RINE'S PROFILE

Game designer hopeful. Have designed several tabletop RPGs, and have long wanted to start into the video game space.

My focus when designing is to create challenging experiences that force the player to make difficult choices, and change the paradigm when someone thinks of an RPG.
Binding Wyrds
A modern fantasy game, delving into the shadows of the supernatural.

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[RMVX ACE] [YEA Scripts] Help with specific script code for a character concept

Hey guys,

While this is a bit low priority, it is an interesting concept I really don't want to let go, because I know it can be done, just not quite sure in particular how to do it.

I am using the YEA scripts, including the lunatic states/damage/etc ones, that allow you to call a script at various points inside a state. That being said, the character concept I have is a character who summons a drone, and the drone attacks automatically every turn, depending on what abilities are used on it. I figure the drone being summoned itself can be a state cast on the character using it, but I'm not sure how to have a script call check the opponents, and do damage to them. Specifically, I need to be able to do damage to a random target, a specific target, and all targets, along with having an ability that boosts the damage the drone deals.

Any suggestions or ideas would be immensely helpful! Thanks in advance!

Fan Tabletop RPG designed around the Nasu settings (F/SN, Tsukihime, etc)

Hey all,

Just thought I'd share a tabletop game I designed a while back, and actually ran a good two year long or so game with. It's designed around the nasu-verse settings, which include Fate/Stay Night, Tsukihime, and assorted games, books, VNs, and such. If anyone is interested feel free to use it, it is pretty much complete. Its also the system I am basing the game I am currently working on, albeit with a different styled setting so as to not infringe on copyrights.

Here is the link to the drive files: Here

As a short summary, its a d6 styled system (roll x amount of d6s, 5/6 count as hits towards a success), where each character belongs to a particular classification of supernatural entity, be it magus, magitek user, vampire, church agent, or demon-blooded. Combat is designed around simple basic rules, with special abilities adding on but unique to each character. The classes are designed around being very versatile, and customizable to fit many roles (Mages can be healers, special attackers, melee, etc).

If you want to use it for any tabletop group you run, feel free, just let me know how it goes and if you have any problems!

[Website] When should I aim to submit my game to this website?

Hey all,

So this is more of a generic question as opposed to particular help on my game, and wasn't quite sure whether it should go here or in development, so sorry in advance if I flipped a coin badly.

I was wondering when I should shoot for posting the game I'm working on up to the website, at least for preview/blogging purposes. I know the answer isn't 'right now', given that I have one sample mission (small dungeon if you need a comparison) done and a lot of fiddly bits, but nothing that's really screen shot material, especially since until I can get a dedicated artist, I'm using RTP stuff. Should I aim for a few missions so I can show a bit of variety in what they are doing? Or should I worry less about showing unique screen shots?

Thanks in advance!

Interesting/Inspiring RPGs

Hey all. Just thought we should have a topic where people discuss or talk about various RPGs with interesting design concepts, or things that have inspired you to make certain games. Interesting battle systems, magic systems, storylines, overall concepts, whatever people might take inspiration from.

As a note, when I say interesting or inspiring, I don't necessarily imply 'good'. Some of the games I've drawn a lot of inspiration from are not necessarily good, or I may not even like them all that much. They can inspire us with unique game systems or stories, even if they don't do them well on their own.

My own personal list, off the top of my head:

Metal Max Returns: An old school JRPG, never released stateside. I found it interesting that for most of the game (at least what I've played, I didn't get through much) there was no real central story, but a bunch of kill monster quests, as you were a bounty hunter. It also has tanks included in the combat, and as vehicles you ride around in.

Dragon Ball Z: Super Saiya Densetsu: An RPG for the SNES, its pretty bland, very grindy, and not very likable unless you really like DBZ. However, the combat system is something I've not really seen elsewhere. You get five cards in your hand, with different symbols and numbers, symbols for the kind of attack/defense, numbers for how powerful it is. You can give those cards to up to 5 fighters (you could have far more in your team if you don't let them die, perma-death is a thing for the optional characters). It created an interesting system where you wanted to save certain special cards for boss fights, and use the cheap ones while grinding.

Legend of Mana: Not really the best Mana game, but I found the creatable map the most interesting part. Basically, each time you need to go to a new area, or finish a big quest, you get an item representing an area. You can place that area on the world map connecting to areas you've already placed. The further it is from your 'home' location, the more difficult the enemies are, and placing places next to each other might cause extra effects.

Cyber Knight 2: A cool little RPG in general, where you are commander of a starship, commanding a group of mech pilots. The upgrade system where you salvage parts from enemies is cool, the combat system itself was pretty cool with grid movement and such in a side by side RPG, and the fact that units you didn't have in party could back you up with supporting fire.

[Scripting] Stuck in a while loop

Hey all, this one is definitely more in the code-funk territory and less in the high end RPG Maker, but I've been staring at this code for hours with no progress, and would be infinitely grateful if I could get a few extra eyes on it to see what might be the issue.

The code for this is basically going to loop through a list of missions, check them for certain variables, and add them to an accessible list that will get displayed for mission select. Note, before this function is called, I have a set of missions created with location 0 (So they should all get loaded), and all of them have been set to completed = 1 through a function inside them. However, when this code is ran, the entire thing locks up, meaning we're probably stuck in that while loop.

class Game_Interpreter
  def missionListCreate
    #Clean out the list of any old entries
    $mission_list.clear
    #Get the size of the mission array.
    @size = $mission.size
    #Where are we in the array
    @index = 0
    #Determines if location 1 is already full
    @loc1 = 0
    #Determines if location 2 is already full
    @loc2 = 0
    #Determines if location 3 is already full
    @loc3 = 0
    #Determines of location 4 is already full
    @loc4 = 0
    #Determines if we're done
    @done = 0
    #Determines current location in the $mission_list array
    @current = 0
    #Holder for the location of $mission.location
    @currentloc = 0
    #Start our loop
    while @done == 0
      #Check to see if the mission is available, which is value 1 on completed
      if $mission[@index].completed == 1
        #Set the location of the mission.
         @currentloc = $mission[@index].location
          #Check to see if location of the mission is 1
          if @currentloc == 1
            #See if any other missions have been there on this list
            if @loc1 == 0
              @loc1 = 1
              $mission_list[@current] = $mission[@index]
              @current += 1
            end
          end    
          #Check to see if location of the mission is 1
          if @currentloc == 2
            #See if any other missions have been there on this list
            if @loc2 == 0
              #Set location as used, add mission, increment location in mission 
              # list
              @loc2 = 1
              $mission_list[@current] = $mission[@index]
              @current += 1
            end
          end
          #Check to see if location of the mission is 1
          if @currentloc == 3
            #See if any other missions have been there on this list
            if @loc3 == 0
              #Set location as used, add mission, increment location in mission 
              # list
              @loc3 = 1
              $mission_list[@current] = $mission[@index]
              @current += 1
            end
          end
          #Check to see if location of the mission is 1
          if @currentloc == 4
            #See if any other missions have been there on this list
            if @loc4 == 0
              #Set location as used, add mission, increment location in mission 
              # list
              @loc4 = 1
              $mission_list[@current] = $mission[@index]
              @current += 1
            end
          end
          #check if there is no location set.
         if @currentloc == 0
           #Add mission, increment location in mission list
              $mission_list[@current] = $mission[@index]
              @current += 1
          end 
        end  
      #Make sure we're not going past the size of $mission  
      if @size == @index + 1
        @done = 1
      end
      #Make sure we're not adding more than 5 missions
      if $mission_list.size == 5
        @done = 1
      end
      #Increment where we are in $mission
      @index += 1
    end
  end
end


If any one has any ideas, please let me know, I know its probably something derpingly simple and I just can't see it because I wrote it :P

[RMVX ACE] Closing a Menu after a script

I'm pretty sure at this rate, every piece of my code will be up on these forums.

So, custom menu working out fine so far. Now we need to have them select a mission, and port them to that area. Sounds good right? Except...I can't seem to do that without locking the game up. I think I'm calling my menu closing wrong, but the method handler for close menu isn't working, and my custom calls aren't working either. Both times they leave me with a blurred/black background, and no change to the new location

class Scene_MissionSelect < Scene_MenuBase
  def start
    super
    @list_window = Window_MissionList.new(0, 0, 200)
    @list_window.set_handler(:cancel,  method(:return_scene))
    @list_window.set_handler(:ok,     method(:select_mission))
    @desc_window = Window_MissionDesc.new(@list_window, 200, 0, Graphics.width - 200, Graphics.height - 200)
    @desc_window.viewport = @viewport
  end
  
  def select_mission
    @list_window.item.goto
    @list_window.deactivate
    @list_window.close
    @desc_window.deactivate
    @desc_window.close
    dispose_background
    $game_temp.fade_type = 0
    $game_player.reserve_transfer($game_variables[1], $game_variables[2], 
    $game_variables[3], $game_variables[4])
    Graphics.update
  end
end

I've looked at various other custom menu codes, and I believe I'm doing the same thing they do, but all I end up doing is locking the game up. Probably doing this horribly inefficiently as well, since the menus kinda cut apart when they're closed.

Edit: Solved. Totally didn't realize you could just call return_scene without the cancel method handler.

[RMVX ACE] draw_text creating odd overlapping text.

Because apparently I like putting my stupid mistakes up on the forums!

So, everything is working grand, we're reading from the array, we're changing what is displayed based on the array! Except, for, well...



It looks like the text is wrapping over and over itself. The other strings display fine, but they are only examples and as such very short.

Here is where I declared what is in the string. Note, I've already tried applying line breaks to it, no joy.

$mission[0] = Mission.new(1, 10, 10, 10, 8, 0, "Alley", 
    "We are receiving a distress call from an Alley in Paris.
    Our scans indicate a Wyrd signature, along with several
    readings of undead in the area. Recover the individual
    and report back to base.")

And here is the function to draw the description in the window.

class Window_MissionDesc < Window_Base
  def initialize(list_window, x, y, width, height)
    super(x, y, width, height)
    @list_window = list_window
    @list = @list_window.item
    @width = width
    @height = height
    draw_desc(x, y, @list)
    refresh
  end
  def draw_desc(x, y, list)
    draw_text(0, 0, width, height, list.desc)
  end
  
  def update
    super
    refresh
  end
  
  def refresh
    contents.clear
    @list = @list_window.item
    draw_desc(0, 0, @list)
  end
end

I'm guessing its either an issue with how the text is stored, or with draw_text and its parameters, but no joy so far in finding any similar thread. Sorry for troubling people with my issues again!

[RMVX ACE] Printing a string from an array in a Menu

So...pretty sure I'm just calling things wrong here, but I don't know if its VXACE's menu things that are causing me problems, or a misunderstanding in how to assign values to an array.

Basically, I have an initialized array, then another array that is a list of objects in that array. I'm working on a scenemenu that will call values from that array and display them. Everything is working in that it is creating the array right, calling it fine, and can display certain integer values from it. Problem is for some reason it won't display a string that is a value of the class.

Here is the initial class we create in the array:
$mission[0] = Mission.new(1, 10, 10, 10, 8, 0, "Alley", 
    "We are receiving a distress call from an Alley in Paris. Our scans indicate
    a Wyrd signature, along with several readings of undead in the area. Recover
    the individual and report back to base.")

Which we then put into the array mission_list, and thats the list we call from the scene. I'll save the trouble of posting all that, but suffice to say mission copies the seventh value as its name.

def initialize(map, threat, startx, starty, dir, location, name, desc)
    #snipped unnecessary bits
     @name = name
  end
And a def to return it.
def name
    @name
  end

In my scene, we copy the mission_list into item_list, and then try to print the names.

def make_item_list
    @data = $mission_list.clone
  end
  
  def draw_item(index)
    item = @data[index]
    if item
      rect = item_rect_for_text(index)
      draw_text(rect, item.name)
    end
  end

However, it is printing 0 in the menu, instead of the expected "Alley". As a note, if I change the value it calls to a non-string value, it returns the number properly, so I'm guessing I'm calling how to return a string incorrectly? Just not sure what the correct call would be.

Edit: head.location = desk.

So you know whats really important when testing things? Making sure you're calling the correct array location, and making sure you don't call...you know, one higher than you're expecting.

Problem solved, hopefully no one was looking at the code too hard :P

[RMVX ACE] Calling a specific actor's portrait in a menu.

Hey all,

So I'm working on designing a menu to assign actors to different parties. It's my first menu that I've ever designed, so I'm sure its going to be a lot of trial and error. My current issue is probably an issue with converting a script that is in a tutorial here (the slip in to ruby series), where I've started to convert it from showing monster images to actor portraits.

The main issue is that the code shows what seems to be the first set of portraits for actors, and then doesn't change. Clearly, It's not reading a specific actor's portrait, but for the life of me I can't find any code that shows a simple example of a menu call for an actor's portrait.

Here is my code:
class Scene_ActorAssign < Scene_MenuBase
  def start
    super
    @list_window = Window_CharacterList.new(0, 0, 200)
    @list_window.set_handler(:cancel,  method(:return_scene))
    @face_window = Window_CharacterFace.new(@list_window, 200, 0, Graphics.width - 200, Graphics.width - 300)
    @face_window.viewport = @viewport
  end
end

class Window_CharacterFace < Window_Base
  def initialize(face_window, x, y, width, height)
    super(x, y, width, height)
    @face_window = face_window
    refresh
  end
  
  def get_face
    Cache.face(@face.face_name)
  end

  def draw_face(actor, x, y)
    bmp = setup_face_graphic(x, y)
    src_rect = Rect.new(0, 0, bmp.rect.width, bmp.rect.height)
    contents.blt(x, y, bmp, src_rect, 150)
    bmp.dispose
  end
  
  def setup_face_graphic(x, y)
    bmp = get_face
    rect = Rect.new(x, y, contents_width, contents_height)
    dest_rect, fits = face_rect(bmp, rect)
    dummy_bmp = Bitmap.new(contents_width, contents_height)
    if fits
      dummy_bmp.blt(dest_rect.x, dest_rect.y, bmp, bmp.rect)
    else
      src_rect = Rect.new((bmp.rect.width - dest_rect.width) / 2, 
      (bmp.rect.height - dest_rect.height) / 2, dest_rect.width, dest_rect.height)
      dummy_bmp.blt(dest_rect.x, dest_rect.y, bmp, src_rect)
    end
    dummy_bmp
  end
  
  def face_rect(bmp, rect)
    dest_rect = bmp.rect.dup
    fits = dest_rect.width <= rect.width && dest_rect.height <= rect.height
    if !fits
      dest_rect.width = rect.width if dest_rect.width > rect.width
      dest_rect.height = rect.height if dest_rect.height > rect.height
    end
    dest_rect.x = ((rect.width - dest_rect.width) / 2)
    dest_rect.y = ((rect.height - dest_rect.height) / 2)
    return dest_rect, fits
  end
  
  def refresh
    contents.clear
    @face = @face_window.item
    draw_face(@face, 1, 1)
  end
  
  def item
    @data && index >= 0 ? @data[index] : nil
  end

    
end

class Window_CharacterList < Window_Selectable
  def initialize(x, y, width)
    super(x, y, width, Graphics.height - y)
    data = []
    self.index = 0
    activate
    refresh
  end

  def item
    @data && index >= 0 ? @data[index] : nil
  end
  
  def item_max
    @data ? @data.size : 1
  end
    
  def make_item_list
    @data = $data_actors.compact
  end
  
  def draw_item(index)
    item = @data[index]
    if item
      rect = item_rect_for_text(index)
      draw_text(rect, item.name)
    end
  end
  
  def refresh
    make_item_list
    create_contents
    draw_all_items
  end
end

And here is what shows up when you open the menu:

[RMVX ACE] Calling a custom scripted class through an event.

So, this will probably be uber silly to most people here, but for the life of me I can't figure out how to do this.

I have a class script that creates missions for use later by creating a class with the map id, starting location on the map, and a variable i'll use later.

#######
# Mission
# A class for creating/holding missions for selection in the mission menu.
#######

class Mission

def initialize(map, threat, startx, starty)
@completed = 0
#Whether its hasn't been tried yet (0), completed (1) or failed (2)
@map = map
#Map ID
@startX = startx
#X start location
@startY = starty
#Y Start Location
@threat = threat
#The threat this map adds to an area if failed
end
#returns the map id
def map
@map
end
#returns the threat
def threat
@threat
end
#returns whether this was completed
def completed
@completed
end
#changes completed variable
def finish(var)
@completed = var
end
#returns where we're going
def goto
@string = "@map, @startX, @startY"
@string
end
end

So, when I call this script through an event to create a mission, no errors whatsoever. When I try to check the variables by calling the created mission to return a string, I get "Script 'Game_Interpreter line 1411: NoMethodError occurred. undefined method 'alley' for Mission:Class'

Obviously, I'm not calling the created class correctly in the event, but I don't know how to tell the game to look at that class first before recognizing the name (alley in this case). Probably uber simple and I'll bang my head once someone points it out...

Here is the event script I'm using:

@Script: alley = Mission.new(1, 10, 10, 10)
@Script $game_variables[10] = Mission.alley.goto
Text: -, -, Normal, Bottom
:\V[10]

Any help would be appreciated, thanks!