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Scripting Made Simple!

For some reason, and I don't know what it is; but people seem to try to explain everything out without just telling you "paste it in here, and then let the program do the work".

Like, about 5 to 10 minutes ago; I was having a problem with this script:

#==============================================================================
#
# ▼ Yanfly Engine Ace - Enemy Levels v1.02
# -- Last Updated: 2012.01.26
# -- Level: Normal, Hard
# -- Requires: n/a
#
#==============================================================================

$imported = {} if $imported.nil?
$imported = true

#==============================================================================
# ▼ Updates
# =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
# 2012.01.26 - Bug Fixed: Duplication of stat growth rates per enemy.
# 2012.01.24 - Added <hide level> notetag for enemies.
# - Option to change Party Level function in Action Conditions to
# enemy level requirements.
# 2011.12.30 - Started Script and Finished.
#
#==============================================================================
# ▼ Introduction
# =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
# RPG's with enemies that level up with the party enforces the player to stay
# on their toes the whole time. This is both a good and bad thing as it can
# cause the player to stay alert, but can also cause the player to meet some
# roadblocks. This script will not only provide enemies the ability to level up
# but also allow the script's user to go around these roadblocks using various
# tags to limit or slow down the rate of growth across all enemies.
#
#==============================================================================
# ▼ Instructions
# =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
# To install this script, open up your script editor and copy/paste this script
# to an open slot below ▼ Materials/素材 but above ▼ Main. Remember to save.
#
# -----------------------------------------------------------------------------
# Skill Notetags - These notetags go in the skill notebox in the database.
# -----------------------------------------------------------------------------
# <enemy level: +x>
# <enemy level: -x>
# This causes the enemy to raise or drop x levels depending on the tag used.
# The new level will readjust the enemy's stats (including HP and MP).
#
# <enemy level reset>
# This resets the enemy's level back to the typical range it should be plus or
# minus any level fluctuations it was given. This occurs before enemy level +
# and enemy level - tags.
#
# -----------------------------------------------------------------------------
# Enemy Notetags - These notetags go in the enemies notebox in the database.
# -----------------------------------------------------------------------------
# <hide level>
# This notetag will hide the level of the enemy. If YEA - Enemy Target Info is
# installed, the level will be revealed upon a parameter scan.
#
# <min level: x>
# <max level: x>
# This will adjust the minimum and maximum levels for the enemy. By default,
# the minimum level is 1 and the maximum level is whatever is set in the module
# as MAX_LEVEL.
#
# <set level: x>
# This will set the enemy's level to exactly x. It a sense, this is just the
# usage of both the min and max level tags together as the same value.
#
# <level type: x>
# Choosing a value from 0 to 4, you can adjust the different leveling rulesets
# for the enemy. See the list below.
# Type 0 - Lowest level of all actors that have joined.
# Type 1 - Lowest level in the battle party.
# Type 2 - Average level of the battle party.
# Type 3 - Highest level of the battle party.
# Type 4 - Highest level of all actors that have joined.
#
# <level random: x>
# This will give the level a random flunctuation in either direction. Set this
# value to 0 if you don't wish to use it. Adjust RANDOM_FLUCTUATION inside the
# module to change the default fluctuation value.
#
# <stat: +x per level>
# <stat: -x per level>
# <stat: +x% per level>
# <stat: -x% per level>
# This will raise or lower the stat by x or x% per level (depending on the tag
# used). This will override the default growth settings found inside the module
# hash called DEFAULT_GROWTH. You may replace stat with:
# MAXHP, MAXMP, ATK, DEF, MAT, MDF, AGI, LUK, GOLD, EXP
#
#==============================================================================
# ▼ Compatibility
# =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
# This script is made strictly for RPG Maker VX Ace. It is highly unlikely that
# it will run with RPG Maker VX without adjusting.
#
#==============================================================================

module YEA
module ENEMY_LEVEL

#=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
# - General Level Settings -
#=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
# These settings adjust the general level setup for your enemies from the
# way levels appear in the game to the default maximum level for enemies,
# to the way their levels are calculated by default, and the random level
# fluctuation they have. If you want enemies to have different settings,
# use notetags to change the respective setting.
#=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
# This is how the level text will appear whenever enemy levels are shown.
LEVEL_TEXT = "LV%s %s"

# This is the maximum level your enemies can achieve. They cannot go higher
# no exceptions. Adjust this accordingly to fit your game.
MAX_LEVEL = 99

# Default level calculations for your enemies will be adjusted as such.
# Type 0 - Lowest level of all actors that have joined.
# Type 1 - Lowest level in the battle party.
# Type 2 - Average level of the battle party.
# Type 3 - Highest level of the battle party.
# Type 4 - Highest level of all actors that have joined.
DEFAULT_LEVEL_TYPE = 4

# If you want your enemies to have random +/- levels of some degree, change
# this number to something other than 0. This is the default value.
RANDOM_FLUCTUATION = 2

#=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
# - Parameter Growth Settings -
#=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
# Here, you adjust how much stats grow for enemies by default, including
# the formula used to calculate those stats. If you wish for enemies to
# have different growth settings, use notetags to change them.
#=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
# These settings adjust the default growth rates (not the base stat formula)
# for each stat. These are the values that will exist for each enemy unless
# defined otherwise by the tags inside their noteboxes.
DEFAULT_GROWTH ={
# ParamID => ,
0 => ,
1 => ,
2 => ,
3 => ,
4 => ,
5 => ,
6 => ,
7 => ,
8 => ,
9 => ,
} # Do not remove this.

# The following hash will adjust each of the formulas for each base stat.
# Adjust them as you see fit but only if you know what you're doing.
# base - The base stat from the enemy database.
# per - Growth rate which has not been yet converted to a percent.
# set - Set growth rate. Modified
# Default: "base * (1.00 + (level-1) * per) + (set * (level-1))"
STAT_FORMULA = "base * (1.00 + (level-1) * per) + (set * (level-1))"

#=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
# - Party Level to Enemy Level Action Conditions -
#=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
# Setting the below to true will cause the Party Level requirement under
# Action Conditions in the Action Patterns list to become an Enemy Level
# requirement. The enemy must be at least the level or else it cannot use
# the listed action.
#=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
PARTY_LEVEL_TO_ENEMY_LEVEL = true

end # ENEMY_LEVEL
end # YEA

#==============================================================================
# ▼ Editting anything past this point may potentially result in causing
# computer damage, incontinence, explosion of user's head, coma, death, and/or
# halitosis so edit at your own risk.
#==============================================================================

module YEA
module REGEXP
module USABLEITEM

LEVEL_CHANGE = /<(?:ENEMY LEVEL|enemy level):(\d+)>/i
LEVEL_RESET = /<(?:ENEMY LEVEL RESET|enemy level reset)>/i

end # USABLEITEM
module ENEMY

LEVEL_TYPE = /<(?:LEVEL_TYPE|level type):(\d+)>/i
LEVEL_MIN = /<(?:MIN_LEVEL|min level|minimum level):(\d+)>/i
LEVEL_MAX = /<(?:MAX_LEVEL|max level|maximum level):(\d+)>/i
LEVEL_SET = /<(?:SET_LEVEL|set level|permanent level):(\d+)>/i

LEVEL_RAND = /<(?:LEVEL_RANDOM|level random):(\d+)>/i
GROWTH_PER = /<(.*):(\d+)()(?:PER_LEVEL|per level)>/i
GROWTH_SET = /<(.*):(\d+)(?:PER_LEVEL|per level)>/i

HIDE_LEVEL = /<(?:HIDE_LEVEL|hide level)>/i

end # ENEMY
end # REGEXP
end # YEA

#==============================================================================
# ■ Numeric
#==============================================================================

class Numeric

#--------------------------------------------------------------------------
# new method: group_digits
#--------------------------------------------------------------------------
unless $imported
def group; return self.to_s; end
end # $imported

end # Numeric

#==============================================================================
# ■ DataManager
#==============================================================================

module DataManager

#--------------------------------------------------------------------------
# alias method: load_database
#--------------------------------------------------------------------------
class <<self; alias load_database_elv load_database; end
def self.load_database
load_database_elv
load_notetags_elv
end

#--------------------------------------------------------------------------
# new method: load_notetags_elv
#--------------------------------------------------------------------------
def self.load_notetags_elv
groups =
for group in groups
for obj in group
next if obj.nil?
obj.load_notetags_elv
end
end
end

end # DataManager

#==============================================================================
# ■ RPG::UsableItem
#==============================================================================

class RPG::UsableItem < RPG::BaseItem

#--------------------------------------------------------------------------
# public instance variables
#--------------------------------------------------------------------------
attr_accessor :level_change
attr_accessor :level_reset

#--------------------------------------------------------------------------
# common cache: load_notetags_elv
#--------------------------------------------------------------------------
def load_notetags_elv
@level_change = 0
@level_reset = false
#---
self.note.split(/+/).each { |line|
case line
#---
when YEA::REGEXP::USABLEITEM::LEVEL_CHANGE
@level_change = $1.to_i
when YEA::REGEXP::USABLEITEM::LEVEL_RESET
@level_reset = true
end
} # self.note.split
#---
end

end # RPG::UsableItem

#==============================================================================
# ■ RPG::Enemy
#==============================================================================

class RPG::Enemy < RPG::BaseItem

#--------------------------------------------------------------------------
# public instance variables
#--------------------------------------------------------------------------
attr_accessor :hide_level
attr_accessor :level_type
attr_accessor :level_min
attr_accessor :level_max
attr_accessor :level_rand
attr_accessor :level_growth

#--------------------------------------------------------------------------
# common cache: load_notetags_elv
#--------------------------------------------------------------------------
def load_notetags_elv
@hide_level = false
@level_type = YEA::ENEMY_LEVEL::DEFAULT_LEVEL_TYPE
@level_min = 1
@level_max = YEA::ENEMY_LEVEL::MAX_LEVEL
@level_rand = YEA::ENEMY_LEVEL::RANDOM_FLUCTUATION
@level_growth = Marshal.load(Marshal.dump(YEA::ENEMY_LEVEL::DEFAULT_GROWTH))
#---
self.note.split(/+/).each { |line|
case line
#---
when YEA::REGEXP::ENEMY::HIDE_LEVEL
@hide_level = true
when YEA::REGEXP::ENEMY::LEVEL_TYPE
@level_type = $1.to_i
when YEA::REGEXP::ENEMY::LEVEL_MIN
@level_min = .max
when YEA::REGEXP::ENEMY::LEVEL_MAX
@level_max = .min
when YEA::REGEXP::ENEMY::LEVEL_SET
@level_min = [.max, YEA::ENEMY_LEVEL::MAX_LEVEL].min
@level_max = [.max, YEA::ENEMY_LEVEL::MAX_LEVEL].min
when YEA::REGEXP::ENEMY::LEVEL_RAND
@level_rand = $1.to_i
#---
when YEA::REGEXP::ENEMY::GROWTH_PER
case $1.upcase
when "MAXHP", "MHP", "HP"
type = 0
when "MAXMP", "MMP", "MP", "MAXSP", "MSP", "SP"
type = 1
when "ATK", "ATTACK"
type = 2
when "DEF", "DEFENSE"
type = 3
when "MAT", "MAGIC ATTACK", "INT", "INTELLIGENCE", "SPI", "SPIRIT"
type = 4
when "MDF", "MAGIC DEFENSE", "RES", "RESISTANCE"
type = 5
when "AGI", "AGILITY"
type = 6
when "LUK", "LUCK"
type = 7
when "GOLD", "MONEY"
type = 8
when "EXP", "EXPERIENCE", "XP"
type = 9
else; next
end
@level_growth = $2.to_i * 0.01
when YEA::REGEXP::ENEMY::GROWTH_SET
case $1.upcase
when "MAXHP", "MHP", "HP"
type = 0
when "MAXMP", "MMP", "MP", "MAXSP", "MSP", "SP"
type = 1
when "ATK", "ATTACK"
type = 2
when "DEF", "DEFENSE"
type = 3
when "MAT", "MAGIC ATTACK", "INT", "INTELLIGENCE", "SPI", "SPIRIT"
type = 4
when "MDF", "MAGIC DEFENSE", "RES", "RESISTANCE"
type = 5
when "AGI", "AGILITY"
type = 6
when "LUK", "LUCK"
type = 7
when "GOLD", "MONEY"
type = 8
when "EXP", "EXPERIENCE", "XP"
type = 9
else; next
end
@level_growth = $2.to_i
end
} # self.note.split
#---
end

end # RPG::Enemy

#==============================================================================
# ■ Game_Battler
#==============================================================================

class Game_Battler < Game_BattlerBase

#--------------------------------------------------------------------------
# alias method: item_user_effect
#--------------------------------------------------------------------------
alias game_battler_item_user_effect_elv item_user_effect
def item_user_effect(user, item)
game_battler_item_user_effect_elv(user, item)
apply_level_changes(item) if self.is_a?(Game_Enemy)
end

end # Game_Battler

#==============================================================================
# ■ Game_Enemy
#==============================================================================

class Game_Enemy < Game_Battler

#--------------------------------------------------------------------------
# alias method: initialize
#--------------------------------------------------------------------------
alias game_enemy_initialize_elv initialize
def initialize(index, enemy_id)
game_enemy_initialize_elv(index, enemy_id)
create_init_level
end

#--------------------------------------------------------------------------
# new method: level
#--------------------------------------------------------------------------
def level
create_init_level if @level.nil?
return @level
end

#--------------------------------------------------------------------------
# new method: level=
#--------------------------------------------------------------------------
def level=(value)
create_init_level if @level.nil?
return if @level == value
hp_rate = self.hp.to_f / self.mhp.to_f
mp_rate = self.mp.to_f / .max.to_f
@level = [.max, YEA::ENEMY_LEVEL::MAX_LEVEL].min
self.hp = (self.mhp * hp_rate).to_i
self.mp = (self.mmp * mp_rate).to_i
end

#--------------------------------------------------------------------------
# new method: create_init_level
#--------------------------------------------------------------------------
def create_init_level
set_level_type
@hp = mhp
@mp = mmp
end

#--------------------------------------------------------------------------
# new method: set_level_type
#--------------------------------------------------------------------------
def set_level_type
@level = $game_party.match_party_level(enemy.level_type)
@level += rand(enemy.level_rand+1)
@level -= rand(enemy.level_rand+1)
@level = [.min, enemy.level_min].max
end

#--------------------------------------------------------------------------
# alias method: transform
#--------------------------------------------------------------------------
alias game_enemy_transform_elv transform
def transform(enemy_id)
game_enemy_transform_elv(enemy_id)
create_init_level
end

#--------------------------------------------------------------------------
# new method: apply_level_changes
#--------------------------------------------------------------------------
def apply_level_changes(item)
create_init_level if item.level_reset
self.level += item.level_change
end

#--------------------------------------------------------------------------
# alias method: param_base
#--------------------------------------------------------------------------
alias game_enemy_param_base_elv param_base
def param_base(param_id)
base = game_enemy_param_base_elv(param_id)
per = enemy.level_growth
set = enemy.level_growth
total = eval(YEA::ENEMY_LEVEL::STAT_FORMULA)
return total.to_i
end

#--------------------------------------------------------------------------
# alias method: exp
#--------------------------------------------------------------------------
alias game_enemy_exp_elv exp
def exp
base = game_enemy_exp_elv
per = enemy.level_growth
set = enemy.level_growth
total = eval(YEA::ENEMY_LEVEL::STAT_FORMULA)
return total.to_i
end

#--------------------------------------------------------------------------
# alias method: gold
#--------------------------------------------------------------------------
alias game_enemy_gold_elv gold
def gold
base = game_enemy_gold_elv
per = enemy.level_growth
set = enemy.level_growth
total = eval(YEA::ENEMY_LEVEL::STAT_FORMULA)
return total.to_i
end

#--------------------------------------------------------------------------
# alias method: name
#--------------------------------------------------------------------------
alias game_enemy_name_elv name
def name
text = game_enemy_name_elv
if add_level_name?
fmt = YEA::ENEMY_LEVEL::LEVEL_TEXT
text = sprintf(fmt, @level.group, text)
end
return text
end

#--------------------------------------------------------------------------
# new method: add_level_name?
#--------------------------------------------------------------------------
def add_level_name?
if $imported && show_info_param?
return true
end
return false if enemy.hide_level
return true
end

#--------------------------------------------------------------------------
# overwrite method: conditions_met_party_level?
#--------------------------------------------------------------------------
if YEA::ENEMY_LEVEL::PARTY_LEVEL_TO_ENEMY_LEVEL
def conditions_met_party_level?(param1, param2)
return @level >= param1
end
end

end # Game_Enemy

#==============================================================================
# ■ Game_Party
#==============================================================================

class Game_Party < Game_Unit

#--------------------------------------------------------------------------
# new method: match_party_level
#--------------------------------------------------------------------------
def match_party_level(level_type)
case level_type
when 0; return all_lowest_level
when 1; return lowest_level
when 2; return average_level
when 3; return highest_level
else; return all_highest_level
end
end

#--------------------------------------------------------------------------
# new method: all_lowest_level
#--------------------------------------------------------------------------
def all_lowest_level
lv = all_members.collect {|actor| actor.level }.min
return lv
end

#--------------------------------------------------------------------------
# new method: lowest_level
#--------------------------------------------------------------------------
def lowest_level
lv = members.collect {|actor| actor.level }.min
return lv
end

#--------------------------------------------------------------------------
# new method: average_level
#--------------------------------------------------------------------------
def average_level
lv = 0
for member in all_members; lv += member.level; end
lv /= all_members.size
return lv
end

#--------------------------------------------------------------------------
# overwrite method: highest_level
#--------------------------------------------------------------------------
def highest_level
lv = members.collect {|actor| actor.level }.max
return lv
end

#--------------------------------------------------------------------------
# all method: all_highest_level
#--------------------------------------------------------------------------
def all_highest_level
lv = all_members.collect {|actor| actor.level }.max
return lv
end

end # Game_Party

#==============================================================================
#
# ▼ End of File
#
#==============================================================================


------This is the script for "enemy levels", by using this script; enemies will become naturally random levels thus changing all their stats and such. (or at least I think that's what happens)

If you happen to change anything in this script, anywhere there is an x or a 0, you can change it to 1, 2, 3, or 4 (or whatever other numbers are allowed: and this will then change the level of all enemies for that being.

So say I want all my enemies to be EXACTLY the same level of average level of my team (say most of my team members/party is level 35 and only two of them are level 20)

replace all the <set level: >

with <set level: 2>

This puts their level at AVERAGE of the total level of all people in your party.

Like, it's not that complicated; but for some reason, when MOST people try to explain it... they then tell you that you need to post things like <set level: x> in NOTE area.

And I'm like "it's not doing anything, just giving me a syntax error".

Like seriously, I'm not a script person at all; heck I copied someone else's script because I don't know jack crap about any of this; but it seems much simpler when you learn it out for yourself... or when it is explained to you in NORMAL terms rather than all this psychological intelligent psychobabble.

((This does not mean that I know about the script, it just means I understand the BARE minimum basics)).

For some reason, all I had to do was paste the script in and ta-da... everything did the work on its own... so I don't see why it is so difficult to explain it.

Leveling Up w/enemies & allies

Alright, I'm sure this has probably already been asked before; but it seems extremely useful towards my dungeon crawler type of game.

The question is:

"Is there a way to level up the enemies as you level up?"

For example, as your team gets stronger; so does the enemies... makes sense?

Is there a script for that or something?

Quick Question(s)...

1: How do you place a character's sprite on the field itself? Like, I want to place one on the field so that when the party/main character touches it; this sprite joins your party. (what is the script and how do I place him on the field?)

2: What is the script for dialogue/dialog? Like, what is the basic script for bringing up dialog in the game.

3: What is the script for making an opening black screen dialogue to tell people about the game before they start? Like, the screen will turn black before the game starts; and bring up a small text message saying something like "Welcome to ____________, the story takes place..." and so on and so forth?


I'm not exactly intelligent when it comes to scripting, and I can't seem to find the information when bringing up the HELP menu with F1.

UPDATE: I also figured out how to set events by the automatic pre-set event scripts for things like shop processing and such, but I don't know about the things above still.

Team Miscellanium... Care to join/help?

ABOUT

“Miscellanium” (fusion of “Miscellaneous” + “Millenium”) is a game that has elements and situations similar to the “Infinity” series by Nicholas Schaer (http://rpgmaker.net/users/Nick/). For games like these, you are given the option to actually just be yourself; sure, we may not be able to provide you with characters/avatars that represent exactly how you look in real life nor are we able to provide you with every single option possible in real life… but for what it is worth, we are doing what we can with what we got.

“Miscellanium” takes you into many elements of many RPGs (role playing games), consisting of many eras and generations that will often throw you into unexpected situations. Whether you battling enemies in the future, enemies in the past, or even enemies of the present; “Miscellanium” brings you a world where almost anything is possible.

But, due to the limitations of being financially unstable; there is only so much “reality” that I can put into this “fantasy”. Many questions will be asked, many people will be met, and many people may just end up joining in to make this game one of the most “free” and “open” games ever created.

Although there is only so much we can provide and only so much space we have for this game, we will give you as much as we possibly can; allowing you to access both parts of reality as well as parts of fantasy. From anything to battling cowboys in the Wild Wild West, or even facing off with aliens and their UFOs; I/we will hopefully expand the gaming world to a whole new idea.

With both present, past, and future elements; you will be able to experience “life” and “death” as it happens. You will be able to experience the hardships of life itself and all the problems that we encounter throughout our years.

In this game, I/we am/are hoping to achieve not the impossible; but I/we am/are hoping to find the true feelings that hide within us and why we choose to deny or allow them. With elements of “simulation”, “RPG”, and “puzzle”; you will be giving many choices to decide, but only one of them will lead you to what is known as “the good life”.

Here are some things I/we am/are hoping to achieve in the process of this game:

-Steal items, equipment, and money from NPCs + enemies
-Master powerful spells and skills to help you on your way
-Make almost every single NPC able to be killed and/or battled
-Implement past, present, and futuristic elements
-Pick up unnecessary items (such as cups, books, etc.)
-Sell specific items in specific shops and stores
-Team up with at least 5 or more NPCs (or even play the entire game solo)
-Battle enemies by touching them (or battle them freely)
-Train enemy monsters to be part of your team
-Implement “reality” as well as “fantasy” elements
-Allow players to “release” or “remove” teammates
-Allow players to choose attacking order (regardless of Agility and other elements)
-Implement “realistic” death and “fantasy” death (meaning die permanently or die temporarily)
-Implement the idea of “relationships” (such as marriage, dating, friendship, etc.)
-Create a turn based battle system (or possibly make it so you can battle freely)
-Allow players to control various types of vehicles (ships, planes, cars, etc.)
-Make sure this game DOESN’T need to be installed at all (make it so people can put the game on their flash drive)

This game will be designed as soon as possible, but with the right kind of people helping out; this game may take approximately 1 week to 1 year (maybe even more if other team members aren’t doing their job like they’re supposed to).

Not all additions or elements will be added into the game, but I/we will try to do my/our best at expanding the game into both elements of “fantasy” and elements of “reality”.

Other additions might be:

-Paying bills on bought homes or vehicles
-Going to jail/prison for committing crimes (such as murder, etc.)
-Death from diseases, poisons, starvation, dehydration, etc.
-Jobs, missions, events, etc.
-Farming, mining, etc.

At the moment, I/we am/are out of ideas for additions to implement into this game; but with the help of the RPGmaker community as well as the help of the staff, a game like this could be possible… and could exceed far into even being on a game system such as Xbox 360 or PS3 (and so on).

CREW
The crew will consist of anywhere from 5-50 people all working together to make something like this or exactly like this possible. We/I will need people to handle the following:

-Scripts & Animation of battles (attacking, stealing, etc.)
-Animation of buildings & character movement (doors opening, windows closing, walking, running, etc.)
-Animations of movable objects (opening chests, cars, ships, etc.)
-Opening menu animation
-Credit animation
-Proper placement of music and sounds
-Proper placement of attack animations

Pretty much, anyone who can do animation in these games would highly be appreciated if you would join.

Long story short, I am not really “talented” when it comes to animation nor do I really know much about building a game; I’ve kind of been a shut-in my entire life… so overall, I am only going to be handling this:

-Damage calculations
-Dialogue/Dialog
-Character & Location names
-Item, equipment, and object names

Pretty much, I will be naming everything and speaking for everyone who talks in the game; as well as naming all the weapons and armor/armour, and anything else that needs to be named or spoken for.

Otherwise, I leave all the detailing, animation, and artwork up to you guys.

I/We am/are currently looking for a combination between past, present, and future… so bear with me/us on this, and hopefully this game will be something to look forwards to. Heck, it may even be commercialized if enough people really enjoyed the demo.

Most (if not all) of the game will be done using the “RPGmaker VX Ace Lite” program and if other programs are compatible with it; then other changes will be made as the game continues further.


-----That is all I have at this time, more information will be coming as soon as I figure everything else out.


(NOTE: Technical difficulties, the editing process didn't edit it for some reason)

RPG Maker VX Ace Lite?

At the moment, I only have a few minor questions...

1: How difficult will this be? I mean seriously, using just this program... how difficult would it be to make a "quick" test of a game?

2: Is there anything else that might need installed besides this program?

3: On a basic time scale (say at least 1-4 hours a day to use this program), how long might it take to make a basic OPEN-WORLD kind of RPG; no definite story lines, mostly just random dialogue, battles, and other misc content.

http://tryace.rpgmakerweb.com/download-lite/

Like, I am really interested in trying this out; but I don't exactly know how to start, or even how I should start. Like, I already have a general idea for a game; but at the same time, I don't know exactly "how" the program itself works... like, how do I preview my animations and so on, how do I even animate anything, etc?
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