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Messages - vvalkingman

1
RMXP Script Database / Re: [XP] HoT DoT
April 08, 2012, 12:10:34 pm
Thanks for the bug fixes :) I know this is kind of cosmetic...but is there a way that negative states that actually cause damage will have a red screen flash while those that are positive(healing) have a blue or green screen flash? Currently, all states that are affected by HoT DoT put out a red flash while walking. Just curious :)
2
Thanks for the answer. Soooooo DON'T post something I posted on a DIFFERENT forum on here even if you two guys aren't connected? Gotcha..
3
Hey guys, I'm working with RMXP and in my game, the player can go into skills and choose a "change kata" ability which calls a choice box with a list of katas to change into. What I want to do is after that choice, the skill status screen where I chose the "change kata" ability is called. That way you don't have to open the menu again. Anyone know the call for skill status screen from script event?

4
Here's my problem:
http://dl.dropbox.com/u/5185958/Skill%20Status%20Window%20Issue.PNG

Any ideas on how I would alter the numbers?

I'm using rpg maker xp and these are the scripts that i'm currently using, though none of them should alter the skill status screen...
Tigurus Fay's One-Player Menu Script
Tigurus Fay's One-Man Duel Battlesystem

The_Falcon's Power Word Shield Script
Game_guy's First Strike States script
Game_guy's First Strike Skills script
Lanzer's Counter Attack script
Blizzard's Custom Stat Growing System
Blizzard's Easy LvlUp Notifier Script

In that order. You'd think the one-player menu script alters something but i can't see where it alters skill status screen to do that...I've uploaded my project here:
*removed*
If someone could take a look and help me out with the numbers I'd be in your debt! Thanks in advance!
5
And I'm an idiot...didn't notice that I could just add more states and add to the syntax... :facepalm: thanks for your patience.
6
Hey! So I'm using Lanzer's Counter script in rpg maker xp:


#==========================================================================
# ** UL Counter Attack
#==========================================================================
# Uncle Lanzer
# Version 1
# 21.09.10
#==========================================================================
#:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=
#  
#  This work is protected by the following license:
# #----------------------------------------------------------------------------
# #  
# #  Creative Commons - Attribution-NonCommercial-ShareAlike 3.0 Unported
# #  ( http://creativecommons.org/licenses/by-nc-sa/3.0/ )
# #  
# #  You are free:
# #  
# #  to Share - to copy, distribute and transmit the work
# #  to Remix - to adapt the work
# #  
# #  Under the following conditions:
# #  
# #  Attribution. You must attribute the work in the manner specified by the
# #  author or licensor (but not in any way that suggests that they endorse you
# #  or your use of the work).
# #  
# #  Noncommercial. You may not use this work for commercial purposes.
# #  
# #  Share alike. If you alter, transform, or build upon this work, you may
# #  distribute the resulting work only under the same or similar license to
# #  this one.
# #  
# #  - For any reuse or distribution, you must make clear to others the license
# #    terms of this work. The best way to do this is with a link to this web
# #    page.
# #  
# #  - Any of the above conditions can be waived if you get permission from the
# #    copyright holder.
# #  
# #  - Nothing in this license impairs or restricts the author's moral rights.
# #  
# #----------------------------------------------------------------------------

#################
#               #  
# CONFIGURATION #
#               #
#################
# IT`S PRETTY SIMPLE........ JUST KILL THE BATMAN! <-- FORGET THAT -.-U
# MAKE A "(YOUR COUNTER NAME)" STATE
# UL_COUNTER_STATES = { A => [ B,C]}
# A = THE COUNTER STATE
# B = RATE OF SUCCESS
# C = STRENGHT OF COUNTER ( % OF A NORMAL ATTACK)
Scene_Battle::UL_Counter_States = { 20 => [100,100]} #ADD MORE BY THE SAME SYNTAX


# MESSAGGE WHEN COUNTER
Scene_Battle::UL_Counter_Messages = ['\m Counter!']

# CHECKING SCRIPT
if !@ul_counterattack_disabled

# START
class Game_Battler
 alias lanzer_counter_battler_atkeff attack_effect
 def attack_effect(attacker)
   lanzer_counter_battler_atkeff(attacker)
   if $scene.active_battler == attacker
     $scene.ul_atkcounter_test(self)
   end
 end
end

class Scene_Battle
 attr_accessor :active_battler
 
 def ul_atkcounter_test(battler)
   ul_temp = UL_Counter_States.keys
   for i in 0...ul_temp.size
     if battler.state?(ul_temp[i])
       if UL_Counter_States[ul_temp[i]][0] > rand(99)
         @ul_counter = UL_Counter_States[ul_temp[i]][1]
         @ul_countertarget = battler
         return
       end
     end
   end
 end
 
 alias lanzer_counter_battle_up4s5 update_phase4_step5
 def update_phase4_step5
   lanzer_counter_battle_up4s5
   if @ul_countertarget != nil
     @phase4_step = 1337  # LEET
     @ul_atkcounter = 28
   end
 end
 
 def ul_counter_update
   if @ul_countertarget.dead? or @ul_atkcounter == 0
     @ul_atkcounter = nil
     @ul_counter = nil
     @ul_countertarget = nil
     @phase4_step = 6
     return
   end
   @ul_atkcounter -= 1
   if @ul_atkcounter == 10
     @ul_countertarget.animation_id = @ul_countertarget.animation1_id
     @active_battler.animation_id = @ul_countertarget.animation2_id
     ul_temp = rand(UL_Counter_Messages.size)
     ul_temp = UL_Counter_Messages[ul_temp].clone
     ul_temp.gsub!(/\\[Mm]/) { @ul_countertarget.name }
     @help_window.set_text(ul_temp, 1)
     @active_battler.attack_effect(@ul_countertarget)
     if !@active_battler.damage.is_a?(String)
       @active_battler.hp += @active_battler.damage
       @active_battler.damage = @active_battler.damage * @ul_counter / 100
       @active_battler.hp -= @active_battler.damage
       @status_window.refresh
     end
     @active_battler.damage_pop = true
   end
 end
 
 alias lanzer_counter_battle_update update
 def update
   if @ul_atkcounter != nil
     ul_counter_update
   end
   lanzer_counter_battle_update
 end
end

#--------------------------------------------------------------------------#
end


And I'd like to be able to tie the success rate of the counter to a variable in-game. That way as the player progresses through the game they can "level up" counter. Any ideas on how I can make this happen? Thanks in advance! :D
7
RMXP Script Database / Re: [XP] One-Player Battlesystem
December 13, 2011, 03:00:51 am
Yea must be cuz i have both of those. Thanks for the zip upload :)
8
RMXP Script Database / Re: [XP] One-Player Battlesystem
December 12, 2011, 11:45:25 pm
I know this is a tad on the necroposting side...  :'(

But the link to the system is down...more like it directs to a page with random characters everywhere. The system looks pretty cool and i'd love to try it out. Just thought i'd ask :)
9
Thanks for the input, Blizzard :haha: the anticipation of death comment made me rethink a certain character's death at the hands of a former student. Originally I was thinking he would die but in the process the student would die as well...now i want to reverse it. I want the teacher to win, walk off alittle smiling being all smug and then die, perhaps with a shocked look on his face before poof hehe i like it ;) also, since you revealed plot twists in your own project ill let you in on a third major plot twist:
Spoiler: ShowHide
The main character isn't who he says he is. He thinks his name is Leon and that he's served the benefactor since that benefactor took him in and raised him as a child. In reality, his name is Russell and he served as a Captain of a squad of knights in a kingdom far to the east. As the story goes, his kingdom sent his particular squad on a suicide mission. That kingdom decided that they wanted to start a war with a neighboring nation but needed to be "in the right" so they choice to do away with Russell's squad since they were popular among the people. So yea, he was to betrayed by his own king and kingdom...needless to say it left him a bit unstable mentally especially for a guy who had such a strong loyalty to the kingdom...he didn't cope well with being betrayed and that is shown later as he takes on the persona of Leon who is extremely paranoid and who almost loses it when he finds out that one member betrayed them.


Also, I think you might find the ending a bit more interesting knowing that spoiler along with the details of what happens:
Spoiler: ShowHide
Leon is being led to go get his head cut off at the end and basically, i go back and forth with his perception of what is going on and what is actually going on. Leon likens his walk to get his head chopped off next to the heads of his fallen comrades as a returning commander being awarded a medal along side his subordinates.

what are your thoughts on that development?

I actually do have a large storyline I just wanted to summarize it so I could give you guys a gist of where I was coming from and going with it without having you read a novel haha thanks again for all the input. I'll be making a project page for this project soon. I call it Knights of the Black Gate. Just give me alittle time and I promise I'll show you something cool ;)

10
So, I revisited an older project of mine and am thinking about bringing it back. The question is, should this be a book/movie or a game? Does killing off all the characters kill the story? Or is it ok since you are basically dealing with an antihero cast of characters? Here is the concept:
"Concept": ShowHide
You have 13 characters from the get go. They are a unit of knights that are going down a path of insanity. In the beginning, I give the players the feel that the actions that the knights take are justifiable. At one point, the knights liken themselves as invinicible gods of death and get in over their heads, completely losing the original focus for their own arrogant agendas. In a large scale battle gone wrong, they lose four of their number including the leader & second in command. After narrowly escaping, the remaining knights have a self-examination and begin to doubt themselves because of their foolish actions so far. It is in this self-examination that a new leader rises from among them and they decide to go off and fight one more battle to fulfill their original goals. They plan to go all out with no room for failure; however, one of them during that self-examination comes to the conclusion that all that they have been doing has been mindless killing and that all their sins are just catching up with them. During the final battle, that character betrays the group by letting in the enemy soldiers and ultimately commits suicide. The remaining knights fight an epic final battle against the opposing knights with many of the mini-battles having double knockouts(they both die). Only the main character remains at the end of the battle, having been unable to succeed in their final push. It is at this time while the winning knights are interrogating him, that the player finds out that there really is no reason to what they have been doing, they weren't even knights to begin with because the kingdom that they "represented" was fictious. They were just wandering insane serial killers. At the moment of his execution, standing beside the pikes with the heads of his former comrades, the main character is asked for his final words. He smiles and says "I am fear, I am destruction, I am death." The reason that he is smiling is because *pause for effect* his ropes have come lose. He kills the executioner and the guards beside him, takes the executioner's giant ax and leaps out into the crowd swinging before he is finally taken out by one of the holy knights he had fought previously. It ends with their "fictious" benefactor, who was hidden in the crowd, walking away.

Now, in terms of playability, death is really tough on players in rpgs...specifically if they put any time or effort into fixing them up. So what I was thinking about doing, was creating a point system where you upgrade the characters armor, weapons, skills, etc with points. That way when they croak you get the points back in a point pool. Their spirits live on with you, etc etc lol thoughts?
11
Entertainment / Re: Magic: The Gathering
November 16, 2010, 03:38:30 am
I started in 8th edition. Picked it back up during the M10 thingy. My deck shoots to make the player discard cards and ultimately their entire deck. The name of the creature escapes me but it's like a 4/6 and when it attacks the player the player puts the top 20 cards of their library into the graveyard lol nasty stuff like that :D  hymn to torach and hypnotic specters. Fun stuff, haven't played much lately though. What kind of decks are you guys packing? or used to pack?
12
Entertainment / Re: Balalaika Shredding
November 16, 2010, 03:29:17 am
The giant triangle looking guitar...or the leader of the Roanapur chapter of Hotel Moscow in Black Lagoon? oO?
13
Troubleshooting / Help / Re: 100% hit success?
November 15, 2010, 04:24:41 pm
Well, I discovered negative EVA...and that solved my problem for the most part :D thanks for putting up with me being a blind idiot :^_^': take it easy!
14
Troubleshooting / Help / Re: 100% hit success?
November 13, 2010, 12:51:35 am
One more bump before I give up and just deal with it :(
15
Troubleshooting / Help / Re: 100% hit success?
November 07, 2010, 12:29:37 pm
Bump?  :'(
16
Troubleshooting / Help / 100% hit success?
November 03, 2010, 04:28:21 am
I'm actually surprised that this question doesn't get asked more often...*eyes bloodshot from searching forums for previous entry on subject* anywho, I'm using RPG Maker XP with Tons and Blizzard's Easy Overdrive system. Now, I have two issues with hit success. The first being with overdrive skills. Is there a way to make these skills specifically have a 100 % success rate? or unresistable? The second question is in regards to the hit rates for mages and priests who, though they have rods/hammers that deal low damage, have the hit rate as if they were weilding a two handed ax <.< i am fine with making their attack hit every time no miss. Is there a way that this can be done? I tried adding a "hit" state to the armor of the mage/priest that increased the hit rate to 200% but they still couldn't hit the broad side of a barn with a stick lol other then assigning the actors a ridiculously large amount of dex, I can't think of a way around this. Thoughts? Thanks forum :)
17
Chat / Re: Chat quotes
May 03, 2010, 08:32:32 am
Not sure I would call this a "chat quote" persay, but I did just have an interesting tech call this morning :^_^':

Me: Hello, this is Will with IT how can I help you?
Employee: Good morning, I am having trouble with my password. For some reason it is not accepting my password, I mean I know that I am typing it in right (Me to self: Sure you are...) and I was wondering if you could "cut me a new one".
Me to self: :???: did he just ask me to cut him a new one? I'm not sure if that makes me feel too comfortable... :shy:
18
Chat / Re: Chat quotes
May 02, 2010, 08:11:48 pm
Cleverbot pwned me :^_^':

Cleverbot: Slushees are good. I want one know.

User: You misspelled your last word dumbass.

Cleverbot: No, you just don't realize in what context I used it in because you're inferior to me.

:'(
19
Chat / Re: Favorite Books?
May 02, 2010, 02:03:43 am
Ender's game is definently on my list :) didn't like where the series went after that...but hey that's just me. The Dresden Files series by Jim Butcher is fantastic, that guy has a good humor to him ;) H. P. Lovecraft wrote some interesting works, though i decided after a few sentences not to read any further because I discovered that he and I came up with the exact same conclusions about light vs darkness and the supernatural...it was alittle unsettling. I will admit that it has been a long time since I picked up and read a book, but back in my high school days I was obsessed with english literature. Shakespeare, William Faulkner, Ernest Hemingway, Mark Twain, etc etc. What I read these days, and I know it's not the same thing but I felt like it was worth mentioning, is manga. I couldn't tell you the countless times I read through manga while troubleshooting a guy's wireless connection over the phone lol Something I read recently and I highly recommend to anyone debating about pursuing wild dreams or interested in the process of writing stories and developing ideas is Bakuman(http://www.onemanga.com/Bakuman/) the first 37 chapters. After I read that it got me all fired up again haha just throwing it out there ;)

EDIT:  Ayn Rand is a great author and atlas shrugged is a FANTASTIC book, you'll love it trust me  a few that I forgot to mention that I liked were 1984 by George Orwell, Fahrenheit 451 by Ray Bradbury, and Brave New World by Aldous Huxley. Dystopia type stories similar in thought process as atlas shrugged. Pretty good reads, Fahrenheit 451 actually helped me think up another idea for a game that I'll throw out at some point

no double posting so soon, just use the modify button to edit your post  -winkio
20
Well, she settled at $10 a battler & $5 a face(for facesets). Seeing as I am dealing with about 67 battlers total and several facesets she was happy with it. We talked alot about scope, starting and finishing the project(the whole "wouldn't want you to leave halfway and I have to start over again" thing), and the idea that I was buying the pictures but her name is on the project for drawing them. For us this is a portfolio builder as well as a challenge to see if we can do a full game. I'm excited and she is excited so I'll be sure to keep you guys up to date in the project forum about the things that come from it :) thanks for all the advice! you guys are awesome :)