KatReverie
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About KatReverie
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Rank
Newbie
Profile Information
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Gender
Female
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Location
+_+ LURKING. Mwahaha!
Engines
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Prefered Engine
RPG Maker XP
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Engine Level
Getting There
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Class Title
Level Designer
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Project(s)
Project 2 (Aka: Un-named)
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KatReverie started following Ccoa's UMS 1.8
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KatReverie started following [XP] Making your own Graphical Menu, [XP] "Bombs Away!", Skill Making - Analyze and and 4 others
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Ah! Sorry I've not posted in this in a long, long time. I've been either sick, busy, or having computer problems (or a combo of all three... ha ha) since about thanksgiving. I finally have time to ask a few questions and reply to answers. I think I found out what I did wrong on 1., I wasn't able to recreate it but looking at things I more or less froze things WITH the wait till completion and the fact I forgot to make an event through on the second one. @Zeriab: Thank you so, so, SO much. I'm not sure HOW to use it properly just yet (getting the hang of scripts and all), but I'll experiment with it so I can get the hang of it. The information on how wait for move's completion has helped me confirm what I did wrong and will help me stop from making the same mistake again~ - A little update on a few things, the event based monster finding system has done really good in testing so far~ It'll also allow me to add in some rare monsters, once I've finally gotten them made. While the midi composer linked to wasn't quite what I was looking for (it's an auto composer) I was able to use the link to find the Piano roll composer, which is working wonderfully. After hearing a lot of classical music in media as of late I got the obvious idea to make midi compositions of classical and ballet music. I don't like using pre-made midis, so the program will be really helpful. - A couple new questions: 1B. Alright, a scenario. Someone is running the game a second time, only this time they decide to level grind or do optional quests, or gain some early optional team members. The first time they got to the first dungeon at... level six, had three team members, and also had only basic shop weapons, the monsters were hard, but by level ten they could mop the floor with the most common spawn. However, the second time they grind/do quests and end up level 25 when they get there, have a fourth party member and have been given MUCH better equipment from quests. They expect the path to be easy as heck, but, their being OVER leveled makes the monsters harder to beat (as if the monsters leveled up in this extra play time) but not as bad as if they'd come in at level 6. Is it possible to do this without duplicating maps and troops to be a 'higher level' version? What I want to do (using the example above) is have where a dungeon meant for characters level 6-13 will have an enemy upgrade if the player reaches 25 before ENTERING ( meaning if they grind to 25 in the dungeon they'll not get the monster upgrade until leaving the dungeon and coming back)and will raise the difficulty to be at least a little challenging. The reason for this is that the plans for my game involve a few branching storylines, a LOT of quests (300+ planned. How many will be implemented would depend totally on if I can keep them all varied. I'd rather not have 60 fetch quests that consist of getting... I dunno, 20 bear asses that randomly drop or something like that. ;3 ) and a number of optional dungeons which would mean if someone did ALL of the things available to them at any play through could end them up being extremely over leveled for the actual plot if I'm not absurdly careful. I also want to have where secrets can be discovered by going back to early areas, such as optional bosses, loot that a certain character wouldn't have been strong enough to detect earlier, or just the natural environment changing based on level as well as plot. Things I'd want to happen with monster upgrades: 1. Obviously, some would get stronger defense, and attack. 2. Some would gain new spells and skills. 3. Better loot would drop. (Using bats as an example, the lv, 6-13 version would drop Fangs and the 25+ version would provide Great Fangs.) 4. Some monsters would be more likely to attempt escape. 5. Some monsters would become more 'agressive'. (Example: Fairies would heal themselves and cast minor wind on a low level, but would be more likely to use stronger spells on a high level party) 6. The characters would have a higher chance of 'saying' something before kicking the monster's rear. I've played around with it a LITTLE to no effect because I can't figure out how to make it do it once the lowest level character is over a given level, let alone figure out how to make it teach the monsters skills. I don't mind making duplicate monster/troop entries with the higher level versions if I have to (I THINK I can simply make it so that if a character is over a certain level it'll 'transform' into the higher level version if a character is over a certain level, so I may not have to duplicate troops. I'm currently testing this on a test 'game'.) but I'd really, REALLY not like having to duplicate plot important maps unless I had no other way. 2B. I want to make it so you get an item 100% of the time from a monster, but, not the SAME item. Example: A bat drops the following loot ( % of finding so said item listed in brackets)- Fang (50%), great fang(10%), chipped fang(5%), Bat Wing(5%), Damaged Bat wing(27%), and Bat eyes(3%). Your party beets 5 bats and gets a MINIMUM of one item from each bat every time, but the item(s) they get may change each time. As I understand it, this could be messed with using variables, but I'm not sure HOW. 3B. This time it's simple advice. I'm wanting to use 'Name plates' for all npc's (varying from "Alice" to "Citizen", since there's no reason your character should know the name of someone they've not been introduced to.) but I really don't want to draw face graphics for all of them. Here is a screenshot of my current layout: http://img34.imageshack.us/img34/6939/examplelalala.jpg (I still have tweaking to do, as I've just recently implemented Ccoa's UMS and haven't played with it all that much since I've been pursuing a few ideas I had, I've even got most of the dialogue that I had pre script... ) I'm thinking about making the default text middle aligned for ALL conversations. Would it look better to have no face graphic whatsoever for NPCs, or to have a frame with a question mark, a "No image" sort of message, or just a blank frame for them? 4B. I'm looking to place some sort of ending video where the credits will roll and you'll see illustrations and 'screenshots' of events that happened during the specific branch you followed. Would it be more effective to use some sort of video program to make so said video (I'm already weeping at the potential file size in such an event, as I have 4-5 endings in mind) or is there a way to make images and words scroll across the page? I mean, worse comes to worst and I'll simply make each screen and instead of scrolling it'll use "Show image" on a timer or whatever that command was. 5B. And lastly, what are those things that record the names of monsters you find in battle called? I want to search for a script for them, but I can't remember the name of them to save my life! I know they exist as I've seen them, but my vocabulary has decided it's not going to live to its potential at the moment... Thank you for your time once again~! Edit: Solved 5B, bestiary.
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KatReverie reacted to a post in a topic: A bunch of little questions.
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Whew! Sorry it took so long! I am multi-tasking and a really slow typist to boot. Okay, here's the test play screenies- The main character (Arian) has just come in from a scene outside. Her entering the door sets off "Arian inside" which starts the event pictured in the first two screenies. Until I put "Set move route: Player: Wait" and the ammount of frames until the end of this scene, the player could move around while the 3 NPCs come near her, and then while one of them runs off towards the stairs. http://img.photobucket.com/albums/v293/KatRev/Testplay1.jpg http://img.photobucket.com/albums/v293/KatRev/Testplay2.jpg After that, the character wakes up in a bed upstairs. When the player moves to leave the bed it starts a scene where the player moves to kick the boy who's asleep. Using the "Wait for move's completion" option will freeze her in front of the boy. and not play the dialogue or the jumping. Then, when the boy is running away, it'll stop him at the door and freeze the player in place if I use that command instead of "Wait" and won't let the NPC disappear. http://img.photobucket.com/albums/v293/KatRev/Testplay3.jpg The first cutscene http://img.photobucket.com/albums/v293/KatRev/ev14a.jpg http://img.photobucket.com/albums/v293/KatRev/ev14b-1.jpg http://img.photobucket.com/albums/v293/KatRev/ev14c.jpg http://img.photobucket.com/albums/v293/KatRev/ev14d.jpg http://img.photobucket.com/albums/v293/KatRev/ev14e.jpg The Upstairs room the player wakes up in http://img.photobucket.com/albums/v293/KatRev/ev25a.jpg http://img.photobucket.com/albums/v293/KatRev/ev25b.jpg http://img.photobucket.com/albums/v293/KatRev/ev25c.jpg The first floor http://img.photobucket.com/albums/v293/KatRev/ineditormap1.jpg The upstairs room the player wakes up in http://img.photobucket.com/albums/v293/KatRev/ineditormap2.jpg A quick credit: Arian is my friend Raichana's character, she's allowing me to use her in the game. Also, Tomo2000, that works wonderfully. I'll probably still have mice show up in the swamp and the mountain maze, but this will let me add the other monsters in, too. Does it work if you place the events with space between them?
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KatReverie reacted to a post in a topic: A bunch of little questions.
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KatReverie reacted to a post in a topic: A bunch of little questions.
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whoah, so many replies so quickly. Thank you all! @miguel 4- That's not quite what I mean. I want to base it on who is in the lead. Example (Party order) Eve Bob Alice Carl would get the "Be safe alright?" But, Bob alice Eve Carl Would get "Take care of my daughter" As for 2, I think someone else got what I was meaning. I need to check the Demo to find out. Thank you! - @Kiriashi 1- When I do that sometimes things just freeze completely. I was able to get it to work for one, but not the other, and when I took out wait on the one that didn't work it messed up the one that did. Should I post images of the event pages or the map or the play testing..? Or all three? 2- I think Tomo2000 may have the way to get the idea to work. I have to try the demo real fast. 3- 5000? Oh, that puts me at ease! I thought there was a max of 999 variables and I'm getting very fond of them and will probably eat through several hundred rather easily. Since the limit is 5000 I should be fine relying on Variables for it. Thank you! 4- Yeah, that's my backup plan. I won't be able to do EVERYTHING I wanted if I can't get a leader based deal going on but I can still do the most important parts. 5- I'll try the program listed. I had a program similar to that on my Windows 95 and used to use it all the time. I really want to make the music myself since I have several tunes in mind. - @ Tomo2000 1- I'm not quite sure I understand what you mean by crowd the event. Could you perhaps give me an example? 2- I'll start messing with it as soon as I have the file downloaded ( my connection is having fun being a turd for the moment, haha.) I'm +Repping you anyway for taking the time to help, I REALLY appriciate it. 3- Many thanks. Now that I've been told the variable limit is much higher than I thought I'll not be at all hesitant to use a lot of variables. That and it's probably easier than finding a script that does what I intend or learning the scripting language to make my own. 4- You can make it so the event will recognize who is in the leader position that way? Whenever I use that it doesn't matter what position the party member is in, the reply is always the same. 5- You lucky soul, haha. A lot of XP programs work on Vista, but not always without ripping your hair out and shouting choice words at the computer first. Thank you all so very much. I've been worried about cutting out whole chunks from my game due to no way to manage them. At this point, only leader based events seems to have taken a downfall, and I may be able to make SOME of the events happen. Thank you again~
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Okay, as the title says, I have a few questions. I should give a little background first. In my game I want to place an affection system, party changer, events based on who is the party leader, events based on affection and all sorts of fun little things including making my own songs for the game. I also have some questions that are less dependent on one another. Oh, and, before I forget, I'm using RMXP. I will start with the most simple of the questions. 1. When I'm working events (even using auto run) they will occasionally allow me to move the character around, when in all rights the character should be doing anything but moving (Example, a part where the 'hero' is passed out and some NPCs are crowding around her. It DID have some funny imagery though, being the 'down' sprite.) Now, I work around this by doing wait commands forcing the character to stay still, but I'm sure there has to be a more simple way to do this. How? 2. Is there a way to make it so that on a large map you meet different monsters in one area than the other? Example, I have a field, a small 'swamp', and a mountain-y maze thing. I used an event command (Marked's "Non-random enemy encounters" from the tutorials) and it got me to thinking about if there was a way to make... say, Mice appear in the fields, lizards appear in the mountain maze, and spirits appear in the swamp without having to make a new map or have them all bleed into one another? 3. Now for the one that has me pulling my hair out. Would it be more effective to use a script to handle affection Or to do it by variables and event? Seeing as how I plan to have about 24-36 characters which are modified by affection, and some overlap, that would be a LOT of variables. Some are NPCs, by the way. 4. I'd like to have a party changer, but, it would be useless to me if I can't get it to change how NPCs react to the party. Is it possible to make the game recognize what character is in the lead and then make it so that events can be triggered with certain characters? What I have in mind is something like, say the party consists of Bob, Alice, Carl, and Eve. If Eve is your party leader then talking to her father will give dialogue that consists of something like "Be safe, alright?" but with any other character in the lead you'll get "Take care of my little girl." or in the case of Carl ". . . Don't you dare touch her." And have where an event can be set off by having Alice in the lead, but won't trigger if anyone else is the leader. And, working with affection, if you enter a certain place with Bob having... say 30 or more affection with Eve there will be a date scene or something. Is it possible to do this? In the event that it varies from party changer to party changer, the one I'm looking at right now is this one. 5. Lastly, where could I find a vista compatible Midi composer that's freeware? I would love to give my characters theme songs and create my own town music, and cave music, Ect. I've done some research into it but am seriously confused by all the different programs. Thank you for taking the time to read my questions. I hope I made sense!
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Ah! Thank you so much. It was from a load state. I didn't realize that it could cause a problem if it was from a previously saved state. I feel rather silly now, since that makes sense. I just played it from a new game state (Hurray for f9 and temporary teleports placed in decorations on the first map!) and it worked. I'll be sure to test things on a new game state from now on! Once again, thank you so very much!
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KatReverie started following tmrevolver
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A) Well, I got it off of the official RPG maker xp site, so I'm going to assume it's legit. B) I'm not using the SDK. I'm just using the maker as it came aside from editing tile sets and sprites, and two scripts aside from this one. A pause script by Zeriab and "Stat Influence Script/Barehands" by Leon.
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I'm sorry to be a bother, but I'm having an issue with the script. I get two different errors when I try to call up $scene = Scene_MissionMenu.new They are as follows: Calling from an item- "Name error occurred while running script. undefined local variable or method for #<interpreter:0x3980ef8>" ( Screenshot for reference: http://img269.imageshack.us/img269/4093/errorinitem.png ) Calling from a sign (event) - "Script 'quests' line 305: nomethoderroroccurred. Undefined method 'keys' for nil:NilClass" (Screenshot for reference: http://img42.imageshack.us/img42/1696/errorinsign.png ) Note, quests is what I named the script. Line 305 is for i in 0...$game_party.mission.keys.size in a *Refresh part. Also, when I try to change event status ( by calling - $game_party.mission[1] = 2 from a mailbox [just as a test to see what would happen after the other events]) I get the following message- "Name error occurred while running script. undefined method `[]=' for nil:Nilclass" (Screenshot for reference - http://img193.imageshack.us/img193/9871/errorinmakingquestknown.png ) The only things I've modified is changing Mission_setup to false and the text for mission id 0. I'm very, very confused since I'm new (to say the least) at working with any sort of code. I've googled the errors and gotten nothing I can decipher with my very limited understanding of scripting. Thank you for your time, and I hope someone could inform me what I'm doing wrong.