/wordpad/yellow stick post and write all your references down, separated by categories (that's why I prefer the file over the stick note). Also, are you sure you want to use tsuki enemy levels? I mean, the script IS great, but take a look at what you're doing to yourself! Replacing it for Yanfly enemy levels (as much customizable as hime's) you get yourself rid of 3 scripts (I'm assuming you won't need the excel paramaters sheet. Really, it's easier to set up from the engine itself and you can add a lot of detail as well). I think this makes your work about 20% easier, and believe me, the end user won't note the difference. About the graphical part... yeah, I know how you feel. So you can have an idea, I'm using Holder's battlers basically the way they are (only a few recolorings). I can't make visual art for my life. Share this post Link to post Share on other sites
Tsarmina 2,612 Posted January 28, 2014 Hahaha, I actually have more scripts than that in my script bar right now (though admittedly about half of them are Ctrl-A Ctrl-Qd) but it might be wise to start looking for alternative scripts like Sughayyer suggested. Share this post Link to post Share on other sites