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What are you thinking about? (game development edition)

I'm imagining something like how I'm going to implement the Death spell equivalent in my game. Damage rises exponentially for each status condition?

Questions for Atelier script

I'll download the two scripts you linked to and translate the Portuguese text into English then. I bet you're not the only one having trouble understanding the Atelier RGSS scripts because of the language barrier.

EDIT: That distribution method is bullshit! If I want to download one script, mere lines of code, I can't just download the code. I have to download a whole game demo with a bunch of scripts that just so happens to include the one I want. That is bullshit!

Questions for Atelier script

Well, I'm a native Portuguese speaker, so I guess I could help with translating.

I doubt I'd be of much use, since it's in Spanish...*

But hey, what's the part you're having trouble with?

*I'm being sarcastic. The site's brazilian, and as such the text you don't understand is in Portuguese.

[Scripting-VX Ace] MP Generation on Turn Start

Base Troop Events worked wonderfully for setting MP to 0. A single line event did it.

Now for the MP regeneration... The eventing system isn't built to be used with a CTB. The MP increase only happens at the start of the battle, it seems. And when I say at the start, I mean right at the start, not at the start of the turn of the character I am testing this with, who moves after two other characters. I guess the CTB script messes with the battle flow and makes the engine think the first turn never ends. Given how turns work in a CTB, it seems logical that's the case.

I'm a bit lost...

Here's the CTB script...

EDIT: Now that I think about it.. Don't jump into this just now. I'm going to try to see if I have the same problems with the older version of the CTB script. Using old over new is usually a bad idea, but I'm willing to try it to see if a miracle happens. It's late so I'll test it out tomorrow. I'll leave the link here anyway, in case it doesn't work out.

Nomic (main game topic, new ruleset for easier play)

author=Adon237
Well Cyberdagger hasn't really posted much and it is his turn, give him a little bit and then ruthlessly skip him.


author=Trihan
Proposal passes, CyberDagger's rule is enacted and will be added to the list on page 1.

Fugue's turn!


My turn has been over for quite a while. We're on Fugue's proposal now

[Scripting-VX Ace] MP Generation on Turn Start

After searching the 'net for some scripts that would help bring my game to where I want it, I came across something that seems like I have to do myself.

Some background. I'm using a CTB. (Specifically, Yami's Predicted Charge Turn Battle on top of Yanfly's Ace Battle Engine) All of the characters in my game have a static ammount of 100 MP. What I want is for a character's MP to regenerate by 10 every time their turn comes up.

I tried using MP regeneration, but it's definitely not what I want. It happens at the end of a turn and shows a message. I want the regeneration to happen at the start of the turn, before the action is chosen, and to show no message, just an increase of the gauge. While this increase will be at its default value of 10 for most of the game, I want to be able to increase it through equipment and states.

How would a script that implements this be? This is my first attempt at scripting, so I'm confused.

I also want to have MP start at 0 in every battle. I think this is achievable by eventing, but if it's substantially more practical to do it by script, feel free to give me some pointers on this one. Perhaps I should attempt this one first, as it is certainly the most simple.

Nomic (main game topic, new ruleset for easier play)

I was thinking about eventualy turning these points into a resource you could use to screw with other players, so I wouldn't really like it to be that easy to lose points.

Monsters, stats, damage and balance. A game of numbers.

I did some experimentation on this. Assuming that simple formula of Power*Attack/Defense, I decided to graph that would be dealt to an enemy with a defense of 10, having an attack of 18, 14 and 10.

Then I altered it a bit and gave it a quardatic component, making it (1/16A^2 + PA) / D. Here's what I got:

Not bad. Beyond an attack of 26, the scaling starts to get a little crazy, but defense values lower than 18 shouldn't exists by then, so it may even out. I gotta do more testing. And perhaps I should make the quadratic function also relative to the power modifier?

I also graphed the damage done to a defense stat of 14 with increasing attack.
Linear function:

Quadratic:

The diminisheing returns seem to be kicking in a bit too soon here. But 14 is an average first level defense stat. By the time those points are reached, defenses should be higher. As before, more testing needed.

Also, does anyone know how Ace handles rounding? Depending on how it is, it may be better for me to use larger numbers.

Nomic (main game topic, new ruleset for easier play)

Someone is reading my mind. All of my yays, take them!

The Screenshot Topic Returns

author=0range00
Cool graphics, but character positioning is a bit funky with the backdrop. Like how some of them are standing on hills further in the distance


It's not the positioning, Nate's just that huge.

Joking aside, that looks pretty damn cool. Gotta love those gauges.