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Messages - b33hcreative

1
Event System Requests / Re: [XP] Skill calling an Event
November 12, 2011, 10:34:28 pm
how?
2
Event System Requests / Re: [XP] Skill calling an Event
November 07, 2011, 10:08:22 pm
that doesn't work. If I set the scope to "none", I am still able to select the skill, it just doesn't do anything; and it still ignores the called event.
3
Event System Requests / Re: [XP] Skill calling an Event
November 07, 2011, 11:42:55 am
I played around with the called event parameters, and I discovered something that I was missing...
When their is a condition for a skill to call a common event -- the skill is activated first, then the event is evaluated.

So unless there is a manner is which the common event preempts the use of the skill, I don't think this will be possible by using events only.

I have no idea how to make create this pre-emptive trigger, though...
4
Event System Requests / [XP] Skill calling an Event
November 06, 2011, 04:12:55 pm
I am trying to set up a skill that works similar to an item, the reason being that the item is only useable by a certain class; not sure if this would require scripting or not.

Class A has a skill known as "Bombs".  When skill is selected, the player can select from a menu of 12 different bombs  {event needs to check if (bomb type) is in inventory, if not option needs to be greyed out and not useable}

When a bomb is selected from use, it does a set amount of damage (unless enemy has a weakness to that kind of bomb) then decreases amount available by 1

Spoiler: ShowHide
{Psuedocode explaination}

Check inventory for item (bomb)
if true
  allow choice to be selected      
if false
  disallow choice
endif
if choice is selected
  deal specific damage, less target has weakness
     then subtract 1 (bomb) from inventory
endif

Apoligies for use of code here, it just seemed the easiest way to spell it out


Problems:
the conditional trigger not working; regardless of conditonal branch trigger, it continues with event.
damage for skill is showing twice, 1) for skill use [showing up as 0] and 2) specified damage in event

{Not currently working with any other events/scripts}
5
All the links under the "RPG's RGSS tutorials" section are broken.

Also, for those of us, who obsessively question why something is the way it is and aren't happpy until we understand stuff, I found this "RGSS Reference Manual" at http://k-du.de/rgss/.  I found this a bit more enlightening that some of the "RGSS basics" or "Intro to RGSS Scripting" tutorials that are on the web.  It breaks down the syntax and library entries, and actually explains what they mean and why they are used.

Perhaps this can be added to the sticky information.
6
When I started to write out the mechanics of the game, I defined my attributes differently.  For instance, I don't use a DEX or INT stat; but I do use the attributes the RMXP has linked to them, i.e.   p.def, m.atk, m.def, accuracy and evasion (as independant stats).

What I am trying to figure out is the point by point correlation of the main stats that RMXP uses; forexample if a character has 1 point in Dex by how much does a character's accuracy and evasion increase? What about 1 point in INT?

Until I can figure out a way to rescript how RMXP determines stats, I was thinking that maybe I could rework my mechanics to fall in line with RMXP.
7
I tinkered with it a bit more this morning, and managed to nix the post mortem issue. (I was correct in that the issue was connected with the doubling of events, i.e. Fire and Earth weaknesses being triggered on same event)

Not sure how it was fixed, but the events are seeming to be triggered more than once... which is good.

However, I can across a new issue: Water Spirit cast Water X on Actor 1; Fire Spirit's Weakness was triggered, Fire Spirit has been stunned.


Somehow the events are acting as universals conditions, so that even if mob/actor is not the target of an opposing element, the event is still being triggered because a spell/skill is being used which is linked with that event.
8
I am not sure how to make that part of the trigger; I thought that if the target was dead, then the event automatically became null.
9
Playing around with the project for awhile lead me to these results:

1 - In regards to multiple enemies being effected by a single target spell was due to the way the events doubled up; i.e. more than one monster was scripted to be effected by a condition regardless of whether they were the original target.  You need to seperate each target onto its own events page for this to work properly.

2 - If you have the battle event set to switch off the "common event", then the enemy/actor doesn't seem be effected by the event again.


Current Issues:
- I haven't figured out why the post-mortem issue was being triggered, unless it is/was related to the doubled up events.
- Not sure how to have it event active throughout the entire battle.  I tested an battle sequence repeatedly, resulting in event occuring once after   
     triggering event sequence, but not able to re-activate the sequence regardless of number of attacks that should be triggering the event again.
10
General Discussion / Understanding Attribute Influences
October 31, 2011, 09:17:55 pm
I looked through this forum, but didn't find a topic that covered my question.

I browsed through Lore's tutorial and was finally able to get some questions answered that have been bugging me; however there is still a couple relating to the how the primary actor attributes like [Str, Dex, Agi, Int] influence/modify the secondary attributes [Atk%, P.Def, M.Def, Evasion]

Before I started messing around with RMVX or RMXP I designed an attribute interaction system {on paper} using a different set of attributes.  Since I cannot redesign the interaction between the pre-defined attributes (at least within the scope of the program) I figure I need to translate my system to suit how RPG Maker is set up.
11
I tested this out to see how it worked and to try and see if I could duplicate the effects for my own game, but I came across some bugs.

Whatever the bug/issue is, it seems to be repeatable.

Summary of encountered issues:
single target spells activating a weakness on other nearby enemies
weakness on enemies being triggered post-mortem

Examples provided:
1st Playthrough
1. character 2 cast WIND [single target spell] on Earth Elemental triggering its weakness, as well as triggering a weakness for the Fire Elemental
2. character 1 cast WATER [single targer spell] on Fire Elemental killing it but activating weakness on Fire Elemental post-mortem, and for Earth Elemental (post-mortem as well)

2nd Playthrough:
1. WIND was cast on Earth Elemental killing it while activating weaknesses on Fire and Water Elementals
2. FIRE II cast on Water Elemental killing it and activating weakness on Elemental


12
Welcome! / Hello CP World
October 31, 2011, 02:43:02 pm
I came across this site when I was looking for help with scripting RMXP, I have found quite a bit a information and I think I will continue to find more goodies; so I figured I sign-up so I can get involved.

I no stranger to creating games, but those were all of the tabletop design; I am also no stranger to video games, been playing since early 90's.  I am starting to get involved with video game design, even going after a degree in it.  I have taken a few college classes in scripting, but I know that only barely scratched the surface of what I intend to do (like trying to dig a hole with a spoon).
13
Script Requests / New Rules for Frozen status effect...
October 31, 2011, 02:05:30 pm
I recently came across the the Tons-of Add-Ons script for the Frozen status.  This script gave me an idea of how alter the status effects in the game I am trying to create; foreword, I am a noob at the scripting side, but have been working conceptuals for a while now.

Running RMKXP, I am working on game that has different types of physical damages (listed under elements section of database), and I was wanting to alter the script of the status effect Frozen on the above mentioned script to only kill the character if hit with particular dmg type and amount.


Ex.  

Character status = frozen

if hit by blunt dmg == 10% of max health, character shatters and takes on the KO'd status.

Note: I am wanting to create a similar effect as above for the Petrified status effect



Also, I am wanting to make it to where the Frozen status can be removed via fire magic, with the frozen character receiving a portion of the original dmg.

Ex.

character status = frozen

character is dmg'd by fire magic => 50% received & status Frozen removed


This late part I am not sure if it needs a script or if it can be done in a simpler way via database options; please advise!  Thanks in Advance.