MARREND'S PROFILE
Life is a story. Which is the one that defines you?
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Bad news: I have to Hiatus this game. :(
I've a baaaad feeling that Enterbrain changed the location of their activation server, but the program isn't "smart" enough to look for anything other than the "original" server.
I'm hoping I'm wrong!
I'm hoping I'm wrong!
Skill Books.
Actually, I was thinking more on the lines of having some kind of Common Event or script linked to the skill that would increment a variable. Each time the skill is used, the variable would go up. When the variable got high enough, the character would learn a new skill.
Having one or two skills work like that shouldn't be too bad. Depends how complicated you want this game to be.
Having one or two skills work like that shouldn't be too bad. Depends how complicated you want this game to be.
Skill Books.
This is an interesting question. One can learn so much from reading alone but, as they say, experience is the best teacher.
It would be great if a system could be setup in such a way so that the player to learns the basic skill from a book, and with a few levels after, get an upgraded version of that skill. That kind of system might be horribly complicated with any RM engine I'm aware of, though.
If it's any consolation, when I attempted a non-standard skill learning system for Matsumori Days, I ended up using a class switch to "fix" the skill listings of my characters.
It would be great if a system could be setup in such a way so that the player to learns the basic skill from a book, and with a few levels after, get an upgraded version of that skill. That kind of system might be horribly complicated with any RM engine I'm aware of, though.
If it's any consolation, when I attempted a non-standard skill learning system for Matsumori Days, I ended up using a class switch to "fix" the skill listings of my characters.
Bronze Soul
Where do I put that script?
On page three of the event command list, there's a button labeled "Script". That's where you would input it. If the two Dianas are the same person, you'd replace the Script where the name prompt is.
Bronze Soul
As for the dynamic suggestion, I wouldn't know how to do that.
What I do for dynamic levels is have everyone's level start at 1. If a character is supposed to be higher level than the character, then I put him or her at however many levels higher he or she is supposed to be. When the character joins the party, I store the main character's EXP or Level into a variable. I can either add the variable strait up, or I perform some operation on it (like having half the main character's EXP, or what-not). Then, to make sure he or she appears to be a fresh member, I use All Recover on that character. It's a bit of work, so if you don't care, or don't want to bother, that's probably fine.
I have no idea how to change it to where whatever you name Ertinal Diana, it changes Deralius Diana's name, too.
I tried using the Script:
$game_actors[5].name = $game_actors[1].name
*Edit: Okay, that was odd! It seemed to work when I separated it. I've tested it out with an input name sequence before-hand just to see if it was working properly. It does. Hence, the Script should look like:
$game_actors[5].name =
$game_actors[1].name
Bronze Soul
You know what I think this game needs? Less narration! When the game told me that I could wander around and get into fights I was baffled. Couldn't you just let me wander around and get into fights instead of telling me that I could? And what's with the game suggesting that I achieve level 3 before advancing the plot? I'm sure it has something to do with the fact the Brian starts off at Level 3, and the Daggers give so little EXP that trying to go further than Level 3 is pretty pointless. However, wouldn't it be more dynamic if the level Brian starts out as has some dependency on what Diana's level is? Just a suggestion.
There might be more invisible walls that either you or I were aware of. The house was one thing, but the town proper is probably another story altogether. Try choosing a random wall tile, and using the fill tool on Layer 3, and I think you'll understand what I mean.
On a different note, if the two Dianas are supposed to be the same person, don't even give players a name prompt. Just make "Deralius" Diana's name be the same as "Ertinal" Diana's. If they are supposed to be different, then I would suggest changing at least one of the default names to something else.
There might be more invisible walls that either you or I were aware of. The house was one thing, but the town proper is probably another story altogether. Try choosing a random wall tile, and using the fill tool on Layer 3, and I think you'll understand what I mean.
On a different note, if the two Dianas are supposed to be the same person, don't even give players a name prompt. Just make "Deralius" Diana's name be the same as "Ertinal" Diana's. If they are supposed to be different, then I would suggest changing at least one of the default names to something else.
Character_Choosing.PNG
Skill learning items are so much easier to do in RM2K. If I remember right, you can even set up the database to limit who can use what item. However, this isn't RM2K.
I guess this is a moot point, though. I'm guessing you're using a script, or common event, to have the character learn the skill?
I guess this is a moot point, though. I'm guessing you're using a script, or common event, to have the character learn the skill?
Now_he_tells_us.PNG
comment=40266
This is followed by another argument with Diana and Kitty.
I never understood the purpose behind the first argument. I'm okay with Diana and Kitty not liking each other, but the "fight" they have is completely stupid. It should have been more like:
Kitty: I'm not helping somebody who called me ugly!
Diana: Fine. I don't need your help. I'm wasting my time in this stupid cave anyway. Let's go, Brian.
Kitty: Brian? Did you say... Brian?
Diana: Now what?
Then Kitty can have it's speech about the Cave Paeter. Well, that's what I would have done.
Updated Demo (regretting uploading the first one)
The choice in Hayate no Gotoku - Dream Apocalypse is presented when the party is being formulated. There's a choice of six, maybe seven characters. Since the party size is four, you choose three for your initial party. Failing to chose a certain character results in a Game Over. However, the start-up event (which may be skipped) gives a perfect background why that character should be in your initial party. There's even a short cut-scene where she brings out a super cannon (you don't physically see the weapon, but it's understood), and literally shoots the player.
I never did check to see if that event was still in the second version that I played, since you can exchange party members at will in that version, but it was definitely in the first version of the game.
I never did check to see if that event was still in the second version that I played, since you can exchange party members at will in that version, but it was definitely in the first version of the game.














