Jump to content
New account registrations are disabed. This website is now an archive. Read more here.

Metaclaw

Member
  • Content Count

    142
  • Joined

  • Last visited

  • Days Won

    11

Everything posted by Metaclaw

  1. no, after you set variable #001 to the 1st party member's weapon, you check if it equals the Steelsword's number. if it does, you play animation on the 1st party member. then, you do the same process for the 2nd party-member, the 3rd, and the 4th (by changing the 0 to 1,2 or 3 accordingly). you'll need 4 script-lines and 4 conditional branches.
  2. hm. it's problematic. while you can check if a certain actor has weapon X, you cannot check his/her party-order (1st, 2nd,3rd or 4th), so you never know which party member is the animation's target. I think you need a script. try this script line: $game_variables[9] = $game_party.actors[0].weapon_id then variable 9 will hold the number of the 1st party member's weapon. you can check if it's the steel-sword by comparing that variable to the steel-sword's weapon number. do this check for every other party-member, by changing the 0 with 1,2,3. btw, my current script may help you with this sort of problems. it should be out in a week or so. it lets you save ANY data in the database in a variable, as well as party-member's data. this is done by selecting the data you need from a new menu, and pasting the 'result text' it generates as a comment in your event. for example, a comment that saves the weapon-number of the 1st party members in variable 001: # Variable 1 = PartyMember 1 weapon_id the advantage is, you need no scripting knowledge, the menu generates the comment for you.
  3. looks like spriteset_map draws pictures in viewport2, with a z value of 200. try changing that z value, using: class Spriteset_Map attr_accessor :viewport2 endthen, in your menu do def main @background = Spriteset_Map.new @background.viewport2.z = [ some number. I'm guessing 1~99 will do ] ... end
  4. looks like the characters with 4x4 are for RMXP. I think you can still use them if you remove one of the middle rows, to make them 3x4.
  5. Metaclaw

    Hit detection formula

    I may be wrong here, but here's what I think is happening. the 'hit' variable holds the chance to hit, in percents. first it's set to the skill's hit chance, then the attacker's hit stat is factored in. then RMXP randomly decides if the attack hit, based on the hit-percent. this is a temporary/partial check. if this initial check results in the attack missing- it misses. but if it results in hitting, other factors are used to decide if the attack hits. so the attack may still miss, depending on the other factors, which are: hit = self.damage < 0 ? 100 : 100 - evafactor 1: is the damage negative I think healing skills use 'negative' values. looks like RMXP makes healing skills always hit (hit= 100) factor 2: the target's evasion if the damage isn't negative, the chance to hit is set to (100 - target's 'eva'). makes sense: if the target has 10% chance to evade, the chance to hit it is 90%. hit = self.cant_evade? ? 100 : hitfactor 2: can this skill be evaded if the skill cannot be evaded, the hit chance is set back to 100% hit_result = (rand(100) < hit) lastly, decide if the skill hit or not, based on the 'hit' percent. this time it's the FINAL result.
  6. I've found some scripts for RPG maker 2000/2003, but nothing for RMXP. by 'base engine', do you mean the rpgxp.exe file found in c:/program files/Enterbrain? cause.. last time I asked people at a programming forum 'how do you view the code behind a certain .exe file'? I was laughed at, saying there's no way to do it. unless there's some other file I need to edit?
  7. everything about the RMXP Editor can't be changed. ie, you can't add a 4th map layer to the map editor, nor make it use tiles 64x64 pixels big. but if you want to change how the Game works, so the player moves 64 pixels at a time, it should be possible. I think the thing that makes tiles 32x32 is related to one of RMXP hidden classes. you can't view this code or change it. but some people have made scripts that are meant to replace such hidden classes. then it's a matter of changing that script to use 64x64 tiles. anyway, it'll be much easier to do in a different program than RMXP.
  8. alright, thanks. this looks promising, but I'll wait for the screenshots before i download it, if you don't mind.
  9. I was thinking about making a 'member club' for a certain subject, where people can join, and talk about the club's subject or just chat with eachother. would this belong in "the cafe" forum?
  10. what program you're using to make this game? do I need to install RTP or something to play it? also, all the screenshots are 'broken', I can't see them.
  11. oh, you don't have to credit me if you don't use it. I did fix it a bit, the older icon bugged me new >>
  12. I did my best~ the screwdriver had too many details, so the icon is a simplified version: credit me if you use it.
  13. hi new person :) i'm a whovian too. can't wait to see how your game turns out! if you need modern-style tilesets, google 'zanzyzora resources'. it has some spaceship tilesets too.
  14. congratulations, chigoo ^^ nice to see the chat getting attention~ btw, I'm having a weird bug with the chat. maybe if it's just my computer, but sometimes the chat 'duplicates' a comment and shows it twice (or more). sometimes re-entering the chat will fix it, sometimes not.
  15. you could use a common event, which activates when a certain key is pressed and then shows choices to turn subtitles ON/OFF. unless you want if to be an actual menu? that requires a script.
  16. your game sounds great, but.. do you realize a MMORPG means setting up a server, and paying monthly for that server? you'll also need to save player's data on "SQL database". all these require scripting knowledge. consider learning how to script or paying someone to setup all these stuff for you. maybe you can recruit someone to do it for free, but I doubt you can find a free server for such a game (usually the rule is 'do not use this for games'). so.. are you willing to spend money on this? btw, are you sure RMXP is the best way to make your game? you may be better off doing a text-based RPG, on some forum / website. or maybe there's a better program for making online games. maybe you can find a program that gives you a free server, and doesn't require as much scripting?
  17. yes, it can be done with scripts. I'm pretty sure someone already made a script for 'point and click' walking. google it the chat idea sounds very interesting.. if you can't find any script to do that, and you're not in a hurry, I can write you one.
  18. ok, new demo is up (see the first post). I'll upload it in the script section later. new features: - detecting if an event is on screen - detecting if event is on map border - better collision detection (works for bigger sprites too) - better projectiles - max number of projectiles, which are re-used when no longer needed. ^ this part only took me forever to do. - detecting player collision too. but mainly, it has detailed instructions, and a map with many events that use the script, while explaining each step.
  19. oops.. I didn't think anyone would want a projectile to hit the player. I'll have to add that option too. about the crouching option, I see what you mean now, it can be a nice addition to the whole 'projectiles' system.
  20. yay~ thanks for the suggestions. the thing is, I'm such a bad eventer that I don't even know what CAN be done with events.. funny, but I didn't really get how to work with events until I did this script & realized how the scripts work with them 'behind the scenes'. anyway.. jumping system is a good idea. I'll have to make one for my game anyway. about bridges- that CAN be done with events, actually! I made a tutorial for that a while back, complete with a demo. I lost it when my old computer crashed, but it may still be in my Mediafire , I'll see if I can find it for you. elevation system- i'm not entirely sure what you mean. what is the point of crouching? maybe to scroll the map down? sprinting/sneaking- idk, cause that will require special sprites, and people will have to set a sneak/run sprite for each character, making the script harder to use (even for people who don't plan to use this feature) chasing enemies- good idea. but maybe I'll do it as a separate script. I can see it being very useful. I can add more options for event movement, like 'auto-walk to x,y', or 'walk to event x', or 'walk to player'. or even 'jump to x,y' x,y being a tile on the map. I gotta stop thinking in ruby language XD btw, don't use the old demo I posted, I just realized it never erases the events it creates, which may lag your game in the long range.
  21. anyone? so far I've added: - detecting if an event is on screen - detecting if event is on map border - better collision detection (works for bigger sprites too) - better projectiles - max number of rpojectiles, auto-erasing when collision happens (w.i.p)
  22. looks really impressive! I wanna download it just to ses how the scripting was done
  23. sorry, I don't know what's the problem.
×
×
  • Create New...