Espie23
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About Espie23
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Rank
Newbie
- Birthday 02/23/1990
Profile Information
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Gender
Male
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Location
Canada!
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Interests
You, baby.
Engines
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Prefered Engine
RPG Maker XP
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Engine Level
Expert
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Class Title
Level Designer
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My colour terminology kind of sucks hardcore, but I think the armor is a bit too bright. If you could deaden the vividness of the armor a bit, it would look a lot more realistic. Just my opinion, wish I could recoulor sprites and whatnot myself D:
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All right, so my only real dilemma when initially figuring this out was that you couldn't attach Common Events to weapons. What you CAN do is play around with the States that weapons inflict when they hit. Going off of that, this is the method I've come up with in the couple hours I had to work on it today: > I made a separate State for each of the party members. Each member will only use a certain kind of weapon, so I just set all of X's weapons to inflict X's State. This was the easiest way to tell who attacked that I've come up with so far. States are nonresistant and 0 priority, so they operate solely in the background. > I have a Party AP Recovery Common Event that has 32 Conditional Branches in it. It checks all 8 possible monsters for any of the four States. For organizational purposes, I make separate Common Events that 1) give AP to X member, and 2) remove their State from all monsters (to prevent multiple AP gains from one attack). > In theory, I want to have the initial Common Event running in the background, constantly checking for any of the States to appear on the monsters in real time. The problem with this, is that to have it running constantly, even when none of the Conditional Branches are met (ie: no real event processing) it locks up the battle. In a nutshell, here's the system: - Common Event checks for States. - When a State appears, AP gain and State removal based on what State was inflicted. Hope this helps, I'd really love to get this issue resolved.
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You've got a lot of great ideas and ambitions. Here's hoping you make something great out of it!
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Sorry, I should have been more clear, my post was probably quite confusing. What happens is, it calculates who attacks just fine, and the battles don't freeze up, but the AP from the attack doesn't add until I perform my action next turn, so it doesn't add until after I select my actions next turn. Let's say I have 3 AP left, and I need 5 to use my skill. I use a regular attack to give me 2 AP back, but it doesn't give it back to me until after I pick an action next turn. Because of this, I can't use my skill next turn like I intended, because I don't have enough AP until after I pick an action. Do you see my dilemma? D: Help from your scripter friends would be much appreciated.
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Sorry for the double post, but this is really important to me, haha. I've just about solved it using Events and whatnot. I have each of the weapons inflicting an invisible state on the enemy (one for each of the party members, so it can tell who attacked), and a Common Event checking for the state to appear. I'm using Conditional Branches to check all 8 possible enemies, and a Common Event triggering that restores AP to the party members, depending on what state was inflicted. So basically, I have the theory down, but putting it into practice has proven difficult... Even if the event is totally comprised of Conditional Branches (ie: event does nothing if no conditions are met), the only way to process the event right when an attack is made is to set the battle event page span to Moment. Here's my dilemma. The AP restores just fine when I set the span to Turn, but because of that, the AP from an attack won't add on until I select my action NEXT turn. If I want the AP increase to be instant, I have to use Moment, which always locks up my battle, because it's trying to process the event over and over again. That being said, look in Scene_Battle 4, from Line 178 onward ("Make Basic Action Results"). This is where the attacks are processed. Plain and simple, what do I have to add that will restore X (fixed number) amount of AP to the player who made the attack right when the damage from the attack is displayed? Come on people, I know there are a lot of scripters out there...help me out!
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Just trying to help. I know it sounds basic, but if you really take time to think it through, it'll pay off.
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Kiriashi reacted to an answer to a question: Need help with price setting
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A few things to consider when adding monsters to maps: - Nobody likes high frequency random encounters. I loved Final Fantasy 9. I really did. What I hated was the combination of slow battles with the insanely high frequency of random encounters. Like previously stated (paraphrased of course), if you're battles are long/tedious/boring, don't make them too frequent. If they're going to take some time, make sure to make them at least slightly rewarding as well. "Oh, I killed that slime in ten minutes, and I got...a Potion. Yessss." - Try to make the monsters make sense, given the area. Here's what I like to do. Jot down all the facts you can about the area you're adding monsters to. What kind of place is it? Has anything story/history-related happened to it that would possibly affect the types of monsters? Fighting bats in bright forests and polar bears in deserts just doesn't make sense. Games come across as being a lot more cohesive and intelligent when the environment makes sense, and fits, in as many areas as possible. - NOBODY LIKES HIGH FREQUENCY RANDOM ENCOUNTERS! Just reinstating :)
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Espie23 reacted to a post in a topic: Lesson 3 - Adding Atmosphere
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In this case, I think helping you answer your question will end up being a lot easier than us basing answers off of a LOT of variables here. See if this helps: First, pick a spot in the game where the player should realistically have a lower-middle quality ship (pretty basic with a few nice upgrades). Now, make a few estimations on how much money the player would've accumulated by that time. What kind of equipment would you have access to, via drops and weaker equips you can sell? With that rough number in your head, now take a "dungeon" in the game at around that point. How much money could the player make, from monster drops and equipment/item drops from 30 minutes of farming? Two hours? Hopefully these examples spark more ideas in your head to help with figuring this complex matter out. When you get that first part down (about the accumulated money at the first there) you can base the prices off of X amount of money plus what you can make in Y amount of time on top of that. This way, you can gauge how much effort you want the player to go through to get their ship going. Another random idea here. Maybe later on in the game, if you upgrade a certain part of the ship enough you can access areas you couldn't make it to before with a regular ship. Maybe there's a body of water you have to cross to get to another area, but the fog is really dense. If you upgraded your Navigation systems enough, you could go through. Enabling access to new areas and whatnot would be a great way to reward the player for working to get the money to upgrade. Hope this helps :)
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Well, in my case, I was thinking of having Attacks restoring 4 and Defending restoring 2. I wish there was a way to event this, but I've exhausted most of my options. You wouldn't happen to have some scripting knowledge for me, would you?
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Ah, well let me extend an apology to you then. Around that time a lot of multiple accounters were hanging around causing trouble, so whenever I would have seen something like that, I would've assumed the worst, haha.
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Just to clarify, are you asking how to actually store data like hero's reputation, time of day, and whatnot? Or are you just wondering how to implement it into the NPC events? If it's the latter, Conditional Branches work best for this stuff. Here's an example I whipped up: http://img96.imageshack.us/i/forumhelpone.png/ Hope it helps!
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Back in 2003, my brother told me about RPG Maker 2003, and I remember my first day using it, "How do I make doors?" I just kept with it, and eventually got my hands on RMXP. Loved it ever since, tried VX, wasn't really my thing I guess. So, these all aren't exactly game making programs, but here's what I use: RMXP: This one's pretty obvious. Photoshop: Fancy text pictures, backdrops, and basic edits. Paint: Merging/modding character sets and tilesets.
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I was Supreme Pie Ninja (yes, I was a very cool fourteen year old) Joined back in December '04, about a month after the site was made.
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Hey guys, what's shaking? Since I'm already asking you guys all for help and whatnot in the other sections, I just thought I'd stop by and introduce myself. I'm Espie, Scott, or whatever you want to call me. Twenty years old, was hardcore into RPG Makers since I was fourteen, became a legend on Creation Asylum, but slowly dropped out of the game making community as a whole. The fire has recently rekindled itself, so I'm back to game making and loving every minute of it. I have a game that I'm super stoked about in the works. Over the past years, I've started up quite a few games that tragically did not make it to their full potential, so now that I'm back with a vengeance, I've been pooling all of the best elements and things myself and the players loved from previous demos and whatnot, and making something awesome out of it. Anyway, enough advertising for me. I also play drums in a nationally touring band, and enjoy shooting people online in video games. I also try to have some semblance of a life outside of work, band, games, and whatnot. Anyway, that's about it for now. This seems like a really good, active community here, so I'm latching onto this one :D Oh, and someone help me out while you're here. The game depends on it! http://www.rmxpunlimited.net/forums/topic/5150-restoring-mp-when-attacking/
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Hey guys, first post here...asking for help. Nice first impression I'm sure. Anyway, I've stumbled upon a little dilemma. Here's what I'm trying to do: Basically, I'm putting together an AP system similar to some of the Tales games, where instead of just using points for skills/magic and recharging it when it gets low, I want to have a fixed amount of AP (doesn't increase with level) that you can restore a portion of by attacking and maybe defending as well. RMXP is kind of limited to what you can process in the background of battles as far as Conditional Branches and battle actions are concerned. My problem would be solved if you could attach Common Events to weapons as well as skills, but I haven't found any way in the default system to change stats like this by attacking. Here's where you guys come in. After skimming through the scripts, I've narrowed the Attack/Defend handling down to somewhere in Scene_Battle 3 and 4, but as far as actually making the proper modifications to get this working...that's beyond me. So, in great detail if possible, what will I have to add where to allow X amount of AP (SP, MP, whatever you want to call it) to be restored when attacking and defending? Helpful facts: - Default Battle System - Fixed amount of AP gain - Party only if possible (Monsters will use the basic consumption system) - Attacking AND Defending if possible Thanks in advance, guys! The help is greatly appreciated :D