RMVX SCRIPT SUGGESTIONS FOR A TEMPLATE PROJECT
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Kentona suggested a while back I pull my scripts together and release a template project for RMVX with what I've got including my RMVX fixes. Now I'm incredibly uncreative so I'm taking suggestions to what should be in this template project. Here's a list of my current scripts with what they do and what I want to do to them first:
Variable Fix DONE
Fixes control variables so RMVX is capable of basic multiplication, can get an amount of items, and not crash.
RGSS Alias-Recursion 'Fix' DONE (but more testing with this is always appreciated)
Fix an error in RGSS with alias and extending classes and F12-restarts. Make for all those games that you can't F12 because RGSS is so shitty at times. If I can find some games that aren't locked (? Craze for this) and crash on F12 I can actually get this tested (Or you can help me out with this here)
Winamp Audio Support (important bits done)
A RMXP script I found that uses Winamp plugins to play exotic audio formats like SPC, PSF, and MODs in game. I converted it for RMVX and it works perfectly with the right plugins. When released the template project will have everything it needs to play a variety of exotic file types (mostly dumped video game music formats because nobody needs FLAC but I'll include anything I can get working and think of) and all plugins will be set for infinite music looping to get rid of pesky fade in/out.
I also want to try to modify the engine to support simultaneous playback of different tracks for neat things like pausing one track (but not stopping) and playing another, playing multiple tracks that when combined make up the full track, or fading between two different tracks. I don't know if this is possible, so far it is just planned.
Battle Backgrounds DONE
Replace swirly stuff with battle backgrounds! Nothing too special, but it does support some basic effects like being waavy. Who thought removing battle backgrounds was a good idea anyways?
Level-Adjusted Experience DONE
A way of controlling grinding, the experience a character gets from battle is based on their level and the 'level' of the enemy. If characters are below a certain threshold for a given enemy, they get a multiplier to their earned experience that stacks for each level they're below the threshold (It's pretty much: exp earned = exp * multiplier ^ levels below threshold). The system adjusts for when a character gets (a) level(s) so characters won't get a rediculous amount of experience just because they're so underlevelled. Also has a penalty for characters who go over the threshold for those wackjobs who think you shouldn't be able to overgrind. Both the lower threshold and upper threshold can just be ignored if not set.
Basically, think Persona 3/4.
Restart Battles DONE
Game overs suck so I whipped this one up. It's job is if the player dies in battle the game asks if they want to try again and if so restart the fight in the exact same state as when the fight started (including variables and switches). If not it goes to the game over screen. Can be turned off for those must-lose battles. Only records the state when the fight starts but being able to drop mid-battle restore points shouldn't be too hard. Currently there's no way to preserve data between restores but a fix for that should be possible using some protected variables which set what range of values should (or maybe should not) be reset on restarting a battle.
User-Defined Base-Attribute Weapons Semi-done
Not all weapons should use strength as their primary attribute! Some might use Int, Agility, Defense, or even nothing for weapons like guns. This script lets the designer set what attribute to use when getting a character's attack. In the case of dual weilding, the base attribute for each weapon is halfed for each weapon to prevent ch33s3.
I'd also like to use more flexable algorithms so weapons can use a mix of different attributes like say... ATK = wpn * 0.75 (atk + agi) for example.
I think I have a few more scripts laying around but those should be the big ones. The template project will have examples in how to use the features and scripts.
For suggestions, please do NOT suggest:
A new/overhauled battle/menu/map system. I'm fine with making tweaks and changes to the current one but this isn't meant to be a replacement for the default RMVX systems.
By extension, custom scripts for your game. This isn't the place for it.
Anti-Lag scripts. Others have made these and even if they didn't I'd have a tough time testing any except the most laggy of maps (I only have two ways of playing RMVX games: With computers that laugh at it and computers that don't even meet the minimum requirements). One would be a nice addition to the template project though, so if anyone has made one/knows who made one, I can add it with the rest of the scripts.
I'll consider anything else (or add it to the list). What would you like to see in RMVX?
Current Planned Scripts
Setting Influence to any value (and other silly restriction bypasses)
Allow an event to change the panorama/panorama settings
Auto-Dash, Dash->Walk
Scripts Under Consideration
Autosave/Save control system
Seeding random values
Completed Scripts (as in also tested and nothing else is really planned barring if any more bugs are found)
Variable Fix
RGSS Alias-Recursion Fix (in the sense that I haven't seen it cause any bugs but it will never be 100% finished because it involves a stupid amount of work)
Battle Backgrounds
Custom Default Walking Speeds
Parallax Controls
More that I'll cover later
Set Attack/Spirit Factor to any value (even negatives!)
Variable Fix DONE
Fixes control variables so RMVX is capable of basic multiplication, can get an amount of items, and not crash.
RGSS Alias-Recursion 'Fix' DONE (but more testing with this is always appreciated)
Fix an error in RGSS with alias and extending classes and F12-restarts. Make for all those games that you can't F12 because RGSS is so shitty at times. If I can find some games that aren't locked (? Craze for this) and crash on F12 I can actually get this tested (Or you can help me out with this here)
Winamp Audio Support (important bits done)
A RMXP script I found that uses Winamp plugins to play exotic audio formats like SPC, PSF, and MODs in game. I converted it for RMVX and it works perfectly with the right plugins. When released the template project will have everything it needs to play a variety of exotic file types (mostly dumped video game music formats because nobody needs FLAC but I'll include anything I can get working and think of) and all plugins will be set for infinite music looping to get rid of pesky fade in/out.
I also want to try to modify the engine to support simultaneous playback of different tracks for neat things like pausing one track (but not stopping) and playing another, playing multiple tracks that when combined make up the full track, or fading between two different tracks. I don't know if this is possible, so far it is just planned.
Battle Backgrounds DONE
Replace swirly stuff with battle backgrounds! Nothing too special, but it does support some basic effects like being waavy. Who thought removing battle backgrounds was a good idea anyways?
Level-Adjusted Experience DONE
A way of controlling grinding, the experience a character gets from battle is based on their level and the 'level' of the enemy. If characters are below a certain threshold for a given enemy, they get a multiplier to their earned experience that stacks for each level they're below the threshold (It's pretty much: exp earned = exp * multiplier ^ levels below threshold). The system adjusts for when a character gets (a) level(s) so characters won't get a rediculous amount of experience just because they're so underlevelled. Also has a penalty for characters who go over the threshold for those wackjobs who think you shouldn't be able to overgrind. Both the lower threshold and upper threshold can just be ignored if not set.
Basically, think Persona 3/4.
Restart Battles DONE
Game overs suck so I whipped this one up. It's job is if the player dies in battle the game asks if they want to try again and if so restart the fight in the exact same state as when the fight started (including variables and switches). If not it goes to the game over screen. Can be turned off for those must-lose battles. Only records the state when the fight starts but being able to drop mid-battle restore points shouldn't be too hard. Currently there's no way to preserve data between restores but a fix for that should be possible using some protected variables which set what range of values should (or maybe should not) be reset on restarting a battle.
User-Defined Base-Attribute Weapons Semi-done
Not all weapons should use strength as their primary attribute! Some might use Int, Agility, Defense, or even nothing for weapons like guns. This script lets the designer set what attribute to use when getting a character's attack. In the case of dual weilding, the base attribute for each weapon is halfed for each weapon to prevent ch33s3.
I'd also like to use more flexable algorithms so weapons can use a mix of different attributes like say... ATK = wpn * 0.75 (atk + agi) for example.
I think I have a few more scripts laying around but those should be the big ones. The template project will have examples in how to use the features and scripts.
For suggestions, please do NOT suggest:
A new/overhauled battle/menu/map system. I'm fine with making tweaks and changes to the current one but this isn't meant to be a replacement for the default RMVX systems.
By extension, custom scripts for your game. This isn't the place for it.
Anti-Lag scripts. Others have made these and even if they didn't I'd have a tough time testing any except the most laggy of maps (I only have two ways of playing RMVX games: With computers that laugh at it and computers that don't even meet the minimum requirements). One would be a nice addition to the template project though, so if anyone has made one/knows who made one, I can add it with the rest of the scripts.
I'll consider anything else (or add it to the list). What would you like to see in RMVX?
\(less effort = better chance of getting it in) 

Current Planned Scripts
Scripts Under Consideration
Autosave/Save control system
Seeding random values
Completed Scripts (as in also tested and nothing else is really planned barring if any more bugs are found)
Variable Fix
RGSS Alias-Recursion Fix (in the sense that I haven't seen it cause any bugs but it will never be 100% finished because it involves a stupid amount of work)
Battle Backgrounds
Custom Default Walking Speeds
Parallax Controls
More that I'll cover later
Set Attack/Spirit Factor to any value (even negatives!)
How about a way to break the 200% ATK/SPI skill damage limit? It works for DQ and other lowish number games, but for some of my projects I've had to change the algorithms so that 50% of a stat's influence is actually 100%!
Seriously?
What the hell Enterbrain?
I'll see if I can't hack that apart. Sure it isn't a script but I can include a IPS/UPS patch with the template to remove those stupid restrictions (assuming I can hack them apart)
What the hell Enterbrain?
I'll see if I can't hack that apart. Sure it isn't a script but I can include a IPS/UPS patch with the template to remove those stupid restrictions (assuming I can hack them apart)
Craze there is a script that does that very thing in your own game, Geondun.
Or I misunderstood your request.
GRS:
There is a selfish motivation to this, but how about an (event triggered, possibly?) autosave system? Would that be possible. (I am thinking specifically of all the people who told me they just reloaded every single time a chest didn't give them what they wanted in ETG.)
Or I misunderstood your request.
GRS:
There is a selfish motivation to this, but how about an (event triggered, possibly?) autosave system? Would that be possible. (I am thinking specifically of all the people who told me they just reloaded every single time a chest didn't give them what they wanted in ETG.)
Whatever forces the value restrictions in RMVX is deeper than what it was in Rm2k3. I can do the influences but unfortunately it'll have to be in the note section (
). Still simple to do though and I'll add similar restriction-bypassing values for anything else I can find with retarded restrictions (like states) or I can do everything if there's demand for it.
Max: Thinking about this but it sounds like what you really want is a way to seed random numbers ahead of time so if they pick the same lock a dozen times they will always get the same results. I'm thinking of a way so that you can set whenever you get a random variable from the 'Control Variables' it's predetermined (and therefore persistant between reloads) or determined on the spot.
I am intrigued by the idea of autosaves so I might pull an idea together for it later.

Max: Thinking about this but it sounds like what you really want is a way to seed random numbers ahead of time so if they pick the same lock a dozen times they will always get the same results. I'm thinking of a way so that you can set whenever you get a random variable from the 'Control Variables' it's predetermined (and therefore persistant between reloads) or determined on the spot.
I am intrigued by the idea of autosaves so I might pull an idea together for it later.
How about a script that lets you control Panaramas through events. Like the speed it scrolls and the panarama that is shown.
Actually, F-G has a good point.
If you wanted random drops, randomizing all chests upon entering an area/loading the game would be much less of a pain than auto-save. It works good; I've played a few games that have done it.
If you wanted random drops, randomizing all chests upon entering an area/loading the game would be much less of a pain than auto-save. It works good; I've played a few games that have done it.
One thing I thought was annoying in RMVX was the running system. Right now, you have to hold Shift to run. Wouldn't it be better if running was default, and you held Shift to walk?
So a script that decreases walk speed when shift is held? (or more generalized: When shift is held the player speed is affected by this amount: Default dash is 2, walking would be 1/2)
But if I do it like that, the player will have to increase the walk speed (or set it to whatever they want) and RMVX resets the hero walk speed when they enter a vehicle so I'll have to acommodate that (easy) and wait for users to find another way of reseting the hero walk speed (not easy)
Or just change a single keyword into a quick fix hack

But if I do it like that, the player will have to increase the walk speed (or set it to whatever they want) and RMVX resets the hero walk speed when they enter a vehicle so I'll have to acommodate that (easy) and wait for users to find another way of reseting the hero walk speed (not easy)
Or just change a single keyword into a quick fix hack

No, I like...really want to keep random numbers random and just have some autosaves. Not like every chest, but def. every time you go from one map to another. Also I'm sure there are other applications for which autosaves must be useful.
This is a somewhat selfish request, but would it be possible to make a script that makes a save game in a special slot, quits the game, and deletes the save when it's reloaded? Or is this "save control system" already going to include a function like this?
Still not completely sold on save control but either way I want to get the list of what it can do down:
When the player starts, they select a save slot and are 'locked' into it when they save the game via the menu
Event triggered save into a specified slot (or autosave for a slot)
Event triggered deleting a save slot (or autosave for a slot)
Set number of save slots available
Not crash with invalid save files (c'mon Enterbrain that would've taken a whole ten minutes... like testing control variables)
What's missing?
When the player starts, they select a save slot and are 'locked' into it when they save the game via the menu
Event triggered save into a specified slot (or autosave for a slot)
Event triggered deleting a save slot (or autosave for a slot)
Set number of save slots available
Not crash with invalid save files (c'mon Enterbrain that would've taken a whole ten minutes... like testing control variables)
What's missing?
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