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The Reconstruction
Great! I left out class bonus since I figured that would tie into passive traits. I suppose it's separate, though. It may be easier to have the class built from the stats, and have the bonus stats just be added to the initial buy. If you want fully custom classes, anyway.
For now, I'll make the numbers match your totals!
For now, I'll make the numbers match your totals!
The Reconstruction
Here is a rough draft, so to speak. It generates an entirely random character. You can toy with stats and fluff, or generate another by refreshing:
http://www.tilde-one.com/random.php
Let me know if the numbers are right. I had to kind of wing it. I can add abilities later; I haven't decided if they should be biased toward element or more of a fighter-mage-thief triangle.
http://www.tilde-one.com/random.php
Let me know if the numbers are right. I had to kind of wing it. I can add abilities later; I haven't decided if they should be biased toward element or more of a fighter-mage-thief triangle.
The Reconstruction
Really! Well, if it sounds that popular, I reckon I can write a PHP character generator with PbP-balanced stats to match. Not sure how to handle the traits system, though, other than flavor text.
I am clearly getting ahead of myself, though.
I am clearly getting ahead of myself, though.
The Reconstruction
Cool! To make things interesting, I might use the random character generator for The Drop and make a character that way, fitted to your numbers and rules.
It'll have to be tomorrow though, as I shall be out of town tonight.
It'll have to be tomorrow though, as I shall be out of town tonight.
The Reconstruction
I'll make a post on my home page when I'm back at my computer.
Edit: And, done! If you're really strapped, I can join in too, if you don't think that would be too weird. Maybe I can be incognito. I was almost positive GITP would be blocked at work, but it's not! (RM sure is, and having to type more than a sentence on my phone is painful.)
Edit: And, done! If you're really strapped, I can join in too, if you don't think that would be too weird. Maybe I can be incognito. I was almost positive GITP would be blocked at work, but it's not! (RM sure is, and having to type more than a sentence on my phone is painful.)
The Reconstruction
The Reconstruction
The Drop
And you may be right about that. Barring the occasional Phoenix Wright, I like my games to be, well, gamey. I hope to strike a good balance, though. (Maybe with a sort of optional "easy mode" too).
edit phone typos grr
rpgmaker.net needs your help (again)!
I have to replace my timing belt next month, but I went ahead and threw in 20bux anyway. You guys are worth it!
RMVXA Event Question(s)
For number 1, you can wrap everything in a Conditional Branch that says "If Character: Player is facing Down." This logically means the player is above but facing the event. It's on tab number 3 of the conditional branch dialog.
For part 2, you can have the passage event somewhere offscreen and inaccessible by the player, and when you're ready for it to appear (such as when the monument is pushed), you can immediately use a Set Event Location command to warp the event to the correct square. If it's set to the layer beneath the tombstone, it will appear as if it's underneath. This is assuming you want the passage to be an event that will teleport the player to another location when he walks over it.
The tricky part here would be having to push it again every time you return to that map. You'd have to use switches and some extra events if you want it appear to remain open between maps.
For part 2, you can have the passage event somewhere offscreen and inaccessible by the player, and when you're ready for it to appear (such as when the monument is pushed), you can immediately use a Set Event Location command to warp the event to the correct square. If it's set to the layer beneath the tombstone, it will appear as if it's underneath. This is assuming you want the passage to be an event that will teleport the player to another location when he walks over it.
The tricky part here would be having to push it again every time you return to that map. You'd have to use switches and some extra events if you want it appear to remain open between maps.













