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LucidK

Extensive Magic System -- Paying if Needed

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if window item is game_actor(i assume it is since the scene equip the shard to actor don't they)... you know where to get the @level then.

game_actor default have attr_reader for level so it's viable

 

example:

@list_window.item.level

 

if the window in the scene is named @list_window

and the method should be at the scene not in window class i guess.

hope this help

Edited by estriole

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no matter what I do I get undefined method error <= for Game_Actor::Class why won't someone give me a straight answer???

this is very frustrating hmmm....

Edited by Reactive Owl

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Can't wait to see how this will be done!!

 

Good luck to everyone working/helping on it and I hope you get it very very soon!!

 

Amazing progress so far by the way!

Edited by Elliot Wyvern

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I said it was an actor's instance variable.

 

Uh oh. Watch out, people. Someone might actually bust down Tsuki's cool, laid-back exterior.

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I said it was an actor's instance variable.

 

Uh oh. Watch out, people. Someone might actually bust down Tsuki's cool, laid-back exterior.

 

well this is a frustrating script...

btw I want tsuki to note that I am his fan, he's the reason I started scripting to begin with so I don't want to cause him any stress or anything

I'm a novice still so I appreciate any help he gives me even if I don't fully understand what he is trying to tell me(for the most part I get it though...)

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Then it is time to google "ruby instance variables" and understand what they are, since it is a common concept in object-oriented programming.

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Hey, I just wanted to pop my head in and say thank again to Reactive and those helping him out. I understand this is no small task, but thank you! :)

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I didn't get the chance today to work on the script but I will hopefully make some progress tomorrow...

I really want to figure this out...

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And judging by the 'Topic views', there are a handful of people who want the same. Good luck to urrbody

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If you make the selectable windows that way your crisalis going to be messed, head pain >_<.

 

RGSS3 default selectable windows examples seems to be very shitty for me.

 

Take a look at selectable windows item of rpg maker xp (RGSS1) everything is defined right there inside the window rather than RGSS3 that codes are defined as

class < superclass, class < super class, class < super class, class < super class, class < super class, you have to look at about 10 super classes before find a small piece of code, fuuck that is really annoying for me, (im not the only one thinking the same way), to learn RGSSn Rpg maker XP rgss1 is the best.

 

When i finish my pet system i would hep you with some stuff with this script( i like the idea of the extensive magic system)

Edited by Falcao

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That's why RGSS1 sucks compared to RGSS3; everything is in one class. I can't do anything without overwriting code.

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That's why RGSS1 sucks compared to RGSS3; everything is in one class. I can't do anything without overwriting code.

 

Lol!

 

It its not overwriting it is creating you own code without the need of the work done from somebody else

 

Thats the best way to learn i think

 

The best scripts for rpg maker ever written were made for rpg maker XP RGSS1, becouse rgss1 scripters create their own stuff helping you to develop better scripting skills.

 

Also im not saying that RGSS3 sucks, i like the way they made everything simple and easy but it is no a great tool to develop good scripting skills, convining both make a great language

 

Happy making :)

Edited by Falcao

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That's why RGSS1 sucks compared to RGSS3; everything is in one class. I can't do anything without overwriting code.

 

Lol!

 

It its not overwriting it is creating you own code without the need of the work done from somebody else

 

Thats the best way to learn i think

 

The best scripts for rpg maker ever written were made for rpg maker XP RGSS1, becouse rgss1 scripters create their own stuff helping you to develop better scripting skills.

 

Also im not saying that RGSS3 sucks, i like the way they made everything simple and easy but it is no a great tool to develop good scripting skills, convining both make a great language

 

Happy making :)

 

You do realize that having everything in one class defeats the purpose of using an Object Oriented scripting language?

 

Classes should be as small and tightly defined as possible. Subclass whenever you can - certainly when you can have two or more subclasses.

No reason to duplicate code if you don't have to.

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No matter how many times I read the first post, I haven't a damn clue what I'm supposed to be doing.

I'm not really a fan of Final Fantasy (yes blasphemy, screw you :P) and never played FFVII and don't know what a materia system is :(

 

Guess you wait for Reactive Owl to make a spectacular comeback.

Edited by DP3

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Just here to update you guys and say this has most certainly not died... It's just tricky, and really complex...so it's just gonna take a while.

 

I haven't updated the graphics yet because I have not needed the added slots until I get a working system built :/

 

So yeah be patient and please help out in any way you can

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I commend you, Reactive. As you said, this script is very complex, especially for someone just learning to script... I think you've jumped into the deep end to learn.

Not saying that's a bad thing, but it might be easier to start small and work your way up.

I definitely wish you luck and hope you can pull it off for everyone :)

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I definitely agree with Galv. This is a huge project Reactive and it is sincerely appreciated. I really wish I could help out, but scripting is not something I'm good at whatsoever.

 

Reactive if there is something I can do to return the favor hit me up.

 

DP3, I am trying to think of a way to describe it differently... I mean, I'm 100% confident Reactive has this, but for the sake of people knowing what the end product is, let's see what I can do:

 

Magic is not just randomly learned for 99% of the people in the game. When somebody uses "magic" it's from a power they gained by possessing broken shards of mysterious orbs.

 

At a certain point in the game, rather early on, the character learns how to use the system I'm trying to implement. What happens is the player is given empty orb shells, one for each character. To start, this shell only has 3 slots. As the character levels up, his expertise with the orb shell will as well, and he will be able to fit more shards inside.

 

Now, the player will only be able to use these shards if they are equipped to him/her. If the main character has a fire, a water, and an earth shard, they will be able to use fire, water, and earth basic magic. That much is basically a given.

 

The idea behind the orbs is an idea of adjacency. It makes the player really think about how they want to spec their characters. When the magic menu is selected, it will look at the orb configuration. Let's say the actor's orb has a fire shard. The actor can use fire. Next to that fire shard is an earth shard. Now the player can use fire and earth, but also a combination such as volcano. Now, let's say there is a barrier shard on the opposite side of the fire shard. Now the player can use fire, earth, volcano, and barrier, but also create a fire barrier, because they're adjacent. The player would NOT be able to make an earth barrier, however, because earth and barrier are not adjacent.

 

Unfortuantely, that and the first post are the best I can come up with as far as descriptions go... If it is still difficult to understand, which I would completely understand, then I would recommend playing a demo of my game when it is released.

 

Thanks for the support everybody. This is a defining point of my game.

Edited by LucidK

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So from what I'm understanding, a low level fire shard gives you access to 'Fire1', and a higher one gives you access to 'Fire2'?

Adjacent shards combine to make another form of magic (usable by choice of course)?

Then comes then scene with user input :mellow:

 

Yeah that comes across as something rather complex, and I agree with Galv; I find a lot of respect to give to someone taking this on when they haven't really scripted before.

Good luck Reactive :) If you need help, you know where to find us.

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That's basically correct DP3. Of course, levelling shards is optional. If reactive does not want to include this feature, I can simply make multiple shards that the player finds better ones of.

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I really like this idea of magic system,

 

This is a brief summary of what i understand about your request.

 

- Broken orb with 12 slots available to equips shards

- Slots open if the game actor level match the shard level (any actor? or a selected one)

- When you equip a shard the character learn a new skill (all game party actors? or a selected one)

- New skill learn when 3 shards conbine ex: fire. wind. earth

 

I never played a final fantasy game that why i dont know how materia system work

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that's not quite right

almost

 

Basically the orb starts with 3 slots and no more

now say the player raises in lv past 10 now the orb has 5 slots

 

I personally dont think that the shards themselves should level up

I think they should be found throughout the game and each shard is a set lv and depending on the lv of the shard determines the spell learned when equipped

 

he also wants other spells learned based on the shards that are next to each other.

so if you have a 3 slot orb with 2 fire shards and 1 earth shard

you would get as a base set of spells:

two different fire spells and one earth spell

then because the two fire shards are touching you get a third more powerful fire spell

also because the earth shard is next to a fire shard you get a fire and earth combo spell(Volcano?)

 

so basically this system revolves around the adjacency of the shards and a tactical player-defined set of spells.

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Reactive got it 100% right. I mean, I hope so, since he's making the script... lol.

 

AAAND To make the strategy even better, each actor has an orb to work with, so you can have an omega healer actor, somebody who makes fire his little bitch, etc. Or you can have a balanced team. Whatever really.

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