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Gergoth

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Everything posted by Gergoth

  1. Can you re-upload your file onto another file hosting site? Megaupload is always unfriendly to anyone not in the US :(
  2. Does anyone have a 2D-Side Scroller Script?
  3. Good to hear that ^^
  4. Which event didn't vanish? Like you don't want the enemy to respawn?
  5. Well I've never tried this before, but I'm assuming its all bout the triggers. Try setting the trigger comment to "Trigger 1 [switch ID]" and then set the closed "Door" to switch to a "Open Door" event when switch [switch ID] is on.
  6. Gergoth

    I haz a question

    Oh sweet. Is it possible to set an enemy that doesn't move to spawn and respawn at the same place using this ABS system??
  7. Gergoth

    I haz a question

    I'm currently using Mr. Mo's ABS System but there seems to be a problem. I've made this map with various identical monsters but I can't seem to 'Attack' them normally. I can use skills but if I faced the monster and pressed the 'S' key, which is the key set as the attack button in the script, nothing happens, but when I try it on another of of monster, I can. Very, very weird. I have another question regarding the same ABS system. Is it possible to make an explosive skill that does not damage the user? Because the skill I want to make is basically a skill that damages all enemies surrounding the user. I would appreciate any form of help. Thanks.
  8. Gergoth

    quick question

    I'm not too sure if there's a way to do that as all skills depend on the 'Hit Rate' of the player and 'Evasion' of the enemy.
  9. Gergoth

    Ideas?

    Perhaps you can add a labyrinth, or maybe trap doors and secret rooms with hidden doors.
  10. I hate it when you're halfway eating dinner, and then, out of the blue, you needa take a crap! Like wham!

  11. Oh joy it's the weekend. Another 2 days to do unproductive things.

    1. Bob423

      Bob423

      hurray for unproductive stuff!

    2. joman195
  12. Is it possible to create a melee explosive skill that doesn't damage yourself in Mr. Mo's ABS system? Like I wasnt a skill that can attack all enemies around you at once.
  13. Gergoth

    Reach the goal! how?

    Ahaha, that happens to all of us! The trick is to plan out your whole game from start to end, the storyline, game play, everything! You may not know how to reach the next step, but at the very least, you know what you're doing! You can always ask for help on this forum, I feel that everyone here is 100% reliable. There can be many reasons as to why one can feel like canceling such as stress, lack of time, scripts pissing you off,boredom, etc. As long as you know the reason as to why you feel like stopping a project, you can always think of a way to counter it. The way I see it, you originally planned to make this kick-ass game and stuff. Everyone has a plan like that, but then, you realise that it's too difficult. All you need to do is just practise. Play around with RMXP/VX a little. You can always ask for help in the forum if you meet a hiccup. Read tutorials, stuff like that. I know the feeling of not knowing what to do and eventually giving up. If you're just getting the hang of it, keep it simple! Don't expect yourself to create a world-class game within just a few weeks. It takes time and effort to make a good game. I'm not sure if any of my tips will help you, but I sure hope you cure yourself from 'The canceling cycle'
  14. Yeah I too recommend Charlie Fleed's CBS, Heres the link: http://www.rmxpunlimited.net/resources/scripts/item/ctb-a-final-fantasy-x-like-battle-system?category_id=11 His CBS has more than what you need but you can easily remove them by ignoring certain scripts in the Demo.
  15. Gergoth

    Different Races

    Ah I understand now ^^ Thanks :D It was just what I was looking for, making good parameters on RMXP is hard lol.
  16. Gergoth

    Different Races

    Woah! Thanks! I have a question though, what exactly are stat bonuses? Do they affect the curve of a stat when you level up?
  17. Gergoth

    Different Races

    Haha thanks ^^
  18. Gergoth

    Different Races

    Hehe thanks for the tip ^^ I would love if you could help me script it :)I don't mind waiting, because I'm not in serious need of that script, it would just be a cool addition to my game. Also, is there a change actor event command? I can't seem to find it...I have terrible observation skills.
  19. Gergoth

    Different Races

    So do I make different Actors? How do you let the player choose/switch actors? And I was also wondering is there a script for a different bag system? Something like the bag system you see in most MMORPGs like Runescape, etc.
  20. Gergoth

    Different Races

    Is it possible to create multiple races for the player to choose but they all have different stats?
  21. Well, first of all, here's a time of day script made by Leon. #=============================================================================== # Check_Time, By Leon_Westbrooke #------------------------------------------------------------------------------- # Details: # Will automatically change the tint of maps that it is called on based on # the computer's internal clock. # # Instructions: # Place script above main, but below other default scripts. # On each map you want the tint set by this script, make an event as follows: # [Parallel Process Event] # Turn on switch 3 # Loop # Script... Check_Time.new # Wait 1 frame # End Loop # # Notes: # You must set a switch to change this parallel process if you wish to change # the tint of the screen on that map. # #=============================================================================== class Check_Time def initialize @time_stamp = Time.new if $game_switches[3] == false if @time_stamp.strftime("%H").to_i < 6 or @time_stamp.strftime("%H").to_i > 20 red = -100 green = -100 blue = -90 $game_screen.start_tone_change(Tone.new(red, green, blue, 20), 120) elsif @time_stamp.strftime("%H").to_i > 5 and @time_stamp.strftime("%H").to_i < 9 red = -60 green = -42 blue = -60 $game_screen.start_tone_change(Tone.new(red, green, blue, 15), 120) elsif @time_stamp.strftime("%H").to_i > 8 and @time_stamp.strftime("%H").to_i < 18 red = 0 green = 0 blue = 0 $game_screen.start_tone_change(Tone.new(red, green, blue, 0), 120) elsif @time_stamp.strftime("%H").to_i >17 and @time_stamp.strftime("%H").to_i < 21 red = -40 green = -60 blue = -60 $game_screen.start_tone_change(Tone.new(red, green, blue, 15), 120) end else if @time_stamp.strftime("%H").to_i < 6 or @time_stamp.strftime("%H").to_i > 20 red = -100 green = -100 blue = -90 $game_screen.start_tone_change(Tone.new(red, green, blue, 20), 0) $game_switches[3] = false elsif @time_stamp.strftime("%H").to_i > 5 and @time_stamp.strftime("%H").to_i < 9 red = -60 green = -42 blue = -60 $game_screen.start_tone_change(Tone.new(red, green, blue, 15), 0) $game_switches[3] = false elsif @time_stamp.strftime("%H").to_i > 8 and @time_stamp.strftime("%H").to_i < 18 red = 0 green = 0 blue = 0 $game_screen.start_tone_change(Tone.new(red, green, blue, 0), 0) $game_switches[3] = false elsif @time_stamp.strftime("%H").to_i >17 and @time_stamp.strftime("%H").to_i < 21 red = -42 green = -60 blue = -60 $game_screen.start_tone_change(Tone.new(red, green, blue, 15), 0) $game_switches[3] = false end end end end All credits to him Secondly,I'm don't think you can stop the enemy from approaching you, but you can try restricting the movement of the event by Fixing it's movement, although it prevents the enemy from approaching you, it kinda prevents the enemy form moving at all.
  22. Well, you can set the enemies' skills in the 'Enemies' tab in the Database, first you just go to that tab, secondly, if you look near the bottom, there's a box that is separated into 2 sections, 'Action' and 'Condition'. To edit the skills, simply : ->Double click a row -> Select the 'Skill' option -> Set the rating [Frequency of use] -> Badabing! You have set a skill for an enemy! To set skill animations to the skills itself, go to your Database and select the 'Skills' Tab. There you have all the default skills + your personal skills. With that, select any random skill and look for two boxes called 'User Animation' and 'Target Animation'. There you can set all the animation that you have or created in the 'Animations' tab to your skills. User Animations are the animations that appear on the player, such as when you cast a spell, runes or whatever thingamajigs will appear. Target Animations are the animations that appear on your enemy, pretty straight forward. For your next question, I'm not quite sure what you are asking, but if you want an enemy to only attack you, just set their HateGroup to HateGroup [0] and that should solve your problem. I hope this helps, good luck.
  23. Well, you don't need an event to turn the ABS on. You create an event that will act as the Enemy using comments with the layout shown in Mr. Mo's Helpfile. It should look something like this. >@ Comment: ABS [initiate ABS] >@ Comment: ID 1 [The number is the ID of enemy which can be found in the database, in this case, 1, is a Ghost] >@ Comment: Behavior 2 [0 = Dummy 1= See Range (Will attack if sees enemy) 2= Hear Rage (Will attack if hears enemy) [3 = See or Hear Range 4 = Ally Under Attack] >@ Comment: Sight 1 [The range the enemy can see, in this case, one tile ] >@ Comment: Hear 1 [ The range the enemy can hear. Any movement without 'Sneak' makes a sound] >@ Comment: ClosestEnemy true [The monster will/will not attack the closest enemy, to disable it, change 'true' to ['false'] >@ Comment: HateGroup [0] [ The number sets the enemies of this event which it will attack. [0] is the player. [ 0 can be changed into other enemies by changing 0 into the ID, this way, you can [ have NPCs battle other NPCs. To add multiple HateGroups, seperate each ID with a ','] >@ Comment: Aggressiveness 1 [ How fast the enemy will attack] >@ Comment: Speed 1 [ How fast the enemy will be in battle] >@ Comment: Frequency 1 [ The rate the enemy will move while in battle] >@ Comment: Trigger 0 [ Refer to the helpfile for this...too tedious to explain e_e] >@ Comment: Respawn 5 [ The time it takes(In seconds) for the enemy to respawn.] It's a bit messy with the explanations so I'll put the page without them below. >@ Comment: ABS >@ Comment: ID 1 >@ Comment: Behavior 2 >@ Comment: Sight 1 >@ Comment: Hear 1 >@ Comment: ClosestEnemy true >@ Comment: HateGroup [0] >@ Comment: Aggressiveness 1 >@ Comment: Speed 1 >@ Comment: Trigger 0 >@ Comment: Respawn 5 This means that a Ghost will only attack the player, and will only attack the player if it hears the player 1 tiles away with an aggressiveness of 1, speed of 1 and will respawn every 5 seconds.
  24. Glad to help ^^ A few days ago I was asking a similar question xD If you have any questions or problems with the script, feel free to ask. I think I can somehow help :D
  25. I think what you are looking for is an ABS Battle System. There's one by Mr.Mo in the forum resources. You can go check that out. At first it may be a bit confusing, but just make sure that when you implement the script into your game, don't forget to copy all picture/gradients that you find in the demo. You may also be alerted to have a "Characterset"_hit/_cast, just make sure you have them. http://www.rmxpunlimited.net/resources/scripts/item/mrmos-abs-v45?category_id=11 Good luck ;D
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