MARREND'S PROFILE
Life is a story. Which is the one that defines you?
Search
Filter
Baclye.png
I've never used regions, but, I think there is some default functionality to assign encounters into regions via Map Properties?
[OFFER][PAID] Artist with experience in Indie development, looking for a project to contribute to
RPG Engine should choice?
do you like with "free"?. Maybe I can give respect to you. for free engines
What does this even mean? What does this has to do with your choice of engine? At this point, I dunno if you're actually listening to what either of us are saying, or are merely reacting to our posts with no intention of doing anything.
Is AI generated profiles ethical? I'ts important. Thank.
[RMVX ACE] [RMVX] Vocab EnemyRecovery Text Problem
I've given this a bit more thought, and there might be a way around `$data_actors`, and allow the `description` variable to be alterable through `$game_actors`.
So, the theory is that the `setup` function is called when the `$game_actors` object is made, and that the initial value would be whatever is in the DB. However, after a bit of testing, I can confirm that...
...this is both workable and savable without modifying how the game saves data. Rasuna has learned something today.
*Edit: The data in the DB isn't changing either, so, it should be possible to revert back to the original with...
...this?
*Edit2: Yep! Confirmed!
class Game_Actor < Game_Battler attr_accessor :description #-------------------------------------------------------------------------- # * Setup #-------------------------------------------------------------------------- alias gameactorsetup setup def setup(actor_id) gameactorsetup(actor_id) @description = actor.description end end
So, the theory is that the `setup` function is called when the `$game_actors` object is made, and that the initial value would be whatever is in the DB. However, after a bit of testing, I can confirm that...
$game_actors[1].description = "First line of description.\nSecond line of description?"
...this is both workable and savable without modifying how the game saves data. Rasuna has learned something today.
*Edit: The data in the DB isn't changing either, so, it should be possible to revert back to the original with...
$game_actors[1].description = $game_actors[1].actor.description
...this?
*Edit2: Yep! Confirmed!
RPG Engine should choice?
Let me parse together a few posts, and see if I can make sense out of them.
So, you want to make an RPG, with a focus on the character of Zelda. How your game might accomplish this is debatable, but, keep in mind that the franchise generally has the player control Link, with Zelda taking the role of damsel in distress.
I'm interpreting this statement to mean that you don't know the engine Zelda Classic, rather than not knowing Zelda, as a franchise. It would be a little awkward/backwards to try making a fan-game of a property one does not know at all.
As for Dragon Quest being a good start for a Zelda character, I'm interpreting that to mean that you might use Dragon Quest as inspiration for NPC interaction, as well as Zelda? More modern Zelda games might intersect with the RPG genre than the older ones, so, there might be more overlap between those two franchises than I'm aware of.
*Edit: I'm beginning to tend more on the idea of using RPG Maker as your engine of choice for this project. However, since there haven't been any specific examples, or discussion, of gameplay mechanics you'd like to see, I will not dare to make a more specific engine recommendation.
RPG, I focus on the Zelda character. Fantasy with Zelda an elf, because elves are rarely seen. And looks nice.
So, you want to make an RPG, with a focus on the character of Zelda. How your game might accomplish this is debatable, but, keep in mind that the franchise generally has the player control Link, with Zelda taking the role of damsel in distress.
With Zelda Classic you are unable to make a traditional turn based RPG, only a zelda-like. However RPG Maker allows you to create a wider variety of games within the turn-based RPG space.i don't know zelda at all. but you mentioned dragon quest above. that's a good start to start a zelda character.
I'm interpreting this statement to mean that you don't know the engine Zelda Classic, rather than not knowing Zelda, as a franchise. It would be a little awkward/backwards to try making a fan-game of a property one does not know at all.
As for Dragon Quest being a good start for a Zelda character, I'm interpreting that to mean that you might use Dragon Quest as inspiration for NPC interaction, as well as Zelda? More modern Zelda games might intersect with the RPG genre than the older ones, so, there might be more overlap between those two franchises than I'm aware of.
*Edit: I'm beginning to tend more on the idea of using RPG Maker as your engine of choice for this project. However, since there haven't been any specific examples, or discussion, of gameplay mechanics you'd like to see, I will not dare to make a more specific engine recommendation.
[RMVX ACE] [RMVX] Vocab EnemyRecovery Text Problem
Sorry if I can't be of any additional help. I can only go off of personal experience here.
*Edit: Though, I do kinda wonder if there isn't an alternate script out there that can more easily modify this value? Like, I'm thinking about when I used Casper Gaming's encyclopedia script. The script had methods to alter the text of entries mid-game to some degree, but, my guess is that the data it held was ultimately attached to the `$game_party` variable in order for changes to be saved without messing too much with `DataManager`.
*Edit: Though, I do kinda wonder if there isn't an alternate script out there that can more easily modify this value? Like, I'm thinking about when I used Casper Gaming's encyclopedia script. The script had methods to alter the text of entries mid-game to some degree, but, my guess is that the data it held was ultimately attached to the `$game_party` variable in order for changes to be saved without messing too much with `DataManager`.
I'm making legendary weapons with unique effects. Got any ideas?
How many suffixes/prefixes can an item have? Is it possible to find/wield an Ectoplasmic Obsidian Pirate Long Sword of THE GODS!?
*Edit:
-Ectoplasmic
I think this was a state-based effect, or elemental-based effect. Pretty sure this specific term/modifier existed, but, cannot recall any additional details about the amount, or type, of modification.
-Obsidian
Material modifier. Obsidian was among the best modifiers in this category in MM3-5.
-Pirate
Stat modifier. Though, I think this particular term/modifier improved the character's Thievery skill/percentile?
-Long Sword
The base-line item.
-of THE GODS!
Spell modifier. This specific one allows the item to cast Divine Intervention. Such a modification also tends to have a "charges" variable to indicate a consumable. MM4/5 handled it better, by limiting consumables into their own category, but, MM3 certainly did not have that limit!
*Edit:
-Ectoplasmic
I think this was a state-based effect, or elemental-based effect. Pretty sure this specific term/modifier existed, but, cannot recall any additional details about the amount, or type, of modification.
-Obsidian
Material modifier. Obsidian was among the best modifiers in this category in MM3-5.
-Pirate
Stat modifier. Though, I think this particular term/modifier improved the character's Thievery skill/percentile?
-Long Sword
The base-line item.
-of THE GODS!
Spell modifier. This specific one allows the item to cast Divine Intervention. Such a modification also tends to have a "charges" variable to indicate a consumable. MM4/5 handled it better, by limiting consumables into their own category, but, MM3 certainly did not have that limit!
[RMVX ACE] [RMVX] Vocab EnemyRecovery Text Problem
The function to get the description text...
...refers to the `$data_actors` array.
*Edit: Which, itself, is loaded directly from the database when you start a new game.
While it is technically possible to alter the variable...
...such changes aren't stored by the default save system. I faced a very similar issue in this game in regards to Unites. Myterribad answer was to insert the `$data_actors` object into the save-file contents. So, something like...
...this.
class Game_Actor < Game_Battler #-------------------------------------------------------------------------- # * Get Description #-------------------------------------------------------------------------- def description actor.description end #-------------------------------------------------------------------------- # * Get Actor Object #-------------------------------------------------------------------------- def actor $data_actors[@actor_id] end end
...refers to the `$data_actors` array.
*Edit: Which, itself, is loaded directly from the database when you start a new game.
module DataManager #-------------------------------------------------------------------------- # * Load Normal Database #-------------------------------------------------------------------------- def self.load_normal_database $data_actors = load_data("Data/Actors.rvdata2") $data_classes = load_data("Data/Classes.rvdata2") $data_skills = load_data("Data/Skills.rvdata2") $data_items = load_data("Data/Items.rvdata2") $data_weapons = load_data("Data/Weapons.rvdata2") $data_armors = load_data("Data/Armors.rvdata2") $data_enemies = load_data("Data/Enemies.rvdata2") $data_troops = load_data("Data/Troops.rvdata2") $data_states = load_data("Data/States.rvdata2") $data_animations = load_data("Data/Animations.rvdata2") $data_tilesets = load_data("Data/Tilesets.rvdata2") $data_common_events = load_data("Data/CommonEvents.rvdata2") $data_system = load_data("Data/System.rvdata2") $data_mapinfos = load_data("Data/MapInfos.rvdata2") end end
While it is technically possible to alter the variable...
$data_actors[3].description = [["First line of description"],["Second line of description?"]]
...such changes aren't stored by the default save system. I faced a very similar issue in this game in regards to Unites. My
module DataManager #-------------------------------------------------------------------------- # * Create Save Contents #-------------------------------------------------------------------------- def self.make_save_contents contents = {} contents[:system] = $game_system contents[:timer] = $game_timer contents[:message] = $game_message contents[:switches] = $game_switches contents[:variables] = $game_variables contents[:self_switches] = $game_self_switches contents[:actors] = $game_actors contents[:party] = $game_party contents[:troop] = $game_troop contents[:map] = $game_map contents[:player] = $game_player contents[:dataactors] = $data_actors contents end #-------------------------------------------------------------------------- # * Extract Save Contents #-------------------------------------------------------------------------- def self.extract_save_contents(contents) $game_system = contents[:system] $game_timer = contents[:timer] $game_message = contents[:message] $game_switches = contents[:switches] $game_variables = contents[:variables] $game_self_switches = contents[:self_switches] $game_actors = contents[:actors] $game_party = contents[:party] $game_troop = contents[:troop] $game_map = contents[:map] $game_player = contents[:player] $data_actors = contents[:dataactors] end end
...this.














