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Messages - Sacred Nym

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I love you. No homo.

That is all.
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Scripting School / Re: Second Lesson, Break it down.
April 19, 2011, 05:28:12 pm
Spoiler: ShowHide
-Skill Experience System
   -Skill Families (eg. Fire, Fira, and Firaga)
      -Skill EXP Requirements
   -Skill Experience Tracking
      -EXP Gain/Loss values
      -Experience Gain
         -Did (actor) use (skill)
            -Gain Skill EXP after battle
            -Enough EXP for new skill?
            -Learn new skill, forget old
      -Experience Loss
         -Did (actor) NOT use (skill)
            -Count subsequent battles were (skill) is not used
            -Is there too much neglect?
            -Lose Skill EXP after battle
            -Forget neglected skill, relearn old


Something like this, right? (only read first post)
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Quote from: GrieverSoft on April 13, 2011, 11:09:33 pm
I also suggest something like a buffer.  Instead of experience atrophying immediately, there's sort of a grace period that, without use, runs out before the experience starts going down with neglect.  I suggest it is configurable to the skill, so that more advanced skills have a longer grace period.  However, I think this might be a bit too much for we newbs.

Edit:
Alternatively, there can be a way that the script does this for us, e.g, the more advanced skills in a skill line have longer grace periods automatically.


I'm for this grace period idea, but it should be configurable by the user. I don't think it's that complicated at all but even if it is, we should be prepared to step out of our comfort zones. We'll learn more that way.

With exception to this grace period idea, I'd say we're set on how the system is going to look.
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Quote from: The Niche on April 13, 2011, 06:57:45 pm
List as it stands:


  • Experience atrophy, timed by a configurable method (Battle count, turn count, timer, off)

  • Upgraded skills replace predecessors and are actual database skills



I vote for jragyn's idea about branching, that upgrades have multiple skill requirements.


I like this. For the EXP Atrophy I advocate the Battle count without use. Anything else might make it too hard for a player just to maintain skill levels, let alone upgrade them.
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When I posted my suggestion I was thinking "We could start with the most basic parts, then build on it" but if the others think that's too much still, then I personally support Grieversoft's idea of copying FF2. It doesn't get much simpler than that.
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Here's what I thought of, and this may(?) be more original than other systems. At least, I haven't seen a script of this yet.

Rather than directly leveling the skills themselves, what I was thinking was leveling up Elemental Proficiency. As characters use skills of a certain element, their proficiency with that element increases and they gain various benefits related to that element. Possible benefits, that I thought of, include:


  • Increased damage

  • Reduced SP costs

  • Increased scope (make some single target skills able to multi target)

  • More Skills (either by learning/forgetting skills, or by permission flags (skill_can_use?))

  • Increased resistance to that element (this is probably out of the scope of the lesson though)



Probably some other things I haven't thought of yet, but that's a good amount to work with at this point.
Another possible feature of the system might be a Polarity system. Simply put if two elements are in opposition, like say, Fire and Ice, then gaining proficiency in Fire would reduce proficiency in Ice, and vice versa. This would promote specialization in one or two elements.

What does everyone else think?
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*Signs up*
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RPG Maker Scripts / Re: [Proposal] Scripting School
April 04, 2011, 01:53:54 pm
*signs up*

I should have time for this.
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Three new issues:

1. When running from a battle, a print command with two numbers comes up. I assume this is a debug statement that never got removed.

2. I am able to run from any battle, even battles where the run command would normally be disabled.

3. Enemies aren't spawned correctly. Only the sprite matches the enemy that you'd expect. The first enemy in the troop is always teated as enemy 1 in the database (ie Ghost). The second enemy in the troop is always enemy 2 in the database (ie Basilisk) and so on.
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Script 'Battle Dome PT 2' line 161: NoMethodError occurred.

undefined method ` enemies' from #<Game_Map:0x3e4fd68>


I get this error whenever I run from a battle. This was in the (unmodified) demo.
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RMXP Script Database / Re: [XP] Easy Overdrive System
February 09, 2011, 08:54:50 pm
You got the first part right.

As for the second, not quite. What you have to do is go to the second to last tab of the regular database (called Common Events) and in an empty event slot, add the second script in a call script. Set the trigger to Parallel Process (meaning it'll run in the background), set an activation switch (meaning it'll only run when the switch is turned on) and make sure that switch is turned on at the start of the game.
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On the Basic Config tab of the app is a check box that says "Drop shot ammo if missed".

Uncheck it.
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RMXP Script Database / Re: [XP] Transition Pack v1.11
December 11, 2010, 05:49:18 pm
Now it's working great! Level up!
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RMXP Script Database / Re: [XP] Easy Party Switcher
December 09, 2010, 02:28:58 pm
Quote from: RenegadeNick27 on December 06, 2010, 05:29:51 pm
Is there any way ti give exp to actors that are not in your 4 person party

If you mean from battles, yes it's possibleby manipulating the EXP_RESERVE, EXP_NOT_AVAILABLE, and EXP_DISABLED_FOR_PARTY constants at the start of the script.
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RMXP Script Database / Re: [XP] Transition Pack v1.1
December 09, 2010, 02:25:52 pm
Quote from: Fantasist on December 09, 2010, 07:28:43 am
OK. Time to update this script and fix the bugs. Coming in the next update v1.11 :

- Ability to use transitions when switching maps.
- Fixed the encrypted RGSSAD issue.
- Battle, Shop, Save, Menu and Name scenes use effects when called using event commands. Each effect can be preset.
- Ability to use random effects.

EDIT: Updated :D


Sweet! Except I'm getting an an error.

Line 216
Undefined method or local variable 'path'

Happens whenever I do anything that would call a transition.
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To clarify, the "Actor Defend Sprites" option lets you have multiple sprites based on the defender's shield, rather than just a generic sprite. Leaving the option unchecked means you'll only use one defend sprite per actor.
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I got an error "Uninitialized constant MINUTE_VARIABLE" error when trying to restore a memorized time. Line 833
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General Discussion / Re: Skill Games
September 29, 2010, 02:17:26 am
I don't necessarily agree with that. A game can be very good and have a piece of crap story. How do you think Pokemon is still around, it still recycles the same dumb throwaway plot, for the fifth time now.

That said, regardless whether you want a game to focus on gameplay or story, you should never forget the other. IMO, it's ultimately the marriage of the two that make a game (ANY game) special.
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RPG Maker Scripts / Re: General RGSS/RGSS2/RGSS3 Help
August 23, 2010, 12:38:14 pm
@Hellfire

In Game_Actor look for this code:
  def exp_s
    return @exp_list[@level+1] > 0 ? @exp.to_s : "-------"
  end

Replace or comment out the middle line and replace it with:
return @exp.to_s
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RMXP Script Database / Re: [XP] Blizz-ABS
August 15, 2010, 05:59:46 pm
You're using "Trigger after Charge" which means you have to manually fire it off after it's charged. If you want it to fire automatically use can "Freeze on Charge" or "Move on Charge" depending on whether or not you want the actor to be mobile while casting. :)