CRAZE'S SCRIPT ASYLUM
Posts
Craze's Script Asylum
In this topic, I link scripts that I've written, keep you guys updated, and take ideas (not requests).
Scripts
-Boss Options Develop more unique bosses with universal damage and state barriers, and allow skills to scale their damage versus bosses
-Elemental Damage Boosts Create equipment and states that raise (or lower!) damage done by certain elements
-Elemental HEC Boosts Create equipment and states that raise (or lower!) the hit/evasion/critical rate of certain elements
-Gold & EXP Boosts Create equipment and states that alter the amount of gold and EXP earned after battles
-State Infliction Rates Skills can now inflict their states more or less often based on the developer's whims
-Encounter Management Make skills, items and events that raise/lower the random encounter rate
Upcoming
-Critical damage modification equipment/states (a.k.a. Craze goes fucking insane with critical damage/critical hit rates)
-Accuracy/Critical rate/Evasion/Odds permanent increase items (Crit Seed permanently raises critical hit rate by 3%)
-Elemental conversion equipment/states/enemies (turn Fire damage into Water damage on contact)
-Set bonuses (matching equipment provides bonus stats; other people have done this but I want my own version)
-Capacity Cores (from Tales of the Abyss. Your CCore determines your new stats upon leveling up)
-Tarot Cards (using a skill or item randomly activates a skill from a set list)
-Weapon Options (bitch I want my boomerangs, also have staffs that randomly cast Fire or whatever)
Request Stance
No. Come up with gameplay-oriented ideas, however, and I'll think about it. I make no promises and regret very little.
In this topic, I link scripts that I've written, keep you guys updated, and take ideas (not requests).
Scripts
-Boss Options Develop more unique bosses with universal damage and state barriers, and allow skills to scale their damage versus bosses
-Elemental Damage Boosts Create equipment and states that raise (or lower!) damage done by certain elements
-Elemental HEC Boosts Create equipment and states that raise (or lower!) the hit/evasion/critical rate of certain elements
-Gold & EXP Boosts Create equipment and states that alter the amount of gold and EXP earned after battles
-State Infliction Rates Skills can now inflict their states more or less often based on the developer's whims
-Encounter Management Make skills, items and events that raise/lower the random encounter rate
Upcoming
-Critical damage modification equipment/states (a.k.a. Craze goes fucking insane with critical damage/critical hit rates)
-Accuracy/Critical rate/Evasion/Odds permanent increase items (Crit Seed permanently raises critical hit rate by 3%)
-Elemental conversion equipment/states/enemies (turn Fire damage into Water damage on contact)
-Set bonuses (matching equipment provides bonus stats; other people have done this but I want my own version)
-Capacity Cores (from Tales of the Abyss. Your CCore determines your new stats upon leveling up)
-Tarot Cards (using a skill or item randomly activates a skill from a set list)
-Weapon Options (bitch I want my boomerangs, also have staffs that randomly cast Fire or whatever)
Request Stance
No. Come up with gameplay-oriented ideas, however, and I'll think about it. I make no promises and regret very little.
Yeah. I've had the ability, I've just never done anything not-messy before! Well, once I translated a KGC script but whatever.
I would really like ideas for the boss options script. Right now all I have in mind are <boss> (put in notebox of a, well, boss enemy) and <boss dmg x%> (skill does x% of its normal damage effects to bosses). I guess I could throw in <boss st x%> too (skill inflicts its states on bosses with x% effectiveness applied to its normal infliction rates).
I would really like ideas for the boss options script. Right now all I have in mind are <boss> (put in notebox of a, well, boss enemy) and <boss dmg x%> (skill does x% of its normal damage effects to bosses). I guess I could throw in <boss st x%> too (skill inflicts its states on bosses with x% effectiveness applied to its normal infliction rates).
Okay, so, I did the boss options script (although I'm still interested in ideas for updates). Next up is the tiny version of state probability rates, and then permanent HECO stat seed items.
How do you think I make cool games? I just never made my work presentable; it's all just hacking stuff around in other people's scripts.
Arian Wild's battle system was the death of me (and I thought V&V was bad...).
Arian Wild's battle system was the death of me (and I thought V&V was bad...).
Hey, Craze. I was wondering if you have the skillz to make a Tarot card system like in Hero's Realm? Where the user can select a card from their deck and one randomly chosen spells (out of five) is cast. I know YF had a similar system with Mix, where combining 2 items resulted in a random spell cast.
Thanks!
Thanks!
post=140267
-Countering physical attacks or magical attacks depending on the monster.
-Status effects last shorter amount of time when used on bosses, meaning you can use them but they aren't as effective. This is better than just making them hit less often.
-Status effects that have a positive/different effect on a boss. A poisonous monster will game a regen status if you poison it, punishing the player for being stupid. A mage-type boss will gain a "physical attack up" status if you silence it, which means it won't become totally useless when you remove its skill-set but will still give you some breathing space. Stuff like that.
-Status effects trigger the boss using a status-healing spell, instead of having it cast such spells randomly or having an arm or other unit cast it on the boss constantly (although the latter two do add strategy). This is basically better than "status effects never work", although not quite as good as actually having them work in the long term.
-This will be a part of the next major update to Yanfly's Battle Engine Melody.
-Good idea, and definitely doable.
-Definitely a good idea! I'll consider making that its own script.
-This is done with either conditions for skill use set in the database, or - even better - use of Yanfly's AI & Aggro script (which adds basic (re: deadly) AI and customization options for specific skills/enemies). He'll be making an even better version in a month or so.
post=140270
Hey, Craze. I was wondering if you have the skillz to make a Tarot card system like in Hero's Realm? Where the user can select a card from their deck and one randomly chosen spells (out of five) is cast. I know YF had a similar system with Mix, where combining 2 items resulted in a random spell cast.
Yeah, I can do this for both skills and items. This is basically a request but whatever, it's kentona and I know he'll rock it like a babby.
EDIT: kentona, skills are easy enough, but items will most likely require Battle Engine Melody, since the "skill scroll" effect is built-in and I'd add on to that part of the script to get that working. If you haven't looked at BEM (or YEM overall), you really should; it can still do front-view turn-based DTB-style but is very sexy and allows for lots of effects (and I can help you with whatever DQ-ripoffs you desire).
EDIT2: On that note, I'm going to rewrite KGC's boomerang script for Melody because I'm that awesome (and it only takes like two lines of code).
Added the low-cal version of State Infliction Rates. Next up is either part of the Critical Suite, elemental conversation, or permastat+ items. I've actually already put the functionality of CRI/EVA+ stat seeds into my project, but it's embedded in other code instead of being pretty/stand-alone.
Know what would be cool? If you could have pets associated with players in battle. Like, sometimes the pet could do attacks, or defend/take damage instead, or be a mount. Like, imagine if you could have an actual Dragon Rider class or Lancer class, riding actual dragons/horses in battle (giving bonuses or randomly spewing fire and whatnot). Or having a dog named Interceptor that can block attacks sometimes, and counterattack.
And yes, I was playing some MyBrute today. ##!$#@% bears.
And yes, I was playing some MyBrute today. ##!$#@% bears.
And FF6, apparently. =D
I'll think about it. I'm not sure how I'd like to implement it for developer ease-of-use.
I'll think about it. I'm not sure how I'd like to implement it for developer ease-of-use.
<Craze> HELP YANFLY I have been having major issues and you have been playing Starcraft 2
<Yanfly> Show me.
<Craze> Here it is NOTHING IS WORKING
<Yanfly> You called "def Game_Battler" instead of "class Game_Battler."
<Craze> ..........................................................................................................
<Yanfly> (・_・ )ヾ(´・ω・`)
(I also made the Boomerang script but it looks not-boomerangy with Melody and I'm only uploading Melody-compliant scripts on PocketWiki. If anybody wants it for the DBS or even for Melody, I'll PM it to you buuuuut currently holding off release.)
Critical Suite script should be out tomorrow or Thursday, now that I've been... emoted.
<Yanfly> Show me.
<Craze> Here it is NOTHING IS WORKING
<Yanfly> You called "def Game_Battler" instead of "class Game_Battler."
<Craze> ..........................................................................................................
<Yanfly> (・_・ )ヾ(´・ω・`)
(I also made the Boomerang script but it looks not-boomerangy with Melody and I'm only uploading Melody-compliant scripts on PocketWiki. If anybody wants it for the DBS or even for Melody, I'll PM it to you buuuuut currently holding off release.)
Critical Suite script should be out tomorrow or Thursday, now that I've been... emoted.