WHATCHU WORKIN' ON? TELL US!
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author=geodude
running through my head every time s4d posts
same for me only in my case it's whenever chana posts XD
All right, i've updated the first continent of my world map a little more.
Compared to this:
As you can see, i remodeled a few locations, (More notably, the North-west region.)
and i also removed about 20-30% of the forests, and overall made it seem less square and strange.
What do you guys think? I think it looks much nicer now.
Compared to this:
As you can see, i remodeled a few locations, (More notably, the North-west region.)
and i also removed about 20-30% of the forests, and overall made it seem less square and strange.
What do you guys think? I think it looks much nicer now.
# Stonesearch Custom Battle Algorithms #==============================================================================# # Notetags Field #==============================================================================# module REGEXP module ITEM KNOTOFRUST = /<(?:KNOTRUST|knotrust)>/i end end class Game_Battler def create_custom_skill_cache @__knotrust = false self.note.split(/[\r\n]+/).each { |line| case line when Regexp::Item # 非表示 @__knotrust = true end } end def knotrust? create_custom_skill_cache if @__knotrust == nil return @__knotrust end def make_obj_damage_value(user, obj) if knotrust? damage = user.hp / rand(10) else damage = obj.base_damage # get base damage if damage > 0 # a positive number? damage += user.atk * 4 * obj.atk_f / 100 # Attack F of the user damage += user.spi * 2 * obj.spi_f / 100 # Spirit F of the user unless obj.ignore_defense # Except for ignore defense damage -= self.def * 2 * obj.atk_f / 100 # Attack F of the target damage -= self.spi * 1 * obj.spi_f / 100 # Spirit F of the target end damage = 0 if damage < 0 # If negative, make 0 elsif damage < 0 # a negative number? damage -= user.atk * 4 * obj.atk_f / 100 # Attack F of the user damage -= user.spi * 2 * obj.spi_f / 100 # Spirit F of the user end damage *= elements_max_rate(obj.element_set) # elemental adjustment damage /= 100 damage = apply_variance(damage, obj.variance) # variance damage = apply_guard(damage) # guard adjustment if obj.damage_to_mp @mp_damage = damage # damage MP else @hp_damage = damage # damage HP end end end end
By the use of notetags I am creating, it's designed more for my game than anything else. Do any of you see immediate errors?
The entire create_custom_skill_cache is bad. This pretty much breaks the whole script. Also that regex... I don't even know how you learn to make regexs like that. It's so awful (also unnecessary and checking the notebox line by line for the regex is idiotic because that already happens and augh there is no part of that that isn't fucked up).
Here try this. Didn't test it, I just whipped it up:
*edit*
eternal battle between tabs and space rages on
Here try this. Didn't test it, I just whipped it up:
# Knot of Rust thingy # Change UsableItems so they can determine if they have the knot of rust attribute by having the string "knotrust" # in the notebox class RPG::UsableItem def knot_of_rust? @knot_of_rust = @note.include? "knotrust" if @knot_of_rust.nil? return @knot_of_rust end end class Game_Battler alias make_obj_damage_value_rustknot make_obj_damage_value unless $@ def make_obj_damage_value(user, obj) # Check if the skill/item used is a knot of rust. If it is nil then this is actually a regular attack. # If it doesn't have the knot of rust attribute then do a normal regular attack if obj.nil? or not obj.knot_of_rust? make_obj_damage_value_rustknot(user, obj) else # This is where the damage calculation for the knot of rust occurs, change this as you want damage = user.hp / rand(10) damage = apply_variance(damage, obj.variance) # Once damage is calculated set the @hp_damage variable to it @hp_damage = damage end end end
*edit*
eternal battle between tabs and space rages on
OH MY FUCKING GOD ADON IS LEARNING HOW TO SCRIPT.
If I really believed for a second he was 13, my shame would be enormous.
@Adon: Not to discourage you from learning how to script yourself, I think it's awesome, but I'm pretty sure YEM does what you're trying to do and more elegantly and with less complications. (I haven't even looked that closely at what you're trying to do: this is just kind of a blanket statement; no matter what you're aiming for, there's a good chance it's true.)
If I really believed for a second he was 13, my shame would be enormous.
@Adon: Not to discourage you from learning how to script yourself, I think it's awesome, but I'm pretty sure YEM does what you're trying to do and more elegantly and with less complications. (I haven't even looked that closely at what you're trying to do: this is just kind of a blanket statement; no matter what you're aiming for, there's a good chance it's true.)
The biggest difference is that i smoothed out a few areas so they didn't look....square. I also reduced much of the forest tiles, as i stated above.
Also, i'm using a different water tile, one that doesn't make it look blocky. (Unfortunately, it is not animated.)
And call me by my full name! ):(
Also, i'm using a different water tile, one that doesn't make it look blocky. (Unfortunately, it is not animated.)
And call me by my full name! ):(
author=GreatRedSpiritGREAT RED SPIRIT
The entire create_custom_skill_cache is bad. This pretty much breaks the whole script. Also that regex... I don't even know how you learn to make regexs like that. It's so awful (also unnecessary and checking the notebox line by line for the regex is idiotic because that already happens and augh there is no part of that that isn't fucked up).
Here try this. Didn't test it, I just whipped it up:# Knot of Rust thingy # Change UsableItems so they can determine if they have the knot of rust attribute by having the string "knotrust" # in the notebox class RPG::UsableItem def knot_of_rust? @knot_of_rust = @note.include? "knotrust" if @knot_of_rust.nil? return @knot_of_rust end end class Game_Battler alias make_obj_damage_value_rustknot make_obj_damage_value unless $@ def make_obj_damage_value(user, obj) # Check if the skill/item used is a knot of rust. If it is nil then this is actually a regular attack. # If it doesn't have the knot of rust attribute then do a normal regular attack if obj.nil? or not obj.knot_of_rust? make_obj_damage_value_rustknot(user, obj) else # This is where the damage calculation for the knot of rust occurs, change this as you want damage = user.hp / rand(10) damage = apply_variance(damage, obj.variance) # Once damage is calculated set the @hp_damage variable to it @hp_damage = damage end end end
*edit*
eternal battle between tabs and space rages on
Thanks! I guess trying to attempt to self teach myself kinda has a downside.
Thank you for the commenting, this is very nice so I can understand better. :D
author=Max McGeeUmm, yep, it's called I realized something.
OH MY FUCKING GOD ADON IS LEARNING HOW TO SCRIPT.
If I really believed for a second he was 13, my shame would be enormous.
@Adon: Not to discourage you from learning how to script yourself, I think it's awesome, but I'm pretty sure YEM does what you're trying to do and more elegantly and with less complications. (I haven't even looked that closely at what you're trying to do: this is just kind of a blanket statement; no matter what you're aiming for, there's a good chance it's true.)
I am thirteen. I thought that was already discussed.
Ohh, YEM can do what it wants, because I have the most incompatible script in the community in my game. (Though I loved YEM)
I have the most incompatible script in the community in my game.
You should get an Achievement.
(What script are you referring to?)
author=Max McGeeTankentai. I am 13 you know.I have the most incompatible script in the community in my game.You should get an Achievement.
(What script are you referring to?)
You don't have to mention it every post. : )
Ever hear of "methinks he doth protest too much"?
Sidenote: Fuck tankentai.
Ever hear of "methinks he doth protest too much"?
Sidenote: Fuck tankentai.
author=Max McGee
You don't have to mention it every post. : )
Ever hear of "methinks he doth protest too much"?
Sidenote: Fuck tankentai.
I barely mention it at all.
I actually like Tankentai a lot, but it isn't really flexible.
Right now I am working on a game Called "Alpha-Terra Conspiracy: Empire of Stars" . I have never seen an RPG maker game with Starships and time travel in the same storyline so I wanted to take a stab at it, It has to be massive but I am hoping to come up with something really cool here, I am mainly trying to focus on a good storyline.
author=Adon237
Tankentai. I am 13 you know.
Holy crap. That is some serious coding for a 13 year old!
author=Arandomgamemaker
Have i been ignored? :(
W...woah! And you're only 13, Adon? That is very impressive!
Arandomgamemaker,
Your map is looking better already! My only complaint is that a certain tree you're using is EXTREMELY lime green as apposed to the rest of your trees.
Max McGee
Sidenote: Fuck tankentai.
THIS MAN SPEAKS THE TRUTH (in this post)
EDIT:

i like the part where the light gradient is cut off
@Those who commented on the expressions: Yeah, I'm planning to make more that are more dramatic. These are just the faces meant for subtle changes in emotion. The more notable ones need to be sketched out first, since I would need to make big changes to body language as well. I just can't do that until I get my scanner back. XD Thank you though!
@Arandomgamemaker: I think it looks pretty good. My only complaint is that the flat piece of land to the right of thepenis-like appendage phallic god damn it, why do I have the mentality of a 12 year oldI'mbetterthanthis
That bit of land looks unnatural.
@Arandomgamemaker: I think it looks pretty good. My only complaint is that the flat piece of land to the right of the
That bit of land looks unnatural.






















