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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[RMMV] Variables Help

I set up an alternative trade system based on events; my only problem is I need to check how much of a random item a player has in their inventory and set it into a variable.

Right now I have:
Variable 75 = $gameParty.item_number($dataItems{77})
Where 77 is the id of a randomly generated item (ex: set 77 to random # 1-10; 77= item 6 which is water)

[RMMV] Variables as Extra Stats

I wanted to add some more stats into my game, such as lockpicking and Medicine, so I set them to variables. (Ex: Variable 32= Lockpicking<<Jake>>, Variable 56= Lockpicking<<Chris>>)
Each of my four characters have their own values for these variables.
What I want to know is how do I do a skill-check against the highest level variable out of them? (Example- Jake has lockpicking 7 and Chris has lockpicking 3. How do I check if any party members' lockpicking variables are above 5)

[RMMV] Show items found

Looking for a way to show items found on the map screen. I think there was a yanfly script for vx ace that automatically showed items picked up in a window in the lower left corner of the screen, looking for something like that.

[RMMV] Show enemy status effects

I'm looking for some way to show all of the enemy status effects in battle. When you target an enemy I'd like their current status effects to be displayed, and if possible a "check status" option for enemies would be nice.

[RMMV] Element Evasion?

Possibly Relevant Background material (skip to question first):
So right now my battle system is based off three types of attacks- quick, balanced and heavy. I had them set up as elements and set element damage rate to 0% to simulate dodging a "quick" attack, etc. Which worked until I wanted to add a bleed effect to an attack and say, someone wanted to do a quick and bleed attack against someone with "quick dodge" state. The "quick" element attack would do no damage, but bleed would still apply. I need the bleed to not apply

Question:
I wanted to know if there's a way actors can "dodge" certain elements, avoiding any status effects of the attack
OR
if there's a way to have a 3rd type of attack/ evasion. (Currently there is physical evasion and magical evasion- I would need a 3rd type of evasion for quick, balanced, and heavy)
OR
Anything else that would help.

[RMXP] Show staus effects in battle

Wondering if there's any way/ script to show icons of the status effects you have in battle, sort of like vx ace, because right now it only shows one status effect, in writing.

[RMXP] Damage calculation formulas

I'm new to RMXP and wanted to create a custom battle formula along the lines of 1 power= 1 damage. Basically want to start from the ground up. I know there are formulas to calculate skill damage but are there any scripts/ workarounds for this problem?

If not, then a simplified explanation of the existing formulas might help.

[RMVX ACE] Looking for Team to join

Hi, my name is Novalux. I've heard from everyone to try making your own game first, but for whatever reason, it really hasn't worked out. Like I'm on my 6th or 7th try at this time. That's not to say I've learned nothing from my failures, but I think it would be beneficial to work on a team where my unique skills can be utilized.

So, as for my skills- with examples;
= Designing battle systems/ mechanics and fitting them to story- I can pm you my design notes for Winter in Niel battle system.
= Editing/ reviewing dialogue/ story- send me test dialogue/ passages and i'll review it, make it more concise.
= Play-testing and taking notes of impressions- look at any of my reviews


If anyone needs an extra team member or part time help PM me and I'll see what I can do.

Autoattle/ Chaos Fighters Battle System

Just wondering if anyone has tried and automatic battle system yet, where player picks skills and equipment but doesn't control the player in battle instead, all skills have their own chance of triggering, and the strategic part is matching up skills to use.

To see what I'm talking about, its featured in a game called Chaos Fighters;
https://www.youtube.com/watch?v=nr0CZ-pXnPs

I feel like this system could work well in rpgmaker- it would basically mean programming players the same way you program enemies. Has anyone tried this or know how to implement it/

[RMVX ACE] [Eventing] Paralell Process Loop

So I want to run a paralell process event once and once only, as soon as a variable condition is met. But it keeps looping once the evnt is finished. Heres what I have;

Conditional Branch: Self switch B = Off
Conditional Branch: Var X = 18
Event
Self Switch B = ON
Exit Event Processing
Else;
Else;