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Zelda 1 - Cycle Items System

So your going to be using dynmode 7? I am curious how you will be using it for this game. I tried to implement it into mine, but I always run into the plugins limitations for the things I want it for. Also what game is that music from?

Pausing in RM2k3

My game file must be have broken again because that doesn't work and its a fresh game. Some reason my games will break randomly by events not working as they should even though they do if I create a new game, possibly a fault from ultimate RPG maker.

You can end the event using end event process instead of using more labels. Also timer should still function, I know custom made ones do.

I still don't see why this does what it does because if you put this in a parallel process it does nothing.

Pausing in RM2k3

Teleporting? Maybe your not responding to my post?

Pausing in RM2k3

It does work though, but it probably shouldn't in theory. Perhaps its cause I use dynrpg or ultimate rpg maker? Also it only takes 3 lines to stop everything, but for practical use it will take more.

Edit: I will post when it is up.

Edit2: I accidentally deleted the common event that calls the map event, so I had to remake it and now it won't toggle on/off anymore probably because I forgot to add something. For the life of me though I don't know what I could be leaving out. Anyways I won't be making a tutorial because as of now it has no practical use as it is and I am not sure how to make it so. Here is the coding that pauses the map in case you guys want to check it out.



Note: It will not work as a parallel event. And it is possible to get it to work through common events, but I can't seem to do it again and now it only works if your character triggers it.

Statistical Combat System

Just so you know this is a custom battle system and I am not just looking at adding unique skills, but a unique way of combat. As for being stuck with gear that won't be an issue as you can change gear without taking up a turn and each character holds X amount of items.

Pausing in RM2k3

No its just a regular map event triggered by action key, but I call it with a common event. Parallel processes still run as well and you can trigger them. I am currently working on a tutorial for it and I am adding a little more to it. Basically press shift and it pauses the game and if you press again it unpauses.

Statistical Combat System

author=LockeZ
author=Sviel
If we consider skills, a high miss rate prohibits strategy as you can't be reasonably certain that your skill will land in time.
From the way he described the other things he's thinking about adding, it sounds like he doesn't really know how to add any meaningful amount of strategy to the game in the first place and isn't sure what a strategy-driven RPG even looks like.

Yes thats what I am trying to do. My combat system so far is some what similar to this, but is turn based. This is how normal attacks(Attack Command) will work, but I want to add more to battles. Maybe have fights work differently depending on the monster. For example needing range weapons to hit flying enemies and such. Even that though isn't really adding much. Or perhaps I should focus more on how monsters fights than how the player fights.

Pausing in RM2k3

Well right now its full of useless coding because it wasn't meant to pause the game, but I could remove all the useless stuff. Should I post it here or as a tutorial?

Edit: I just finished removing the useless stuff and I am surprised that only 3 lines of code is all that's needed. It only works on map events for some odd reason.

Pausing in RM2k3

So I accidentally created a pause event using just labels. The event freezes all movement, but key input still works(can still open menu) as well as parallel processes, these can be disabled if needed though.

So I was wondering is there any practical uses for this type of event? I mean I could just use the menu to pause the game, but maybe it could be useful in a way I can't think of. I'd hate to just throw this away when it could be useful.

Statistical Combat System

Well I have done some testing and I haven't really noticed any of these problems. Enemy's for the most part take an average of x amount of hits to kill and is quite consistent despite the randomness. Of course there are occasions where it takes double the average amount of hits, but this is also true for the opposite where it only takes half the hits needed. As for accuracy while it is possible to have your attacks be blocked 10 times in a row even at a 50% block rate the same could happen to your enemys' which evens out the randomness. I think for the most part combat is quite consistent, with the occasional battles being harder/easier. So far I am using a party of 3 for this combat system, but may increase it or add temporary party members like summoned monsters that last only x amount of battles.

I balanced out the combat by making the max damage an enemy can do 1/10 of what the hero's max HP should be at that point in the game. Since damage is randomized it actually takes more than 10 hits to kill the hero. This may seem like a lot of hits, but it evens out when you factor in block rates. Of course I will be adding unique monsters into the game as well, like high accuracy and low damage or vice versa as well as monsters with unique attacks.

I really just want to add the feel of playing a tabletop game to an RPG game, where everything is determined by the dice.

Edit: No i haven't played idea factory. I tried looking it up, but couldn't find any video or information on it.