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Everything posted by Metaclaw
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search in your 'lamp system' script, you should find: self.z = 10 (or any number) change that number to a smaller number. if this doesn't help, post the script here, and I'll try to help.
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search in your 'lamp system' script, you should find: self.z = 10 (or any number) change that number to a smaller number. if this doesn't help, post the script here, and I'll try to help.
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basically, no you have no idea how many times I got this exact comment, lol it's certainly the same game genre, but a clone? I don't see how it can be a clone when I'm using my own pet designs, my own battle system (custom-made), a different plot, and new features pokemon doesn't have, like a system to make your own pet, and more. now, if this was a ROM hack, you could say I'm copying the pokemon game's systems and scripts, but I'm not. I'm making the scripts from scratch, and they're not even trying to mimic the pokemon game's systems.. even the systems which exist in pokemon games too, don't work the same way. ie: pokemon have 'farms' as a place to breed two of your pokemon. my game has farms as a place to store un-used pets, and interact with them.
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hey, saw you in the chat ^^ I'm kinda new too, nice to see another scripter :)
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welcome! just keep practicing, and I'm sure you'll do wonderful things :)
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thanks ~ I've updated my post with more pictures.
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hopefully this is the right place to post this. I'm currently working on a script which .. gives more options for game events. I'd like to hear suggestions for more features you'd like to see in this script. > first, let me explain what the script does. it basically gives you tools to use inside events. using simple script command, you can: spawn new events on the map at will, clone events make projectiles like fireballs, arrows, etc check if any projectiles hit the player / any event on map make an event start when you stand below/above/left/right of it apply visual effects on the event graphic: grayscale, invert colors, soften, sharpen, sepia, emboss (in new demo) detect if an event reached the map borders detect when an event shows up on your screen > the new, planned features will also let you: make an event save certain data, for later use (can be used to make enemies on map with HP, attacks, etc) go to (x,y) (make the event walk there) case statements (no clue how to do this yet) * the player is an 'event' too, so these things can be used on the player as well. > try the demo out, to see what I mean new demo 1.7 old demo 1.1
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I could write BOOKS about my game, but.. I'll try to keep it short. Basic Info > it's a pet raising game > where pets are used in battles. > they can evolve, and you control what they evolve into. > the pets are tamed versions of wild monsters, people use them for protection. > pets have a wide range of useful abilities, like climbing cliffs, mind control and more. > the battle system will be unique to this game, with: special battle moves, ie: - Body Clash- the heavier the user is, the greater the damage. - Last Guard- this move is twice more powerful , if used by the player's last remaining pet. - soar/burrow/climb- evade all direct attacks new battle tactics- - Trapped status- grab the foe, making both your and his moves always hit. - Counter Attack- counter foe's attack with your own. if yours is stronger, you block it and deal damage. - Defend (new menu option)- protect an ally by taking an attack directed at it. ~and more! > to give you an idea of what the game is like, the last demo had: - trainer battles, - a farm to store your pets, - a trading system between players. > note the next demo won't have all that cause I'm re-writing some systems. > the game will be "semi-online" : > there will be player interaction1, like trading, battling2 and sharing files3 . > players can contribute to the game, and change the gameplay: - breed pets to create pets with better stats/ other colors /other type. - submit your own pet & share it with other players - submit yourself as an in-game trainer. Notes: 1: I'm working on a peer-to-peer program for that. 2: battling will be tricky to do. but, for the very least, you'll be able to battle pets of other players, as if they were wild monsters. (the other player will have no control of them) 3: basically, if you make a new pet, other players can download it. Plot [teaser] The 'main hero' is a fresh trainer, and all he wants is to enjoy traveling with his first pet- a wild Impyro (pet name) which he found injured and starved in the woods. but wild-caught pets are never heard of. nobody knows how his pet understands him. don't you have to tame the pet since birth, and slowly teach it what each battle command you say means? and why does he sometimes think he can hear it talk? what happened that day, when he found himself in front of his home, having no memory of getting there, tightly holding a feather? Pet Pictures: I'll add a better picture later, with more sprites. there are ~50 more pets, which aren't colored yet. I won't put the picture here cause it's a huge, but here's a link: all_sketches Screenshots: will be added later Demo none yet
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ooh, nice cutsecene! when do you think a demo will be up? btw, the cliff village thing looks awesome~
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The 3 Best German Games Made With RpgMaker in 2012
Metaclaw replied to Freank's topic in General Game Development
wow, I love the atmosphere effects on the second game. I'm gonna check these out~ -
yay~ good luck with your game ^^ (this is for Arcantis II right?)
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forget about adding luk inside names, then. just fill the tables. I see you already filled the weapons table. here's the newer script. > lets you use actor.luk / enemy.luk / attacker.luk / weapon.luk / armor.luk > defines an actor's luk. it'll be: weapon.luk + armor1.luk + armor2.luk + armor3.luk + armor4.luk > actor's luk will always be between 0 and 100 #=============================================================================# # HIT stat for equipment / Enemy # # # made by : Metaclaw (also known as silverwind) # v.2 #=============================================================================# class Game_System DEF_LUK = 0 # default LUK. # it will be used for any weapon/armor/enemy # that is not listed in the 3 tables below. # this prevents game-crashing bugs # if you forget to set LUK for one weapon, etc end #=============================================================================# class RPG::Weapon # --------------------------------------------------------------------------- # # set your LUK stats for Weapons here. # weapon number => LUK stat # --------------------------------------------------------------------------- # LUK = { 1=>10, 2=>20, 3=>30 # add more lines as needed } def luk luck = LUK[self.id] return Game_System::DEF_LUK if luck.nil? return luck end end class RPG::Armor # --------------------------------------------------------------------------- # # set your LUK stats for Armors here. # armor number => LUK stat # --------------------------------------------------------------------------- # LUK = { 1=>10, 2=>20, 3=>30 # add more lines as needed } def luk # if using the table above luck = LUK[self.id] return Game_System::DEF_LUK if luck.nil? return luck end end class RPG::Enemy # --------------------------------------------------------------------------- # # set your LUK stats for Enemies here. # enemy number => LUK stat # --------------------------------------------------------------------------- # LUK = { 1=>10, 2=>20, 3=>30 # add more lines as needed } def luk luck = LUK[self.id] return Game_System::DEF_LUK if luck.nil? return luck end end class Game_Enemy < Game_Battler def luk $data_enemies[@enemy_id].luk end end class Game_Actor < Game_Battler def luk n = 0 weapon = $data_weapons[@weapon_id] armor1 = $data_armors[@armor1_id] armor2 = $data_armors[@armor2_id] armor3 = $data_armors[@armor3_id] armor4 = $data_armors[@armor4_id] n += weapon != nil ? weapon.luk : 0 n += armor1 != nil ? armor1.luk : 0 n += armor2 != nil ? armor2.luk : 0 n += armor3 != nil ? armor3.luk : 0 n += armor4 != nil ? armor4.luk : 0 return [[n, 0].max, 100].min end end now, you say you have scripts that use luk already. how is that possible, if your game doesn't have luk stat yet? anyway, this script makes RMXP use the luk value as chance to critical hit. (0=never 100=always) use it if you need. class Game_Battler def attack_effect(attacker) # Clear critical flag self.critical = false # First hit detection hit_result = (rand(100) < attacker.hit) # If hit occurs if hit_result == true # Calculate basic damage atk = [attacker.atk - self.pdef / 2, 0].max self.damage = atk * (20 + attacker.str) / 20 # Element correction self.damage *= elements_correct(attacker.element_set) self.damage /= 100 # If damage value is strictly positive if self.damage > 0 # ------- edit: use luk ---------------------------------------------# # Critical correction #if rand(100) < 4 * attacker.dex / self.agi # << old code if rand(100) < attacker.luk self.damage *= 2 self.critical = true end # -------------------------------------------------------------------# # Guard correction if self.guarding? self.damage /= 2 end end # Dispersion if self.damage.abs > 0 amp = [self.damage.abs * 15 / 100, 1].max self.damage += rand(amp+1) + rand(amp+1) - amp end # Second hit detection eva = 8 * self.agi / attacker.dex + self.eva hit = self.damage < 0 ? 100 : 100 - eva hit = self.cant_evade? ? 100 : hit hit_result = (rand(100) < hit) end # If hit occurs if hit_result == true # State Removed by Shock remove_states_shock # Substract damage from HP self.hp -= self.damage # State change @state_changed = false states_plus(attacker.plus_state_set) states_minus(attacker.minus_state_set) # When missing else # Set damage to "Miss" self.damage = "Miss" # Clear critical flag self.critical = false end # End Method return true end end
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bigace, oh I didn't mean I need help making a pet system, I'm making it myself. saltnome, I agree, pokemon games don't have the best plot. but I doubt the makers of pokemon were going for a standard RPG game.. maybe they didn't think plot/characters are an important part of the game. pokemon game in a nutshell: hey, you're a bad guy, let's battle! hey, you're a good guy, let's battle! hey, I am your father, let's battle! hey, you know too much. what should I do? shoot you? kidnap you? wait I know, let's battle!
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ok, this script lets you add luk to weapon/armor/enemy. to get the luk value , you can now use enemy.luk / weapon.luk / armor.luk before I post the script USE this luk value, just making sure: luk is the chance for a critical hit, in percents? (so 0=never, 100=always) ? and.. if you're using a custom battle system, I'll need you to search the word 'critical' in it, to see where it handles critical hits. if you find nothing, I have a script all ready& tested for you. if you find any, post that part of the script, I'll modify it. * I added a method to add luck value INSIDE item/enemy names. I find this method way better, then you have the luk values visible on the database window, with all the other stats. also, if you delete or add an enemy/weapon/armor in the middle of the list, it'll change the numbers of other enemy/weapon/armor below it, so you have to fix the table often. with names, you don't have such problems. >> #=============================================================================# # HIT stat for equipment / Enemy # # # # > there are 2 ways to set luk values # # first, is editing the table below # # second is adding the luck in weapon/armor/enemy name in the database. # # should be something like: IronSword #luk=100 # #=============================================================================# #=============================================================================# class RPG::Weapon GET_LUK_FROM_NAME = true # do you wish to add LUK in a weapon's name DEF_LUK = 0 # default LUK # preventing game-crashing bugs, should # you forget to set LUK for one weapon, etc # --------------------------------------------------------------------------- # # set your LUK stats for Weapons here. # weapon number => LUK stat LUK = { 1=>10, 2=>20, 3=>30 # add more lines as needed } # --------------------------------------------------------------------------- # def luk # if using weapon names for luk values if GET_LUK_FROM_NAME return get_luk_from_name end # if using the table above luck = LUK[self.id] # if you forgot to set luk for a certain weapon return DEF_LUK if luck.nil? # if all is ok return luck end # new option: set luk in the weapon's name: def get_luk_from_name if !GET_LUK_FROM_NAME return DEF_LUK end nm = @name if nm.index('=').nil? # no luk value is set in weapon's name. # use the table to get luk value luck = LUK[self.id] luck = DEF_LUK if luck.nil? return luck end i = nm.index('=') + 1 j = nm.size - 1 luck_txt = nm[i..j] luck = luck_txt.to_i # test luck is a legal number before using it if luck==0 && luck_txt != '0' # luck value isn't set correctly, use default luck = DEF_LUK end return luck end # make RMXP ignore the: #luck=x part of the name def name nm = @name i = nm.index('#') return @name unless GET_LUK_FROM_NAME return (@name) if i.nil? j = nm.size - 1 luck_data = nm[i..j] nm.delete!(luck_data) return nm end end #=============================================================================# class RPG::Armor GET_LUK_FROM_NAME = true # do you wish to add LUK in an armor's name DEF_LUK = 0 # default LUK # preventing game-crashing bugs, should # you forget to set LUK for one weapon, etc # --------------------------------------------------------------------------- # # set your LUK stats for Armors here. # weapon number => LUK stat LUK = { 1=>10, 2=>20, 3=>30 # add more lines as needed } # --------------------------------------------------------------------------- # def luk # if using weapon names for luk values if GET_LUK_FROM_NAME return get_luk_from_name end # if using the table above luck = LUK[self.id] # if you forgot to set luk for a certain weapon return DEF_LUK if luck.nil? # if all is ok return luck end # new option: set luk in the weapon's name: def get_luk_from_name if !GET_LUK_FROM_NAME return DEF_LUK end nm = @name if nm.index('=').nil? # no luk value is set in weapon's name. # use the table to get luk value luck = LUK[self.id] luck = DEF_LUK if luck.nil? return luck end i = nm.index('=') + 1 j = nm.size - 1 luck_txt = nm[i..j] luck = luck_txt.to_i # test luck is a legal number before using it if luck==0 && luck_txt != '0' # luck value isn't set correctly, use default luck = DEF_LUK end return luck end # make RMXP ignore the: #luck=x part of the name def name nm = @name i = nm.index('#') return @name unless GET_LUK_FROM_NAME return (@name) if i.nil? j = nm.size - 1 luck_data = nm[i..j] nm.delete!(luck_data) return nm end end #=============================================================================# class RPG::Enemy GET_LUK_FROM_NAME = true # do you wish to add LUK in an emeny name DEF_LUK = 0 # default LUK # preventing game-crashing bugs, should # you forget to set LUK for one weapon, etc # --------------------------------------------------------------------------- # # set your LUK stats for Weapons here. # weapon number => LUK stat LUK = { 1=>10, 2=>20, 3=>30 # add more lines as needed } # --------------------------------------------------------------------------- # def luk # if using weapon names for luk values if GET_LUK_FROM_NAME return get_luk_from_name end # if using the table above luck = LUK[self.id] # if you forgot to set luk for a certain weapon return DEF_LUK if luck.nil? # if all is ok return luck end # new option: set luk in the weapon's name: def get_luk_from_name if !GET_LUK_FROM_NAME return DEF_LUK end nm = @name if nm.index('=').nil? # no luk value is set in weapon's name. # use the table to get luk value luck = LUK[self.id] luck = DEF_LUK if luck.nil? return luck end i = nm.index('=') + 1 j = nm.size - 1 luck_txt = nm[i..j] luck = luck_txt.to_i # test luck is a legal number before using it if luck==0 && luck_txt != '0' # luck value isn't set correctly, use default luck = DEF_LUK end return luck end # make RMXP ignore the: #luck=x part of the name def name nm = @name i = nm.index('#') return @name unless GET_LUK_FROM_NAME return (@name) if i.nil? j = nm.size - 1 luck_data = nm[i..j] nm.delete!(luck_data) return nm end end
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ok, If i got you right > HIT is a new stat for actors > you add Hit values for each actor, in the script itself. > you have a script that shows your "Hit" value in menus, by replacing pDef. > Hit stat is working fine, you only mention it cause you wanna add 'LUK' to it. > LUK is a new stat for each armor/weapon, it's a set value. > you wanna set LUK in the script, cause there are no more "database" stats you can use for it >> you wanna change actor's "Hit" stat to be: actor's HIT + LUK from any equipment it has on so.. which part is giving you trouble? setting LUK in the database? making RMXP use it to calculate Hit? making it show in menus?
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hiya everyone! /dodges incoming pokeballs marked, you have a great site here~ and hey, no rush. it may be a while before I submit resources.. I kinda have to make them first ^-^; while I have the skills for it, I never made resources.. it's about time I do. same goes for scripts. I've been scripting for years, but mainly scripts for my game. saltnome, funny. I imagine it to be.. a bit pokemon like :p I guess it's a matter of taste? bigAce, really? I've never tried Ace, it sure sounds interesting. I'm using RMXP, with multiple script changes.
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Unlimited forums, I have come to claim your resources. ALL of your resources. I require them for my game. my beautiful pet raising game. then, I shall submit new ones in return. and help you with beautiful scripts. ALL of the scripts and some pixel-art because I can. be very afraid
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hi, looking at the formula the script is using, all you need is to set :scaler to 0, for your new stat: LUK = { 1 => { :scaler => 0, :base => 4 },#actor_id => { ... 2 => { :scaler => 0, :base => 9 }, 3 => { :scaler => 0, :base => 6 }, 4 => { :scaler => 0, :base => 5 }, 5 => { :scaler => 0, :base => 3 }, 6 => { :scaler => 0, :base => 10 }, 7 => { :scaler => 0, :base => 4 }, } then, the level will not affect the LUK stat at all. it will always be equal to the :base value.