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purplekirby54

Help needed for an MV overhaul (Integrity)

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Alright folks, I'm not going to mince words, I've been working on a project (on paper) for the past 2 years, and the only system that seemed to be powerful enough to let me do the project, while also being really neat looking, was MV.

 

The name of the project is called Integrity. There is currently no working subtitle, or any images other than what I've taken on a camera.

 

The problem is, I'm attempting to make something that RPGMaker's limitations won't let me, and I've only got 20 days to do it in before I actually attempt buying the software to see if this project is worth continuing. Originally, all this was done on VXAce, but since I've been developing the idea more on pen and paper, there's been some things that I want to do to make it more original.

 

Let's do a huge list of things that I can start with...

 

1) The weaponry system.

this is priority number one. The weapon system I had in mind was to go like this: You have 3 weapon slots, (Primary, Secondary, and Tertiary) each being interchangeable between one another. For instance, you can put a sword in your Primary slot, and then switch it with the Pistol in your Tertiary slot to suit your specific needs. What I want to accomplish, simplified:

 

|Active |Inactive Weapons  | > |Active |Inactive Weapons  |

|PRIMARY|SECONDARY|TERTIARY| > |PRIMARY|SECONDARY|TERTIARY|

|Sword  |Lance    |Pistol  | > |Pistol |Lance    |Sword   |

 

In theory, having each weapon in each slot will give it different bonuses as well, but let's simply start with being able to interchangeably move the weaponry between slots.

 

2) TP being used as ammunition.

Now, in a lot of gamemaker games I've seen, the TP was almost always used as a charge system (as in Off, similar to Final Fantasy IV) or a secondary magic points system for special attacks. In Integrity, I want the TP to be a set value for each weapon in the game as it's ammunition or its durability... simply put, Integrity Points.

 

For instance:

Adam has Shotgun equipped.

Adam's HP is 76, MP is 21 and IP is 6. Every time Adam attacks, his IP goes down, and needs to use a Reload skill.

 

3) The battle system.

I feel that I'm going to need to basically chunk the battle system that came with MV... either that or keep using it for lack of progress on the idea I had. The idea is a mix between Final Fantasy and Fire Emblem, where the battles are random encounter, but you use the map as your battleground. The characters spawn in set patterns, and the enemies spawn (relatively) randomly. This can be accomplished through the Troops command, I imagine. But, if this is too much code for MV to handle, I'll stick with a more traditional idea and keep the old battle system with the following above.

 

There's a TON of other things I want to get accomplished, but these are the main three. Please notice I have absolutely no experience in programming

Edited by purplekirby54

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Idk wat exactly you are asking.

 

If you are asking whether MV can do these things, MV is still, sort of, new so it nowhere has the amount of scripts Ace have. Ace and MV (as you know) has TP and Ace has a lot of battle systems (scripts) that you can use, so I'm positive at least one of them can satisfy you. I suggest going to the MV script section to see if they fit any of ur needs if u decide to pick MV.

 

Ace, however, I know has all you want when attached with a few scripts.

 

If MV does not have what you want but you still want to use MV, u can post a script request where scripters will look at it and decide whether they wanna help you or not.

 

Overall, bottom line, it is worth it considering what you want in your game.

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Hm. Put that way, seems Ace might be the way to go.

I suppose I should explain that I'm starting to work on a project, and the three things listed above are the start of the work I want to do to make it unique and interesting... with the end goal having it be on steam or the App store. Something akin to that.

 

But if I just make whatever other RPG maker game, it's not going to get much distance.

I'll take your advice, I'll go see if the scripters are willing to help me out here, since I know little to nothin' about how to edit scripts in MV.

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If you want, send me some messages in the forums and we'll talk a bit more, just to settle things.

Edited by purplekirby54

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Your weapons system would clearly need scripts, I can't think of a way for it to be possible. For the three slots, you could manage that with the Custom Equipment Slots script by Formar0153. The hardest part would be to have unique powerups depending on the slots, I could help if you elaborate, like give a concrete example.

For instance : I want the sword to give 10 strength if main, 5 if secondary and 3 if tertiary.

 

And I think Ace right now has more functionnalities since there are so many scripts.

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Ok then (sorry I wasn't around, I can reply now)

 

For instance:

 

A sword equipped in the primary slot will grant the user +10 atk and -5 spd, along with the skill "Shield Break".

The same sword equipped in the secondary slot will grant the user +5 atk and -5 spd and the same skill is given.

Again, in the Tertiary slot will grant him +1 atk and -5 spd and again, the shield break skill is given.

 

Only reason i'm using MV is cus I have more of the project fleshed out in MV. If there aren't any scripts, I can stick with a traditional system for now.

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