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gerkrt- 03/31/2012 11:14 AM
- 826 views
-A lot of bugs corrected and the auriphication system redeseigned, because i was creating it for only one effect active each time, when i needed at least two: defend and attack ones. But now with the new desing im adding a true flexibilty and new options to it.
-I have been adding new things to my improved battle script, and not only new effects. Im talking about a alternative and more simple configurator system.
Example:
Ib_configurators = {
:weapons =>{
# Dont touch this
:call_method =>false,
# Weapon id
1 =>{
:str =>3,
:no_evs =>true
}
},
Here we see the weapons simple configurator. You put the the weapon ID and then especify using the script codes the values for the improved battle effects.
You can also use more of these configurators, and even a more accesible way to put external scripts configurators to it. Also note that these effects are compatible with complex ones.
This is a example of my golems script.
# O. Eyes
:oj_avizores =>{
:name =>'O. Eyes-
:description => +40peva, +10pdef. -2E',
:price =>100,
:icon_by_slot =>true,
:slots =>,
:item_id =>27,
:usable_golems =>,
:gain_skill =>false,
:active_switch =>false,
:modify_max_slots =>false,
:ene_consume =>2,
:call_common_event =>false,
:modify_variable =>false,
:automatic_description =>true,
:ib_mod =>{
:pdef =>10,
:phyisic_eva =>40
},
:generate_ene =>0,
},
This happens in the bold text, where we tell the game that these piece gives 10 points of pdef and 40 of phisic evasion. This is a better way because in the older version i had to configurate manually each improved battle method, and that sucks for testing and changue things.
Another thing that gives me a lot of problems are the combat formulas, parameters, the improved battle script(with his new parameters) implemented in the XP default combat and adding also the complexity, flexibility and originality of the golem system. I think is the hardest thing i started designing. For the prototype i will use som patches and i will be improving it throuhgt the entire game development.
The prototype is at 90% complete. This protype will contain the first area with two bosses. It wil be private and personal for testing purposes.
Later i will correct it and add the prologue. This will be my second prototype that will be public. And then the final prototype, with more updates(throught feedback also) and a second level to the game that will show a lot of other things.
pd: any corrections to my english are welcome
-I have been adding new things to my improved battle script, and not only new effects. Im talking about a alternative and more simple configurator system.
Example:
Ib_configurators = {
:weapons =>{
# Dont touch this
:call_method =>false,
# Weapon id
1 =>{
:str =>3,
:no_evs =>true
}
},
Here we see the weapons simple configurator. You put the the weapon ID and then especify using the script codes the values for the improved battle effects.
You can also use more of these configurators, and even a more accesible way to put external scripts configurators to it. Also note that these effects are compatible with complex ones.
This is a example of my golems script.
# O. Eyes
:oj_avizores =>{
:name =>'O. Eyes-
:description => +40peva, +10pdef. -2E',
:price =>100,
:icon_by_slot =>true,
:slots =>,
:item_id =>27,
:usable_golems =>,
:gain_skill =>false,
:active_switch =>false,
:modify_max_slots =>false,
:ene_consume =>2,
:call_common_event =>false,
:modify_variable =>false,
:automatic_description =>true,
:ib_mod =>{
:pdef =>10,
:phyisic_eva =>40
},
:generate_ene =>0,
},
This happens in the bold text, where we tell the game that these piece gives 10 points of pdef and 40 of phisic evasion. This is a better way because in the older version i had to configurate manually each improved battle method, and that sucks for testing and changue things.
Another thing that gives me a lot of problems are the combat formulas, parameters, the improved battle script(with his new parameters) implemented in the XP default combat and adding also the complexity, flexibility and originality of the golem system. I think is the hardest thing i started designing. For the prototype i will use som patches and i will be improving it throuhgt the entire game development.
The prototype is at 90% complete. This protype will contain the first area with two bosses. It wil be private and personal for testing purposes.
Later i will correct it and add the prologue. This will be my second prototype that will be public. And then the final prototype, with more updates(throught feedback also) and a second level to the game that will show a lot of other things.
pd: any corrections to my english are welcome
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