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Topics - b33hcreative

1
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}
2
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.
3
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).
4
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.