GIZNADS'S PROFILE

Indie game maker specializing in music composition and sprite creation.
Intermediate RM2k3 programmer.

Avid fan of classic turn-based & action JRPGs.

Check out my passion project, NIHILO,
a throwback to the 90s Post Apocalyptic/Cyberpunk era.




Nihilo
A throwback to the 90s Post Apocalyptic/Cyberpunk era. Nihilo follows protagonist Estes and his party as they journey to uncover the truth behind The Calamity.

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-SOLVED- [RM2K3] Creating a skill that adds an elemental attribute to weapon... please help :/

author=AubreyTheBard
Ah. Yeah, I've been irked by that too. One thing which might work would be to make the skill inflict a status condition on self, and use that condition as a flag. I think I tried this before myself and it didn't work out for me, but it might be okay for your case because it won't need to have any real effect until the turn after it's used. I think you'll need to make sure that the monster group event page that checks for this has only "low-priority" triggers, as I describe here, otherwise the page will run before the skill actually completes and inflicts the status you'd be checking for. I'd recommend triggering by a switch that's just always on.

Oh shit.
Thanks for the idea, buddy!
I'm gonna give that a try!
If anyone is interested, I will report back if I succeed.

-SOLVED- [RM2K3] Creating a skill that adds an elemental attribute to weapon... please help :/

author=AubreyTheBard
1. Set the elemental skill as a "Switch" type to turn on a switch.
2. In the Monster Group event scripting (unfortunately you'll have to do this with EVERY monster group), make a page that triggers when the switch is on.
3. Have that page call a common event.
4. In the common event, check which weapon the hero is holding and replace it with a version of that weapon which has the appropriate element.

Getting your hero back to the default version of the weapon after the battle could be tricky if you're using the built-in random encounter system, as there's no easy way to tell when a battle just finished. Maybe you could have a switch that gets turned on at the start of every battle, and make an Auto-Start common event triggered by that switch to do battle clean-up.

This is actually the exact process I'm using.
The specific problem I'm running into is that I wanted to throw this feature into a skill subset devoted to adding elemental effects to your weapon.
A skill that turns on a switch is the first thing I thought of, BUT when the player learns a skill that is "switch" based if falls into both his primary skills AND the skill subset. Really a bummer...
Is there ANY way around this?

I'm sorry, I should've been much more specific with this topic.
Thank you very much for the excellent answer!

EDIT
P.S. I am using a custom encounter system.

-SOLVED- [RM2K3] Creating a skill that adds an elemental attribute to weapon... please help :/

Right, I understand what you're saying, but I'm trying to make the skill permanently have the effect throughout the battle. Not just a single elemental skill.

-SOLVED- [RM2K3] Creating a skill that adds an elemental attribute to weapon... please help :/

I've wracked my brain for days on this.
I'm currently working on a project in RM2K3, Nihilo. One of my characters in this game has a skill subset which includes individual skills that allow the character to add an elemental effect to his weapon. (Example; using "Volt Generator" adds an "Electric" attribute to the character's weapon.) That's the idea anyway. In reality, I haven't been able to figure out how to make this work.
I just can't quite seem to find a way around this.
Any help at all would be greatly appreciated.

Update:
-SOLVED-

Maps Weekly!

author=CashmereCat
Hey Giznads. Love the ambience, but just gotta say, those footprint SEs are overly loud and distracting, in my opinion. I'd make them a bit subtler. The indoor maps in Skuud City have a great moody ambience. I'd tone down the music a little when you're going inside, to make it sound like it's happening muffled and being blasted outside. That's just my opinion, I think it'll increase the immersion. Cool project.

Thank's, Cashmere, for the kind words and support!
I really think the sfx have something to do with the video editor I'm using.
I believe it normalizes all sounds.
It doesn't sound the same when I'm playing.
Definitely have a good ear though, I agree they sound a tid too loud here.

Summoner of Sounds

http://rpgmaker.net/content/events/sos/files/Your_Moms_A_SciFi_Warrior.wav
Another Action Assault submission.

Still working on remastering my first.

Summoner of Sounds

author=Trihan
Giznads Summoner of Sounds Assault Action (Giznads)

Very jungley, I like it. Cool percussion and some interesting computery sounding bits coming through.
Kinda getting a tick-tocky clocky vibe now, this is cool. Very nice composition.
Sounds almost too happy to be an assault action theme though. :P
It kind of tapers off after a while without doing anything new, which is slightly disappointing. From the beginning I was expecting it to explode into something epic.

Thanks much for the feedback!
I'll definitely be adding more riffs to this composition soon!
I originally intended for it to have a "bigger" vibe so, I'm sure I'll get around to doing that.



author=TungerManU
@Giznads
The one track that I can easily imagine as a video game BGM because of how it's not too 'in your face', despite being fairly complex and detailed. Love the catchiness, the ambience in the first half and the hard rock vibe in the second. An epic song, love it. Kinda wish it had a name though, you know?

Thank you, glad you like it!
I wasn't really sure on what to name it.
Besides, I was never good at putting a title on things.
I just come up with something silly, and brush it aside.
If you'd like to use it, feel free to call it what you want.
Goes for anyone.

Drekirökr - Dusk of the Dragon

Can't wait to try this out!
Will send feedback.

Summoner of Sounds

author=Fulminis-ictus
I really like how you managed to build up and keep the tension. Especially the part around 1:20 manages to get you into a "fighting mood" because of the aggressive E-Guitar and Drums.
The drums at the very beginning of the piece really set up the atmosphere of a battle field. I actually started imagining a wide field with dead soldiers everywhere when I heard it.

The unfortunate thing was in my opinion that the piece didn't give any hints that the war which is fought on this field is highly technologized. This could be used in most war games, no matter what time it is from. Synth instruments are a good way of establishing this atmosphere of technology. There were some used but the instruments which dominated this piece were natural drums, choir, an electric bass and an E-Guitar.
I also think that if this piece would be used in a video game for an "action scenario" then leading back to the quite part is maybe not such a good idea because the tension drops a lot. I don't think that anything speaks against a calm intro (that depends on the exact way this scene is played of course) but having a looping main part in which the tension is mostly on a consistently high level would be better in my opinion.

Thanks for the excellent feedback!
Everything here is on point, I 100% agree with you.
To be honest, I kind of just threw this together.
I expect to put out another version before the contest ends, and will most definitely take all of the advice I get. ;)

Maps Weekly!

author=ESBY
I hope Cap_H doesn't mind but I think it's time for a *bonus round*.

Theme is inspired by the recent success of Mad Max: Fury Road and the announcement of Fallout 4, so I wanna see eveyone's version of a
Post-Apocalyptic Society

Since it was approved by the Cap'n.

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