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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[RMVX ACE] Preventing a paralell process event from repeating

So this should be an easy fix, but I haven't messed with rpgmaker in awhile, so here goes;

I have a conditional branch for
if variable = 17,
then run event

but its paralell process I only want the event to run once.
I could turn on self switch A to get to another event page, but there are more than four other conditions like this I want under one event. Like if variable = 18, I want a different scene to run once and once only.

And in case it wasn't obvious I'm using a time-based system where events are called based on what time it is. Any general tips in this area or reccomendations for better sysytems would be much appreciated.

[RMVX ACE] New Game idea/help- Lackadaisical

Lackadaisical
is my working title.

The story is that a group of 4 adventurers, all siblings, approach the steps of a haunted mansion. There seems to be an unspoken leader to the group who keeps everyone together-but for all intensive purposes the group doesn't seem so dsyfunctional.One short dungeon-clearing montage later, they reach the top floor, excited and ready to battle the boss-man. He laughs malicously and the battle begins. In the thick of it, trading sword for sword, blow for blow.

And suddenly there's a thud.

The battle cuts out, and our self-appointed leader slumps to the ground against a wall, a thin trail of blood following him. The battle music stops. The boss waits for the battle to start up again- but something's different. Somebody's wailing in the corner, another is halfheartedly waving his sword, and the third person has fled the room. The boss is confused.

As it turns out, the three siblings were incredibly dependent on their older brother, sheltered from reality and shattered by the shock of a loved one dying. For a while after the disaster, they merely wander the castle grounds while the boss shoos monsters out of their way. He's thinks- this is how battles are supposed to go, right? What were they expecting? But he's disturbed, feels a pervese need to undo what was done, if only for curiosity's sake. And he's you.

As the dungeon's boss, you get to control the monsters, traps, and perils that await the adventurers, carefully manipulating the environment aroung them to allow them to proceed, eventually surviving outside hte castle. But it will be no easy task. All three siblings are broken, each in their own way, and will only triumph with a careful hand and a lot of luck.

Lets try some different scenarios:

1. You simply move all obstacles out of the way. Your adventurers might:
think they're impervious to damage
believe they can overcome any foe
turn to hopelessness from a lack of a challenge
see no reason to continue on, with nothing to do

2. Let them win every battle. They might:
Beleive they can't lose.
Stop trying as much.
Suffer from boredom.

3. Give them a constant ghost companion. They might:
Feel entitled to company.
Fear being alone.
Become attached to it like an imaginary friend.
etc.


So what we have here is essentially a parenting sim for extremely sensitive children (except that you're an evil boss, but whatever), where you want to help them grow up right but your choices don't always translate. Each character has a pre-set personality that will develop based off of their experiences and memories from the castle, what challeneges they have overcame and what they believe they can overcome.


I have two basic ideas of how you could do this:

The ghost-companion is the only way you can interact with the character or guide them along, and that the rooms, traps, monsters are set. You have to gain the trust of the characters, but can't let them depend too much on you.

Another is that as the boss you can change the layout and traps of the room, though this might jsut make things more complicated.


My problem is how does the player interact with the adventurer-characters as semi-AI? Through a ghost companion? Can the AI move on their own? What about other games involving mental health mechanics?

Any ideas?






[Request]Alternative Number Input

The default number input for vx ace is jarring and visually unappealing, but I still need a way to input numbers for a battle system. What I was thinking was a number input where left and right arrows would increase or decrease the value by one, instead of using digits and up/down arrows, since they're all going to be small numbers (<20)anyway. I'd like it to go negative as well, which should theoretically be possible. If something similar to a scale input exists, that would be fine as well.

[Scripting] Script Looping and Number input

I couldn't find these answers anywhere on google, so...

Can you get a portion of a script to loop\jump to label, and if so, how?
How do you make script wait for number input before running commands below it?:
$game_message.num_input_variable_id = 31
$game_message.num_input_digits_max = 2
Print ""
Will run print before number is entered.



Common event Help (specific)

This one should be fairly quick. I was doing a common event as part of a skill and it's returning the value of (a.mp/5) as damage, while also inputting its value to variable to v, where I don't want the skill to do any damage directly.

In skill damage box: v=a.id; v=(a.mp/5)
Input # into v
Conditional Branch: v <= v
#string- not relevant
else
"Not enough Mp"



Exercise in Design- neo scavenger

Since fundamental rpology is in high gear, I figured I'd discuss a game with unique combat mechanics to help generate ideas. Better yet, you can check out the expansive demo here. No, I'm not affiliated with the game in any way.

Neo scavenger is mainly about... Scavenging. The world is in ruins and he remains are unforgiving, disasters happen and we are I'll-equipped to meet them. This is the theme it tries to portray in its combat system.

The first thing you will notice is that there are no battle animations, only a display of you, your opponent, the setting, and text. Each battle takes place in a different location depending on where the battle started, each with different cover ratings and terrain difficulty. Combat revolves around range with only the closest (0-2 range) distances allowing for melee hits, but ranged weapons working from much longer (upwards of 20) distance . You may start as far as twenty spaces away and spend most of the battle trying to move into position to get a few good hits on your foe.

When moving or acting there are multiple options available, more or less accomplishing the same thing in different ways, each with unique drawbacks.
A single hit does low damage but is safer than a melee surge of 1-3 hits which makes you loose a turn, but same for opponent if it connects. Running (either direction ) lets you move farther, but you are vulnerable to attack and have a high chance of tripping, where you will fall on the ground. While grounded walk and run are no longer available, but you can roll away from attacks (While staying on the ground), try to pull your opponent down, or get up yourself. New options open or close based on your current sate as the battle progresses, taking into account how damaged you are.

The game is clearly aiming at some form of realism, and with "health" (if you can call it that) it doesn't disappoint. There are no hp bars, each time you attack body parts have a chance to get broken or bruised, which means things can turn sour real fast. Hardly any information is conveyed to the player, all you have to go on is a list of injuries for yourself and foes (player is bleeding, player cannot walk, player is coughing up blood) which will start slow but cumulate quickly. When injured, your attacks aren't near as effective and you can't attack with broken arms, etc. Sometimes, even if you win you will bleed out in a shack from the wounds you've gotten. The probabilities of injury are calculated using damage thresholds, but are never shown to the player. All of the above are the indicators you would notice in a real battle, if someone is coughing up blood you notice that and pounce. Of course the same goes for your enemies, and they may turn aggressive or try to flee depending on the tide of the battle.

Every enemies has its own unique behaviors, personality even, so that you can tell one enemy from another even if there was no graphics (as is the case when an enemy is hidden). Melonheads will be quick to rush you but flee as soon as they're hit, going down with just a few blows. Dogmen will rush you and won't retreat, their claws bringing permadeath in a few hits (did I mention this game has that?) Scavengers may start charging but slow down when near the player, waiting to get the first attack, either fleeing, begging for surrender, or desperately fighting to the last. That's another mechanic, surrendering all your items to a combatant, though in many cases it's better to just bludgeon them to death so they won't bother you, plus you've just got a supply of meat in case things get rough. Neo scavengers mechanics, combat and noncombat, reward players for uncomfortable choices like this, which can be further embraced by RPGs, especially ones with permadeath, not as mechanics vs morals but mechanics factoring into moral choice. Say a char wants to be a Mage (give boosted stats), but you can tell them its better for the party to be a cleric, not only for my success but the team.

Anyway, some overall lessons to be taken from Neo scavenger:
Health needn't be just a health bar
Hiding player access to information can be a positive (just make sure there's enough to decide on a course of action)
The more wounded someone is, the less effective they are
Carry over mechanics from your game world to fit with battle system, or vice versa
Give enemies unique quirks and gimmicks, a personality (wolves will substitute for other wolfs, or "egocentric" enemy that only attacks whoever attacked him, cowardly enemy guards most of time, tries to run, etc.)
Unique options in combat besides damage (charge, distract, taunt, change element, talk, surrender)
States that carry over past a battles end (besides poison ), think longer term (petrifaction means you must leave character there, return to location with a cure, soaking wet stays after battle end, can't enter ice zone, cure by using fire spell, etc. )
Focus not so much on our realism, as applying the realism of your world. Dogmen are not realistic, but they fit in a mutated post-apocalyptic world. Wanting to complete a dream journey makes sense in native tribe, but not a city. If battler uses light spell in a dark room, wouldn't it be easier to hit enemies while active, wouldn't the dark room decrease hit chance?
Not just worrying about dying, but anything else that might happen during battle (move can pemanently lower mhp with fair warning, etc.)
What you choose in battle carries over out of battle (brutal finishing move upsets a party member, comments on it)

There's still more I haven't covered about neo scavenger, so you should check it out.





Greatest Value Script Call

Is there any script call function or similar workaround to determine the greatest value of four integers, then use that value for further use? Actually, right now I only need to determine if the final value is positive or negative. Final script along the lines of:

If (greatvar(v,v,v,v)) <=0; string
Else; string

I am using rand(max) to get stored variables 1,2,3,4; so if I could determine it from their values instead of storing variables it would be better.

Damage Formula Utility


Specifically, my question is whether you can raise or lower a user's(actor or enemy- currently using Yanfly enemy levels) level by an increment, instead of setting it.

Currently, I have an mp damage skill which says this:
a.level = 4; 2
Which will set the user's level to 4, and cost 2 mp (for testing purposes). When I use "a.level - 4; 2", I'm guessing the game reads a.level as an integer to use in damage formula instead of lowering a.level's value by 4, a command.

Remove State on Attacking?

Can a state (say, invisibility) be removed on attacking an enemy (whether it hits or not)?