GHOSTRIDER'S PROFILE
Search
Filter
Trihan's "Make me a script" topic!
i have made a small scheme tho i suck at graphic so that's the best i came up with but that should give you the idea:
the blue and pink boxes are the background immages for actor 1 and actor 2 (my partner will take care of this). also in this game, players shoud save a lot and in different slots.. to be honest i don't know if the number of saveslots avaliable depends from the script or not but it should have something like 100 slots or so.
load and save menu are basically identical, only request i have is that the load menu should be called via event because i'm not using standard title screen but i'm making my own via game events.
one last thing if that's helpful to you in some way, standard resolution for this game is changed to 640 x 416

the blue and pink boxes are the background immages for actor 1 and actor 2 (my partner will take care of this). also in this game, players shoud save a lot and in different slots.. to be honest i don't know if the number of saveslots avaliable depends from the script or not but it should have something like 100 slots or so.
load and save menu are basically identical, only request i have is that the load menu should be called via event because i'm not using standard title screen but i'm making my own via game events.
one last thing if that's helpful to you in some way, standard resolution for this game is changed to 640 x 416
Trihan's "Make me a script" topic!
author=Trihan
I wasn't around for a while but I have a bit more free time now so hopefully I'll be able to start taking requests again. What kind of custom menu were you and your friend looking for?
hey, first off thanks for at least considering my request :P
well the the thing is, in this game you select one hero and you keep it for the rest of the game, there is no party, it's basically and action/adventure game. now overall the menu should look like the standard one (maybe the save boexs a little bit bigger) but instead of loading the actor sprites it should load a background immage which i will make and put somewhere in the graphic folder, maybe in a custom folder named save menu bitmap or stuff like that) if hero is actor number 1 or if it's actor 2, or the standard window skin if the save slot is empty, and then it should display the following info: Hero Name, Playtime, Date and Time of the last save, and if possible, the map name.
Trihan's "Make me a script" topic!
author=Trihan
Just a quick checkin to say I haven't died and I haven't forgotten about this, I just have limited free time right now. I'll try to get to the unfulfilled requests soon.
do you still take request? me and a friend o'mine need a particular script for a custom save/load menu for a game we are making together. i don't know ho to script because i normally don't use vxAce so if you could help me out i'd appreciate it :)
RM2K3 'Soul Reaver based teleporting?'
RM2K3 'Soul Reaver based teleporting?'
well, for what i see you are missing the most important command which is "Go to Memorized Location" you can find it on page 2 immediately under memorize location.
now usually the "go to memorized location" command is used to travel back to a location you have previously been (it's used when you do custom menus on map), what you need to do is slightly different:
first thing first, you really don't need to store the heroes coord in variables like u did in the first two lines, since you alread memorize them when you use the Memorize Location command. What you need are three variables and tons of Fork Condition
here is the deal:
<>Memorize Location (var1) (var2) (var3)
now, var1 of course will store the map, var2 the X coord and var3 the Y coord, so far so good, now since I'm guessing many map, if not every map, will have its "alternate" counterpart) you need to tell the game that if you are on map 1 (you can check the map's ID on map properties) it must teleport you to the alternate version of that map, that's when fork condition comes into play:
all right let's make an example: i have created two maps and two alternate versions of those maps which makes four maps in total. the maps id are 1, 2, 3, 4, with 3 being the alternate version of map 1 and 4 being the alternate version of map 2. i'm gonna do something like this:
<>Memorize Location (var1) (var2) (var3)
<>FORK CONDITION IF (var1) = 1
<>Set Variable (var1) = 3
<>ELSE
<>FORK CONDITION IF (var1) = 2
<>Set Variable (var1) = 4
<>ELSE
<>do the same with ever other map you create
<>END
<>Go to Memorized Location (var1)(var2)(var3)
<> turn off the switch that runs this process or it will loop forever
so what i did is to check which map i'm in, before teleporting, if i'm in map one i must be teleported to map 3 because that's it's alternate version, X and Y coords remain the same. same thing if i'm in map 2 i must be teleported to map 4, so you have to check this with every possible map in the game.
Also you may want to do it as common event so you don't have to copy it in every map.
now usually the "go to memorized location" command is used to travel back to a location you have previously been (it's used when you do custom menus on map), what you need to do is slightly different:
first thing first, you really don't need to store the heroes coord in variables like u did in the first two lines, since you alread memorize them when you use the Memorize Location command. What you need are three variables and tons of Fork Condition
here is the deal:
<>Memorize Location (var1) (var2) (var3)
now, var1 of course will store the map, var2 the X coord and var3 the Y coord, so far so good, now since I'm guessing many map, if not every map, will have its "alternate" counterpart) you need to tell the game that if you are on map 1 (you can check the map's ID on map properties) it must teleport you to the alternate version of that map, that's when fork condition comes into play:
all right let's make an example: i have created two maps and two alternate versions of those maps which makes four maps in total. the maps id are 1, 2, 3, 4, with 3 being the alternate version of map 1 and 4 being the alternate version of map 2. i'm gonna do something like this:
<>Memorize Location (var1) (var2) (var3)
<>FORK CONDITION IF (var1) = 1
<>Set Variable (var1) = 3
<>ELSE
<>FORK CONDITION IF (var1) = 2
<>Set Variable (var1) = 4
<>ELSE
<>do the same with ever other map you create
<>END
<>Go to Memorized Location (var1)(var2)(var3)
<> turn off the switch that runs this process or it will loop forever
so what i did is to check which map i'm in, before teleporting, if i'm in map one i must be teleported to map 3 because that's it's alternate version, X and Y coords remain the same. same thing if i'm in map 2 i must be teleported to map 4, so you have to check this with every possible map in the game.
Also you may want to do it as common event so you don't have to copy it in every map.
PepsiOtaku's DynRPG Plugin Emporium!
hi guys whazzup.
i came up with another idea for a possible BS related plugin (if anyone is intresrted) and that's a plugin who changes Status priority attribution. Like you probably know, when afflicted by multiple statuses the one with higher priority overrides those with lower priority. my idea is a plugin who makes it so that you can have one status for each priority number, that would allow us to group statuses in "families" (for example i may want to put together status that go on the battler's dexterity - haste duble dexterity and of course slow half dexterity - so you can only have one of them, but you can still have another status that targets your hp (poison or regene, for istance). of course you can normally do that by giving each status the same priority but in that case you may end up having both haste and slow at the same time *lol*
is something like that possible?
i came up with another idea for a possible BS related plugin (if anyone is intresrted) and that's a plugin who changes Status priority attribution. Like you probably know, when afflicted by multiple statuses the one with higher priority overrides those with lower priority. my idea is a plugin who makes it so that you can have one status for each priority number, that would allow us to group statuses in "families" (for example i may want to put together status that go on the battler's dexterity - haste duble dexterity and of course slow half dexterity - so you can only have one of them, but you can still have another status that targets your hp (poison or regene, for istance). of course you can normally do that by giving each status the same priority but in that case you may end up having both haste and slow at the same time *lol*
is something like that possible?
RM2K3 'Soul Reaver based teleporting?'
[Plug-in] [rm2k3] Animated Monsters Plugin
author=dragonheartman
Great workaround. :) I did something similar in another canceled project of mine.
I implemented attack poses a while back. Unfortunately I'm not using DynRPG or supporting my plugins anymore.
sorry to hear that, i guess you have your own reasons.
I guess there's no way we'll see that issue with the "monster transform" not showing correctly, fixed anytime soon :(
PepsiOtaku's DynRPG Plugin Emporium!
author=bulmabriefs144
Stat increase/decrease? Make it a separate plugin though, because not everyone wants all that color confusion.
it's just my opinion but i see no point in having multiple plugins for this, since in the config file we can easily disable whatever feature we don't want by typing "false" where needed, so those who don't want stats inc/dec to pop up can turn it off, also from what I understand they won't be colored number, but we will see a +X ATK popup.
PepsiOtaku's DynRPG Plugin Emporium!
author=Cherry
About stats: What about popping up "+23 DEF", "-4 ATK", etc. as text? The down side is that there is no color option for text, you can only use color 0.
yeah that's probably the best thing to do, too many colors would be caothic to remember both for us makers and for the players.
author=PepsiOtaku
This should be pretty easy. I gotta figure out the best method for doing this though. Probably a skill with a 0MP cost, with a note in the description about the HP cost, and then the plugin does the legwork from there.
how about something like(for example):
skillid199=25
in the config file where 199 is of course the id of the skill and 25 is the ammount of hp it takes to cast it, and whovere cast that spell weither be a player or a enemy, will lose 25hp. could it be possible?
You can't generally turn on a switch when those spells are activated. You can do this for an individual enemy when you setup their skills, but the in-battle timing for the Switch ON state can be kind of inconsistent.
I wonder if making it plugin controlled would make a difference. It might be workaround needed in order to force an action. I'll experiment with it at some point.
exactly my point; yes we can have in-battle events that trigger if a command is used and therfore i can have a spell categories named Black Magic and have something happen whenever a spell from the Black Magic category is used, but the same event will happen regardless of which spell is casted. by having a single switch for one spell we could have something different happen if i use Fire rather than Ice... but yeah i see your point, the timing will much likely be unprecise.














