I sometimes have been known to be creative and useful. Other times, I've been known to be incontinent and flatulent. It's all a game of chance.



[RMVX ACE] Gameplay Healing Skill Advice! - All Advice Welcome!

In a project I've been working on for awhile, I'm trying to create a sort of different idea when it comes to healing abilities. My goal is for no one character to be a healer, as there are no healing skills, but rather all healing abilities are relegated to item usage. This way, all character can conceivably be healers, should the need arise.

Obviously, this needs some serious restrictions.

I would love all of the advice I can get on this matter.

My first idea was to have a Suikoden style item system using Selchar's actor inventory, combined with Tsukihime's instance items, with item charges and item recharges. The first problem I encounter with this: the idea is to have 3 classes of items (1. healing, (2. support, (3. basic damage dealing. I've created a custom equip slot for all three. But the problem is that, within these scripts, all consumable items are treated the same, therefore separating them into unique classes seems impossible without script tinkering. I'm not qualified to do that, to put it lightly. Also, for the rest of the design of the game having instance items would no be preferable.

The second was to bypass this concept and instead, create unique classes for accessories, like a really simplified materia sort of thing, where you equip something like HEAL ORB, and while it's equipped, have the skill HEAL (just an example). Again, issues arise with this, too. Under the current designs, the physical characters have no MP, so I don't want these skills to consume MP. My first idea was to do cooldowns, like HEAL can be used, but then takes another few turns before it can used again, which I think would be a good balancing idea. But the biggest issue with this is not being able to use these abilities outside of battle, otherwise it's far too exploitable (can't do cooldowns this way, infinite usage). Outside of battle is traditionally where most healing will occur.

This was more convoluted. The same as above, but instead of cooldowns, the skills would consume items. Some sort of ammunition, so to speak, for the skill to work, once the accessory is equipped. Of course, this is a lot of extra trouble to force on the player, and it's sloppy. In the Yanfly Custom Skill Costs, a skill can consume items, and that's doable even without a script, but what is seemingly undoable is the ability to view the number of items left in the inventory per skill. Wouldn't want to force the player to guess. Also, it's inconvenient for the player, for sure.

The basic idea here, to reiterate, is to create a healing system where unique objects are used for healing, require a specific number of uses before being recharge, like a permanent potion.

So, which of these concepts seem the most appealing? And certainly, if you have a better idea, I'd love to hear it.


Space Age

Thanks for replying, yeah I finished that section after I started a new game and tried again. It definitely is a bug: it appears that if you don't solve the puzzle in room one (at the last room with the 4 puzzles), that it can't be solved. the buttons stop working i suppose. drove me a little crazy, hah hah.

Also, when you walk through the last door down there, you can't walk back out the way you came for some reason. Probably just a missing transfer event. Unless it's intentional.

All in all, not a bad demo! pretty strong start!

Space Age

digging the game, friend. lots of inspiration obvious from the get go and seems fun. i'm super stuck though: down in the tunnel, with the gang trying to advance further. the fourth puzzle with the switches: switch room #1: i don't get it. does it have something to do with the look-out girl in the middle of the room?

[RMVX ACE] Help with Custom Drowsy/Sleep State

ah, that's an idea. would you mind giving me some brainstorming material for that, for someone who is less learned in the ways of clever variable manipulation?

[RMVX ACE] Help with Custom Drowsy/Sleep State

Hey folks,

I'm trying to create a conditional state relationship between two states: DROWSY and SLEEP, wherein a certain skill would have a chance to inflict DROWSY, and then, if the DROWSY state exists, create a percentage chance of the same skill applying SLEEP.

Basically, I would like to establish a relationship between them, where DROWSY could upgrade to SLEEP, with a percentage chance, but not require a separate skill to be used. As in, SKILL A was used, inflicted DROWSY, and now when SKILL A is used again, there's perhaps a 50% chance for SLEEP because of the existence of DROWSY.

I've been tooling around with Tsukihime's excellent Conditional State script and the also effective Gambit Upgrade State, but I'm having a difficult time creating this effect with either. Tsukihime's script is great, but it creates a 100% chance that the state would apply and I would prefer a percentage chance. And Gambit's script has been difficult for me to understand how to properly use.

Thoughts and suggestions would be tremendously appreciated!

So, they dropped the first Ghostbusters trailer.

I'm really torn about this.

As an enthusiast of this IP (my all time fave growing up, Real Ghostbusters4LYFE), I badly want to like this, I want it to be good, I have this burning desire for new stuff.

On the other hand, the trailer is bad. Period. Not exciting, not funny, and there's this thing, this tiny aspect that's driving me batty: the original films managed to by funny, to be strong, without the need to make every joke overtly gross or sexual, which are sort of the direction Paul Feig tends to take his jokes in. I don't mind that stuff, but we're not talking about a reboot of Porky's.

I dunno, also, in the original, the humor wasn't this obnoxious, gigantic wink at the audience, which this movie has all over it. Like, 'oh hey guys, check it out, look what we're doing, right?' The original takes itself remarkably seriously, overall, and the humor lies almost entirely in Peter Venkman. This, and every particle of comedy lately, has all been this little wink, like bad community theater mugging for screentime.

Dunno. Maybe good, maybe bad. But me want good.

Hero's Realm Review

I really was impressed with this game. It's no secret that the average rpgmaker project is pretty poor, and hero's realm is certainly three cuts above the norm! kudos, my friend.

and yeah, i didn't know about the bug with the engine, but i guessed something like that must be the case.

[RMVX ACE] Help with temporary paralysis condition

ah, I see. I had that script, but never thought to check it out. thanks again, this should handle what i needed.

[RMVX ACE] Help with temporary paralysis condition

Awesome, thanks very much. The classic RPG Maker dilemma: for every small conundrum, there's an obvious fix staring right in your face.

*What script are you talking about, with your second suggestion? another yanfly script?

[RMVX ACE] Help with temporary paralysis condition

hey ruffians,

I've been trying to create a circumstantial state for a single character, where due to the character's impressive HP and STR, he only takes a single turn for everyone else's 2. Like slaking's truant ability, for the pokephiles.

I have had a difficult time making this work. For some reason, a temporary 1-2 turn STUN state causes the character to either (a. have inconsistent turn missing, or (b. mess up and stay locked in a state of stun indefinitely.

What i did initially was create a new attack skill, replace the character's onboard attack command in battle, and attach a 1-2 turn STUN effect for each usage of the new command. but it hiccups and causes a locked character.

i would love to hear as many ideas as possible for such a feat!
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