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Messages - GrieverSoft

1
 :facepalm:

@$$hole...

Anyway, I'm sure we'll have a lot more work to do in the summer.  We hope.
2
What do the helper guys think of Managen for the name of the magical element?
3
Yeah, me, too.  I actually wanna learn how to script  :^_^':
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However, I must state that I'm one of those prima donnas who hates their own work.  That's why I don't provide examples.  But...if you ask for something, I'll send you something.  I just want more practice.  I specialize in coming up with plots.  Just tell me what direction you want, and I'll do my best!  I stress that it's *FREE.*  I also have too much free time on my hands right now.  Jus' sayin'.

*Edit*

I forgot I even made this thread.  I'm pretty sure I was hammered. Just ignore the grammatical error in the title  :^_^':
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RMXP Script Database / Re: [XP] Pickpocket
May 05, 2011, 07:08:00 am
I feel so wuved. 
6
Script Requests / Items with diminishing returns
May 04, 2011, 11:16:41 pm
Now, when I ask for this, I ask on behalf of anyone who might want to use it.  I'm not even sure if what I'm working on will even come to fruition.  But, I still ask, anyway.

By diminishing returns, I mean that the more an actor uses an item, the less effective it is the next time they use it.  Alternatively, an item can have increasing returns, in that it is more effective the more it is used.  Finally, I suppose a script call is in order to increase or decrease an items effectiveness by item ID and actor ID.

Features requested:
*By actor ID, by Item ID, an item's effectiveness can diminish or increase by each use.  Items can be assigned this property through a configuration.
*By actor ID, by Item ID, the effectiveness can be increased and decreased by percentage through a script call.  Regardless of the item's assignment of the above property.

Potential applications:
*Actors can become addicted to an item through diminishing returns.  If they have an SP bar, and an Item to recover it, they would have to use more and more of that item to get the desired effects
*A la Metal Gear Solid 3, an item grows more palatable to the character using it, and it increases HP recovery as a result
*A booze-based buff can become less effective as a character's tolerance to the booze raises.  A drug that increases strength by a certain amount will become less effective as that certain amount goes down with use
*A character is hit with a state that reduces the amount an item recovers his/her health.  When the state is on a character, a common event can call the script and reduce the item's effectiveness for that actor.  A common event can undo this once the state is lifted.
*A character learns a passive skill, that, through a common event calling the script, can permanently increase the effectiveness of healing items
*A character equips an item, that, through a common event calling the script, can increase the effectiveness of healing items
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RMXP Script Database / Re: [XP] Pickpocket
May 04, 2011, 11:05:09 pm
Dude!  What happened to having a lot on your plate, lol!

Anyway, if that was a quick fix on your part, I'll suggest more:

Being able to change the success rate for each character with a script call?
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RMXP Script Database / Re: [XP] Pickpocket
May 04, 2011, 05:58:19 pm
Does it have to be an accessory?  Is there any way it doesn't have to be an accessory?  Like a switch instead?

Edit:

I meant, is there any quick fix I can apply to make it not require an accessory?
9
I'm going for something simple and memorable.  Let's take water, for instance.  It has a simple name, and it is the most important thing on this earth to life.  The sun, too.  Oh, and carbon.  Anyway...

This element is supposed to be allegory to oil.  It's extremely precious, allowing people to increase their lifespans, others to cast magic, and it powers airships (the one JRPG element I just HAD to include).  However, it only naturally occurs (we think) in the desert region of Al-Vaatir, and is hard to get.  Living in the desert are nomadic tribes of elves and hostile Wyrms.  Mining the stuff makes you vulnerable to both.  If you've read Dune, you'll know that I'm ripping it off.

As for the stuff itself, I'm not sure what color it's supposed to be, but when it's pure, it forms geometrically perfect crystals.  It'll probably be blue.  Yeah, blue, the color of most mana bars on most WRPGs.  When this element is alloyed with iron and/or silver, mithril is formed.

When deposits of this element are left alone long enough, the micro-organisms living on the crystals evolve into neural tissue.  Over more time, this neural tissue becomes sapient.  Like I said before, some of these deposits are discovered, worshiped and enshrined.  One religion in particular holds that if someone is 'touched,' by this deposit (in reality, corrupted, or made into a mage), then these people have to become Clerics and go on healing missions.

Peoples bodies can be corrupted by the element if they take too much of it.  Eventually, they grow dependent on it, and over more time (or if they just take a shit-ton of it over short time), their body starts to produce the stuff.  Mages and clerics are in this state, but not to such a severe degree, and casting magic helps cleanse their bodies.  A sign of deep corruption is a person's blood-red eyes. If they don't expel the element from their bodies, then crystal structures will start to replace their natural tissues.  Their higher brain functions will atrophy.  They'll be consumed with the desire to corrupt others with the element.  They'll become Anathaema.  My version of undead are pretty much the same thing as Cie'th from Final Fantasy XIII, if you've ever played that.

Dragons are a special kind of Anathaema that aren't really corrupted by the element, so much as they are in a kind of symbiosis.  Their fire-breath is blue and leaves crystals as a residue.  If anyone disturbs a deposit of the element, there's usually a dragon not far behind to protect it.  This will become a plot point, later.

It has a minty scent to it.  The crystal tends to be very smooth and glassy, and mithril alloys are usually shinier than other metals.
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Chat / Re: I need some heavy distraction.
May 04, 2011, 03:02:01 pm
First off, get up, get dressed (nicely, I might add) and do your hair.  Shave your face and put on a good aftershave.  Trim your nails, and your nose hair and put on a good smile.  Now, go out to a mall or something when it's busy and say "hi" to every girl you see, while (genuinely) smiling.  Regardless of their reaction, just do it.

After that, treat yourself to a nice steak dinner.  It doesn't even have to be steak, just nice.  You don't even have to go with friends.

Avoid sex, drugs, or alcohol.

After that, if you don't feel better, I don't know what else to tell you...
11
I was kidding.  Still haven't come up with anything, myself.  Do you want more details?
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Sporon.
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Chat / Re: Osama Binladen dead.
May 02, 2011, 06:57:23 am
Frakkin' awesome!
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Chat / Re: I don't see enough WRPGs here...
May 02, 2011, 03:46:10 am
You're right, we're not doing this...

Anyway, we all have our own personal opinion on JRPGs and WRPGS.  We'll leave it at that.

It's gotten out of hand.  Lock this please.
15
Chat / Re: I don't see enough WRPGs here...
May 02, 2011, 03:33:31 am
Okay, here is the ultimate difference, I think:

In a WRPG, you're actually playing a role as the PC.  In a JRPG, you're watching the cast save the world (after directing the ATB, CTB, whatever esoteric battle system).   A JRPG is like a novel with 'RPG elements,' while a WRPG is like a heavily railroaded stint of DandD.
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Chat / Re: I don't see enough WRPGs here...
May 01, 2011, 11:32:09 pm
No, it's not the visual aesthetics that make a game's genre, it's the gameplay.  Usually, a WRPG has an extremely variable plot that the player's choices helps determine.  WRPGs tend to have more classical design elements, usually having resemblance to DandD.  JRPGs level up systems and battle systems are usually very esoteric.  WRPGs try to be realistic, while some JRPGs are usually very aware of the fact that they are video games.

WRPGs are more about player immersion; an avatar that's highly customizable at the beginning represents the player.  JRPGs tell a story about established characters while the player is on the outside.
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Chat / Re: Osama Binladen dead.
May 01, 2011, 11:27:24 pm
It'd better be the Marines who killed him, not that bum-ass Army...
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Like on the Elder Scrolls?  :^_^':
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How does that differ from the creation system?