QUASI'S PROFILE

College student and pretty hard core anime addict ( some call me an otaku ). I've been writing scenarios for a manga/comic I'd like to make once I'm satisfied with my art, till then I'll be making short games that take place in the world that manga will take place in.
I'm mainly a scripter, but I can do little spriting and drawing but my shading isn't all that good. My weak point is my writing, I can't describe scenes as well as I imagine them.

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Is there a FFT recruitment script (request/question)

Shouldn't be too hard with events, would just be long :P. Only thing I think you would need a script for is having actor clones. So your party can have like 3 warriors and 2 mages ect.

Pokemon-style Movement?

I'm still with Joseph on "how you'll be doing that with basic scripting." Multiplayer doesn't seem so basic, though I've never looked into it.

Anyways, here's a really bad snippet that I made in like 5 mins.

#==============================================================================
# ** Game_CharacterBase
#------------------------------------------------------------------------------
# This base class handles characters. It retains basic information, such as
# coordinates and graphics, shared by all characters.
#==============================================================================

class Game_CharacterBase
#--------------------------------------------------------------------------
# * Move Straight
# d: Direction (2,4,6,8)
# turn_ok : Allows change of direction on the spot
#--------------------------------------------------------------------------
def move_straight(d, turn_ok = true)
@move_succeed = passable?(@x, @y, d)

# added a direction check
if @direction != d
set_direction(d)
elsif @move_succeed
set_direction(d)
@x = $game_map.round_x_with_direction(@x, d)
@y = $game_map.round_y_with_direction(@y, d)
@real_x = $game_map.x_with_direction(@x, reverse_dir(d))
@real_y = $game_map.y_with_direction(@y, reverse_dir(d))
increase_steps
elsif turn_ok
set_direction(d)
check_event_trigger_touch_front
end
end
end

#==============================================================================
# ** Game_Player
#------------------------------------------------------------------------------
# This class handles the player. It includes event starting determinants and
# map scrolling functions. The instance of this class is referenced by
# $game_player.
#==============================================================================

class Game_Player < Game_Character
alias q_move_by_trigger move_by_input
#--------------------------------------------------------------------------
# * Processing of Movement via Input from Directional Buttons
#--------------------------------------------------------------------------
def move_by_input
return unless move_trigger?
q_move_by_trigger
end

def move_trigger?
# checks for direction key triggers
if Input.trigger?(:UP)
return true
elsif Input.trigger?(:DOWN)
return true
elsif Input.trigger?(:LEFT)
return true
elsif Input.trigger?(:RIGHT)
return true
else
return false
end
end
end


Checks if player is facing the direction before moving, if not, they turn and don't move. I had to change the Input.press to trigger, which makes it quite choppy (have to press for each move now, hold down a key will move you up one time) but I guess that could work for a TwitchPlaysPokemon?

Also I don't know how this effects event movements since I did change the move on characterbase.

Eleventh Day~

Thanks guys! Not sure why this blog was posted today instead of 2 days ago, guess the image had to be verified? Buut the 1st release is out it's more like a showcase of the tactical battle system. I'll release the rtp included sometime on the weekend.
Reason I'm waiting to upload the rtp included is incase any major bugs get reported, I can fix it up so I won't have to reupload a bigger file.

Can you do this with Symphony battle systems?

Well tbh I don't know the script, but from a quick glance
create icon: user, shield
seems to be the issue. If my deduction is correct, that is creating an icon based on the actors shield equipped. If bombs are in the shield slot, does it have an icon? Also does the weapon, Bow Icon, appear? Also looks like you're missing the "icon delete: user, x" but that wouldn't be the issue with getting it to appear :P

in the example from that link they used
create icon: user, item, hand, x
x being the icon index, and I'm guessing hand is the starting position for the icon? Not sure on that.

title.png

Thanks, I was going to make a custom title, but then I figured that since the game is theme'd around rtp, an rtp edited title would best.

The Screenshot Topic Returns

tbh, only thing I liked from that map, was how the house came out lol


Same map idea, but in iso. It's going to be for a small side project just for practice on actually using the engine and getting away from scripting for awhile. It's gonna be an rtp based project kind of the like the rm venture event's idea. still need to replace my grass/dirt tiles with the rtp ones, and oddly those tree autotiles don't look too bad in this mode lol. My only problem is, if people would be bugged that the charas aren't going to be iso, unless I can find sprites for the rtp in iso or diagonal, because I don't want to go all out for this lol

The Screenshot Topic Returns



First attempt at rmvxa mapping with rtp. Just gotta say, wow and I thought Layy Meta mapping was complicated, I miss rmxp mapping already.

[Ace] So you pros, how would one go about adding new variables/stats to a character class in Ace?

I do mine similar to what Travio said, except I place them in Game_BattlerBase, since it was a stat for both actors and enemies. Made an attr_reader and a few methods.
@Yellow Magic, Yes that's correct, accessor does reader and write, and adds both their methods. So I assume accessor would work as well. But I went with reader just because that's how a similar stat was written :P

The Screenshot Topic Returns



Almost complete with the battle system. Let me know what you think!
Most of the graphics are placeholders still, and the sprites are just bases atm.
Bust Portrait will be behind the status bar, behind the name/level panels. And the atb order list will use icons of the character, instead of names.

I just noticed "Shape" in skill window isn't working correct. It's treating all skills as a line.

writing a vx ace script where specially-tagged maps show mini characters; having trouble

No problem, I tend to forget a lot of the little things as well and I spend hours to figure out I forgot to call a method somewhere :P

And I'd agree, this script would be pretty nice for over world maps, very simple to use too.