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/rpgmg/ RPG Maker General 103
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Post something on Sunday! Info: http://rpgmg-games.wikia.com/wiki/RPG_Maker_MV_Day

RPG Maker MV is out. There are bugs concerning auto tiles and music for some people. There has been a patch recently, so try reinstalling if you have MV on Steam.

Trial Download: http://www.rpgmakerweb.com/download/free-trials/trial-rpg-maker-mv

Trial Mirror: https://mega.nz/#!HNRDmQKS!6YhUUEA3YpRYEaruDgfUmFD2kZcOB7pv3rSssUOM2bs

Base Resources: https://www.mediafire.com/?ndx431biclng833

Cover Art DLC: https://mega.nz/#!NhlnyZhS!VOOR6OvkVZYG6el9dzU8mELBBblqc8iSdthZNNMZK94

Essentials DLC: https://mega.nz/#!h1snEB7C!u89Cv_duppE6QBUC1N1ZKWxnccUfPK-1Fu8TAySj6ic

Plugins: http://www.mediafire.com/download/afcef53z4d2retv/RPGmakerWeb_plugins.zip

RPGMMV Crack: http://s000.tinyupload.com/index.php?file_id=94706179999319730759

/rpgmg/ Wikia
http://rpgmg-games.wikia.com/wiki//rpgmg/_Games_Wikia

Getting started
https://docs.google.com/document/d/14ignTofv_bDRVHPUk9_sEpLUjuFyxpuy2Cr9mXDwkb0/

Art Resources
http://pastebin.com/FgVGxTqW

Updated DLC Pastebin:
http://pastebin.com/D1Nr8Zwd

Humble Bundle DLC
https://mega.co.nz/#F!eJQEWLiC!Y66_MZgvuwB2ZUn2m6GzSQ

RPG Maker VX Ace Master Script List
http://rmvxace.wikia.com/wiki/RPG_Maker_VX_Ace_Master_Script_List

Collection of old RPGM games
https://drive.google.com/folderview?id=0Bz0L3Pxrc8tqfnB1dFhTZHZwSV91cW1KMW9wcUM2WHhwSFFFMUVJX0pEYVExMndNLWtXbGs&usp=sharing

/rpgmg/ Chain/Collaboration Game!
Status: Part 11 is up.

Done with their part:
- RPG Maker Maker !!nHmJbtdk7T2
- Cortop !QqL8nX9URE
- Duwang !yP15zzo8dA
- MEands !!sbyw5zs4GtT
- Alexander Guy !swIUti/LTA
- salt !AOUYhrDYgU
- Double Anon !WAnon.pOpQ
- Crunch !I1tYcLS8Ts
- Comp !MEJ8qE/3h
-Silent Maid
- Joakim Morgen !!4elh6dhvavq

Currently working: W.T.Dinner !LTqeha3bQk

Queue:
- Firgof !aFqhsxkECQ

MIA:

- !YakshaO2qs
- Anonymous PhD !!QqXzW/bDL5y

Version 11: http://www.mediafire.com/download/7p2d1t02r8cuadr
>>
>120618501
As you have found there have been several attempts at such an engine but all of them failed.
>>
Been awhile since a 404. That one only took like half an hour too, jeez.
>>
Anyone know about a good turn-based rpgmaker vx ace or xp engine that works like Final Fantasy tactics?

The only ones I've been able to find are complete garbage, sadly. There is one that looks neat but uses awful "3D" rendering.

I'm making a card game tactical rpg, it's already got a physical publisher but I want to make a steam version
>>
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>progress
>>
>>120622808
it would be nice to have a relinking to the old thread in every OP
>>
>>120624304
That's the RM2k dude? It's cool, m8.
>>
>>120625058
Not OP but there you go, anon

>>120442172
>>
>tfw every general you visit is getting pushed off the edge of page 10 because of this sudden influx of new threads
>>
>>120627160
Use the catalog.
>>
>take 30 minute long nap
>thread is kill

We had a good streak.
>>
>>120628009
That doesn't help his problem anon.
>>
>>120628169
That + CTRL+F solves mine. Thought it'd solves his. My bad.
>>
>>120629405
Maybe he means that he doesn't like having to bump his threads for survival. At least I know having to worry about RPGM's survival slows me down a little.
>>
>>120629614
Indeed. I didn't thought it could be that. Good point.
>>
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Thanks to adventure time dev for the inspiration to just paint shit this time around rather than muck about with tilesets. Should look pretty neat I think.
>>
>>120629871
Looks pretty great. Though I have to ask why the hell your screenshot looks like that.
>>
>>120630173
There's a lot of potential 'why does it look like that's in the image. Anything in particular you'd like to know about? (e.g. what/why the weird blocky patterns, why is it bordered, what's with the enormous LED pixel strip, setc.)
>>
>>120630436
I was wondering why it looks like a really well aligned cell phone screenshot of another cell phone.
>>
Wake me up when somebody creates a plugin for Rows.
>>
>>120630810
That's what I was going for, essentially. Though instead of cell phones a very old LED monitor capturing live footage of a CRT monitor. Haven't yet given it 'weathering' and all that fun business.
>>
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Anybody making a game with the smug bitches?
>>
holy fuck is there a fucking crack yet
how hard can it be
>>
>>120635753
you fucking do it then, fuck
>>
>>120635753
Some cracks were posted in previous threads but I have no idea how legit they were. At any rate, stop bitching if you're not at least able to dig and give them a try.

Hell, if you activated the trial period as soon as it came out you'd probably still have two weeks left on it while you wait for a crack. There's probably not a lot of incentive for people to work on one right now knowing they have that grace period and knowing that RPG Maker is easier to obtain now at decent prices than it's ever been before.
>>
>>120635753
There is a link to a crack in the OP. I haven't tried it yet, though.
>>
>>120635753
>>120636343
>>120636409
I found a crack on a torrent site, I think its the same thing that's posted in the OP and its working well so far.
>>
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>>120636769
>>120636409
>>120636343
aww yeah I totally didnt see that
the crack works perfectly, thanks
>>
>community patch
>simple, stupid errors in syntax and logic
Off to a great start.
>>
Going to be posting my Level Up Bonuses system later tonight. Last chance for any feature requests.

When you level up, it checks your class, weapon, armor, and active states for any level up bonuses, then applies them
>>
Somebody posted a couple threads ago about how to turn on word wrapping in MV, but I can't find the thread. Anyone recall how to turn on word wrapping?
>>
>>120641720

Yanfly's message core plugin or something like that
>>
>>120639934
Sounds good. Looking forward.
>>
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I added new stuff to my chargen expansion. 12 different mouths (6 for each 2 types) and the eye patch (it's under Accessory 1 instead of Glasses so it isn't drawn over hair). Also 3 blushes.

I thought I'd be faster this time but I still spend way more time making sure the file structure is correct than actually drawing. And I'm already feeling burned out from it.

Again, let me know if something doesn't look right. Hope you enjoy.

https://mega.nz/#F!45ZHmJ6Z!H7TJCd_gdyY6fHzKQl908A
>>
>>120642750
It's Yami's word-wrap plugin.
>>
>>120644606
You're doing god's work m8.
>>
>>120645163
>>120642750
Okay, I'm just retarded and didn't read the help file that says "insert <wrap> before the text to apply word wrapping". Thanks guys!
>>
>>120644606
What exactly goes into converting a drawing into a generator part? I'd like to help if I can.
>>
>>120644606
Thank you so much for your hard work! This is great!

If I want to give you credit, how should I refer to you?
>>
>>120644606
Sweet
>>
Thread, don't die on me now!
>>
>>120645564
>>120646614
Cheers.

>>120646061
It ranges from really simple like for blushing (which is just the portrait image and a separate icon) to having to manage multiple files in different folders.

To give you an idea how much of a hassle it was to add the hime cut, here are all the needed files:

Icon: Variation/Female/icon_FrontHair_p16.png
Portrait: Face/Female/FG_FrontHair_p16_c1_m003.png
Battle: SV/Female/SV_FrontHair_p16.png
Battle (color mask): SV/Female/SV_FrontHair_p16_c.png
Overworld: TV/Female/TV_FrontHair1_p16.png
Overworld (color mask): TV/Female/TV_FrontHair1_p16_c.png
Overworld back: TV/Female/TV_FrontHair2_p16.png
Overworld back (color mask): TV/Female/TV_FrontHair2_p16_c.png
Defeated: TVD/Female/TVD_FrontHair_p16.png
Defeated (color mask): TVD/Female/TVD_FrontHair_p16_c.png

And you can't just throw them in their respective folders, you also need to keep the numbering right so RPGM detects them correctly and you don't overwrite anything.

Some portrait assets are composed of multiple parts so applying color ramps keeps the palette right. For example an open mouth consists of:
Lips: FG_Mouth_p22_c1_m001.png
Teeth: FG_Mouth_p22_c2.png
Inner part: FG_Mouth_p22_c3.png

It's all minor fiddling around but it really adds up over time.

>I'd like to help if I can.
Thanks, but that would probably just end up taking more time and lead to errors.

>>120646589
You're welcome. No need for credit. If you want you can link the MEGA folder in your readme or something so others know where to find the assets.
>>
I'm planning on buying MV some time later, but the crack says "For Windows 7 only!" Can I run it in compatibility if I'm on a higher OS?
>>
Sorry all, have to delay my Level Up Bonuses plugin a bit longer. Adding more functionality that I consider to be basic.
>>
Anyone know if damage formulas changed? I want to know how to have the formula pick a random number from 1-5 like: "irange_random(1, 5) + a.atk - b.def"

So it would deal 1 to 5 damage, plus player attack, - enemy defense. Etc.
>>
>>120648536
These are great! Didn't you say you were going to include a PSD file or whatever so we can change lip color for lipstick and such?
>>
If I use the crack for MV now, how easy would it be for me to acquire it later (next year, for example)?
>>
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>>120644606
>Blushes

Moe.
>>
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Actually, I'm very proud of my shitty animations.

>>120652070
Good to hear your improving it. Still looking forward.

>>120653008
I'm having some trouble to understand those formulas. Do you have any tutorial or it's simpler than I'm thinking?
>>
>>120656486

Quit calling everything you make shitty. These are cute and good.
>>
>>120657539
>Not realizing he's trying to fish for compliments
>>
>>120657539
>>120657626
S-sorry.
T-thanks.

But I really think they're shitty and I'm really proud of them. The fact is that I'm really insecure with the graphical result of drawing everything (even the animations), frame-by-frame, in the tablet. I swear I'm not trying to fish for compliments, and it really surprises me that some of you like it. Really.
>>
>>120654443
Right, thanks for reminding me. The PSD is a bit of a mess so I'll be cleaning it up later.
>>
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what do u guys think of my tittel screen
>>
>>120659189
It's not just shady. It's Extra Shady.
Accept no substitutes.
>>
>>120656486
All I was wondering is if there was a way to make the damage formula choose a random number then use that for damage.

The formula I used in the example is a bit of a mashup of gamemaker's gml script and rpgmaker, it isn't a real script, just what I used to show an example
>>
So I've been playing theough the collab's latest chapter and I have gotten stuck on the iron giant boss.

I have some concerns.

-the previous boss had a warning to prepare. This one did not. An issue when prepare in this case means "go save your game".

-I do not mind enemies/bosses having charge up attacks that require the party to go on the defensive. What I do mind is how you cannot survive this attack without Ice Wall, a move you have to prepare a turn in advance to use. Guarding against it still does lethal damage to practically the entire party and since there's still no way to buy revive items & Pippi is the squishiest of them all, no one can revive anyone.

-The aforementioned charge attack, the AI for the boss is wonky. I've seen him use this group killer move twice in a row. I've also seen him use his "ultra charged up move", have it say he got weakened, then upon analysis, he's not weakened at all. In fact, he appears to have gone to do his ultra charged up move again. Yes, a second time in a row.

-Rotting smoke has done nothing. It advertises slip damage (I assume similar to poison) upon elemental contact. but none of these special states do any damage to the boss. Now, I haven't tried this for common enemies, but common enemies are not usually strong enough to warrant needing slip damage. If no slip damage is just this boss' property, why even make him vulnerable to such states?

-speaking of common battles, the ones in this cave are a major slog.They don't appear to give much exp for how long they can take and the skills you get from leveling up around that point don't even seem remotely usable.

Maybe I'm just being nitpicky? I'm having major trouble trying to get past this boss though. It really bothers me.
>>
>>120659189
I'd change the font, tbh.
>>
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>>120624304

Looks cool, keep it up anon.

>>120594064
>>120601229

That's immensely flattering anon, thank you so much!
>>
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>>120661449
Even though I'm not exactly working on enemy info and statistics, do you want me to fix it up a bit? I don't have any experience working with armor, weapons, learned skills or experience points distribution but I'll try my best if you guys want.

Also, here's some progress.
>>
Does anyone have assets from RPGmaker 2k3?
I feel like doing some spriting but I hate the ugu-bighead artstyles of the new makers.
>>
Is it just me or is the transfer event not working on 1.01?
I select a different location, but it doesn't change it.
>>
>>120667819
No idea what's wrong with yours, transfer is working just fine on my end.
>>
Anyone know how to display a variable as a visible bar in a menu? I have no idea how to access plugin controls in MV...
>>
>>120666565
I have the assets but you'll have to format them yourself to fit other RPG makers, that okay?
>>
>>120672138
I'm planning on doing spritework so I'm really only using them for proportions and a few other things.
>>
>>120666534
No, you don't need to. Focus on finishing your own chapter first.

I mean it's clear people got past this boss somehow, so I'll be able to get past him eventually.
Though I wonder how much longer this chapter is since everyone said it goes on for quite a bit.
>>
>>120673431
There's a forest and one last boss after the giant armor guy.
>>
>>120661449
I spammed Delirium with Pippi. The end result was that he got confused mid charge and hit himself for 600 damage. That fairy is fucking broken.
>>
In MV how do I get rid of the animation where the characters move forward before they attack?
>>
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Now this shit is finally shaping up. It'll probably need some parallax retooling for the roofs later on, though.

Also, should the comedy gothic horror-esque setting have elf slaves hanging around for no reason? I have come up with several visual jokes/easter eggs involving them, as well as some cool elf-slave techniques that compliment the other characters currently in the party very well. But I feel that if I throw too much random shit, the concept could end up sorta lost.
>>
>>120679781
Just throwing this in, the forest west of southern gate should be super thick.
Otherwise there's no point to leave it unwalled.
>>
>Working on game jam game
>Realize it's Friday
>Only gotten most of the database ready
Shit.
>>
>>120679919
I left those there because maybe the player could want to leave the town at night during the story. The mountains, well system or a boats could work as well (or better), but then that makes the forest even more attractive for the purpose of serving as a red herring.

I could try to justify it saying that the woodland was much denser in the past and only recently, in relatively peaceful times, lots of trees were chopped off to its current state.

>>120681239
Shit. I thought it was Sunday.
>>
>>120681395
The last day of the thing will be on Sunday but I basically only have 2 days left to finish this thing, and I haven't even started mapping yet.
>>
Are 2 tile tall doors better or worse than 1 tile doors considering the height of the characters?

What do you guys prefer in your games?
>>
>>120682178
1-tile doors so that way 2-tile doors have impact such as for dungeon entrances, etc.
>>
How do I select a specific actor as a target for a skill using the Force Action function in an event?

Using MV, if it matters.
>>
>>120683890

I think you pass the target index as the second parameter.
>>
>>120677014
You must have lucked out because I must have used delirium like 5 times and it did nothing at all to the boss.
>>
>>120685820
I've also noticed that Charm worked pretty well against it, so try to use Lucy's charm skills if you can.
>>
>>120679781
unless that town gets a lot of use, then its too big.
>>
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>>120679781
That's really spread out. Can the player do something with all that open space?
>>
>>120644606
Yo, great work, ESPECIALLY the lips.
I can only see one issue: your eyes can't change color. Don't know if you're aware of this.

I know you're burnt out, but I don't suppose you could make a quick edit for a male eyepatch?
>>
>>120687589
>I know you're burnt out, but I don't suppose you could make a quick edit for a male eyepatch?
Actually, I take it back, the eyepatch lines up pretty well anyway. I'll do it myself.
>>
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I need to shorten these attack animations by a lot. The stutter they do at the start and end of the attacks is really eating up a lot of time.

It seems to be the waiting animation but I can't seem to get rid of it. I'd like to get them down to .1 seconds, but I'll settle for .23 seconds.
>>
>>120656486
Which plugin do you use for the 8-direction movement?
>>
Your main villain is depressed. Their lackey approaches and asks if they'd like to 'build a snowman.' Do they accept, or refuse? Is there snow in your villain's kingdom, or is it code for something else?
>>
>>120692618
Try asking in the Frozen thread on /aco/. They're sure to give some fascinating answers.
>>
>>120692618
THERE IS NO SNOW IN THE KINGDOM OF THE SOUTH.

WE MARCH NORTH, THROUGH THE LAND OF GRASS AND THROUGH THE FOREST OF RAIN. WE TAKE THE ICELANDS AND ALL THAT STANDS BETWEEN US AND THE WHITE BEAUTY.
>>
>>120692618
Depends how busy they are.
>>
>>120692618
>Procrastination is asked if it wants to build a snowman
>meh, I'll do it later
Legit don't even have a main villain for my latest project yet. Or much of a story for that matter. Been too busy with other shit to really work on it beyond a debug map to test MV scripts
>>
I'm wondering if I should give bows innate critical chance compared to other weapon types.
>>
>tfw nor sure wether to start new project in mv or vx ace
>>
>>120694949
It would be difficult to answer that without knowing a lot about your weapons.
>>
Anyone know a link for a VX Ace download?
>>
>>120695195
It's pretty much the default battle system. I'm using Swords/Maces/Axes/Bows/Fist as my weapon types.
>>
>>120695468
If bows have an innate critical chance, what do the other weapons have to make them worth using?
>>
So is there any way to do a team attack in RPG Maker VX Ace? I didn't find a script for it(Outside of the one for Victor's battle system which I don't really want to use), so is it possible through common events or something?
>>
>>120692921
Do you wanna run the country?
Make sure they know your name?
We'll rally all the troops
Fight nail and tooth
Their border we will claim!
For them it was just Tuesday
When you came marching in
Destroyed all that they held dear
Did you wanna run the country?
"I told you, we're not FREAKIN' READY!"
Have no fear!
>>
>>120695694
I have swords as balanced weapons with no unique strength, maces ignore some defense stat, axes have higher attack, but a hit rate penalty and fists have a higher damage modifier from agility.
>>
>>120644606
Wow, nice work!

>>120661449
>I have gotten stuck on the iron giant boss.
The first time I fought him, he ruined me with his second charge attack. It took him a while to do, but I'd almost killed him so I figured I'd go full offense next time. The second time I fought him, I found out I could stun him with Delirium and it messed up how he charges his attacks. I managed to get him the second time. Go full offense and cast Delirium and hope it stuns him.
>What I do mind is how you cannot survive this attack without Ice Wall
There was no hint to what element his attacks were, so I didn't try any Wall skills. Although all the enemies were ice element, so maybe I should have figured it out...
> the AI for the boss is wonky
I didn't open the project up but, I thought he had a set pattern to his attacks?
>Rotting smoke has done nothing.
I tried inflicting Rotting Smoke and it didn't seem to do anything. That needs fixing, I think?
>speaking of common battles, the ones in this cave are a major slog.
This is problem with a few areas in the game, in my opinion, but this area's enemies didn't give much reward too, so I ended up running from the random battles after a while. As you said, they took a while to beat. About a minute or more?

Good luck trying to beat the boss. Use my strategy and you should manage. There aren't any useful skills to be gained by leveling up, so that wont make a huge difference.

>>120666534
White text on a white background is pretty difficult to read even with the outline. You might want to make the text black or use a thicker outline.
>>
Some people were bitching about there not being a properly filled-out database, you can get it here:
https://dl.dropboxusercontent.com/u/17078211/RMMV_data.rar

Complains about a missing battleback for me when I try to test a battle though.

>>120666565
Just download the RTP?
http://www.rpgmakerweb.com/download/additional/run-time-packages
>>
My Level Up Bonuses plugin is complete. Get it here: https://www.dropbox.com/s/ep0xi56n36fly80/BOB_LevelUpBonuses.js?dl=0

Add the plugin in your game and view the help information. It describes the notetags and all the crazy modifiers you can use. See the examples and neat examples section for more information.

It allows a multitude of bonuses to be given to actors (or taken from them!) upon leveling up based on the following critera:
State applied to Actor
Actor is Class
Weapon/Armor is equipped
Actor themselves

You set the level up bonuses on the state, weapon, armor, class, or actor that rewards them.

Features:
Reward an actor with a stat or trait increase or decrease depending on class, equipment, or active state!
Have equipment, states, or classes give or take skills after a certain number of levels!
Upgrade or downgrade weapons after they have been worn for a certain number of levels!
Grant items, gold, stats, skills, and equipment every single level, every other level, every third level, etc!
>>
>>120701756
Oh wow, this is really cool. If I were doing a more traditional rpg, I'd totally use it!
>>
>>120701756
Parameters:
Max Level
The maximum level in your project. Used for determining how high repeating bonuses should go.
* Default - 99

Notetags:
Actor/Class/Weapon/Armor/State
<LevelUp Bonus>
Level: State:+/-id, Item:+/-idXquantity, etc
Level: State:+/-id
Level: Item:+/-idXquantity
Level: Weapon:+/-idXquantity
Level: Armor:+/-idXquantity
Level: Gold:+/-amount
Level: atk:+5, def:-5, etc. Valid stat boosts are:
mhp,mmp,atk,def,mat,mdf,agi,luk
hit,eva,cri,cev,mev,mrf,cnt,hrg,mrg,trg
tgr,grd,rec,pha,mcr,tcr,pdr,mdr,fdr,exr
</LevelUp Bonuses>
>>
>>120701756
>>120701991

You can set level to be either a number or one of the following special patterns:
0 - Bonus will be rewarded upon leveling up for the first time
with the weapon/armor equipped, state applied, or being
the class the bonus is attached to.
+X - Grant this bonus every X level, starting at level 1 + x.
-X - Grant this bonus every X level, starting at level 0 + x.
*X - Grant this bonus after an actor levels up X times while
the bonus source (weapon, class, etc) is active.

You can set ID to be the ID of the bonus you want to reward. In the below example, we're applying the default 'Knockout' state:
state: 1

If you want a bonus to only apply while the source (a class, state, weapon, or armor) is active on the actor, append your id with !, like so:
state: 1!

If you're giving an item, weapon, or armor, you can provide a quantity by adding Xquantity to the end of your id. We will reward the actor with 2 of the default dispel herb items (id:3) upon level up, but only if the actor is poisoned:
item:3!x2

Alternatively, use the following setting to execute javascript:

@(codeHere;)

The code is executed when the actor learns the bonus. A recurring bonus will be executed every applicable time. Whatever code is executed will need to return the following based on the bonus type:

state: @(codeHere;) - state ID.
skill: @(codeHere;) - skill ID.
atk: @(codeHere;) - a number to add to the stat.
gold: @(codeHere;) - a number to add to the party's gold.
item: @(codeHere;) - Needs to return an item ID.
weapon: @(codeHere;) - Needs to return a weapon ID.
armor: @(codeHere;) - Needs to return an armor ID.

The exclusivity (!) and quantity (x) rules apply to eval as well.
If you are evaling for an item ID, you would use quantity like so:
item:@(codeHere;)x5

If you want a stat gain you are evaling to only be applied
while the source is active, you would do this:
mhp: @(codeHere;)!

Finally, let's combine the two:
item: @(codeHere)!x5
>>
>>120702061
>>120701991
>>120701756
This is pretty damn good. Amazing job, man.
>>
>>120701756
Question: could you allow a player to choose between two different level up bonuses?
Like, okay, you levelled up: do you want to learn Skill 1 or Skill 2?
>>
>>120702134
Give it a few days. I'm sure there are bugs, as I only tested to level 5 or so, and there are probably some combinations that will cause things to break.

Also, someone will eventually eval something horrible, but whatever.
>>
>>120702319
No, as this plugin is entirely on the backend.

But, if you want to add that choice at level 3, between skill 1 and skill 2, you could do something like this:

3: skill:@(yourFunctionToChoose(2,3);)

Write a function, have it prompt the player, and then return the resulting skill ID. My plugin will pick it up and add it to their list.
>>
>>120702458
>Write a function
oh golly oh gosh
>>
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Is there a speech balloon plugin for MV yet? I mean something like this: https://yamiworld.wordpress.com/yami-engine/text-display/pop-message/
I had a look around but I couldn't find anything.
>>
What's the source for the OP image?
I've been looking for some decent skellingtons with charsets as well hopefully.
>>
Page 8 bump
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>>120700256
I did get past him. I don't know why but yeah the first few times of trying to use delirium just said the move outright failed. I thought he was immune to those statuses.

His attacks have no element, Ice Wall is Kashim's skill. It required him to have Ice Force on himself to use and it nullified one hit done against the whole party.

He did have a pattern. I'm saying the pattern may be questionable if the boss can do his super moves more than once after he charges up, especially when the game says he weakened himself.

Rotting Smoke interacts with other elements, so it turns into a fire based DoT or water based DoT, etc. Though since delirium hit the giant with poison and poison appears to do no damage to him, I'll just assume DoTs don't work against him. (It's a shame, because DoT moves were my best tactic against the bosses I fought until that chapter.)

It's up to everyone else how the common fights go. It probably only feels bad because it's not united coherently, but it's fine I suppose.

Storywise though I'm invested. I mean even though some parts are cheese as hell, it's really charming for me. Well, if it weren't for the fact that I've been finding loads of map tile passability errors in the last chapter. Well at least I'm not the only one that makes mistakes like this.

And since I've been giving it more thought, I kind of wanted to work on our evil Artifacer girl a bit more. Maybe I'll think about joining a future chapter again.

Though for now, forest dungeon.
>>
Is there a BGM Memory script for VX Ace? I recall there being one for VX but I can't find one for Ace.
>>
What would be a good way to interpret whether or not the player is 'winning' a battle, and then putting that data in a switch or variable?

Total damage inflicted to each side?
Number of alive combatants on each side?
>>
Do you guys think characters having a unique "Ultimate Technique" thing in a game is good? (Such as Mystic Artes from the Tales games or the Special Attacks from Bravely Default)
>>
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>>120706517
They can be an exciting reward for a player. After all, one of the things you collect in a rpg is power. However, I would be careful not to make them overpowered, so the player isn't tempted to just spam it every battle. Give it some kind of big restriction (e.g FF7's limit breaks) or make it do something fun/unusual.
>>
>>120707206
I somehow got reminded by Luffy from One Piece after you said that.
Like he uses his Third Gear superpowers and afterwards he becomes a mini sized human that leaves him vulnerable for some time.
Implementing such in a game wouldn't be too hard on status.
>>
>>120707757
Yeah, something like that would be cool! I think it's more fun to do something interesting with secret skills, rather than just make it a really high HP damaging attack that costs tons of MP. It makes them all the more special.
>>
>>120702538
I looked into doing that, and it breaks the flow of battle. The window would pop up before the victory window, and then kinda float on top of it. It looked really tacky.

I might do something with the victory screen in the next version (to display what bonuses you've earned from leveling up). Not sure if a choice will be an option or not.
>>
>>120687589
>>120687745
Thanks! Yeah, I think I had fixed the eyes already. Issue was that the file name is missing a suffix (_m002). Either redownload it or change it manually so it's "FG_Eyes_p14_c1_m002.png".

>male eyepatch
All of my assets should be compatible with males, but I don't want to duplicate everything. As you figured out, it's just a matter of copypasting the assets to the respective male folders.
>>
>>120709753
Thanks, that did it.
Have you posted these on the RPG Maker forums? People would like them.
>>
>>120705646
party's total HP vs enemy troop's total hp? Maybe throw some attack calculations in there too.
>>
>>120710151
Nope. I might just do that with the next update.
>>
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Sera-chan, if you're here, thanks for bumping my new plugin thread on the rpgmakerweb forums~
>>
>>120687037
It is the only town in the game and while I don't think I would be able to make the game over 2 hours long, I'd like it to have some replay value, so there would have to be some redundancy regarding solutions for each problem.

>>120687404
It is still missing stuff:
Editing the remaining houses into their final form.
Trees.
The MCs Traveling Troupe sitting below the Inn (the tallest building)
A watchtower in the left side of the wall.
The church will probably be 1.5 times bigger in the final version.
Farms outside the city, along with crops, scarecrows, cows and such.
Up to 50 NPCs running around during the day. Including some animal NPCs.
Houses inside the village will also have small fields with cabbages and such.

_____________________________________

Also, how is this for a original creature/monster donut steel concept?

The Dragon-cursed

In the Empire's Quest to complete dominion over the continent, every single dragon was hunted down and killed.

Whether by the anger of the gods or just by the effect of a powerful curse thrown by the last dragons, soon after their fall, human soldiers of the Empire who used dragon-scale armor, or dragon-bone weapons began to suffer a horrible disease that turned their skin into hard scales. The disease was lethal for the most fortunate, but others went mad by the disease and ended up attacking their loved ones. And worse, some rumors say, devouring them alive after becoming hideous dragon-like monsters themselves.

Within months of the death of the last dragon, the Empire ordered the complete destruction of all Dragon artifacts, as well as a quick execution for all the Dragon-cursed. Many of the best soldiers and even high ranking generals of the Empire among these. However, due to hundreds of years of humans coveting dragon artifacts, it is not unknown to hear of people who accidentally contract the Dragon-curse simply by contact with an old family heirloom that had been stored in a box.
>>
What's everyone's intro like? Do you have a tutorial?

I plan on having the player choose whether they wanna do several minutes of tutorial explaining everything or just be thrown into the game.
>>
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>>120711190
まったく.
>>
>>120705646

It's a bit tough to determine if the player is winning. In a tough fight it doesn't mean you're losing when the party's HP gets low after a big attack.


>Total damage inflicted to each side?
Percentages might work here. The side with the highest percentage of total HP has the advantage.
>Number of alive combatants on each side?
What about encounters with a single tough enemy?

You can probably use the total party member's alive as a modifier to adjust how much the party is "winning". For example, a party with 2 full HP party members might have a higher percentage of HP than the boss but their action economy is gimped so the boss might be at an advantage if the two party members can't heal/damage it fast enough. And perhaps use a different modifier for mobs such as challenge rating.

It also might help to only consider one side to be winning if there's a distinct gap of total HP between the two.
>>
>>120711692
Mechanics (humans in the world don't know this):
Dragon-curse is contracted by touching any part of a dragon's corpse. OR the corpse of a dragoncursed. Getting rid of a dragon-corpse is difficult. Only volcanoes are considered as able to do it.
People wounded by a living dragoncursed are not afflicted with it.
Dismembered body parts of a dragoncursed are treated like corpses.
Ailment is not treatable in any way.
Ailment doesn't affect non-humans. Undead humans are vulnerable, however.
Shortly after contracting the curse, humans develop a hunger for human flesh. If they don't obtain it, they die. If they cannibalize other humans, they become more and more dragon-abomination-like.
Dragon-cursed acquire some seemingly random element. Because reasons.

Alternatively, it could be a curse to gold items/coins.

It is meant to evoke Werewolf/Vampire tropes, while being JRPG-like.
>>
I need suggestions for another plugin to start on while people break my other two. Suggestions?
>>
>>120712082
A small plugin for some extra stats to use in damage formulas would be great.
>>
>>120712082
Maybe more targeting options. I want to make spells that are able to target my group as well as the enemies, or that affect everybody.
>>
>>120711762
>What's everyone's intro like?
There isn't a text crawl, but there is a short conversation between the MC and his grandpa that briefly explains what's already happened and why you're going on an adventure. After that, you get to play.
>I plan on having the player choose whether they wanna do several minutes of tutorial explaining everything or just be thrown into the game.
The best way to do it. Even if it is a rpgm game, you can't expect everyone who picks up your game to have ever played an rpg before. Having an optional tutorial is useful for newbies and doesn't annoy veterans.
Of course, if your game has a unique feature, you still need to explain it and make it clear that it may be something the player has never seen before.

>>120712082
This? >>120703376
>>
>>120710843
Hey, would you ever consider making outfits, or do you exclusively work with facial features? No spritesheet work required in this case, the body would look identical to an existing outfit.
>>
>>120711762
So far my battle engines are just the default with a couple aiding scripts, so I don't think a tutorial would be necessary.
>>
>>120711762
I'm just gonna throw my players into the thick of it with a really difficult battle where you have tons of complicated skills and shit. But it won't matter if you win or lose, there'll be a timeskip afterwards and then the game will ease you into the mechanics.
>>
Why doesn't anyone ever make any great field tilesets?
>>
>>120712476
What do you mean? I still need to create sprite sheets for a new outfit, which would be a lot of work even when it's using the base body. The RTP outfit selection is decent enough and creating just one outfit would probably take me an entire day if not longer. Not really worth it unless it's something essential that is missing from RTP.

The facial assets are more lacking and easier to make so that's what I wanted to focus on.
>>
>>120711190
Finally got your battle command list working like I wanted it to. Great plugin! I'll have a look at the others once I'm done setting my core stuff up.

Now if I could just figure out how to get rid of these numbers in the main menu...
>>
>>120713084
>I still need to create sprite sheets for a new outfit
I basically just want an alternate version of the 'student outfit', which already exists in the char generator. But the body sprites are fine - it's just the face version that I don't like. It looks less like a school uniform and more like a kimono.
>>
The amount of user errors being posted in plugin threads is starting to piss me off.
You realize you're distracting the author from actually expanding the plugin, right? It's not that hard to check to make sure you've done everything right before posting.
>>
anyone got a script where you can become the owner of a shop? doesn't have to be a complicated one where you can check everything, just being a owner having weekly but it would be cool if you could
>>
>>120713407
That sounds more like eventing to me unless there's something overly intense you wanted to do with it.
>>
>>120713204
Oh, I see what you mean. Yeah, I could do that. The default one really is pretty terrible.
>>
>>120713646
I think a lot of people would get use out of that, me especially. Up to you what you make next, though.
>>
>>120713580
you buy a shop of someone
and then you got people coming to your shop buying stuff (if this is possible)
>>
>>120713890
Yeah you can do all of that with events, depending on exactly how much flexibility you want the eventing may be a little heavy but you shouldn't need a plug-in to handle all of that.
>>
If there are battlers from a Japanese artist that I want to use and are posted in their blog/site, but I can't make sense of their moonrunes, should I assume that they are "free for commercial use as long as you give me credit"?
>>
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How are those generic JRPGs going, friends?
>>
>>120712214
I realized that I forgot to even talk about (or completely finish) that portion of the level up bonuses plugin. I'll release a small update to fix that. It doesn't current work, but here is how it is used, assuming you want a class to gain +1 to a custom stat every time they level:
+1: prop:newStat=1

To subtract:
+1: prop.newStat=-1

To use it in a damage formula:
100 + getProp(a,'newStat')

>>120712262
I'm pretty sure someone is already working on this. I saw a request thread on the official forums where it was being talked about. If I don't see one soon, I'll definitely look in to this.

>>120712308
I really hate doing graphical things, and it's not something I think I have a use for. I will probably re-create Yanfly's Gab Window, if he doesn't do it in a month or so.
>>
>>120714661
>found me dick in all herb

What did he mean by this?
>>
>>120714570
>free for non-commercial use
fixed
>>
>>120714771
The extra stats that I have in mind aren't going to change when you level up. They'll just be static values assigned to each class, effective immediately. Can I still do that with your plugin?
>>
>>120714570
>free for commercial
No.
>free for non-commercial use
Yes, but maybe put a message in a read me that you'll remove assets if the owner wants you to.

What site are you getting battlers from?
>>
>>120714570
Maybe this can help you.

> http://forums.rpgmakerweb.com/index.php?/topic/27527-translated-terms-of-usage-of-japanese-blogs/
>>
>>120715082
The "effective immediately" part is what makes it not work with my script. Best it can do right now is assign them to a set value the first time the actor levels up as a specific class.

I may have something for this in about a week, though.
>>
>>120714570
Gonna assume you meant non-commercial, because otherwise what the fuck.
No. I've seen too many Japanese works licensed with "if you are not Japanese, you may not use this work for anything" because of some people thinking they can assume the license is convenient for them because they can't read it.
>>
>>120716056
Yeah, I meant non-commercial.

>if you are not Japanese, you may not use this work for anything
Well shit.
>>
>>120716040
Don't worry about editing your level up script to accomodate that, if that's what you have in mind. The two are pretty seperate things. I'm sure someone else will make a plugin specifically for this, and it kind of needs to be minimalist for ease of use.
>>
>>120716056
And another question. Do they have any rights over their monster designs? If I try to redraw their monster, could I get shit for it?
>>
>>120714661
great i'm making the most boring and simple game ever!
>>
>>120716056
>>120716716

Here are the guy's rules of use, but I don't really get if I can edit the monsters or not:

>This site, for the following material of F created, and allowed the re-distribution of remodeling to.

>(1) face of RTP compliant graphic Standing picture
>(2) RTP compliant monster graphics

>※ received product materials and, other sites like remodeling material redistribution is not allowed.

>As a condition,

>And materials that clearly seen that it was modified only Yes (inversion only, impossible, etc.)
>· On the distribution source of mention that they are CLOSET, it possible for you to link to this site.
>• The remodeling the material itself of the sale is not allowed (Permitted to sell the game using the material)


>The material that can make alone is limited. A poor excuse me in the material, but I'll distribute the material that is made by if remodeling! If you have are woven anyone who wants, and I think that amount, choice of the person who utilizes spreads. Once built to your role even a little Maker life of everyone, it is fortunate.

And I am thinking about making some of his battlers "high contrast"
>>
>>120716473
I could export this functionality to a separate script, actually. It's really straightforward. Give me about an hour or so.
>>
>>120716224
To be fair, I've mostly only seen this on MMD models, and so many in the western community are too young to know better, or just pigheaded assholes.
>>
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>>120714661
Hoping to have this dumb thing done by tomorrow night.
I started yesterday, but thankfully GB color restrictions make things a ton easier to draw, plus what I'm doing is tiny.
>>
>>120718316
Why is there a fat witch giantess laying on the ground near a cemetary in your game?
>>
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>>120712082
A plugin for additional or secondary HP bars? Like Sanity or something? Maybe when it hits zero it doesn't kill you but it lets you assign a state to it like a debuff (or buff depending on game)?

If that doesn't work out, maybe it's preferable to convert the MP and TP bars to do those functions?

In theory it might be easy to do but I don't know how to code so what would I know?

I don't browse plugins/scripts much so sorry if this is already done elsewhere.

>>120711762
>Intro starts.
>Campfire. 3 people around it.
>Who do you want to know more about?
>The Battle-Hardened Mercenary
>The Lady with a Mission
>The Young Fledgling Artist
>Each of these takes the player to a prologue chapter where that character is featured.
>Merc is battlecentric chapter, Girl is puzzlecentric chapter, Artist is fetch-quest-centric chapter. There will be some tutorials in these chapters, but I try not to overlap too much between them.
>Once all three of these chapters are done, the game continues onward to the combined prologue where they all meet until it leads back up to where they're at the campfire.
>>
>>120718316
Is it porn?
>>
>>120719386
That intro actually sounds pretty cool.
>>
I'm planning a character whose attacks are based on the major arcana (original, I know). Would it be "interesting" to give them a unique EXP curve that has them gain a new ability each level that corresponds to the number of each card (like Strength at level 8) that's also slow enough so that they don't surpass the power of the other party members?
>>
>>120720143
Not sure why you'd need a slow curve. Because the other characters wouldn't learn a skill every level? If you think it'll be balanced that way, then go for it.
>>
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>>120718417
Because I'm going for front view with my battles and a picture on the menu screen's the only place you'll see the main character[s] in detail?
Did change it so it's pretending to be within GB restrictions a bit better, though.
>>120719389
It's not something you'd want to get seen playing at work, but nah, nothing too explicit actually gets shown.
>>
>>120720450
So far, I'm thinking of going for a 50 level cap (or at least, that's the last level you learn skills at), so naturally you're not getting a new skill every level. With the Arcana capping at 21 (22, counting The Fool), he'd end up rather lackluster by comparison if I wanted to keep him balanced.

Your post has got me thinking of changing things, though. If I scale down the levels and have skills more abundant, then I wouldn't need the bizarre curve, and the game could be easier to manage.
>>
>>120714437
can you give me a few tips
>>
>>120720945
If this is for MV, just plugging my level up bonus script from earlier in the thread:
>>120701756
>>120701991
>>120702061
You can set the class or actor to gain skills every X levels instead of coding in an entirely separate XP bar. You can also use states, weapons, and armor to do the skill gains as well.
>>
>>120721925
Oh, that's neat. Sadly, I'm back in VXA, and the idea was to somehow balance a character who gets all of his skills 21 levels in when most characters won't reach their full potential by 50.

'Course, I don't have to do that, and if I stick with the 50 level cap, I probably won't.
>>
>>120716473
As promised, only 15 minutes late!
https://www.dropbox.com/s/9ec4iwp2qvezibu/BOB_CustomStats.js?dl=0

To define a custom stat, apply this to an actor or enemy:
<CustomStat: statName=statValue>
statName - The name you want to reference this stat with.
statValue - The default value of your stat. Must be a number.

After setting a custom stat to an actor, you reference it in damage formulas or other code just like any other stat. Below is a sample damage formula for the a stat named 'sanity':
100 + a.sanity
Let's say you gave the enemy a stat named 'insanity':
(100+ a.sanity) - b.insanity

Let me know if you have any questions. I'll probably post this on rpgmakerweb sometime tonight.
>>
>>120723160
Aw sheit, nice one Bob.
Is there any way to define the stat in the Class window rather than the Actor window?
>>
anyone have a list of commands to be able to kick chickens?
>>
>>120723318
Sadly, the actor doesn't have basic access to class properties. In a formula, it would look like:
$dataClasses[a._classId].yourVariable

I can easily add that, but it's really cumbersome. Would that work?
>>
>>120721301
You'll need a good grasp of how to use switches and variables but basically you'd have a store setup as a normal store. When you talk to the person to buy it and you have it, you'd turn on a switch that tells the game to act differently.
You'd likely want an identical (but separate) map that you can only access while that switch is on, and then the counters all being their own event that you can interact with to put up items for sale (if you wanted it like Recettear) or where the customers would come in directly to you, and then you would setup a dialog with probably a variable with a random number generated to determine what it is they wanted, and if you had it in stock, etc etc.

That's the pretty bare-bones version but you could really spice it up if you took the time on the events and such.
>>
>>120723553
Yeah, I don't mind some clunkyness. It's kinda essential since these stats are essentially class-specific stats.

Thanks for working on this man, you my homie.
>>
http://rpgmaker.net/games/8053/
Anyone interested in this? Looks pretty promising.
>>
>>120711762

I usually write a lot of intro text, but everyone itt complains about that type of thing, so this time I wrote 3 lines of dialogue before giving the player control.
>>
>game is a mess
>forgot what I was doing because I only work in my project every few months
>don't even know how to end it
Time to scrap another project and start again, this time I will properly write everything so this doesn't happen again.

How is your game going anon?
>>
>>120727480
Working on poor graphics and a decent plot. The game isn't a huge expansive world so there won't be a whole lot of building once the graphical end is done.
It's still going to be awhile but I may actually complete this one. Here's hoping you have the same luck.
>>
>>120679781
grass doesn't just meet water at equal elevation.

if you aren't going to have actual shorelines, you need to have the coast raised up out of the water.
>>
>>120727480
How come you just don't give away your scrapped projects I'm sure people will be able to build upon or salvage it. Maybe you had an idea that you have long forgot but the next person takes it a new direction for better or worse, but it's all cool I understand the whole thing about personal work and stuff.
>>
Anyone know how to add more icons to the available ones for skills in MV?
>>
>>120728279
Because I will use the same idea again, I don't want to think a different story.
My current problems with that project were mostly about gameplay and the end that didn't made any sense, instead of fixing everything is faster to build the thing again because every thing with a problem is linked to another thing that was fine and touching them breaks the game because I was too dumb to make notes.
>>
>>120725621
That's pretty neato (besides the Paper Mario inspired idea) really looks more like mixture of current and old type Pokemon. His Battle screen looks like Battle Network. I wonder if a Card based RPG is possible in RPG maker?

If it has been done well fuck me, I'm newish here.
>>
>>120725621
It looks great. The kind of thing that makes me want to remake my game using it as base. But I'm got the feeling that it's so buggy that makes it unusable.
>>
can't maek gaem over weekend without computer.

I could bring a sketch book with me. But then I'll start coming up with grand ideas I would never have enough time to execute.
>>
>>120723418
bump
a guy showed it to me when this general started but i lost it
>>
Currently shaved the attacks down to exactly .3 seconds. I'll have to just settle for this it seems. If I want it to go faster it'll just have to look even jankier than it does now.
>>
>>120732456
why do you want battles to proceed at the speed of light exactly?
>>
>>120732516

I'm making a rhythm game-esque battle system. The faster attacks go the faster new inputs can be given which means faster songs.

I was hoping I could make the attacks in the .2~2.4 range so I could use 240BPM songs, but 180BPM isn't all that bad.
>>
>>120723864
Hey, so the last release was super shit. I forgot that I was a wizard before I wrote it.

Download the newest version: https://www.dropbox.com/s/9ec4iwp2qvezibu/BOB_CustomStats.js?dl=0

Now, if you set a stat at the class level (say, sanity), and the actor doesn't have that value set, it will default to the class' variable.

You can also access the variables directly inside of the damage formula, like:
a.sanity

Hope this helps.
>>
>>120733932
Testing this out now, not sure if I'm doing something wrong but the attack skill now seems to be doing 0 damage.

In the notes for the Hero class:
<CustomStat: bat=9999>

In the damage formula for the Attack skill:
bat

All other plugins are set to OFF.
>>
>>120735076
>In the damage formula for the Attack skill:
>bat
Ignore this! It's a.bat, still doesn't work though.
>>
>>120735076
>>120735269
Fixed it, download again please:
https://www.dropbox.com/s/9ec4iwp2qvezibu/BOB_CustomStats.js?dl=0

Also, be very careful. I named a stat something reserved earlier and it caused a game crash. I'll add preventative measure in the future, but for now stick to 4 letter stat names and you should be fine.
>>
>>120736274
Seems to be working now!
I'm going to implement it fully, give me five minutes. I'm pretty sure everything works but I'll make sure before I start kissing your feet.
>>
>>120736765
I'm looking at how plugin commands work. I'll add a few to increase/decrease/set actor/class/enemy stats.

This should allow you to modify an enemy's stat based on the player's actions, for example. Maybe if they go destroy 4 crystals, the variable is reduce from 100 to 20, meaning the attack is a lot weaker.
>>
>>120736902
This is weird. I have <CustomStat: bat=9999> in the class notes of each party member and in the notes of the enemy being fought, but the enemy's Attack skill is dealing 0 and making their targets hp become NaN.
>>
>>120737309
I forgot to mention, the attacks of the party members are all functioning properly, it's JUST the enemies who don't seem to be working, but they're both using the same skill and have the same stuff written in their Notes.
>>
Anyone here good at pixel stuff? I wanna make a Yume Nikki type game and I'm decent with RPG maker but terrible with spriting.

If not, does anyone know a good site to find good spriters?
>>
>>120737309
>>120737464
Fixed it. Also double-checked that actor, class, and enemy stats save and load properly. They do.
Link: https://www.dropbox.com/s/9ec4iwp2qvezibu/BOB_CustomStats.js?dl=0
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>>120738943
Now THIS is podracing.
It's working perfectly now and it's pretty much exactly what I wanted. Now I actually have enough stats to make this game work. Thanks so much.

I'm Sera, by the way. I don't know if you already deduced that. I suggest you post this plugin, since it's such a simple concept that tons of people are going to need it. You could also post it in my plugin request thread for extra publicity.
>>
>>120739757
>>120738943
Quick question: and this is NOT a feature request, trust me, I'm just curious:
Could I edit Ellye's ATB plugin to use both Agility and a custom stat defined by your plugin to determine turn order? Or are these stats defined in a way that prevents them from being used in external scripts?
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In game
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>>120737813
just try drawing it the best you can, then shrinking it down to fit the tile size. I'm sure it'll look fine, the standard RTP is really only good for little projects. Custom artwork really makes your game look good, even if the art is kind of eh.
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>>120739996
Outside
What happens here?
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>>120739757
Glad it's working for you. I already plan to add notetags to weapons, armors, and states to increase/decrease these stats, and plugin commands for eventing. Can you (or anyone reading this, really) think of any other features?

>>120739919
I haven't looked at Ellye's ATB plugin, but the stat shows up just like agi:
Actor.agi
Actor.customStat

It's should be all the same. I could make a compatibility patch for it once I get back from buying groceries like a filthy normie.
>>
>>120740214
>Can you (or anyone reading this, really) think of any other features?
Um... I can't, actually. Everything I needed has been attained. I'm sure someone else will have some good ideas though.

>It's should be all the same. I could make a compatibility patch for it once I get back from buying groceries like a filthy normie.
If you can call the custom stats that easily then there's no need for a compatibility patch. Also, having turn order be determined this way is something very specific to my game idea, so I doubt many other people will be looking for a similar effect.
>>
>>120740209
>>120739996

Both of those look the same to me, unless I'm missing something.
>>
>>120737813
Do it yourself, since you're making a yume nikki game weird graphics and bizarre stuff will come easy while you sketch around.

If you're terrible at art you can use that to make the game have a good creepy atmosphere.
>>
>>120740880
The roof in game and in the editor
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>>120740880
>>
Can a map be made with a large singular image instead of a bunch of tiles?
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>>120741189
The actual in-game zooms in a bit if that's what you're getting at. That's normal.
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>>120741474
Yes, it's called parallax mapping.
>>
Question:
Does anyone use the Tactics Ogre crafting script?
https://mrbubblewand.wordpress.com/rgss3/tactics-ogre-psp-crafting-system/

I've been trying to get it to work but I can't figure it out. The actual tags are all easy, but I'm not entirely sure where to stick them. I've tried different combinations but I can't find one that actually lets me craft anything.
>>
>tfw yanfly personally fixes your bugs for you
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>>120741424
Try deleting it, then rebuilt it? I've noticed some issues where my B and C page tiles will act up like that, and that usually fixes it, though the messup is usually in the editor for me (they'll overlap when they aren't supposed to) so no idea if it would fix the issue for in-game.
>>
>>120741678
Never mind. I didn't understand that it needed an event call. I thought it was optional and you could activate it straight from the item menu.

Durr.
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>>120740639
Let me know if using it for the ATB has any issues.
>>
Is there any way to make a state that will continuously cast a skill? I'm trying to make a Playing state for my Bard that basically makes them unable to take any actions while they're under effect of it, but they continuously cast 1 turn buff skills.
>>
>>120744001
It might be possible using something such as the menu manager, and have that crafting menu option call a common event related to crafting?
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>>120744973
Oh, no, I just assumed the script was set up around using the recipe book without doing anything else but put in the note tags. I basically just expected it to be more automated than it was.
>>
I can't figure out how to properly create a new Sprite class in MV. I've been reading the existing sprite classes for an hour and I still don't understand how they work.

>>120744259
Maybe you can implement a duration counter at the start of the play action. If the duration counter is not equal to zero use the forceAction command and decrement the counter on their turn.
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>>120744059
Just tested it out, seems to work fine. I'm not 100% sure the custom stat is having an effect, but it's definitely not causing any errors.
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>>120746061
Try cranking it up.

Also, pretty sure my script needs to go above the ATB script or the param may not be identified.
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>>120740180
>>120740946
Ok but I kinda want certain parts to look decent at least, (like some areas and the player character)
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>>120746135
Oh hell yeah, it's having an effect alright. Works pretty much exactly how you'd expect, you just have to manually add it to the equation.
>>
>>120741424
>>120740209
>>120739996
I had a bug in my game that made it so chimneys (set as not-passable) occasionally showed up below the tops of roofs (set as "above the player"). It was fixed when I set the roofs as not-passable as well (oddly enough, setting both objects to above the player didn't fix the issue). I think the program might have problems deciding what layers go above what when it comes to above-the-player layers.

I would suggest painting the roof with any kind of A1-A3 "wall tiles" and then repainting them with the correct roof tiles
>>
What's the difference between normal attack and physical in elements?
>>
>>120748012
If memory serves, Normal Attack will add any elements that your character's weapon has, while Physical ignores them.
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So whats your story?
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>>120749930
>'Trapped in a video game' plot
>At first its funny
>Then it gets serious as actions end up having consequences
Trying to balance the third act right now
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>>120749930
3 delinquents break into a school and get expelled. Also there are ghosts. That's basically it.
>>
>>120749930
Don't know how the fuck to start. I'm trying to make something comfy and funny. Also, the characters are bears, hamsters, bunnies, monkeys and so.
>>
>>120749930
Group of spacemen are forced by an authoritarian government to explore a bizarrely advanced but seemingly abandoned human colony world to discover what happened there and to scavenge any super science tech they can find.
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>>120749930
You play as you and explore the world looking for treasure and weapons that help you collect more treasure and weapons.
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>>120751435
go for the eyes, boo!
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>>120750564
That sounds pretty comfy, anon.
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>>120751692
I think you're comfy
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>>120751628
It looks fun. The kind of game I was trying to do some time ago. Using RTP? Asking because I wouldn't feel more motivated to find rare equipment that I already saw being shit in other games that also used RTP.

>>120750564
As the other anon said, that sounds comfy. What 'tone' will you give it? Something more funny, or serious? Focusing in puzzling, battling or romancing?
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>>120751640
wut, m8?
>>
>>120751924
:3
>>
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Couple (MV) Questions:

I'd like to give the player the ability to recruit custom units a la Disgaea. I can do most of the work through eventing but I dunno how to create actors during the game, and allow the player to name them. I know there were scripts for this in VXACE but would I have to create a plugin to do this in MV?

If so, can someone point me in the right direction of doing so? (I know some very basic js.)

Second, my game has a system where at the start of the battle, characters are given a special unique ability that goes away by the character taking a certain amount of damage(30% of MaxHP). I eventually want to have it where the party can obtain a bunch of generic versions of these special abilities ( like Disgaea's Evilities).

I have the system already made, but I'm doing it through Base Troop Events (see pic related). Is there a way for me to edit the Troop Event during the game through a script or Common Event?

Also, could someone come up interesting names for these abilities? I've been stuck between Potentials, Morales, or Aptitudes, but I want the name to fit the "at start of turn" concept.
>>
For some reason all my maps are triggering all control switches. If I create a new switch and then make an event that will show some text if the switch is ON, the text will appear even if I haven't turned the switch ON with another event.
Somebody knows what could be happenning here?
>>
>>120751956
Well it's not as comfy as it sounds really. Also, I'm going for a funny tone. It gets surprisingly serious at the end tough.

It's going to focus on all of those three things actually. Well, not romance but 2 out of 3 aint bad.
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