[RMVX ACE] CAN I MAKE THIS WORK?
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Merry met all. I remember playing Record of the Agarest Wars and being fascinated by it's selling point: "Soul Breeding". I was wondering if it was possible to pull something similar off using scripts or events. (I'd rather an event, I can't wrap my head around script writing.)
I was thinking I could use a variable to keep track of the relationship between characters, a couple variables to randomize gender and class that depend on the relationship variable and several sprites to fit these categories.
Am I going too far? Is there a less bulky way to pull it off? Does it even sound like a good idea?
I was thinking I could use a variable to keep track of the relationship between characters, a couple variables to randomize gender and class that depend on the relationship variable and several sprites to fit these categories.
Am I going too far? Is there a less bulky way to pull it off? Does it even sound like a good idea?
Okay, generally, dynamically generating characters is massively difficult, but with VX Ace, it's somewhat doable compared to the old versions.
A simpler idea would be something akin to Fire Emblem Awakening, where you have fixed children tied to a specific parent. If you find a mate for this parent, you gain access to the child. That child has a fixed class as well, but can gain extra ones based on the mate.
https://yanflychannel.wordpress.com/rmvxa/core-scripts/class-system/
https://yanflychannel.wordpress.com/rmvxa/gameplay-scripts/ace-equip-engine/
https://yanflychannel.wordpress.com/rmvxa/gameplay-scripts/parameter-bonus-growth/
You will need these three scripts to make it work.
Attach parameter bonuses per level up to an equipment piece representing the mate. Make the equipment piece fix its own slot. Give the child an extra equip slot called "Parent", which is where the mate equip goes. In the event, generate the child, then the mate equipment, then attach the equipment to the slot. This mate equipment piece can have different variants, which is picked based on the relationship level between the parents. Lastly, have the event use the class system's script calls to unlock all classes the mate is supposed to provide.
EDIT: Randomizing gender isn't that hard, either - you can either make a branch that switches the character graphics and name (most actors in the RTP have a male and a female version) or have a male and a female variant of the actor, with the game picking one at random. The former is a little harder to code, the latter could make class unlocking more tedious as you'll have to account for two actor ids.
A simpler idea would be something akin to Fire Emblem Awakening, where you have fixed children tied to a specific parent. If you find a mate for this parent, you gain access to the child. That child has a fixed class as well, but can gain extra ones based on the mate.
https://yanflychannel.wordpress.com/rmvxa/core-scripts/class-system/
https://yanflychannel.wordpress.com/rmvxa/gameplay-scripts/ace-equip-engine/
https://yanflychannel.wordpress.com/rmvxa/gameplay-scripts/parameter-bonus-growth/
You will need these three scripts to make it work.
Attach parameter bonuses per level up to an equipment piece representing the mate. Make the equipment piece fix its own slot. Give the child an extra equip slot called "Parent", which is where the mate equip goes. In the event, generate the child, then the mate equipment, then attach the equipment to the slot. This mate equipment piece can have different variants, which is picked based on the relationship level between the parents. Lastly, have the event use the class system's script calls to unlock all classes the mate is supposed to provide.
EDIT: Randomizing gender isn't that hard, either - you can either make a branch that switches the character graphics and name (most actors in the RTP have a male and a female version) or have a male and a female variant of the actor, with the game picking one at random. The former is a little harder to code, the latter could make class unlocking more tedious as you'll have to account for two actor ids.
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