NOVALUX'S PROFILE

Hey, Novalux here. I'm planning to make some games someday, if I ever get around to finishing them. I enjoy trying out others' games on rpg maker as well and writing reviews.

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TCGs as a basis for skill creation



Basically, I wanted to list some ideas hear your guys ideas on using deck strategies/ deck building ideas as a ways to help create skills in rpg combat systems.


The basic goal of most CCGS is to reduce your opponents HP before your own is depleted, much the same as RPGs. Some ideas we might take from CCGS:

Card combos- getting cards to play off each other is crucial to victory, similarly skills should play off each other and states they create. Or, make it so that an actor can perform more than one action in a turn, creating possibilities for skills to affect each other. For instance, a skill "Follow hit" which does more damage if "first strike" was used that turn.

Deck building- As deck building is an important part of CCGS, perhaps skill building could be a part of a battle system. For example, actors could choose their respective skills with maybe a limit to the number of skills they can use in any certain battle. Choosing high cost or low cost skills, or even limited
use skills (think limited copies of cards in a deck).

Summoning- a huge part of deck building games is summoning creatures- designing a class/ battle system around summoning temporary allies might be worth doing. They don't even technically have to be creatures- they could be damage dealing turrets, or even objects (like a gunpowder barrel) that could be targeted by allies and enemies alike.


Endgame strategies- When deck building, you have to think of what your core combos/ strategies are to win the fight. The same could be said for rpg battles- do you go for stun locking your opponent, emphasize and stack certain states, etc.
Some types of decks ive run into and how they might translate to an rpg:
Poison counters/ effects that activate when poison is applied- A class that has leech counters that stack and grow stronger with time
Block damage/ Taunt/ have cards that take agro from healers/ damage dealers- Paladin/ taunt classes, albeit an established rpg concept
Necromancy decks- summons or class that grows stronger based on dmg done to allies/ turns passed
equip focused decks- allow chars to change equips/ stances mid battle, make sure equips are significantly different
Enrage decks- char that starts off weak but grows in strength from missing hp

These are just a few ideas we could take form deck building games. Any others?

[RMMV] Audio works in playtest, not in editor

author=kory_toombs
Did you try different audio files?

mp4 / ogg / wav


Aaaand now it works. I actually didn't do anything really- all I did was try listening to the audio files outside of the editor and a window popped up saying to make windows media player my default media player and I hit yes- after that I tried listening to files in the editor and it worked. Maybe my windows media player wasn't set up? Idk, anyways it works now.

[RMMV] Audio works in playtest, not in editor

Not sure if this is the right category as it may be more of a general computer audio problem, but when I playtest my game the audio works fine- the problem is that when I try to play music in the game editor, it's muted. I believe its related to the problem here:
https://steamcommunity.com/app/363890/discussions/1/1488866813768058378/

specifically, the last comment made by the author, that somehow the audio box for "editor" was unchecked. Problem is, I don't know how to get to an audio manager window for MV. I've heard some people say to press f1 when the play tester is open, but when I do that, nothing happens.

[SCRIPTING] [RMMV] HUD Maker HP bars for present enemies only

I'd rather use HUD Maker cause it allows more customization and im not sure if yanfly HP bars can do HP and MP bars simultaneously and make it so they're always visible.

Edit: solved it. For the "condition" box it will only display the bar If the code is true, so I just had to type in, say, $gameTroop.members()(2) for the 3rd enemy slot, and if there was no 3rd enemy, it wouldn't display.

Hero Panic

Subscribed. Best of luck with the project going forward.
Edit: Sign me up for the demo.

[SCRIPTING] [RMMV] HUD Maker HP bars for present enemies only

I'm surprised I have't found anything on this as it's a basic issue, but I've been using HUD Maker by SumRndmDude to make Enemy HP and MP bars. It works fine, up until you change the number of enemies in a troop from, say, 3 to 2. I have it set up so the value of HP bar is
$gameTroop.members()(0).hp
and the max is .mhp, and it works. Then I have set up $gameTroop.members 1 and 2. But if I start a battle with two members, the third HP bar shows up anyways.

From the tutorial videos I can gather there's a "condition" box for each hud element, where it only shows up under that condition. What I'm looking for is the syntax of a condition where bar 3 only shows up if there is a 3rd party member (alive or dead). Something along the lines of;

$gameTroop.members()(1) = true

[SCRIPTING] [RMMV] How to apply script effects to an enemy

author=Marrend
I'm no expert, but, I wonder if the reference to "b" instead of "target" is throwing the script off? Maybe something like...

<target action>
  $gameVariables.setValue(4,(target.mmp - target.hp) / target.mhp);
  $gameVariables.setValue(5, Math.rand());
  if $gameVariables(4).value <= $gameVariables(5).value
    add state 11: target
  end
</target action>

...this would work? Though, I'm probably off with the exact referencing here, as I don't have MV to make cross-references to.

I tried your solution (both verbatim and with a few changes so it looks like this:

<target action>
  eval: $gameVariables.setValue(4,((target.mmp - target.mp) / target.mmp);
  eval: $gameVariables.setValue(5, Math.rand());
  eval: 
   if $gameVariables[5].value <= $gameVariables[4].value
    animation 121: target
    add state 11: target
   else 
    common event: 1
  end
</target action>

The main problem I had was I had to put in "eval:" to evaluate script using the plugin. The system is close to working now, except all that happens is I end up with common event 1 (a text box saying skill was unsuccessful). Without the "else" part I was able to get the animation to play and effect to add- so I'm thinking the problem is something with the syntax of the "If, Else" or the comparison between var 004 and var 005.

Almost there, though, your example definitely helped.

Edit: I originally meant to say "MP" instead of HP because I'm basing it off the current target's lost mp %. I have a skill called drain that reduces the enemy's MP by 60%, and I confirmed the enemy's MP is at 40%, so there should be a 60% chance of the status being applied, but I keep getting common event 1 instead.

[SCRIPTING] [RMMV] How to apply script effects to an enemy

author=meteomage
You can take a look at this: Lucky 7's
which shows how to use Yanfly's action sequence plugins to compare variables inside a skill.


Ok, I'm using Yanfly Action sequence pack 1 and so far I have the following:

<target action>
$gameVariables(4) = (b.mhp - b.hp)/b.mhp
$gameVariables(5) = Math.rand()
if $gameVariables(4) <= $gameVariables(5)
add state 11: target
</target action>

and get error:
Type error: cannot read property toUpperCase of undefined

[SCRIPTING] [RMMV] How to apply script effects to an enemy

I feel like there's a simple answer to this one, but I don't know how to get a target's ID and store it as a variable

So I'm not even sure if this is possible with a script call, but I wanted to add a state at X%, where X is a function all its own. What I'm thinking it would look like is something like this:


b.(enemy max hp - enemy current hp)/ enemy max hp = var 001
Random number generate 0-1 = var 002
If var 002 <= var 001,
then $gameTroop.members(){enemyIndex}.addState(n)


I can already script call to add a state to an enemy at 100%, but I'm trying to have a state added at, say, a 30% chance if 30% of their HP is missing. I think this can be done via script call- the reason I put b.() in there was that I know you can create custom damage formulas, so I was hoping to apply a state via the dmg formula box. If there's a script that can do what im asking that's fine too.

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