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Leon

Legend
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Everything posted by Leon

  1. THis is a topic where you can add your own you know too much RGSS. I'll add one for kicks: You know TOO much RGSS when you'd rather add items via call script rather than the event command...
  2. One piece of advice: Less options. >.> *Mr. Obvious!*
  3. Axel, KH Chain of Memories (A man with a heart and a sense of duty... that is true talent...) Alucard, Castlevania: SYmphony of the Night Auron, FFX Leon (Squall), FFVIII & KH Yuna, FFX
  4. How about I upload one of my unique tilesets that is composed of different tileset pieces, and we use that? This way, it iss mre of a chalelnge.
  5. and whoever owns those computers will be arrested.
  6. Anybody posting any type of offensive or (removed)ographic material will be handed over to the proper authorities and prosecuted to the furthest extent of the law. As a warning, I have a log of your IP Address and WILL turn you over. This site contains minors, and that sort of posting is UNLAWFUL. Further, any other type of advertisement should be posted in the Advertisement Topic.
  7. How are we sitting story-wise? Do we atleast have an opening for it? This way, we can get started. Also, do I have any volunteers on Armor, weapon and item lists? If so, I would like to speak to you... lol. Further, once I am finished with my current scripting project, we will need to vote between the two. This will also decide how armor, weapons, and items are configured.
  8. Leon

    'ey shmokes

    Glad to see you are still stickin around. I was starting to worry about you.
  9. Hey, I have come up with new skill/equipment system taht can work in conjunction with the weapon creation script. It is top secret for now, but all I will tell you is it is called the STaR system. Also, whoever is controlling the databse, we need to establish that person. If everyone would like, i can take care of Skill/Item/Weapon/Armor databases. My scripts that i plan on using for this game involve those four. Now, for skills, I need someone to make the animation and skill setup, I just need the list. Also, as for Armor, if someone can set it up, that would be a bonus, That one i need the list too.
  10. How about everyone pick out/edit their own sprite? Just do your best, and if you need some help after trying, let me know. My RmXP computer is down for the count for atleast another week.
  11. Ok, so the power cord to my laptop is destroyed, so I will be active, but no where NEAR how oft i usually am for atleast a week. So, see you all later.
  12. Ok, I am going to go in-depth on switches. To start off, a switch in RmXP is alot like a switch on a railroad. You have the switch and a fork in the tracks. Flip the switch, the train will go down one way, if the switch is flipped the other way, the train will go down the other path instead. Now, these play a vital role in RmXP. To start off, we'll do a demonstration on a regular switch and local switch. For the switch demonstration, we'll make it so you flip a switch, and the door opens. This requires both a local switch and a switch. First, we set up the switch: Look at how we set up the move event, the sound effect, THEN proceed with movement. THis will make the movement finish before the switch 2, which we turn ON. Now, on page 2 of that same event, we make it so that in the preconditions, we check the 'switch' and set it to switch 2, the same switch we turned on. THis makes it so that switch MUST be on for this page to be shown. Now, for the door event, we make the first page just the door. Nothing else. On page 2, make the precondition for switch 2, and make it be a 'auto-start' Also, set up the move event, proceed with movement, then a LOCAL switch, turning it on like this: That will open the door. And, on page 3, set the local switch prerequisite to say 'A' is on, and a picture of the door open, along with the teleport event, and you have a door opened by a switch! Now, you are probably wondering how this teaches about switching. Well, you just made a switch and a local switch, but if you are still unsure, here is how to define them: Switch: Allows you to make something happen from a remote location, much like we did with the door. The switch, both physically and game-wise allowed us to open the door. Local switch: Allows you to make things happen in the event, such as with the door moving. You can also use this for things such as chests, or talking to people, and make them say different things.
  13. Looks like I'm leading this project, lest someone else gets nominated. Anyway, As for the story, let's not have anyone in the site be a playable character, but rather important NPC's. Let's let them name the person. This will make features all that much better. Further, let's get started. What kind of features, and how many playable actors should be in the game? What will the storyline be? (we need to wait for Demondaze and Grandor on that one.) And what kind of weapons? If anyone can take 1 battler, edit it to look original, and make him use many different types of weapons, I can impliment my weapon creation script at the last minute. (I am not giving away the code yet, sorry!). Also, should there be a HUD? Those are the kinds of things we need to look at at the moment. Also, let's stadardize a few terms real quick: Actor: A playable person in the game. Player: The person playing the game. User: Us, the ones making the game. This way, there is no confusion.
  14. Greetings! Welcome to the site. Spriters are somewhat scares, but we have a few people floating around that might be able to help. Along with any other branch of RmXP.
  15. Without knowing the direct effects of each prayer, I wouldnt be able to make the script.
  16. alias has nothing to do with SDK, to let oyu know. It allows you to edit a method without having to rewrite it.
  17. I can create new stats with ease, including prayer. I just need to know what they will be doing.
  18. Now, what would the prayers do, exactly?
  19. an easier format would help, please.
  20. That description is a little confusing, but it looks like the hardest part is the draining as time goes on.
  21. Grandor, post your idea in the thread where I have for "Need Script Ideas". I am rather interested.
  22. Take a small idea, a really small game, and use it to learn the basics of mapping and event commands, along with the database. After taht, hone your skills while making a slightly larger game. Try and leave scripting for last, cause it is the longest thing to learn.
  23. Ok, Wyz requested I make a script that gives you attack, along with physical and magical defense when you have no items equipped. I decided to oblige and write it up (in less than 10 minutes... that's sad...) for him. Anyway, here it is: #=============================================================================== # Barehands # Version: 2.2 # Dec. 8th, 2009 #------------------------------------------------------------------------------- # This script allows you to add to Attack, Phys Defense, and Mag Defense # based on the users Strength, Dexterity, and Intellect, respectively. # # Instructions: # Just change the modifiers in the module to set them. 1 equals the base # stat. # #=============================================================================== module Modifier Strength = 0.4 Dexterity = 0.3 Intellect = 0.3 end #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ # * Game_Actor #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ class Game_Actor < Game_Battler alias leon_wyzstat_gameactor_baseatk base_atk alias leon_wyzstat_gameactor_basepdef base_pdef alias leon_wyzstat_gameactor_basemdef base_mdef def base_atk n = leon_wyzstat_gameactor_baseatk # if n == 0 #Multiplies strength by a number. 1 = strength, higher for more atk, lower for less. #Use decimals as shown. n += $data_actors[@actor_id].parameters[2, @level] * Modifier::Strength n = n.round return n # else # return n # end end def base_pdef n = leon_wyzstat_gameactor_basepdef # if n == 0 #Multiplies dexterity by a number. 1 = dexterity, higher for more Pdef, lower for less. #Use decimals as shown. n += $data_actors[@actor_id].parameters[3, @level] * Modifier::Dexterity n = n.round return n #else # return n #end end def base_mdef n = leon_wyzstat_gameactor_basemdef #if n == 0 #Multiplies intellect by a number. 1 = intellect, higher for more mdef, lower for less. #Use decimals as shown. n += $data_actors[@actor_id].parameters[5, @level] * Modifier::Intellect n = n.round return n #else # return n #end end end
  24. You got it, ark. Soon as we get a storyline, we can probably start selecting features and such.
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