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McBick
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Been working on a game for years, haven't given up.
Is RNG good or bad?
What about creating a drop rate based on how many monsters of one type you killed, so the more you kill the higher the drop rate gets, but with a set max drop rate? This way its still random, but the player gets better chances the longer he grinds.
@LockeZ
You always have the option of buying it from a player albeit for a hefty amount. So really everyone could get that item without RNG, by farming for 100% drops and selling them.
@LockeZ
You always have the option of buying it from a player albeit for a hefty amount. So really everyone could get that item without RNG, by farming for 100% drops and selling them.
Rm2k3 Plugin Tiles
Thanks for getting back to me so soon. I have tried removing the fog event which really didn't make a difference because all it did was just reveal pictures in the most simplistic way; branch if pic = z then show pic z fog at x,y. I actually know what slows down it so much and it's the part that jumps to label 1. This jump can last for quite a while and while it doesn't make much of a difference with just one tile it adds up when the event has to run every tile. I'm still not exactly sure how your script works, so I didn't try changing anything of it, but changing the sight radius seems like it could speed it up greatly. I'm just afraid of the inaccuracy. I'll get back to you when I finished playing around with it. Thanks again!
Edit: After doing some testing it doesn't seem to speed up at all, not sure why. Implemented another feature to see how well my event works and it doesn't seem to work as well as I thought. Take a look.
Every time the Sight ID is 8 the fog effect will show where the event should be checking, but as you can see it is showing where the sight id shouldn't be 8 and I have no idea why. You can also see the speed of the event too. This is my final work for now:


Edit: After doing some testing it doesn't seem to speed up at all, not sure why. Implemented another feature to see how well my event works and it doesn't seem to work as well as I thought. Take a look.
Every time the Sight ID is 8 the fog effect will show where the event should be checking, but as you can see it is showing where the sight id shouldn't be 8 and I have no idea why. You can also see the speed of the event too. This is my final work for now:


[DynRPG Plugin] DynModeSeven
I've been playing around with this plugin non-stop and I noticed a few things that really need to be fixed.
1. If you walk behind an event set to below hero from behind the event will be above the hero.
2. Erasing events does not remove the event completely, most notable is the event's graphic still appears.
3. The jump command does not work?
4. The game crashes if you don't have wrapping or set a boundary texture.
These are just a few things I noticed. I will post more as I continue messing around with it. Also is there a way to remove the background, so that you can see even further ahead. I tried using the command to disable it, but didn't do anything that I noticed.
Edit: Also I am almost up to 1000 events on a single map each with a graphic. Will the game crash if there are to many events? If so what is the limit?
1. If you walk behind an event set to below hero from behind the event will be above the hero.
2. Erasing events does not remove the event completely, most notable is the event's graphic still appears.
3. The jump command does not work?
4. The game crashes if you don't have wrapping or set a boundary texture.
These are just a few things I noticed. I will post more as I continue messing around with it. Also is there a way to remove the background, so that you can see even further ahead. I tried using the command to disable it, but didn't do anything that I noticed.
Edit: Also I am almost up to 1000 events on a single map each with a graphic. Will the game crash if there are to many events? If so what is the limit?
Rm2k3 Plugin Tiles
Looking at this now I have no idea how this is working or what it does. Made this a few months ago and I'm trying to understand it now, but the trigonometry script is confusing me.
Edit: I finally understand how this works again and made some adjustments, but the only problem is that I'm changing the event location and for some reason it slows down the process speed greatly. Takes around 40-50 seconds to move the event to every tile on the screen. So now I need to figure out how to work the trigonometry event without using screen cooridinates, but rather map cooridinates.
Edit2:
I finally did it, but for some reason the SIGHT ID is never 8 any more and for the life of me I can't figure out why. Took me all day to do this only to find out that it plays to slow. Takes about 10 seconds to scan the entire screen. I'm guessing this is the trigonometry calculations taking a while to process, if only there was a faster way to process the information.
Could you tell me why the SIGHT ID is always 1, even though the tiles are all 8? Here is my work:
Edit3: I found out what was wrong, but if you could still look at my eventing to see if there is a way to speed it up. I'm trying to get it down to just a few seconds at most then it would be useful.


Edit: I finally understand how this works again and made some adjustments, but the only problem is that I'm changing the event location and for some reason it slows down the process speed greatly. Takes around 40-50 seconds to move the event to every tile on the screen. So now I need to figure out how to work the trigonometry event without using screen cooridinates, but rather map cooridinates.
Edit2:
I finally did it, but for some reason the SIGHT ID is never 8 any more and for the life of me I can't figure out why. Took me all day to do this only to find out that it plays to slow. Takes about 10 seconds to scan the entire screen. I'm guessing this is the trigonometry calculations taking a while to process, if only there was a faster way to process the information.
Could you tell me why the SIGHT ID is always 1, even though the tiles are all 8? Here is my work:
Edit3: I found out what was wrong, but if you could still look at my eventing to see if there is a way to speed it up. I'm trying to get it down to just a few seconds at most then it would be useful.


Rm2k3 Plugin Tiles
@PepsiOtaku
The problem with that is that would mean I need 320 events every map, which wouldn't be a problem if rm2k3 could create events while the game was running.
@Kazesui
EDIT: Read post below more relevant than what I had said.
The problem with that is that would mean I need 320 events every map, which wouldn't be a problem if rm2k3 could create events while the game was running.
@Kazesui
EDIT: Read post below more relevant than what I had said.
Rm2k3 Plugin Tiles
I tried using an event's cooridinates to track the tile I want and have used -8 for y, but for some reason it always ends up slightly to the left or right of the tile and even when I mess with the offset of x it still doesn't work. For some reason the picture is never on the tile unless I don't use variables. Which is weird because if I use the variables value for x and y in show picture it comes out perfect, but if I use variables it doesn't. I've checked the variables values tons of times in the debug menu, so I know it's the same value. I also use scroll with picture.
Using a panorama map seems much more feasible at this point, but I don't know if I'll be able to hide the events. I think I talked to you about this before, but I am trying to create a fog of war effect, so that walls and objects block vision. Basically anything behind a wall or object will be a black tile. I guess I could just create a switch for events to turn them black, but then I have to find a way to detect if an object is passable or not to determine if fog should be created behind it. Now that I think about it, I don't think it would be better because then I would need about 300 events every map.
I'll post my coding for the pictures after this post or when I come back home.
Using a panorama map seems much more feasible at this point, but I don't know if I'll be able to hide the events. I think I talked to you about this before, but I am trying to create a fog of war effect, so that walls and objects block vision. Basically anything behind a wall or object will be a black tile. I guess I could just create a switch for events to turn them black, but then I have to find a way to detect if an object is passable or not to determine if fog should be created behind it. Now that I think about it, I don't think it would be better because then I would need about 300 events every map.
I'll post my coding for the pictures after this post or when I come back home.
Rm2k3 Plugin Tiles
@King of Games
The problem is I need enough to fill the screen for what I'm doing. That's 320 tiles which is much more than a chipset holds.
@Kazesui
Darn, guess I will use pictures as a work around. For some reason when I use variable cooridinates for the tiles, the pictures aren't precisely on it. But if I input the cooridinates without variables using the same value its placed on the tile precisley. I'm using a 16x16 picture.
The problem is I need enough to fill the screen for what I'm doing. That's 320 tiles which is much more than a chipset holds.
@Kazesui
Darn, guess I will use pictures as a work around. For some reason when I use variable cooridinates for the tiles, the pictures aren't precisely on it. But if I input the cooridinates without variables using the same value its placed on the tile precisley. I'm using a 16x16 picture.
Is RNG good or bad?
I'm curious what people think of randomness in games. Drop, encounter, critical and damage rates in a game are usually random, some more than others. So how much randomness is good and how much bad?
Rm2k3 Plugin Tiles
Was curious if there was a plugin that dealt with tiles. I need a plugin that can change any given tile to whatever I want. I know there is a similar function in rm2k3, but it changes every tile to the selected type. I just want to be able to change a specific tile to change. Also if there is no such plugin, would it be possible to make one. I'd be willing to try to make one if someone could point me in the right direction.













