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Bob423

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Everything posted by Bob423

  1. Welcome to GDU! You should post some info about your game here: http://www.gdunlimited.net/games edit: I really should check the games section before making these posts...
  2. Just watched The Lego Movie. Everything is awesome!

    1. Polraudio

      Polraudio

      Yes Everything is Awesome. Thanks alot for getting that re-stuck in my head.

    2. Bob423
  3. I can't not read all Batman quotes in Kevin Conroy's voice.

  4. Awesome! :D Normal members can't delete posts, so just edit it asking for it to be deleted. The third post was a bit unnecessary, but not a big deal, so I combined them all into 1.
  5. Calculate cursor width, maybe? Also, the scripting tuts by these two might help you: http://www.gdunlimited.net/tutorials/member/17220/bob423 http://www.gdunlimited.net/tutorials/member/60/lizzie-s
  6. Your game looks fluffy... Have you checked Window_Base, Window_Selectable, Window_Command, Window_PartyCommand, Scene_Menu, and every part of Scene_Battle? Around line 100 of Window_Selectable looks like it might have what you want. And line 40 of Window_PartyCommand too.
  7. Welcome to GDU! We're like Canada. We're known for being super friendly, but people probably forget we exist a lot. If you have any questions at all, just post a topic. Most of the time, someone will at least try to help and they usually succeed :) You should probably check the tutorials and scripts sections and see if anything there helps you first though.
  8. Because he's new and occasionally introduction topics get lots of extra attention. Some people get hardly any for no particular reason. Part of it might have to do with when it's posted, what is said in the topic, how people reply, etc. We've had much more popular introduction tropics before and it definitely helps that there's more to talk about in this one than just "Hi, welcome to GDU"
  9. Welcome to GDU! Salty's right. Generally with RPG Maker, if you're using someone else's stuff, it's most likely ok to use it as long as you're not selling your game and they haven't said otherwise. I can't see why someone would use a console RPG Maker just because it's most likely extremely limited. I know next to nothing about them though.
  10. Finally saw Iron Man 3. Couldn't help but think that Aldrich Killian could've made things a lot worse if he not only stole War Machine sooner, but also if he teamed up with John Lumic from Doctor Who and created some kind of Cyber Iron Man army.

    1. Marked

      Marked

      It is pretty much entirely bad

    2. Bob423

      Bob423

      Marvel and DC both have magic, unrealistic "science", and stuff in like all their comics, so if a movie has it I don't see the problem.

    3. Marked

      Marked

      It's the degree of it, the appropriateness, how it blends in. Even so, the plot terrible

    4. Show next comments  81 more
  11. I need to make 2 sidequests, then take out the damage dealing items because they don't work, then the demo can move to closed Alpha. That's all I have to do, but I'm just too lazy...

  12. I can't get any of the FMA:B openings and endings out of my head. When one leaves, another enters. It doesn't help that I can now watch each one with literally 4 clicks and have even managed learned some of the lyrics. and they're all japanese except for a few "Engrish" words/phrases in a few of them.

  13. Well I have no clue what to do so I'm bumping the topic and re-wording my problem. This is what I want: I have made 29 items that are useable in battle. Of those, 9 deal damage. The other 20 just cause status effects. Each item that deals damage, except for 1, casts a spell. The exception is "Bomb" which has fixed damage and ignores DEF. The spell casting items are literally just items that, when used, deal weak magic damage. The damage formula used should be the same as the skill formula I use, which, when used for an item, would look something like this: attack = (User's INT * 2) + (User's ATK * 3) defense = target's MDEF * (mdef_f / 100) attack2 = attack * (item's heal HP stat /100) * -1 damage = attack2 - defense ATK is called PWR in my game and is the strength of the weapon. Since the item IS the weapon, it would probably be 1 or 2 (so it would add 3 or 6) mdef_f isn't very important since it's always set to 100, but basically, it's what I use to tell if the item will use a different formula. if mdef_f == 100 new_damage_formula end before factoring in DEF, the game checks the skill's (or item's) power (or how much HP it heals) and uses it as a multiplier. The magic items all heal -120 HP, so their damage multiplier is x1.2. So, in other words: ((2*INT + 3) * 1.2) - MDEF with a variance of 15. Each has two elements: Magic, and 1 of 8 others. Fire, Thunder, Ice, Water, Earth, Air, Light, and Dark Hopefully that helps. :)
  14. Ok, I promise my demo will be out...this year. I wish I had someone to do some of this for me.

    1. Marked

      Marked

      You better have it out by August, Bob!

  15. Ever started watching one of those movies that make you think "Ok, I'm not watching this unless he turns into a superhero or something."?

  16. Well you did help a little bit, so thanks. I'll take a look at my scripts again and see if there's anything I can do.
  17. Have you ever watched a show/player a game/whatever, and are so excited or shocked by part of the plot that you can't help but tell everyone about it? Coming up with ideas for my game is similar...

    1. Bob423

      Bob423

      I've accidentally taken plot points and stuff from a lot of different games and movies(mostly subconscious I guess lol. Don't notice until I don't feel comfortable removing it). A few intentionally...Was thinking of taking something from Fullmetal Alchemist with the immortality thing. Whether it's the way it's done in brotherhood/the manga or the first anime, I don't know yet, but when I do you'll have to play my game to find out :P

    2. Bob423

      Bob423

      i.e. Either a body swap type thing or collecting human souls...or maybe something else entirely.

    3. Calvinchun

      Calvinchun

      hehe.. nice concept Bob! :D i will definitely try it when its finished xD

    4. Show next comments  81 more
  18. Why do I listen to The Ballade of Serenity when all it does is make me sad and angry at FOX?

  19. You should've kept your post the same instead of changing it... Oh well... CLOSED
  20. yup. And it's actor 10 (no, 0 is not actor 1, I checked)
  21. Part of me wants to try to completely redo every rtp script. Maybe I will someday

  22. ...Reread the first post then. Somehow I feel like you ignored my PM entirely.
  23. That didn't seem to work either. Did I replace the right thing? def item_effect(item, actor=nil) self.critical = @evaded = @missed = false if ((item.scope == 3 or item.scope == 4) and self.hp == 0) or ((item.scope == 5 or item.scope == 6) and self.hp >= 1) return false end effective = false effective |= item.common_event_id > 0 hit_result = (rand(100) < item.hit) @missed = true unless hit_result effective |= item.hit < 100 if hit_result == true effective |=(item.name.include?("Crystal"))? make_item_damage_value(item, actor) : make_item_damage_value(item) else @missed = true end self.damage = nil unless $game_temp.in_battle self.damage = POP_MISS if @missed return effective end #-------------------------------------------------------------------------- def perfect_item_effect(item) self.critical = @evaded = @missed = false if ((item.scope == 3 or item.scope == 4) and self.hp == 0) or ((item.scope == 5 or item.scope == 6) and self.hp >= 1) return false end effective = false effective |= item.common_event_id > 0 effective |= item.hit < 100 effective |= make_item_damage_value(item) self.damage = nil unless $game_temp.in_battle self.damage = POP_MISS if @missed return effective end #-------------------------------------------------------------------------- def make_item_damage_value(item, actor=nil) if item.name.include?("Crystal") and actor != nil recover_hp = item.recover_hp_rate puts "power" puts recover_hp defendrate = 0 defendrate += (self.pdef * item.pdef_f / 100) defendrate += (self.mdef * item.mdef_f / 100) puts "defend rate" puts defendrate damage = actor.base_int * 2 damage += 3 puts "damage" puts damage damage *= (recover_hp / 100) puts "damage * power" puts damage damage -= defendrate puts "minus defense" puts damage finaldamage = damage puts ".to_i" puts finaldamage damage = finaldamage.to_i puts damage damage *= elements_correct(item.element_set) puts damage damage /= 100 puts "elements" puts damage if item.variance > 0 and recover_hp.abs > 0 amp = [recover_hp.abs * item.variance / 100, 1].max recover_hp += rand(amp+1) + rand(amp+1) - amp end recover_hp = damage * -1 else recover_hp = maxhp * item.recover_hp_rate / 100 + item.recover_hp recover_sp = maxsp * item.recover_sp_rate / 100 + item.recover_sp if recover_hp < 0 recover_hp += self.pdef * item.pdef_f / 20 recover_hp += self.mdef * item.mdef_f / 20 recover_hp = [recover_hp, 0].min end recover_hp *= elements_correct(item.element_set) recover_hp /= 100 recover_sp *= elements_correct(item.element_set) recover_sp /= 100 if item.variance > 0 and recover_hp.abs > 0 amp = [recover_hp.abs * item.variance / 100, 1].max recover_hp += rand(amp+1) + rand(amp+1) - amp end if item.variance > 0 and recover_sp.abs > 0 amp = [recover_sp.abs * item.variance / 100, 1].max recover_sp += rand(amp+1) + rand(amp+1) - amp end recover_hp /= 2 if recover_hp < 0 and self.guarding? self.damage = -recover_hp last_hp = self.hp last_sp = self.sp self.hp += recover_hp self.sp += recover_sp effective |= self.hp != last_hp effective |= self.sp != last_sp @state_changed = false effective |= states_plus(item.plus_state_set) effective |= states_minus(item.minus_state_set) if item.parameter_type > 0 and item.parameter_points != 0 case item.parameter_type when 1 @maxhp_plus += item.parameter_points when 2 @maxsp_plus += item.parameter_points when 3 @str_plus += item.parameter_points when 4 @dex_plus += item.parameter_points when 5 @agi_plus += item.parameter_points when 6 @int_plus += item.parameter_points end effective = true end if item.recover_hp_rate == 0 and item.recover_hp == 0 self.damage = "" if item.recover_sp_rate == 0 and item.recover_sp == 0 and (item.parameter_type == 0 or item.parameter_points == 0) unless @state_changed @missed = true end end end end return effective end
  24. If you watch the last episode, then go back and watch episode 3, you'll notice that it's hinted at that the main character was phone the whole time.

    1. Bob423

      Bob423

      Really old internet joke. Google "Who was phone" for more info.

    2. FleshRenderStudios

      FleshRenderStudios

      I don't half read some crap lol :p

       

  25. I'm not surprised it's incompatible with the advanced name_input script I'm using, and I kinda need a name input system that lets the player type the name instead of using a stupid name input thing with the arrow keys like every console game before USB keyboards, Wii Remotes, and touch screens. This is the script, with the edits i've made. The error I got was: Script 'Advanced Name Input' line 81: NoMethodError occurred. undefined method `name' for nil:NilClass After testing without the advanced name input script, I saw that the same thing happens with the default Window_NameEdit, but the error is on line 22 I would look into it right now, but I gotta go. If you don't reply by the time I'm back, I'll take a look at it. Thanks :D edit: back...and I don't have a clue what to do.
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