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Topics - GrieverSoft

1
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  :^_^':
2
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
3
Chat / I don't see enough WRPGs here...
May 01, 2011, 04:37:18 am
...and that's sad.  Can anyone posit a theory as to why all these kids want to make JRPGs?  What's their appeal?

Is it because most JRPG heroes are kids, the same age as those who want to make them?  Is it the whole, resemblance to anime?  I don't really understand. 

And, yes, I'm trying to open a can of worms, here....
4
Okay, I've seen the script and seen it in action and have a request for those intrepid scripters out there.  What I ask for is the removal of the job aspect and the scene in which you can improve skills.  All I ask is that the only things left are the functions allowing for skill levels, allowing for other skills to require other skill levels.  Instead of improving through investing earned points in a custom scene, I'd like skills to improve on their own as they are used.  Use the skill, it gets stronger.   Conversely, I'd like something in places that causes skills to atrophy if they're not used for a while, a time-frame that can be defined in the script. 

Features currently allowed by the RO Job/Skill system:

    * job/class level and and change system
    * skill level system that can be turned off as well
    * gain Job Points for each Job Level and use them to power up your skills or learn new ones
    * increased SP cost and decreased skill power for skills that have not been improved to the maximum level
    * two fully functional scenes for class changing and skill learning/improving
    * easy setup and use
    * compatible with Blizz-ABS and RTAB
    * wide range of possible uses

Features I'd like to remain in the final requested script:

    * skill level system
    * increased SP cost and decreased skill power for skills that have not been improved to the maximum level
    * compatible with Blizz-ABS

Features I'd like added to the final requested script:

    * skills gain levels when they are used, or through a script call or common event
    * skills lose levels over time when they are not used, or through a script call or common event
    * skills gain levels faster with higher INT, STR, DEX, or AGL, you can choose which in the script for each skill
    * skills gain levels faster when corresponding skills are of higher levels; corresponding skills can be defined in the database
    * with Blizz-ABS, the skills' delay time decreases when levels increase
    * with Blizz-ABS, if the skill is ranged, the range increases when levels increase (not really a deal-breaker)
    * with Blizz-ABS, if the skill has an area of effect, the area of affect increases when levels increase (also not really a deal breaker)
    * the skills' level can be called in an event as a variable, for example, if there's a fast-talk skill used when talking to enemies...? (I guess this isn't a deal-breaker, either.)

Anyway, those are the things I'm requesting.  The major thing I want, the skill level system that improves skills automatically is already in place, I'm just asking for a bit more and to lose the Job/Class angle.  If anyone could do this for me, I'd greatly appreciate it.  Thanks, all!
5
Script Requests / Breakable weapons
April 14, 2010, 04:19:34 am
Tried Google, scoured this site.  Got the feeling nobody has tried this, but...  I would like to request a script that allows weapons to break down with use.  I guess their durability can be the same number as their attack power; if the durability goes down, so does its sharpness until it breaks into a worthless "junk" item.  If its not possible, I understand.
6
To those who never played MGS3, Snake had a Stamina bar beneath his Health bar that represented how...um...physically able he was at the time.  It went down as he exerted himself, such as running, crawling or rolling.  As it went down, Snake got weaker and weaker; his accuracy went down, he healed slower, and eventually his stomach started to growl.  To recover Stamina, Snake ate food.

For the purposes of this game, I also request that as the Stamina goes down, the character's stats go down as well, to show how weak the character is getting.  I guess the Stamina gauge can be the SP.  So, basically, I'd like a script that causes SP to go down with varying speeds with different actions, such as running, sneaking, attacking or using skills, and also causes the other stats to go down.  These can be recovered through items.

I ask for a script for me and others to mitigate tedious eventing.

Any takers?
7
Okay...  this isn't a request so much as me wondering if such a system could actually work.  I'm only posting here because if it is possible, then it's a request.  If it needs to be moved, it needs to be moved.

Basically, the gist of this idea is that instead of having a ridiculous plethora of super-specific spells, 'magic' is merely the manipulation of objects around you.  You would use the mouse to move events around the character such as rocks, trees, fire, et al and say, throwing them at your enemy to cause damage, or whatever.

Now, I know that there is a Mouse-Control script that allows the mouse pointer to interact with the game.  And I know that collision damage is possible through a Blizz-ABS plugin.

To go into further specifics, here's what I propose:

We have a single skill, called Telekinesis, which lets you move solid objects.  There might be a Pyrokinesis for fire, Aerokinesis for creating wind effects, and a Hydrokinesis for controlling water.
The hotkey for Telekinesis is pressed and held, so that whenever an object is available to be moved, you can move it.  I suppose you can get better and better at Telekiniesis.  A newer adept might only be able to move the smallest objects and hurl them at slower speeds, only be able to levitate them for so long or so high.  I suppose there could be a skill level and the Intellegence stat that factor into these.

Could such a system be possible?  If so, I'll elaborate further, or we can just discuss.
8
Chat / Star Wars memories...
March 08, 2010, 05:26:19 am
I was wondering if anyone out there could share some of their fondest memories of the original Star Wars trilogy of films, that is:  Star Wars, The Empire Strikes Back and Return of the Jedi.

I'll start with mine.

When I was little, about five or six, I watched Star Wars beginning to end with my mother several times over about a year.  While he didn't scare me, I was in awe the first time I saw Darth VaderTM on screen and cheered when LukeTM and LeiaTM swung across the non-OSHA compliant chasm.  I was speechless when the Death StarTM blew up and what not.

Not long after that, I was in and out of Return, and luckily I didn't pay too much attention to the plot because what came next was my favorite Star Wars moment.

When I was about nine, I finally saw Empire.  I paid attention and since this was before the Internet and fora were huge, so I wasn't spoiled by the revelation that VaderTM was in fact LukeTM's father.  It was the f*cking sh*t back then, nearly twenty years after the movie came out!  That moment made me a fan for life.  And then they released the Prequels...

Now...what are y'all's favorite Star Wars moments?
9
Welcome! / GrieverSoft
February 27, 2010, 02:41:12 am
Hello, all!

I've been lurking here for a month and realized that networking doesn't just happen, and I'm overdue for an introduction.  From what I can tell, this is a bunch of nice people and people get the help they need with their games.  This is a good thing.

Now, for a bit about myself:  my real name is Blake Jordan and I've been in the US Marine Corps for about five years.  I'm currently stationed in Okinawa as a part of the guard force so I have too much time on my hands.

I also have too many ideas ideas in my head and keep changing my mind...  I have been planning the same...let's say six projects for years and have made no progress.  I've recently picked up RMXP after learning of its versatility compared to RM2K3.  I'm a decent eventer, but can't seem to wrap my head around the scripting features.  I'm also a writer, but I do concept art for my own games (I won't do requests until I'm comfortable with my new Wacom Tablet).

I'm an Aries and I'm 22 years old.  I enjoy walks on the beach and fishing.  My turn-ons include short blonde hair, left-handed girls and girls with larger noses.  Don't ask.

If there's anything else you'd like to know, just ah...lemme know, hehe.
10
Introduction

Hi, I'm placing a request for a script that enables the realistic stacking of armor, like that found in Morrowind.  For example, you could wear a shirt, put a set of armor over that and put a parka over the rest...or something.  I understand that it would take a CMS.  I don't have one in mind, right now.  But anyway, the stacking armor is what's on my mind right now.

Information about how I would like it to work

What I would like it to do

Under the Equipment command, I suppose there would be a window on the left showing the party's items, and a window on the right that shows what the character has equipped.  A smaller window on the bottom would show changes to stats.

How I would like it to work


  • Character can equip a bunch of different pieces of 'body armor,' depending on what they are (you couldn't wear two suits of plate armor, for example

  • Character can equip a bunch of different 'accessories' no matter what they are, with the exception of gloves and boots.  Only one pair of boots could be worn.



Scripts I am using right now


  • Continuous Maps by Blizzard

  • Custom Stag Growth System by Blizzrd

  • Item Creation System by Blizzard

  • Easy Party Changing System by...you guessed it, Blizzard



And that's it for now, unless I find a script that needs to be in what I'm working on.  If anyone could cobble something together or point me in the right direction, that would be super.