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Novem

SMT Persona for Ace

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Let me put it this way. You start out the game with zero points in each attribute, this means they are at their lowest level, so let's say we have a non-combat attribute, we'll just call it "Swag", Swag has three levels, Minimum Swag, High Swag, and Maximum Swag. The only way to level up you Swag is through doing certain activities such as giving speeches about Swag, or by trying on clothes with the word "Swag" on them. Every twenty points your Swag increases a level. This is the only way of leveling up your Swag. It is completely independent of the character combat level.

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Does anyone know a way we could do the fusion spells? They require the main character to have two certain personas in their inventory, and then they are able to perform a special spell.

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There is a Fusion Spell script.

May be nice add the mutation function, I loved mutations.

 

(If you don't know them, If you end a battle with a Fusion spell, you may get some boost on your persona, stat boost, persona lv up, secret skill (Really strong, but rare) and mutation of your persona into another.)

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Update:

 

of8hc1j.jpg

 

Not yet finished, going to make the HP and MP gauges fixed since its a little bit off.

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Dude. That looks awesome... +1! +10! +100000000! +OVER 9000!!!!

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Just because I'm a downer when it comes to art critique, I'm going to have to point out that that pentagon is not equal-sided in length. ^-^" The "expression" and "understanding" bubbles should really be moved closer together. 

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Ahaha, its okay Tsar. I'll just have to edit it later when I set up the hard to set up stat rating xD

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I just discovered that looking through his blog, it looks really awesome, :)

 

Guess we can check another system off of the list.

 

Thank you SoulPour for your incredible scripting powers.

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Sounds like you guys are chugging along. I just wanted to add a few ideas I have implemented in my own project that really worked well.

 

1. Calendar Days Passing - You can use Selchar's Variable Calendar Script. Then shut of natural movement of time when you start the game. Add +6 to the hour variable every time you move time forward. In the script just change the hour display to read however you want whether it be Morning, Afternoon, Evening, Night, Etc. I discuss it in this thread as well: http://www.rpgmakervxace.net/topic/25714-persona-time-system/#entry178801

 

2. Post Combat Shuffle - If you don't necessarily NEED the actual shuffling. You can use Eberk's Treasure Chest Script and change the picture with a card. This does not allow the same follow where the card goes shuffling but it isnt a bad option as an alternative.

 

3. MC Persona "bank" - I would suggest making a new skill that calls for a select key item window. Then have the persona's called by key item selection. This will also make it so that the fusion system would simply be an alchemy system using the key items as their base. If you don't use key items in the actual game. You can even turn that menu into the Persona List that the player has... I forgot which Alchemy script it was, but there is one that allows for item types which would be the same as the demon "races"

 

4. All out attack -  I have a system of combo attacks in my game. I use Yanfl's Skill Restrict Script until a switch is turned on to open up the option of Combo on the selection menu with Yanfly's Battle Command List Script. When combo is chosen, it basically does forced action to the monster the first player selected. I can show you how I did it if you would like as well.

 

 

Just some ideas that I thought might help you guys from my own project and things I have tinkered around with. Let me know if you guy need any clarification or other ideas =D I am at a standstill on my own project so wouldn't mind pitching in on occasion.

 

Goodluck!

~ Dinhbat

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I just started watching the Persona anime and I noticed some Calendars being shown each day... is that what the Calendar Days passing look like? TBH, I never played any Persona game.

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I'll assume you're watching the P4 anime (mostly because there isn't a P3 anime yet), so yes. That is how the days pass in P4. The game is pretty easy to find on amazon, and ebay as are the systems used to play it, so I would suggest trying it out when you have the time.

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Yes SoulPour they use a lot of interfaces similar to the game in the Persona 4 anime, that is generally what passing days looks like in Persona 4.

 

As far as the calendar dinhbat3, I am using Vlue's Advanced Time System for this at the moment, but I need a visual representation to show days passing. Transitions basically. It's more of an art thing then a script or event thing at this point.

 

Those treasure chests actually look like a really cool and viable option, I will have to try it. Might not be as feature complete as P4's shuffle time but that's not a half bad replacement.

 

That's a very interesting idea for persona fusion and switching, could you possibly find a link to the alchemy script you're talking about? I'd very much like to check it out.

 

Not entirely sure about that last one, could you explain that a bit more?

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I've seen a thread that can be connected to Days Passing. Normally, he is requesting a Persona Time System, where you basically have control over the passing days and time. Maybe, if I have some time this night, I can try doing it or maybe produce a decent replica of the said system...

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1. Selchar's Calendar has a text based representation, and also has tinting features for the time of day and weather effects, thought those might be nice.

The visualization is simple though using the built in function of Selchar's Calendar it could easily look like this:

 

7/21 Sun

Daytime

 

 

2. I think Kread-EX was the one who had the family and quality for alchemy: http://forums.rpgmakerweb.com/index.php?/topic/922-alchemic-synthesis/

 

3. For the combo I used this coding which requires Hime's Common Event Variables

Conditional Branch: [Hero] in party
Script: $game_actors[x].last_target_index = $game_party.members[
        $game_variables[y]].last_target_index
Force Action: [Hero], [Combo Skill], Last Target

x = Hero's actor ID number

y = whatever variable you assign to the user ID in Hime's Common Event Variables

 

This will check if each actor is in the party and if they are change their target to the same target as the person who casted the Combo skill originally.

Then it will force the action of each party member to use whatever skill you assign as their combo skill. I am not sure however if this will take up the characters turn this way since my battle system is a CBT and acts differently I havnt tried it on a normal system.

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1. Vlue's does the same thing, except I actually know how to use it because I have so much experience with it, :D

 

2. Thank you for the link! This looks like what I was looking for! I love this Persona method I came up with, it makes things so much simpler.

 

3. That is a rather clever method! I will have to come back to try and use that later once we really start focusing on the combat.

 

Also SoulPour, that would be great. I'd love to see what you come up with!

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ArmtscY.jpg

 

Calendar / Days Passing update. I haven't added the date name yet.

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That's really awesome! Like, holy crap that looks cool.

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