MAMBRATOM'S PROFILE

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.

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[Poll] Important Character Data - Need Your Help!



Hey everyone, for the project I'm working on I have too many characters, so I'm in the process of pruning and would love some help.

Above are of a collection of 9 finished models that I would like to reduce to 4.

Gimme a hand and vote for your 4 favorites!

Thanks!

[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.

- SYSTEM 1 CONCEPT
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.

- SYSTEM 2 CONCEPT
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.

- SYSTEM 3 CONCEPT
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.

Thanks!

[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!

[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!

[Request] [RMVX ACE] Would Love Some Basic Assistance

So, I have a really ambitious project that I've been working on for some time now. It's a linear, story-driven concept, that's all forward momentum (imagine EB or FF4). My goal is to create something that's (a. not heavily steepled in anime cliches, and (b. very original in setting, theme, and aesthetics.

I'm a visual artist and writer by trade, and over the past year I've created all of the game's assets from scratch. And believe me, they don't even remotely resemble the RTP. But, this is where it gets difficult for me. I have several visual needs that, after having unsuccessfully tried to configure with scripts, will require a small amount of outside assistance.

Essentially, I need someone to give me some very basic help in correctly setting up a visual battlers script. I'm using galv's and it's fantastic, but it's also limited and isn't super-compatible. I was thinking maybe formar's or jet's, but I've had a difficult time making either work on my own.

The main thing is that I need battle pop-ups, and using YEA works, but with my custom made battlers for the main characters, the pop-ups appear on a weird place on the Y-axis. I can't find any config options to change it, either.

So any advice, minimal or maximal, would be a of tremendous help. It's not so much a job, as much as a professional expert grand-poobah giving me some small advice. I can't pay you, but I can put your name on the credits.

Thanks!

I Hate Bologna?

Hello, boundless peers and professionals! I'm a developer/writer/artist, interested in game dev and poorly versed in actual programming. I'm very creative and capable though, and hope to be a very useful asset to this community.

Hopefully I can make some very technical, ruby-proficient contacts here and there, and we can begin to make beautiful music together (bleeps and bloops).

Anyway, happy to be a new member and can't wait to become integrated. BUSINESS TALK.

Thanks!
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