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

Alyon93

Member
  • Content Count

    22
  • Joined

  • Last visited

Everything posted by Alyon93

  1. Hi guys, Anyone having a spider web animation that I can use to create the proper animation for standard battle system? I already searched throughout the forum and the web itself. If you have one can you suggest me a way or two on how to create a good animation i'm not really good at it.
  2. Alyon93

    Multiple Attributes

    Sure it is, but it would mean to create a lot of attributes for every double type skill. Would mean checkin everytime a long list of attributes. And what if I want to use my skills on a flame sword for example? I would have to recreate every attribute including the third fire tipe. Sure it's not the fastest and most elegant solution. Thanks anyway for the answer.
  3. Alyon93

    Multiple Attributes

    Thanks for the answer GraveBusta, yet is not that the problem. I try to explain it better. If you set 2 different attributes resistance/weakness to an enemy the program doesn't calculate well the damage output considering only one of the attributes and not both of them. Consider this. If you have an enemy weak to fire but ice resistant and you cast a spell which is both fire and ice(just for example) you should deal base damage using the formula: (AttributeA Resistance + AttributeB resistance + ......+ AttributeN resistance)/N where N is the number of attributes your skill/weapon has. Back in the example, think that the enemy has B in fire and D in ice. If you use that spell with base damage of 500 the operation would be: (750+250)/2 = 500 Now let's think that the enemy has B in fire and E in ice, we should obtain (750 + 0)/2 = 375 If the enemy has B in fire and F in ice, we should obtain (750 + (-500)) / 2 = 125 It does make sense right? Yet the game doesn't do any operation and simply calculate the damage output on the higher of the Attributes(I think), so, in the above examples the program would return always 750 ignoring the other attribute weakness/resistance. I hope that I explained it better now.
  4. Alyon93

    Multiple Attributes

    I'm searching for a way to better calculate the damage output relating to the attributes, whether it is by script or by options.
  5. Alyon93

    Multiple Attributes

    Hi guys, here I am again for another strange question. I already searched in the "search" box, but I couldn't find anything, basically because I don't know what to search too. Let's start from saying that I don't have any idea if what I'm looking for is a script or some hidden option in the database. Here's the problem: I wanted to rebuild all my game's gameplay(leaving the standard battle system). What I wanted to modify were the attributes and enemies resistances. In particular I removed those attributes like "Vs Human", "Vs Ogre" and so on, that, in my opinion, didn't have any likelyhood in real life. I mean, having a Holy attribute which is stronger against Un-Deads or a "insectidice" attribute stronger against insects, make sense, but having something like "Vs Beasts" I don't think make any sense. So I removed all those attributes and added the weapons attributes: "Piercing", "Slash" and "Blunt". For instance, fighting a stone enemy(like a Gargoyle) make sense that Piercing and Slash attacks are almost useless, while Blunt attacks should deal a massive amount of damage. Unfortunately RMXP attributes management doesn't provide a further control on multiple attributes. Here's the situation: I have an Angel which has F for "Light" damage, which means that he absorbs Light attacks. In my game, Light and Holy are the same thing, so, Cross-Blade the first skill of warriors, inflicts Light damage, but it's still a physical attack, so it has the "slash" attributes like swords base attack. This Angel has C to slash damage so base one. Now. What I'm expecting is that a Cross-Blade on an enemy with F in Light and C in slash, has a damage output almost or equal to zero, instead it seems that it only calculates the base damage granted by Slash and ignore the Light one and I don't have idea what king of operation does it do. I understood that to solve the problem, it would be enough to create an attribute for the enemy for the double type "slash/light", but this would mean creating "N" attributes for "N" skills, which, even if possible, it doesn't seem very efficient, yet elegant. Another example, maybe more comprehensible, is the battle with a Kraken. In my game it has resistance D to blunt e weakness B to slash(in my thoughts, a giant tentacle would be easier to "cut" than "smash"). Axes which are, always in my opinion, an hybrid "Slash/Blunt" should deal a damage similar to base one "C". That is, if my attack deals 500 base damage, it would deal 750 damage for B attribute and 250 damage for D attribute. Adding them and then dividing for the number of attributes the attack have(in this example 2) should deal exactly 500 damage. (750+250)/2=1000/2=500. Now, after this long introduction, that I hope it's understandable(I'm willing to explain better in any case), what I would ask is if there is a way, a script, an option in the database and so on, which can solve this problem, that is, a further control on the attributes which calculates the exact amount of damage. As always, thanks in advance to those who will read this long text and will be willing to answer. :grin: Alyon93 P.S. As always I'm sorry if my english is not totally correct, but its not my native language.
  6. I'm using 3 different pictures a blank message window, a picture for the face(if needed) and the text to Pic script from your collection yes.
  7. Oh no, Black Mage, I don't want to bother you, thanks anyway but I think I'll take the picture solution, it's not so hard to do and seems pretty efficient, for sure I can't ask you to spend a lot of time on a script that I won't use so many times. Anyway you're Still being useful since I'm using your message pop-up for showing the place the player is in as he enter it.
  8. UPDATE: The problem still occur. 'till now the nearest solution was the one from Black Mage in which the character could move but the message was blank. If you have any idea on how to solve the problem it might help, Black Mage, otherwise I will try to understand where the problem is and try to solve it. I want to say that I've tried it also on a new project without any script other than yours and the output was the same, i think is not a compatibility issue, maybe it has something to do with another script you've got and me not? UPDATE 2.0: I solved the problem with the blank message, it was probably related to the SDK as I "installed" it in my script manager it worked. RIght now all we have to achieve is to put the message in the bottom like normal ones and let it interact with the AMS so I could use Faces and Name Box also in a message popup. Hope someone could help me!
  9. Well firstly thanks a lot for the interest. You have been very kind to not only advertise about your script collection but also for being so specific and let me know what kind of scripts may I need. I will for sure take a look at it and let you know what I like of them. Then thanks also for the compliments(i'm becoming shy now XD) I think you actually overrated me. I'm only trying to create my own rpg with all the resources I can get. I'm not a programmer(even if I should become following my course of studies) and I'm not a graphic. I'm actually alone on this, apart from a friend of mine who sometimes helps me realize some characters or arts. I'm just a gamer with a lot of fantasy and will. And so starting from my experience(Final Fantasy, Dragon Quest, Dark Souls, Dragon Age etc.) I'm trying to realize a game with a decent story and well characterized characters. One for all, the stealth system is related to the thief of the team(I suppose I will create some subquest regarding stealing objects and so on). There will still be the basic RMXP battle system and the EXP system, only that starting from that I want to create a good story. But to create a good story you need good features such as these. So I'm pretty sure a lot of your collection's scripts will come handy. For the rest I don't want it to be perfect, if your timed windows are not completely equal to the basic windows no problem, I don't intend to sell it, I intend to have fun and let the others have fun with it(and I could always improve it later). Thanks also to Black Mage, with no offense I will try also heretic's script, since I have this possibility and it could come handy anyhow. However IF the game will be ever finished(it's about 5 years i work occasionally on it) I will quote anyone who helped me in this. Anyway. So thanks a lot to both of you who followed me 'till now. Cheers! P.S. Heretic don't worry, English is not my native language, but I pretty much understand every word and can actually write it easily(I also write some songs in English since I play in a band), only that probably I don't always write in perfect grammar and so on, that's why I usually specify that I'm not native
  10. I tried it also on a new project and it's the same. Could it be something regarding the version of my RMXP? I have the 1.1 and the RGSS100J (the only one working with win7)
  11. Do you mean those created with script? The point is that I would like to have the common window and font because I don't want to mark the difference. To the eyes of the user they have to be the same thing, only that you don't stop now.
  12. Yes it appear and after some time it disappears. The character can move and everything and that's pretty much what i wanted, except that it doesn't show the actual text
  13. It almost works. I don't know why but it doesn't show any message yet. Nor test nor anything. It shows the window and I can move and everything but it doesn't show any message inside the window. Could it be something related to AMS?
  14. I solved the problem. Ichk from italian forum Rpg2s gave me this code. I'll leave it here in case someone might be interested. Anyway remember that he did this: # Personal Generic Module module Pers RE_ACT = /[\\]n[\[](\d)[\]]/i # Returns the name of the heroe from variable "\n[id]" def self.parsed_actor_name(text) a = text =~ self::RE_ACT ? $1.to_s : "" return $game_actors[a.to_i].name if a != "" return "" end end class RPG::Weapon def name return @name.gsub(Pers::RE_ACT) {Pers.parsed_actor_name(@name)} end def description return @description.gsub(Pers::RE_ACT) {Pers.parsed_actor_name(@description)} end end class RPG::Enemy def name return @name.gsub(Pers::RE_ACT) {Pers.parsed_actor_name(@name)} end end
  15. Basically, every hero name is a variable, so if I find a way to access to that variable by script it wouldn't be so hard to realize it. I'll try something and let you know. Also if you or anyone else can give me any advice on where to look, it would be great.
  16. Thanks a lot, I will try it and let you know. Edit 1: I'm not pretty sure on how to call this script and on which paremeters can you explain it?
  17. Still I think i didn't explained myself really well(or at least I don't really understand what you were trying to say me). What you are telling me now is that I can put the name of an Enemy inside a message, right? I'm not looking for this. I don't really have idea on how to explain it better. I'll make a long example to illustrate. Let's suppose that starting the game it asks you to name two heroes. "CharacterA" with the ID 001 the user called him "Peter"; "CharacterB" with the ID 002 the user called him "David". So in the database they are still called "CharacterA" and "CharacterB" but in my save they will be called "Peter" and "David". Now if I start a text message and i write "\n[001] would you like to fight with \n[002]?" I should have this message "Peter would you like to fight with David?" ok. Now it's time to start the battle Peter is the hero actually in the party, while David is the enemy(even if it's a hero itself, only not in the party right now), since the name David is only stored in the hero[002] variable I can't actually copy it inside the enemy_name. At least not if I call the enemy with CharacterB's appearance and in his name I put \n[002]; I know someone might think I could simply call the enemy David, but if another user call it Robert instead of David in the battle it will still be called David. I hope I explained myself a lot better now. Same goes with the "items" question. I don't want to show the name of an object inside of a message, I could simply write it, I want that inside the name or description of that item appears the name of one of my characters. Like before if "CharacterA" is called by the user "Peter" and I obtain an object ingame for example "Sword of *CharacterA*" I would like to show the current name of CharacterA whether I call it Peter, John, Richard and so on. My question is all based on the possibility to give name to the character as anyone prefere. I hope you will understand something else now. Thanks anyway for the answer :-)
  18. Actually my friend I don't think it's a matter of advanced message script, also I already got one. It's a matter of finding out how to show a variable in a database text box, i guess.... Thanks anyway for the fast answer ;-)
  19. Hi guys I have another question for you all. I don't actually know how to explain the problem, the title might be very confusing. However let's give it a try. So I know that every character name goes into a variable with a proper id, and I know that if you write \n[heroID] in a message, is actual name will come out, but now I have another question. If it's possible to use the same variable also in any other istance of the database. For example if I have a spar from two members of the team with a random name theirselves, i would like to show in place of the enemy name the current name of the other character. Example Peter fights David. When I enter the battle, Peter(which is the hero I'm using) is visible as Peter itself, but if I write in the enemy's name \n[003] which for example might be David's name variable instead of appear David it actually come out \n[003]. Also another situation might be a weapon with the name of one character. For example if Peter has a favourite sword i would like to write something like "Sword of \n[001]" and it should come out "Sword of Peter", but this actually doesn't work. So I hope someone might help. Thanks in advance for any answer!
  20. Hi guys, I'm new here, I hope to find a vast community with lot of good people. I must advice you that I am Italian, so my English couldn't be so good. I hope not. However let's go straight on to my request. I have this sort of mini-game in my project where you have to do some noise to bring the guards to your place then you have to hide yourself. The point is that while they hear the noise and the actual movement a message appear. Now the point is that, since they are in parallel process they still move while the messagge is on the screen, the player instead stays still waiting for the user to press "Space". Now this make sense since when you actually have a message the game awaits for input to close it, but if the input is actually different from space the game does nothing. Now you might say that if I press space in about a second this won't ruin the game itself, but I would like, if possible, to leave the message for a couple of seconds on the screen while the player keeps moving freely. I know there are some script out there for advanced messages. I actually have one from Slipknot and Dubealex if anyone knows it. Give me some advices and I will follow the better way, since completely change the script might mean to completely rewrite all my dialogues. I hope to have explained myself the best. Thanks in advance for any answer :-)
×
×
  • Create New...