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Messages - Alyon93

1
Resource Requests / Re: Spider Web Animation
May 17, 2015, 08:33:27 am
I already found that one but I really don't like it. I guess it's better than nothing thou.
If you guys have some, the request is still open.
Thanks  :)
2
Resource Requests / Spider Web Animation
May 16, 2015, 02:05:00 pm
Hi guys,
Anyone having a spider web animation that I can use to create the proper animation for standard battle system?
I already searched throughout the forum and the web itself.
If you have one can you suggest me a way or two on how to create a good animation i'm not really good at it. 
3
RPG Maker Scripts / Re: [XP] Hidden database text
March 19, 2015, 04:48:48 pm
Awesome guys!
Cheers  :)
4
RPG Maker Scripts / Re: [XP] Hidden database text
March 19, 2015, 07:30:49 am
As always, thanks for the help you give me. I appreciate it.
How ever it gives me a syntax error in line 5.  I'll try to solve the problem too but I'm really not very confident with RGSS yet.
5
Hi there!
I don't know if this should go under tutorials or under scripts.
To some of you this question might be stupid, but I hope you'll answer as well.
I already tried the search box but I couldn't find any advice on this(probably because of wrong query).
My question is: is there a way to hide some text from database entries? I'd like to use this hidden text for reference during the game development but I don't want the user to see them.
For instance, I have a status called Limit which activates when the character is near death. Every character has a unique limit for instance character1 limit is about him covered by thunders and I expect it to increase his speed while in this status, but character2 has earth element so his limit should increase his defense.
Now for doing so, I need two different limit statuses but, while I want to see in the database the corresponding status "Limit character1", I want the user to only see Limit for every character.
Is there a special character beyond that every text in the database is hidden like comments in scripts?
Or it has to be done by script? In this case i'm pretty sure it won't give you any trouble to do it for me right?
Thanks in advance and sorry as always for the long texts and the bad english  :)
6
Welcome! / Hi there
March 08, 2015, 06:54:42 pm
Hi, my name is Riccardo, I'm italian and 21 years old.  On forums and web in general I'm known as Alyon93 which is according to legends(the web ones at least) my name in elven, followed by my birth year(who cares right?!).
I'm a student in Computer Science at my University. I started this course of studies because since the age of 13, when I discovered Rpg Maker XP, I was totally fascinated by the ways a game works. However in the past years I started a lot of projects on my own without concluding one of them, this because I had no ability in Pixel Art, in RGSS scripting and also enough fantasy to create great and fascinating maps. Also time was never by my side, by having a lot other things to do. From 5 years lately(yes I'm pretty lazy  :^_^':) I started this new one, in which I'm putting all myself and my ideas. Yet I'm working on it when I have time and when I have a lot of inspiration. Actually in the last year I'm working on it pretty hard, even if I'm still on my own(sometimes a guy help me with some Pixel Art) but creating maps, a fascinating hystory and of course scripting still takes a lot of time and effort. While I learned pretty good C++ scripting and how to use classes and modules, I'm still having a lot of problems with RGSS basically because I'm not used to continue  the work done by others(for instance creating a new script using the standard ones while not know their exact functioning).
Basically that's why I'm here:
I was searching for help and this community already welcomed me in a way I never saw before.
From now on, I hope to meet some very good people and learn from them how to improve my skills and, who knows, maybe help someone out there who will one day come in the same way like me.

In the spare time I also have a musical band and we've just recorded our first LP that will be available soon for free on youtube and similar.

Well, that's what I am!  :haha:
See you all soon in some topics.
Byeee :hi:

Alyon93

P.s. Since I'm italian forgive my poor english, I'm doing my best!
7
Once I reach my tenth post I will be glad to give you a level. I'm pretty sure you will see me a lot of times from now on, so take it has a thank in advance! Cheers!
8
RPG Maker Scripts / Re: Multiple Attributes
March 08, 2015, 06:15:44 pm
Oh year sorry about that I was trying if it was SDK's fault and I put your script up there then I forgot to edit it again  :facepalm:

Anyway IT WORKS NOW!!! Thanks a lot KK20 I'm crediting you in that script! Is there any way to thank you? Karma or things like this?
9
RPG Maker Scripts / Re: Multiple Attributes
March 08, 2015, 05:44:34 pm
Seems legit... Here is your dropbox link:
https://www.dropbox.com/s/sj4r036fmk3f25a/Scripts.rxdata?dl=0
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RPG Maker Scripts / Re: Multiple Attributes
March 08, 2015, 05:40:03 pm
I'm using a lot of Scripts  :^_^': One for all is the SDK which I know it gives issues sometime. I'm willing to remove it if that's the issue since I use it only for a couple of scripts and they aren't really all that matter. Other scripts shouldn't modify in any way at all the fight formulas and something. However I'm going to upload the scripts.rxdata if you tell me how to upload an attachment, I couldn't find the proper command and I searched the FAQ's too...
11
RPG Maker Scripts / Re: Multiple Attributes
March 08, 2015, 05:16:58 pm
Quote from: KK20 on March 08, 2015, 04:54:48 pm
I refuse to sound like I failed in something easy.

I didn't meant to sound like that... I assume errors happen to anyone sometime, at least you know a thing or two where to change things. I would never make it without you!

Quote from: KK20 on March 08, 2015, 04:54:48 pm
Mistake was that I assumed element_set was getting the attacker's element_set when it is actually the defender's. Popped in a global variable (cuz I don't want to modify skill_effect since that thing gets overwritten to hell) and all is good.
I even tested it this time.


Yet it still doesn't work...  :^_^': ...and I don't know what to say. I mean if you tried it in the way I mean to use it and it worked, it is for sure a problem of my project. Maybe some compatibility or version issue? Or do you have any script I might not have? Yet I'm pretty sure that you tried in a completely new project and if it was a compatibility issue, the test battle shouldn't have started at all. My version is 1.01 in case it might be a different version(but I'm pretty sure it isn't).
If it might help you, I can make some screenshots to see if your database settings are similar to mine.
Thanks a lot friend, you really are helping me out on this!
12
RPG Maker Scripts / Re: Multiple Attributes
March 08, 2015, 04:29:45 pm
I tried your solution KK20 but nothing has changed: it only calculates the attributes' skill, not counting those in the weapons. I included all my physical skills(those who are executed with the weapon itself) in the array, so everyone between 57 and 80 for standard database but it still doesn't work. Let me know if you find out any other way.
Thanks a lot for trying anyway. I really appreciate it!
13
RPG Maker Scripts / Re: Multiple Attributes
March 08, 2015, 01:55:57 pm
Thanks for the answer KK20. That's exactly what I wanted.
I edited my previous post before reading yours.
Can you check out on it?
14
RPG Maker Scripts / Re: Multiple Attributes
March 08, 2015, 12:39:37 pm
Thanks for the tempestive answer I will try it right away. Do I have to put it in another class above main or in the class Game_Battler? In this case I have to replace some lines for these or do I have to put them any where I want?
However I have to correct you: F shouldn't mean 0% (that is E). F mean -100% does this formula calculates also absorbing damage?

EDIT: I tried it and it seems to work well, the only thing I'd like would be to get the attribute from the weapon itself.  So for instance, if I have a sword with Slash attribute and I use Cross-Blade, I would have Light+Slash damage, but if I equip a sword with Slash and Fire attributes and then I use Cross-Blade I would like to do Light+Slash+Fire damage, while now it depends only on the attributes of the skill(which means that if I put a flame sword I would have to recreate every skill with the added attribute). Thanks anyway for the answer it's a very good start!
15
RPG Maker Scripts / [RESOLVED] Multiple Attributes
March 08, 2015, 08:37:19 am
Hi guys, I'm new here! Thanks for this awesome place, I hope I'll find a lot of good people. Before starting I must say that English isn't my native language so if I make some mistakes I hope you will understand.

So here I am for a strange question. I already searched in the "search" box, but I couldn't find anything, basically because I don't know what to search too.
Let's start from saying that I don't have any idea if what I'm looking for is a script or some hidden option in the database. Here's the problem:
I wanted to rebuild all my game's gameplay(leaving the standard battle system). What I wanted to modify were the attributes and enemies resistances. In particular I removed those attributes like "Vs Human", "Vs Ogre" and so on, that, in my opinion, didn't have any likelyhood in real life. I mean, having a Holy attribute which is stronger against Un-Deads or a "insectidice" attribute stronger against insects, make sense, but having something like "Vs Beasts" I don't think make any sense. So I removed all those attributes and added the weapons attributes: "Piercing", "Slash" and "Blunt". For instance, fighting a stone enemy(like a Gargoyle) make sense that Piercing and Slash attacks are almost useless, while Blunt attacks should deal a massive amount of damage. Unfortunately RMXP attributes management doesn't provide a further control on multiple attributes. Here's the situation:
I have an Angel which has F for "Light" damage, which means that he absorbs Light attacks. In my game, Light and Holy are the same thing, so, Cross-Blade the first skill of warriors, inflicts Light damage, but it's still a physical attack, so it has the "slash" attributes like swords base attack. This Angel has C to slash damage so base one.
Now. What I'm expecting is that a Cross-Blade on an enemy with F in Light and C in slash, has a damage output almost or equal to zero, instead it seems that it only calculates the base damage granted by Slash and ignore the Light one and I don't have idea what king of operation does it do.
I understood that to solve the problem, it would be enough to create an attribute for the enemy for the double type "slash/light", but this would mean creating "N" attributes for "N" skills, which, even if possible, it doesn't seem very efficient, yet elegant.
Another example, maybe more comprehensible, is the battle with a Kraken. In my game it has resistance D to blunt e weakness B to slash(in my thoughts, a giant tentacle would be easier to "cut" than "smash"). Axes which are, always in my opinion, an hybrid "Slash/Blunt" should deal a damage similar to base one "C". That is, if my attack deals 500 base damage, it would deal 750 damage for B attribute and 250 damage for D attribute. Adding them and then dividing for the number of attributes the attack have(in this example 2) should deal exactly 500 damage. (750+250)/2=1000/2=500.

Now, after this long introduction, that I hope it's understandable(I'm willing to explain better in any case), what I would ask is if there is a way, a script, an option in the database and so on, which can solve this problem, that is, a further control on the attributes which calculates the exact amount of damage.
As always, thanks in advance to those who will read this long text and will be willing to answer.  :^_^':

Alyon93