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SMT Persona for Ace

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I like making characters. So Obrusnine! When you start getting to the characters, I'd love to see some of your ideas. Maybe I can lend a hand or two.

*Coughs awkwardly to the side*

 

 

We've been discovered! Run for your lives!

 

On a more serious note Spooky, I and Squirrel have been working on that (and a few other ideas both gameplay and story-wise). I'd be glad to invite you into the conversation, but that will of course spoil the entire story I have planned. So you must assure that you are ready.

 

Oh, and of course, IT'S A SECRET! DON'T TELL ANYONE! SHUSH!

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*Squirrel of the MIB show up, and use the weird flash thingy to make people forget they heard about this*

 

So about whole equipping thing. Have you looked into using yanfly's equip engine? You can add, or remove any equipment slot you want. We could use it to add a persona slot.

Edited by LordSquirrel

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I'd be glad to invite you into the conversation, but that will of course spoil the entire story I have planned. So you must assure that you are ready.

Oh, that won't be a problem. I don't care about spoilers; I just like seeing how things play out.

 

*Squirrel of the MIB show up, and use the weird flash thingy to make people forget they heard about this*

Aw, man... You might've just torched my retinas, dude.

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Hello people.

I'm planing of making a SMT game from months and I have tons of material...I would like to help!

I was planing a sistem like SMT, with some implements from persona, like cards...
So you'll recruit demons, change persona, that will give you stats/skills and lv up stats. You will be able to distribuite points after LVups and boss battles.
Social links will be fairly simple, but I'm having some problem scripting the fusion command and recruitment(mainly because I can't choose how handle them.)...I may drop it if I can't do them.

I have in mind to have a 2 pg party, with a fixed demon (3) and on battle summonable demons, for a max of 4.

I'm happy that someone else is doing something like what I'm doing cause there are to much FF like games.

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If you don't mind me asking since I am not familiar of the Persona Franchise, when you said:

 

Non-Combat Attributes (Knowledge, Courage, Understanding, Expression, Diligence). 

 

what does these actually do? How does Knowledge, Courage, Understanding, Expression and Diligence affect the status of the character? I would like to know. Thanks.

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If you don't mind me asking since I am not familiar of the Persona Franchise, when you said:

 

Non-Combat Attributes (Knowledge, Courage, Understanding, Expression, Diligence). 

 

what does these actually do? How does Knowledge, Courage, Understanding, Expression and Diligence affect the status of the character? I would like to know. Thanks.

They're used in social settings. Sometimes, a certain amount of one of these attributes will be required to speak to certain characters. You'd need a lot of courage to say something romantic to someone before you trip the relationship flag. Knowledge affects how you do on exams, and... not much else. They do lots of stuff, but they're not actually used for all that much, if that makes any sense.

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Ohhh that settles it. I may have a use of this too and I may script it this night.

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I'm too a fan of Persona (P4 and Rise  :wub: ).

 

I tried to use some Persona elements on my game (not very successful), but about the elemental weakness, there is a script (Victor Engine - Element States) that gives you the ability to be affected by a state when hit with a specifc element. I think that working on the state can get near the Persona elemental weakness. (sorry for bad english).

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The non combat ability script is 70% done. I already made the assignation and all that :)

 

I wonder if viewing them in a custom window is also nice...

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In Persona 4 Golden the stats were displayed using a Pentagon Graph like this.

 

1100263-personality.png

 

Each corner of the Pentagon would say which stat it represented and under that the rating which you had currently attained.

 

Each attribute has 5 different stages and they advance every now and then as you collect points towards that stat by performing certain activities.

 

For example, Knowledge in Persona 4 Golden is separated into Aware, Informed, Expert, Professor, and Sage.

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In see, so it looks like this. Hmm, as to I really haven't played Persona, this is what I initially came up with the Non Combat Abilities:

 

ReaHpyx.jpg

 

But of course like I said this is just initial. It would be easy to make a custom scene for each actor and display them with the same presentation as that. But this is a start.

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My advice: If you have a ps2, psp, or ps vita then go pick up whatever version of persona 3&4 you can find. They are seriously the best dog's I've ever played!

 

EDIT: Stupid auto correct, I meant rpg's.

Edited by LordSquirrel
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Only the protagonist has non-combat attributes. But seeing as the protagonist is two actors (1 is male and another is female, because you can choose your gender) I guess that wouldn't affect how you made your script, lol

 

Though the non-combat attributes are usually accessed from the game menu, not always displayed, :)

 

The game currently uses Yanfly's Menu System if that changes anything, haha

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It would be much easy to implement that type of hexagonal thing like the ones in CB of KnB or by adding some extension via Yanfly's scripts. Let me see what I can do about this, I'll work for the Custom Scene for it first. Would be a cinch if you want the actor and such.

 

If anyone is interested on the 20% of the base script I wrote to detect the attributes via notes:

# -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
# Note Storage for Non Combat Attributes
# -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
class RPG::Actor < RPG::BaseItem
  
  # -=~=-=~=-=~=-=~=-=~=-=~=-=~=-=~=-=~=-=~=-=~=-=~=-=~=-=~=-=~=
  # Rend Knowledge
  # -=~=-=~=-=~=-=~=-=~=-=~=-=~=-=~=-=~=-=~=-=~=-=~=-=~=-=~=-=~=
  def soul_rend_knowledge
    @soul_knowledge = @note[/(?<=<Knowledge: ).*?(?=[>])/].to_i
    @soul_knowledge = 0 if @soul_knowledge.nil?
  end
  
  def rend_knowledge
    soul_rend_knowledge if @soul_knowledge.nil?
    return @soul_knowledge
  end
end

Basically something like that, lol. You can also do it via percentage. But seeing you want it displayed via custom scene, no worries :D

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Well if you're making the script a custom scene you don't need to include a method that enables it in the menu. We can just have Yanfly's Menu system call the scene from a menu option, :D

 

Oh, and don't forget the instructions please, I had no idea how I would customize what you just posted, haha

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Its a sample code of what I am working on so far. Actually its pretty interesting since I've only seen a few that uses non combat attributes. I'll keep the post updated whatever I have finished for this though.

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Awesomesauce. Also you can easily play Persona 3 on a PSP emulator like I am doing at the moment, :D

 

I supposed if you have a good enough computer you can play Persona 4 on a PS2 emulator. Though the best (and canon) version of Persona 4 is Persona 4 Golden for the Vita, which also happens to be the best version of the game, :(

 

It was so worth buying a Vita just to play it though...

 

Anyways.

 

I have a lot of the features completed so far. To recap.

 

The Persona Summoning and Leveling system is handled through Fomar's Individual Equipment, Equipment Levels Up, Equipment Skills, and Equipment Skills by Level. We are still missing a way to change Persona's in battle, but I have yet to test the method suggested by Naridar on the last page so it isn't a priority.

 

Scanning Enemies and Weaknesses are handled using a combination of Neon Black's Scanning Script and Victor Sants Element States.

 

The Calendar has yet to be solved, as is an animation for days passing, but the date system itself and the display of what stage of the day you are currently in is being handled by Vlue's Advanced Time System.

 

This wasn't something I mentioned in the main post, but there being a 4 characters in party limit has been solved through the use of Yanfly's Party System. I am considering actually listing the Support character as a party member, though I am unsure as of yet how to make them unable to actually participate and have no listed health or spirit stats. I just kind want it to feel like they are there, haha

 

Non-Combat Attributes are being worked on by SoulpourVII.

 

We as of yet have not explored any options regarding Shuffle Time.

 

We as of yet have not explored any option for the dungeon roaming system and first hit player advantage, enemy encounter enemy advantage system. Although, I have a method in mind for the roaming enemies that attack you within a few tiles already planned using Rokan's Symbol Encounter Script.

 

We as of yet have not explored any options regarding books.

 

We as of yet have not explored any options regarding Co-Op Attacks or All-Out Attacks.

 

We as of yet have not explored any options regarding social links.

 

We as of yet have not explored any options regarding Persona Fusion and the Persona Compendium. This is what I consider to be the hardest and thus priority feature to construct at the moment. Basically we need some kind of equipment fusion system that only works for Head Equips (Persona's), sets the equipment to specific levels (through Fomar's equipment levels up), and gives them specific skills (through Fomar's Equipment Skills).

 

There has been an idea to use Yanfly's Autobattle for Combat Rush, but it's not exactly the same thing. Though this system was constructed to keep in mind Persona's tactics system, so I will use it to provide the option to have your party members set to autobattle to keep us close to a Persona 3/4 experience. Anyways, Combat Rush means every single member of your party uses basic attacks until either the battle ends or you cancel it. I have no found an option for this yet.

 

And while I'm going to be releasing this as a sort of script compilation so that people can more easily make their own Persona games. I'm also making my own game with it, which I have titled Persona: Forgotten. Just to give everyone a heads up.

 

That's it for now.

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By the way are these Non Attribute Parameters static or it grows per level etc?

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It's static I guess. It really only gains any points towards the next level when you do certain tasks, or do you mean something else.

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I see. So it means if Eric has Knowledge: 20, he would always have 20 knowledge?

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Social stats only apply to the main character.

 

They increase for performing certain actions.

>Reading a book can increase any stat, or combination of stats, depending on the book. For instance, reading a romance novel might improve your Expression and Understanding, but reading a book on how to be a cool guy might increase your Courage.

>There will be times when you'll be asked a question in class. If you answer correctly, your Knowledge increases. If the question was asked to a friend and you get the answer right, your Expression increases.

>Defeating optional bosses and eating strange things you find in your fridge will raise your Courage.

>Typically, working increases your Diligence.

 

These are just examples; there are a bunch of different things that have different effects.

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