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Saltome

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Everything posted by Saltome

  1. Here's what you can do, in the database editor go and in the states tab add a new state which modifies the stat you want. Then go to the armors tab and create the armor you wish to change the actor stats, under the armor description there is an auto-state box, select the state that you just created from the list that appears when you click on the box.
  2. ...are you sure about this? I see no reason to downgrade the script in such a manner.
  3. ...Hi. I don't know what we can do to help you translate rpg maker, I for one don't know much german. Aside from looking for a german tutorial on rpg maker, I'd say you need to see which button does what, the old fashioned way to learn. On the other hand, if you need help understanding exactly how certain features work, and how to solve problems that you are having with those, someone will address your question shortly.
  4. Oh, I see. A college project. And on a second glance it seems to have an action style combat system, which I feel isn't a good combination for a classic graphical style, of course that hasn't stopped it from being popular in so many projects out there. In a way it's too bad that it won't bring any profits, I'd love to get paid to do what I love, and stop wasting my time with an actual job. But this concept is close to my heart and with the chance of working on it with cooperatives It's worth at least a detailed look. I am eager to see if it really is as polished as you say. I wonder how many tiny bugs and recommendations I can come up with. I don't know about advertising, I'm rather introvert. But after I have a look at the game if I decide to stick around I'll see if I know anyone who might be interested. You will see me in the game, I want to see first hand what it's about, and how my ideas can be used to enrich it. You should be careful what you wish for though. I'm probably going to overwhelm you with feedback and suggestions. Lastly, I'm one forum kinda guy. I'm probably not going to register, unless I wanna do something specific with it. Besides, I would rather an ingame community system. By the way, looking at the forum, you might want to add a feedback and troubleshooting sections, as that's what I would think it will be most used for.
  5. ...N-no, I have to resist urge. I have the feeling this game is what I've been waiting for, for a long time. Unfortunately this could be either the greatest thing ever or the biggest disappointment ever. In any case there are a couple of questions I'd like to ask. Is this really going to be free, or are you going to jump on the first opportunity to make money off it? Will you continue developing it? Are you looking for recruits, contributors, directional ideas or general feedback?
  6. Uhh... good job you guys. I was only trying to turn him into a recruit for the forum and your own projects. But you all had to go and insist that he goes at it alone. Now we have another personal project that will never get anywhere.
  7. Just have a look on youtube, there is more than enough ruby tutorials there. And yeah... you can do plenty with mapping and events. But I wouldn't call it "coming alive". More like painting a pretty picture. But that's all it is, a pretty picture. Anything that's not completely linear is easier to do with scripting than it is to do with events.
  8. Well, getting a basic idea of general programming and the Ruby language in particular would be a good start. Rpg maker uses a library called RGSS which is built with the Ruby language. The important basics will be present in the tutorials but they focus on RGSS with the assumption that you already understand programming, so it's probably a good idea to get familiar with the language before you jump in library. XP, VX, and VX Ace use different versions of RGSS, thus there are some differences in the tutorials. Since you mentioned vx ace, this would be the place for you: http://www.gdunlimited.net/tutorials/category/rpg-maker-vx-ace
  9. Uh... scripting or graphic design. Graphics take creativity and a steady hand. Scripting takes analysis and planning. Those skills are the most demanded in the field in general. Anyone can learn to use rpg maker, but creating your own code or graphics takes time to master. And being able to, really expands your horizons. Now that I think about it, composing is an option as well, but you only need to worry about composing music for your game when you are making a serious project. Plus music is added at a later stage of the development, so most projects never get that far.
  10. And I recommend dropping your project and helping out around here, if you plan to recruit people anyway, that will earn you some respect and hone your skills. Truth is you aren't very likely to find support anywhere unless you are ready to shell out the big bucks, or unless you are a charismatic orator. Since I assume you have neither of those requirements, you are gonna have to do it the hard way, build up a network of reliable people that care about you enough to help you out.
  11. Yes, rpg maker xp uses the Time class from ruby. It tracks the system time. While it's rather primitive, you can still use it to calculate how many seconds have passed between last time you closed the game and the next time you start up. With that you can calculate what has happened during the time the program was closed.
  12. So, you want to be a developer... I wonder, hasn't it ever crossed your mind that you could join someone else's team, to gain the skills you need for your own game?
  13. The thing is rgss1 isn't a very good library. I find myself struggling against the choices the developers made when making it more than the choices I've made in whatever I'm trying to make. Integrating code and third party scripts into the structure of the native system is a nightmare, a minefield of nasty bugs. To answer your question, no. There is a list of methods that are called when processing events, the problem is they are designed to work within the events. So to be able to use a command event inside a script you have to understand how that specific command works, and for the most part it's easier to just take the code you need from the command and copy it to your own script. Now to the point at hand, I'd rethink the whole idea. You want to make it so movement drains stamina, correct? First, you have to pick a location where it would be most convenient to put your code. Since the movement code for the player is handled by the Game_Player I'd say to put the code in there. Try doing this: Game_Player line 10: We need a new variable that will hold the stamina value, and it should be accessible from outside the player object. attr_accessor :stamina Game_Player line 11-14: We need to initialize the value of @stamina to prevent it from crashing the game. def initialize super #This calls the initialize method of Game_Character. @stamina=10 #Starting value. end Game_Player line 220: Here is where the program tells the player event to move when the direction keys are pressed. We need to tell it to reduce stamina, and print out the new value. case Input.dir4 when 2 move_down @stamina-=1 #This reduces stamina by 1 point every time you move(down). p @stamina #This prints out the current stamina. when 4 move_left @stamina-=1 p @stamina when 6 move_right @stamina-=1 p @stamina when 8 move_up @stamina-=1 p @stamina end end ps: you need to add the code that I made darker.
  14. Don't mind me, not many people understand why I do the things I do. The tutorials teach you how to use Ruby, and handling some basic window and scene things. That doesn't cover the half of the code in rgss. You are gonna have to learn about the features and methods available to you and how they work trough experience. If I can help you I will, if you show sufficient determination I may even take it upon myself to teach you what I know.
  15. ... Can I scare this one away too?
  16. Hmph, I have to apologize. You have clearly taken my remark more to heart than I intended. I have nothing against you, you are welcomed to stay. Just keep in mind that wherever you stay here or go somewhere else, nobody in any of these communities is obligated to like or support your endeavors.
  17. No, no, no, no. You don't get to recruit anybody for anything, rookie. You are just a drifter, try earning some respect before demanding commitment.
  18. Soo... why the hell is this guy getting so much attention? :lmao:
  19. I'll skip the introduction, it's not my thing. <- Introduction in itself. Now. This is the internet, most sites don't usually own the resources that they provide, so it depends on the original creator to determine how their resources can be used. But in general if something is available on one or more sites, it's probably ok to use it at the very least for free projects like a contest.
  20. Moonpearl, if you'll excuse the analysis. Could the underlying reason for your bitter reluctance in doing extra work for other people's requests be rooted in the disappointment that you have felt from the lack of support you suffered while your developer personality was taking shape? :tease:
  21. Well I'm not particularly interested in investing my limited time in this script. Especially since it depends so heavily on game variables. Sim brothel uses a system like that, you might want to have a look over there.(Hint: it's in my signature.) Then again, it may not be all that hard to do, but yeah, go have a look and if it doesn't work for you I may try to think of something.
  22. Soo, does it occur to you that the entire script you are giving me is commented out? That means it's basically a disabled script. And what exactly seems to be the problem? I had no problems running it aside from having to uncomment the code. Did you not manage to run it or is there something else wrong?
  23. That's rather ambitious and demanding. This request is gonna be a pain to deal with because implementing mouse control is one thing, but you have to manually script it's functionality in every menu it's used. At least that's how a scripter would do it. I'm not gonna risk taking such a tedious request. And since there aren't many scripters out there who can and would do it, I advice you to start learning scripting, if you want your game to get anywhere anyway. Course, don't feel discouraged. You are just gonna have to grit your teeth and mussle trough the effort it's gonna take to get there. Good luck with that.
  24. I didn't ignore anything, I just got a bit confused with conflicting information. You are rather vague with the description of what you want, so I made certain exclusions. For example, I designed my script around giving you a confortable way to declare magical items, and allowing you to use actor information in the damage calculation. You can easily make it look like the item is casting a spell by using a specific animation, altho it doesn't allow you to select the spell, at least in the implementation I had planned. Anyhow, I'm officially putting this request on hold, because it would take more effort than I want to put in, in implementing it the way I want, due to the latter reasons. Here is my summary, make_item_damage_value is the method that calculates the damage, it needs to have another argument passed in, that contains the actor which used the item. You also need to make sure that the battle system itself passes the actor data to the newly defined make_item_damage_value, or rather to item_effect which in turn calls make_item_damage_value. And lastly, script compatibility, there are at least 4 different definitions of item_effect, along all the enabled scripts. That means, to add yet another redefinition of item_effect and you have to place it bellow all the other custom scripts. While it's easy enough to prevent that from causing bugs in the existing scripts, it's even easier to cause incompatability errors in future scripts. Soo yeah, if anyone wants to do the actual implementation, feel free.
  25. You know I'm kinda lost right now. What do you want it to do again?
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