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Holder

Mag Script Requests

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After a year I’ve finally finished all the graphics needed for Mags to be scripted, now I'm looking for people to script it. You may have your own engine or you may be someone just making a compatible add-on, if you’re wondering what these are and how I envisioned them to be used then this topic will help answer those questions. Or you’ll totally think they’d be better off used in some other way, but that’s what this topic is for also, thinking outside the box.

 

 

What are Mags?

 

I got the idea (as shown in the credits) from Phantasy Star Online to have these little graphics to show behind a character in battle. Their original use was addition stat boosts and helped you equip weapons that your class sometimes found hard to reach. They also evolved depending on what stats were increased. In addition each evolution gave a certain special move which was available after taking a certain amount of damage.

 

Now that all seems a bit of a mouthful but there are certain ways this can be adapted to Animated Battle Scripts which a lot of people have shown interest in having.

 

Firstly I’d just like to show what they’ll look like in battle and where they’d show in relation to their owners graphic frame:

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Now the way the frames are set up there’s enough room to have them placed underneath the actor graphic without being lost behind. From 0,0 of the actor they’re best placed at 40x16. 

gallery_2782_66_501.png

 

If it’s possible to have the Mags movement be slightly slower than than the actor they are following that would be best, since it would give it a smoother movement and help the visual appeal. So it basically is slowing catching up to 40x16 on the actors frame, as it doesn't appear to be ‘stuck’ there.

 

What can be done with them? 

 

-First main obvious use for Mags would be their use in Phantasy Star Online, and that’s a stat increase for whoever has it equipped. The Mags stats are increased by feeding it, after feeding it three items there’s a break before you can feed it again *I can assume this would be done with in game timer*. One items doesn't increase one stat, there’s a bar to fill before you get a +1, the higher the Mags level the longer it takes to fill, this would also increase it’s level.

The items that it’s fed were items that the actors could use, so the disadvantage of feeding your Mags were that you’d be lowering your stock of say Potions and Ethers. 

At higher levels a Potion won’t fill the bar up as much as it would've done at a much lower level *I assume that the items effect would need a calculation done rather than the the bar size just increasing*.

After a certain amount of leveling the mag would Evolve

 

Evolution

 

It would be nice to give the end user the ability to create their own evolution flow or not have one at all since they may want to add/remove Mags, create a certain path, limit or expand evolution possibilities. 

 

In standard Mags they had three evolutions and always at first evolved into one of two Mags:

 

 

gallery_2782_66_613.png

 

This was always based off one stats being higher than the other and gave certain special moves.

 

Menu Visuals and functions

 

Mags would require their own screen within the Menu for feeding if they only had a single use then a simple description would only be necessary. I’m basing this on the mimic of the functions of Phantasy Star Online.

 

Equipment Screen would require a new or overwriting of a slot *This is where the icons I’ve made would come in useful*. I'm not sure if it’s possible but having a bit of information in the help bar would be handy for the end user being able to identify which Mag Is being equipped.

 

Mag Screen, this would require it’s own menu listing, it could also be where you in turn assign a Mag to an actor rather than taking up an equipment slot or altering that screen. 

 

gallery_2782_66_17512.pnggallery_2782_66_42936.png

 

I suppose things like what the actors current stats are and what they become when that mag is equipped could also be shown in the space to the left of the mags stats.

 

What else can be done with them? 

 

Well since there’s a whole host of different game styles out there, Mags can also be many different things. They don’t have to be scripted the way described above, this is as I said an end user script so variation is key. Below I’ve listed a few of my other ideas for Mags.

 

Status effects - Mags could just come in a variety of pre-set abilities, some could increase Agi but lower Def, others would protect against Poison or even double your earned Gold.

For this I don’t think a Mag menu or evolution would be needed, just a specific equip slot.

 

Actor stats - Could be the main way of setting the actors stats, if the end user would prefer to have a party of people who get their power from these Mags only and not equipment/weapons.

 

I couldn't fully choose which tab in the database these would be most suited towards, since which way they are going to be created there seems to be an appropriate tab to use.

 

Just as a final note to anyone who may be scripting this please be aware there’s a number of different Animated Battle scripts currently being used so if possible making this add-on as universally compatible as possible or directly for use with X script/engine would be best.

 

 


-Includes all Mag sheets, Thumbnails, Icon sheet and individual Icons.-

 

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This is brilliant, Holder. I'm glad to see you finally finished all those mags, that was a lot of hard work. On top of that this is an amazingly well explained script request, and I'm sure someone will beat me too it, but I'm already starting to work on this. Being a novice it may take me some time, but let me see what I can do.

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Thanks :) I try to get as much required information in as possible whist trying to not make it look overwhelming.

There's quite a few people waiting for something to do with these so I know whatever you're able to do you'd be greatly thanked.

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This sounds cool. I think I will do a simple implementation of this for my own simple animated battlers script (and try to get it to work in other animated battler scripts if it turns out okay).

 

I encourage anyone else who wants to do it to still do so as well, I probably won't add all the cool stuff Holder requested and no idea when I'll finish it (depends how much time I have).

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same with galv. i encourage everyone else do what i'm planning to do. since i don't know when i'll finish it. (my laptop just got fixed. still need to install lots of things. also i have some script request to made too. mainly suikoden themed).

 

i'm interested in making the mags scene. where we equips mags, give feed, etc. i have experience when making EST - SUIKODEN RUNE script so i guess i know what to do for the equipping scene. in my implementation mags would be armors too. so the actor could gain the stats we assign in the database, trait and feature in database, and even if using tsukihime effect manager, could do the effect too... .only need to work on the feeding / leveling. i have to take account that mags could be instance item (can have more than one same mags)...

Edited by estriole
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Well, I've been spending a bit of time on this script and there's so much that could be added or done differently, so a variety of people making it would offer a great choice.

 

For holder and those interested, my implementation can be seen here:

Download demo

 

It currently only works properly with my Animated Battlers script (included in the demo) but it can be use it without animated battlers to still have the equipping of pets (mags). I think I did a bunch of things the hard way. I probably missed some things and it turned out to be a lot more complicated than I was expecting, but please let me know what you think of the menu and managing the mags.

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Well, I've been spending a bit of time on this script and there's so much that could be added or done differently, so a variety of people making it would offer a great choice.

 

For holder and those interested, my implementation can be seen here:

Download demo

 

It currently only works properly with my Animated Battlers script (included in the demo) but it can be use it without animated battlers to still have the equipping of pets (mags). I think I did a bunch of things the hard way. I probably missed some things and it turned out to be a lot more complicated than I was expecting, but please let me know what you think of the menu and managing the mags.

 

 

 

Very awesome scripting as usual Galv! :) I really love that menu for the mags! Now if only it was just a bit more flexible.. ;Still Great work overall though! :D

Oh and nice demo too. ^_^

Edited by CT Bolt

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This is the kind of thing that could be made to work in a whole lot of different ways and everyone will want it to work differently I am sure (which is why it'd be cool to see other people do it too :) ).

In what way would you like it to be more flexible?

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In what way would you like it to be more flexible?

 

lol... umm well I'd like it to work with my current battle system. Which it is mostly Victor's Animated Battle along with Victors other scripts. ;)

Even though it doesn't need it yet you could possibly implement something like the following:

 

 

#==============================================================================
# ** Victor Engine
#------------------------------------------------------------------------------
#   Setting module for the Victor Engine
#==============================================================================

module Victor_Engine
  #--------------------------------------------------------------------------
  # * Initialize Variables
  #--------------------------------------------------------------------------
  VE_ACTION_SETTINGS = {} # Don't remove or change
  #--------------------------------------------------------------------------
  # * Animated battler sufix
  #   When using sprites, add this to the animated sprite sheet of the battler,
  #   that way you can keep the original battler a single sprite and make 
  #   easier to setup their position on the troop
  #--------------------------------------------------------------------------
  VE_SPRITE_SUFIX = "[anim]"
  #--------------------------------------------------------------------------
  # * Intro fade
  #   When true, there will be a small fade effect on the battlers during
  #   the battle start (like RMXP default battle)
  #--------------------------------------------------------------------------
  VE_BATTLE_INTRO_FADE = true
  #--------------------------------------------------------------------------
  # * Default sprite settings
  #   This is the settings for all battler graphics that doesn't have
  #   their own custom setting
  #--------------------------------------------------------------------------
  VE_DEFAULT_SPRITE = {
  # Basic Settings
  # name:   value,
    frames: 4,        # Number of frames
    rows:   14,       # Number of rows
    ox:     0,        # Adjust sprite X position
    oy:     0,        # Adjust sprite Y position
    mirror: true,     # Mirror battler when facing right
    invert: false,    # Invert the battler graphic
    mode:   :sprite,  # Graphic style (:sprite or :chasert)
    action: :default, # Action settings
    # IMPORTANT: using the ox: and oy: value will make the battle animation to
    # be moved also, if you want to adjust the battler position without
    # changing the position of the animation, use the script 
    # 'VE - Animations Settings' together with the batte.
    
  # Main Poses
  # name:       row,
    idle:      1,   # Idle pose
    guard:     2,   # Guard pose
    evade:     2,   # Evade pose
    danger:    3,   # Low HP pose
    hurt:      4,   # Damage pose
    attack:    5,   # Physical attack pose
    use:       6,   # No type use pose
    item:      6,   # Item use pose
    skill:     7,   # Skill use pose
    magic:     8,   # Magic use pose
    advance:   9,   # Advance pose
    retreat:   10,  # Retreat pose
    escape:    10,  # Escape pose
    victory:   11,  # Victory pose
    intro:     12,  # Battle start pose
    dead:      13,  # Incapacited pose
    ready:     nil, # Ready pose
    itemcast:  nil, # Item cast pose
    skillcast: nil, # Skill cast pose
    magiccast: nil, # Magic cast pose
    command:   nil, # Command pose
    input:     nil, # Input pose
    cancel:    nil, # Cancel pose
    # You can add other pose names and call them within the action settings
    # use only lowcase letters
    # IMPORTANT: the ready, itemcast, skillcast, magiccast, command, input and
    # cancel poses are skiped if nil, no matter what you setup on the pose
    # setting, so even using charset mode you need to setup a value to turn
    # on these poses.
  } # Don't remove
  #--------------------------------------------------------------------------
  # * Custom sprite settings
  #   Theses settings are set individually based on the battler graphic
  #   filename (even if using the charset mode, the setting will be based
  #   on the battler name, so it's suggested to use the same name for
  #   the battler and charset graphic when using charset mode)
  #   Any value from the default setting can be used, if a value is not set
  #   it's automatically uses the value from basic setting
  #--------------------------------------------------------------------------
  VE_SPRITE_SETTINGS = {
  # 'Filename' => {settings},
  #
  # 'Sample 1' => {frames: 4, rows: 14, mirror: true, mode: :sprite,
  #                action: :default},
  # 'Sample 2' => {frames: 3, rows: 4, mirror: true, invert: false,
  #                mode: :charset, action: :charset},
  # 'Sample 3' => {frames: 3, rows: 4, mirror: false, invert: false,
  #                mode: :charset, action: :kaduki},
  # 'Sample 1' => {frames: 4, rows: 14, mirror: true, mode: :sprite,
  #                action: :default, oy: 20, evade: 1, skill: 4},
    'Holder'   => {frames: 4, rows: 14, mirror: true, mode: :sprite,
                   action: :default},
    'Charset'  => {frames: 3, rows: 4, mirror: false, invert: false,
                   mode: :charset, action: :charset},
    'Kaduki'   => {frames: 3, rows: 4, mirror: true, invert: false,
                   mode: :charset, action: :kaduki},
  } # Don't remove

 

 

The main difference being that each individual mag sheet can be set up differently. Of course probably without all the different poses. ;)

 

Edit:

err... uhh... scratch that first part, it does work (as far as I can tell; I'm still testing it out)... I just didn't exactly know what I was doing...

Again, great work! :D

Edited by CT Bolt

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Victor is a far superior coder to me and his system is very complex. I didn't want mine to be nearly as complex (it is already more complex that I was planning).

It works in other animated battler scripts I've tried, they just don't move with the actor (on my to-do list) :)

 

As for the second thing, no plans on doing anything like that.

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his system is very complex.

Yes, yes it sure is... a bit too much to handle at times.

 

It works in other animated battler scripts I've tried

Yeah it's working well with my battle system (now that I know what I'm doing, lol). :D

 

they just don't move with the actor (on my to-do list) :)

Excellent news. Can't wait to get that update. :D

 

As for the second thing, no plans on doing anything like that.

Yeah it doesn't really need it yet I suppose, my main concern was if we had sheets with a different number of frames.

Such as to use ones that are more animated (more frames) without needing to edit holders preexisting ones to fit a uniform number of frames.

 

Thanks for making this script! It really shows me the potential of Holder's Mags.

 

PS. I was wondering how this would work with Victor's Materia System? Would it function the same?

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PS. I was wondering how this would work with Victor's Materia System? Would it function the same?

That's something unrelated to this script request (and something you should test yourself.)

 

Next up we want to see what estriole and shaddow's can come up with!

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