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darkcieran

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Everything posted by darkcieran

  1. darkcieran

    Transformations

    no i haven't yet due to time constriants, but i think it should. if anything goes kablooey, let me know
  2. yeah, val instead of trying to look at the whole prject as one big task, try breaking it up on smaller tasks that need to be done.think of it like a game in itself. level 1 can be story, level 2 can be events and so on. until you get to the final level, tying it all together. and viola you've won and you game is finished! so keep at it. you'll feel great when its all done. :biggrin_002:
  3. darkcieran

    Transformations

    ok. given wat you're askin for i think i can give you a quick way to do this. you can make the transformation come from a skill(say "Dragon Form" por ejemplo) for the hero you want to change. then create a state where his/her stats(hp, sp, etc) are increased (called Transformed) and make it irresistable. now the transform skill linked to a common event where it turns on a switch(call it Transform1) now in the battle event editor set the trigger to the switch(Transform1). this'll change the hero's state to Transformed and uses the 'change hero graphic' command to switch it battler to whatever you want. This is also the part where you can add any special skills or equipment. now set up another battle event that is triggered by a certain turn(say once every seven turns) and if the switch "Transform1" is on. This event will take away the Transformed state and any special skills, etc you gave him and uses the 'change hero graphic' command to switch his battler back to what it was originally. so basically you can use this skill to transform your hero into a dragon(or whatever) with suped up stats and after seven turns he changes back. hopefully this will help you.
  4. np, den if you have any quest or any suggestions please feel free to let me know
  5. call me lazy but i have about three sidequests in my game, but that's basically due to time constraints. but yeah sidequests are always fun to have.
  6. Here's my top five 5. Phoenix 4. Merfolk 3. Elves 2. Chimeras 1. Werewolves
  7. lol! if only that was were true. anyway, i wanted to state that you can make more branches for more items if you need to.
  8. Hey folks! I'm not sure if anyone something similar to this or not, but here goes anyway. Have you ever wanted to make an enemy drop random items after you beat them WITHOUT; A. Looking for a script? B. Requesting a script? C. Learning to script? This is how! It's so easy, you wonder why no one thought of this first! Step 1. Creating an Item Giver(IG) (monster that will be giving the random item). Go through the standard steps used to make your other enemies. Choose the battler, set the stats, etc. But don't, DO NOT, give it an item. (This will be cover later). make sure to remember the IG's ID Step 2. The Setup. Here's where things get interesting. Go to the Monster Group(Troops) tab in the editor, expand the array by one and create a new Troop containing you IG (call it whatever you want). Next, in the Battle Event editor, click the "Trigger" menu. Select where is says "turn" and leave it as is(which is 0 x 0) and set the frequency to "Battle Turn" Step 3. The System. Now the easy part. First set up a variable(we'll call it 'treasure') and set it to a random number between 0 and 3. Make four Conditional Branches, one for each number(0-3). The first one you leave blank, you get nothing. The second one is where you'll need to do a bit of light scripting. Select the Call Script function in your event editor(its the last item on the Page 3) and type in this little code snippet $data_enemies[enemy id].item_id = Where it says enemy id, put in the IG's ID and at the right of the equal sign, put in the ID number of the item you want to give(we'll make it '1' for a potion). Repeat this step for the other number branches while changing the item ID's to whatever you choose. Try it out. And VIOLA! Congratulations, you've just made yourself a monster that gives different items when you beat it. NOTE: THIS WILL ONLY WORK ONCE PER BATTLE!!! IF YOU HAVE TWO OR MORE OF THE SAME MONSTER IN THE TROOP, YOU WILL ONLY GET TWO OF THE SAME ITEM!!! The good news is, you can set another monster to give away random items as well. So you can two different monsters give in two different items. I'll see if I can come up with a way for two of the same monster to give different random items. Unless someone beats me to it. I have a link to the demo showing how it works. If used, credit would be nice. Any questions feel free to hit me up. Any critiques welcome. http://www.4shared.com/file/Wc1aBM0H/Random_Item_Drop.html TTFN
  9. Hey folks i know its been awhile since I've last said anything, so i thought i'd show off a new image for you all. this is one of the main bad guys of the game. His name's Dessecado, the spirit of the desert. What do you guys think? oh as a side note, i wanted to give you guys a little inside info. When you go into battle, you WILL NOT be able to access your item bag! don't worry, i've come up with a way around this that will give the game a more interesting twist.
  10. i like the story and description for this. its an outstanding apporoach to your game. the features should be real interesting to try especially the overlord system. i wanted to see your pic. but i couldn't did you take down the link?
  11. thanks for thr support and comments guys. i'll go back through the maps and see if i can add more things here and there to make them better. as way of saying thank you, here are some backgrounds for ya. hope ya like 'em:
  12. thanks for stoppin by kiriashi. it's taking me awhile because i have to share this comp, but once i get soem extra memory. i'll be able to get more work done on it.
  13. Thanks, zane. for awhile i thought s folks had lost interest in this(my fault i guess). all totalled i've shown about 45 Monstructs in this thread. the official count of all Monstructs that CAN be made is 225. so you'll have plenty to keep you occupied along with the three side quest i made. i'd LIKE to have PvP in this game so you can battle your creations againts other, but i need a partner to help out.
  14. hey guys. just wanted to say that although goin has been abit slow, progress is still being made for this game. i've FINALLY finished the last set of Monstructs. these are the Fusions and Enhancements(created by either fusing two or more monstructs/ equipping a monstruct with an accessory). Warrior Gorgon Winged Fireswordsman Wandering Monk Wave Dancer Thor Tzitzimitl Son Goku Trikaratops ShininGarou Well that's it for now. will show more stuff soon.
  15. i have this idea for a PvP system that can be made for RMXP. i have the event system pretty much all worked out in my head(see below). This is a rough mock up of the general idea of the system(OPPONENT will be used to identify the other computer your connected to): (Event side) Setting variables for Your enemy party's stats and the OPPONENT's hero party(i.e. variable[enemyhp] = to variable[opp.herohp]) Adjusting OPPONENT's hero party stat to reflect those inflicted on Your enemies. A variable for keeping score. A set of switches for whatever various battle events that may be included and one stating when your system is connected. (Scripting side) Changing your enemy party's skill to those of the OPPONENT's hero party's skill sets(this includes when the OPPONENT chooses a skil[ie 'Heal'] your enemy uses said skill) Ability to quit battle (via the 'Run' command in the party) what i'm looking for a scripter parther to work on this WITH(operative word) me not FOR me. someone who wil connect with me and knock out the kinks of the system to make it as perfect as possible. yes i know the blizzard made a script that can do something similar to this but i'm looking for something a bit more simplistic. i found a version of Netplay we could use. but if there is a better system of connection the let me know. NOTE: this will be a COLLABORATIVE effort on both our parts with full credit given. I'd really like to get the help of a dedicated scripter for this, so if your serious about making something pretty effin cool, please reply.
  16. Hey folks! I know it's been awhile since i've last posted here but I've been really busy with this game and I'm almost done! The storyline is finished; now I'm busy with the graphics(mainly battlers and background and other stuff). here's a look what I did so far. This is the Job Center where your Monstructs can do jobs for folks. Burrowwide Mines. Lots of goodies here. There's scares aplenty in the Forsaken Ruins. This is a preview of what you'll face if you take on one of the three side quests. The Cauldron - Where the final battle is waiting... New Monstructs These are some of Initate Ranked Monstructs you'll be able to make. Lithograph(I know it looks like a thwomp!) Flamesword Hydrofoil Spinnercane Heliorb Night Hood Powerpole Silver Bullet Dominopal Well, that's it for now. just wanted to let you know this isn't. Thanks Again.!
  17. welcome to the forum. looking forward to seeing your work.
  18. could you show me a of what you need?
  19. before i tell you(and probably make the problem worse) lemme ask you this. you just want to have the battlers be visible behind the command window in battle? or what?
  20. so you're just tryin to move the hero battlers right? you can probably change the z for the hero party. the z number tells the game how pictures stack atop each other.
  21. yyyyaaaaayyyyyy!!! it's back up and running. i'll be posting up an new system that i got soem help with for my game. (i think folks'll like it)
  22. i need an edit of an old project partner's script. it's a simple absorb skill. what i want it to do is to subtract from the user's hp to add to his sp. class Game_Temp #-------------------------------------------------------------------------- # ● 公開インスタンス変数 #-------------------------------------------------------------------------- attr_accessor :damage_hook #--------------------------------------------------------------------------- def initialize @damage_hook = 0 end class Game_Battler #-------------------------------------------------------------------------- # ● スキルの使用可能判定 # skill_id : スキル ID #-------------------------------------------------------------------------- def skill_effect(user, skill) if self.damage.is_a?(Numeric) $game_temp.damage_hook += self.damage end return effective end #============================================================================== # ■ Scene_Battle (分割定義 4) #------------------------------------------------------------------------------ #  バトル画面の処理を行うクラスです。 #============================================================================== class Scene_Battle #-------------------------------------------------------------------------- # ● メインフェーズ開始 #-------------------------------------------------------------------------- def update_phase4_step1 $game_temp.damage_hook = 0 end it's a skill with a common event that calls effect: absorb = $game_temp.damage_hook * -1 $scene.active_battler.damage = absorb $scene.active_battler.damage_pop = true $scene.active_battler.sp -= absorb any ideas?
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