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Item scripting for RPGMVX
So for the past month I've been studying Ruby on and off, and I've finally finished going over the concepts I'll need to understand the scripts in VX. It's rather similar to java, really.
My question is this: Where are the items handled? I've looked through the script list twice, and right now it seems like I'll have to make new classes for what I want to do with the items and change the included scripts to work with that.
My question is this: Where are the items handled? I've looked through the script list twice, and right now it seems like I'll have to make new classes for what I want to do with the items and change the included scripts to work with that.
Combining Sonic elements with RPG elements
This sounds to me like Valkyrie Profile with much faster paced platforming. Maybe look at that for inspiration?
Worst game you personally do like.
Hai guys read my haikus
Hai guys read my haikus
Hai guys read my haikus
Item synthesis system help
I was wanting to know how to add in this extra menu option of item synthesis. As for the binary, I really like that. Thanks!
The Final Fantasy I Topic
post=95266Fixed.
ASTOS is... a complete ass-toss, solo-thief.
You don't just like one of Brick's LP's, you like them all. Well maybe apart for the Shantae one.
Item synthesis system help
The FFII Topic you've been expecting.
@Feldshlacht: I believe Ultima's damage is based on the level of every single spell the user possesses. Therefore, level using 16 Ultima alone is far less powerful than using Ultima with a full arsenal of level 16 spells.
The passwords stay simple throughout the whole thing.
I dislike how they had to make a game-breaking sword that hides within roughly thirty minutes of playtime, and is unobtainable afterwards.
The passwords stay simple throughout the whole thing.
I dislike how they had to make a game-breaking sword that hides within roughly thirty minutes of playtime, and is unobtainable afterwards.













