CRYSTALSF91'S PROFILE
CrystalSF91
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I have high-functioning Autism. My brain is wired differently. When given a task, I expect to be given explicit details as to how it's done or I fuck up. I can't process information without all the details.
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A Dream Home Review
Wrong Battle Message/Make certain characters already have status ailments
Wrong Battle Message/Make certain characters already have status ailments
author=Marrend
Off the top of my head, the first issue might be under the state heading in the database. Double-check what the output message is when the "Death" condition (or whatever the state in position #1 is) is applied.
As for the second issue, that might be a Common Event that gets called a page on the Troop tab where "Doll" and/or "Mannequin" enemies exist. The condition to check would be "Turn number = 1". The Common Event would then check if the character is in the party, then apply the "Paralyzed" condition on him when he's in the party under those circumstances. With this method, there's no indication that anything actually happened, outside of any icons you might be using, so keep that in mind.
So for the second one, I have to use a conditional branch? Thanks. I'll try that.
Wrong Battle Message/Make certain characters already have status ailments
Okay, I'm having a couple problems that I would like some help on.
1. When I defeat a Possessed Doll in a test battle, the message I get is "Possessed Doll is bleeding" instead of "Possessed Doll is dead". How do I correct it?
2. I want to make one of my characters afraid of dolls and mannequins, so I need to find a way to automatically give him paralysis when he faces off with them. How do I do this?
1. When I defeat a Possessed Doll in a test battle, the message I get is "Possessed Doll is bleeding" instead of "Possessed Doll is dead". How do I correct it?
2. I want to make one of my characters afraid of dolls and mannequins, so I need to find a way to automatically give him paralysis when he faces off with them. How do I do this?
Temporary Debuff Remover
I'm trying to make the confusion state go away for a set number of turns or steps when you use a certain item. But there's no effect where I could remove the debuff for a number of turns or seconds.
Okay, so I thought about creating a temporary state called "Treated", to take place after taking temporary medicines. After the time is up, I was thinking about adding back the confusion state.
Okay, so I thought about creating a temporary state called "Treated", to take place after taking temporary medicines. After the time is up, I was thinking about adding back the confusion state.
Temporary Debuff Remover
Hi. I'm working on a game that would temporarily remove a permanent debuff for a short amount of time. I would like to know if I need a script or if it's a setting I can do for an item.
Mercantile bonus
author=pianotm
Just put a discount version of the store behind a switch.
https://rpgmaker.net/tutorials/909/
Thank you, Piano. I will try that when I get the chance.
Mercantile bonus
author=InfectionFiles
Is the discount or extra currency based on a percentage or anything? you could just always have a switch that triggers a lower priced shop when you are a member of that certain faction.
It would be based on your luck level.
Mercantile bonus
I'm working on a game, and one of the factions has higher luck than the others. I would like to learn how to give this faction extra currency when one of their members sells things or a lower price when buying them.
Do I need a script?
Do I need a script?
A Dream Home
author=NaoKernel
Hey!
I really liked the premise, cleaning games are always so satisfactory.
Here are my thoughts:
Again, I love the idea! It feels nice to see place getting cleaner and less chaotic as you perform your actions.
Cutting grass became a bit boring after a while, though, as I basically had to walk around pressing the same button again and again. Maybe there is a way to make it less repetative, like putting ability to cut grass by walking while holding some button? There should be some scripts out there.
I would also prefer the game to notify me when I cut all of the grass - I wasn't sure if I copleted the task as there was no reaction from the game and so wandered around the house for some time just to check if there are any places I forgot to clean.
And as mentioned earlier, I expected I will have to clean the house all by myself, but instead I just had to go for a work several times and make two calls. This, again, is quite repetitive. You can either allow player to repair and clean house on their own, but use phone and work system for some other purposes (order mterials or equipment, for example, get some people to put furniture, etc), or you can create some gameplay for work (e.g. player has to do some actions and the better is their performance the more they earn), but that might turn it into working game rather than cleaning game.
In conclusion, once again, I liked the idea a lot! Not part of the feedback, but it can actually be a nice base for a story... Like, you know, the girl's grandmother mysteriously disappears, so she moves to her house, but as she cleans up and repairs it, the girl finds some clues as to why grandmother has disappeared and more about her life... But those are just some ideas I got about your game. Anyways, good luck with your further projects!
Thank you for your constructive criticism. As for the mansion, the term "inheritance" should imply that the girl's grandmother passed away, but I appreciate the criticism. I guess I should have thought about it. ^_^













