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LucidK

Extensive Magic System -- Paying if Needed

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Never played much of FFXIII. I started to, but it got uber boring for me.

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Well im trying to develop a magic system starting from the idea of this topic, i know Reactive Owl is already developing this script but i want to give a try too.

 

The scripts is based on 3 selectable windows to equip a shard, window 1 display the actor selection, window 2 the available slots and window 3 display all the shards owned by the game party.

 

Maximun shards slot for each actors is fixed to 4 slot at this moment but that will change for sure.

 

Combos are not still available

 

The script is programmed to equip the two types of skills available ( Special and magic), the script let you equips shards if the actor class allows equip skill type associated for the shard.

 

So melee classes cannot equip magic shards(Magic), and magic classes cannot equip melee shards(Special), i hope that make sense

 

Im developing the GUI right now, It is no finish yet, but i want to show you what i got right now

 

The big thing at this moment is that game party can have as many shards you create

 

Note: The GUI is designed to equip lineal shards not a circle broken

 

MAGICSHARDS.png

 

Tomorrow may be i will post more pictures

Edited by Falcao

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I like it :D

 

I would prefer if you started another thread and linked it though. This is sort of the thread where Reactive Owl gets to start out and I'm curious to watch that.

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It'd be funny as hell if Falcao popped in with a finished script, complete with custom graphics/ add ons/ customization/ online play/ 3d rendering/ ect. Awesome to come back to the forums and see this little nest egg still brewing. Keep up the awesome works guys and don't loose steam.

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Although it seems to that Reactive has got a better understanding of what the OP is looking for, from my understanding of the description of it at least.

 

Hmm, that linear system might actually be able to be used almost like of materia system with the correct tweaks though, and I think someone was looking for that, although I dont remember if they wanted it just like FF VII :P

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There was that request for the vx script of the material system to ported o er but I'm pretty sure no one wanted to touch due to its 2k+ lines of code. Can't blame them~ I really want to see Reactive mop this up. It would be one hell of a accomplishment to get his name out there with such an "extensive" script like this. Sigh, they grow up so fast :')

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Falcao is much further than I am on the scripting...

 

I'm still trying to get a functional menu setup.

i'm glad you all have faith in me but this is very difficult for a novice to script.

I'm going to keep at it :/

Edited by Reactive Owl
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It'd be funny as hell if Falcao popped in with a finished script, complete with custom graphics/ add ons/ customization/ online play/ 3d rendering/ ect. Awesome to come back to the forums and see this little nest egg still brewing. Keep up the awesome works guys and don't loose steam.

 

Online play? lol :D

 

Im not even making a graphical GUI for this code, im pretty horrible making graphics :(

 

But if somebody wants to create the graphics i will insert them to the code.

 

This is only my try guys im not promise you nothing yet, the script is playable at this moment but still need more work

 

@Reactive Owl dont give up, if more scripters take this magic system on hands there will be more chances to finish it

Edited by Falcao

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Um... wtf happened? I don't come online for one day and suddenly the post blows up with people making this script? lol I like it! Hahahaha

 

Honestly, I'm excited to see how it comes along. I do have full faith in Reactive. His graphics for this are INSANE.

 

Falcao, you've got a lot going on with the script. I am impressed. I am actually implementing your pets script into my game in a bit, but to a much lesser extent than your demo went into.

 

Thanks for the help everyone! I'm excited to see a finished project!

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I retake the project today and here is what i got right now.

 

- The combo system is already implemented but needs some bug fixes, there are two combos available for each actor

- Each actor has his own combo (great thing i think >_<)

- Infinite slots, wtf!, yes each actor has his own infinite slots >_<, you have a script call available to increase the slots as needed, the starting slots for each actor is 3

- Infinite shards you can create as many shards you need.

 

Since im very bad graphic maker, im building a window based GUI but if somebody wants to create the graphic i will appreciate it

 

Here some pictures showing mainly the combo feature

 

Combos to learn

comoincompleto.png

 

Combo number one learned

combocompleto.png

 

There is an empty space in the GUI may be i will filled with some info about the shard

Edited by Falcao

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Also i forgot to mention that the shards icon are individuals icons, something similar to the rpg maker XP icon system, i think it is a better way to modified them, im planing to make them as the balloon sheet but not sure.

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this idea really does look intresting i really like the circle option but the later development looks good aswell

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would be nicer if it's not only two actor combo but hey... it's a start.

 

just a suggestion...

maybe you could increase the actor combo to unlimited too(can be added ingame) and bind shift button to toggle to next page actor combo. (or input::L / input::R - QW in keyboard. since you didn't use that because the actor selection is by up and down)

and feature for left and right (a.k.a pageup pagedown) for actor selection would be nice (left = index -10, right = index+10) incase people have lots of actor (maybe 100 actors LOL).

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@estriole I was thinking about adding unlimited combos for each actor but the problem now is i dont have more space in the GUI lol :lol:. i dont want to create a separate scene for that.

 

At my first attempt i create only one combo for each actor, then i ask one of my friend maker to test the script and was satisfied with the combo feature but one is no enough so he suggest one more combo to be added.

 

There are two combos available for each actor i think it is more than enough. :angry:

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@estriole I was thinking about adding unlimited combos for each actor but the problem now is i dont have more space in the GUI lol :lol:. i dont want to create a separate scene for that.

 

Scrolling window contents? Of course, it's not obvious how to scroll left/right.

L/R?

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@estriole I was thinking about adding unlimited combos for each actor but the problem now is i dont have more space in the GUI lol :lol:. i dont want to create a separate scene for that.

 

Scrolling window contents? Of course, it's not obvious how to scroll left/right.

L/R?

 

Making another selectable window for the combo would be better scrolling up and down and see the nect combo data, but as i said before two combos for each actor i think is more than enough

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Just dropping in with a compliment and an idea :)

This system looks really amazing! Both the ones Falcao and Owl are working on. They could (and will) be a great addition to many projects, I'm sure.

 

Perhaps for Falcao's version it would be an idea to hide the combo possibilities until the user has equipped the right gems? Meaning that it would be an empty screen and only when the actor has the Aqua, Water and Ice equipped will it show that this particular combination gives you an extra spell?

(It would also solve the 'problem' of having too little space too show more combos.)

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I am definitely excited to see the finished results. Chantal, you're definitely right. Both are doing fantastic jobs with this idea. It will be awesome to see the finished products and I'm sure this system will be used by quite a few people, especially since there are two options between Falcao and Owl!

 

You both rock!

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so far on my end its like all graphics...

falcao is strides ahead of me as far as code goes so his will probably be available before mine is..

Edited by Reactive Owl

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Well I'm not trying any demos until you're finished Owl. I'm savoring the anticipation.

Hey Fal, what do you think of making some combos available only after they are taught in the story. Say fire+wind+earth = magma but once a certain event takes place are you able to use the combo. Or even if the combos outcome just changes to a better skill once that actor triggers an event. Just an idea for even more "extensiveness".

 

Hah, at this rate Lucid is going to be broke after paying all these scripters. I love how this thread went from zero to sixty in a matter of a couple weeks. This community ROCKS!

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your like our cheerleader Polidoro!

ahaha just kidding you helped with the encouragement none the less.

 

:D

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@chantal at my first attempt the combo was hidden until the actor learn the combo, but then i realize the player need to know witch shards are need it to make a combo, you are not the only who suggest the same thing may be i would make it invisible

 

@Reactive Owl It is not a competition it doesn't matter who finish first, lets say we are making this together.

 

@polidoro you are the best cheerleader ever! :lol: yes would be a great idea to unlock the combos manually in game instead of automatically draw them

Edited by Falcao

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@chantal at my first attempt the combo was hidden until the actor learn the combo, but then i realize the player need to know witch shards are need it to make a combo, you are not the only who suggest the same thing may be i would make it invisible

 

@Reactive Owl It is not a competition it doesn't matter who finish first, lets say we are making this together.

 

@polidoro you are the best cheerleader ever! :lol: yes would be a great idea to unlock the combos manually in game instead of automatically draw them

@estriole I was thinking about adding unlimited combos for each actor but the problem now is i dont have more space in the GUI lol :lol:. i dont want to create a separate scene for that.

 

Scrolling window contents? Of course, it's not obvious how to scroll left/right.

L/R?

 

Making another selectable window for the combo would be better scrolling up and down and see the nect combo data, but as i said before two combos for each actor i think is more than enough

sorry but two is never enough for me :P. but it only my opinion.

the op certainly want lots of combination too. (means lots more versatility in building the actor. he do states that).

we could make the useless gem but if used with other gem would be useful. (all materia, hp absorb materia. just example)

 

and you don't have to make or go to other scene for that. make it in the current scene if certain button pressed it will make that window go to next page of the combo. the window still draw two combos but it draw the next page in character combos. that what i means.

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