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Strak
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Just an indie game developer out of Alberta, Canada, building games for fun, never for profit, and always giving full effort to every project.
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[RMVX ACE] I want to trigger an event after player take a certain number of steps. How do I do that?
You misunderstood.
Assign a variable to "Steps taken"
Then add the number to that variable.
The total is the number of steps you have currently taken plus the number of steps you want the player to take before triggering the event.
Trust me, I've used VX for 15 years and I did this exact code to run a repel item in bloodstained Hands. The answer is correct. Try it out.
EDIT: When I get home I'll write out the actual code and show you what I mean.
Assign a variable to "Steps taken"
Then add the number to that variable.
The total is the number of steps you have currently taken plus the number of steps you want the player to take before triggering the event.
Trust me, I've used VX for 15 years and I did this exact code to run a repel item in bloodstained Hands. The answer is correct. Try it out.
EDIT: When I get home I'll write out the actual code and show you what I mean.
[RMVX ACE] I want to trigger an event after player take a certain number of steps. How do I do that?
Make two variables.
Assign variable A to steps taken.
Assign variable B to steps taken as well.
Add the number of steps you want the player to take to variable B.
Set a parallel process event to check if variable A is equal to variable B. If yes, execute code. If no, set variable A to steps taken.
This should constant update the first variable to the current steps taken, and constantly check if it's equal to the second variable, which is how many total steps you'll need to have taken to trigger the event.
Assign variable A to steps taken.
Assign variable B to steps taken as well.
Add the number of steps you want the player to take to variable B.
Set a parallel process event to check if variable A is equal to variable B. If yes, execute code. If no, set variable A to steps taken.
This should constant update the first variable to the current steps taken, and constantly check if it's equal to the second variable, which is how many total steps you'll need to have taken to trigger the event.
Screenshot Survival 20XX
I've been working on a custom menu scene. I got really tired of seeing the same menu system in every RPG maker game, and I wanted to try something different, so this is what I came up with. A navbar at the top of the screen that's fitted for exactly how large I need the menu to be, instead of the sidebar with a variable size, and a three member party screen instead of the default four. It also displays mission objectives, gold, and the map you're currently on. Base code was from Yanfly's VX Scene Menu ReDux, but it's obviously been heavily modified.
How does this look, though? I kinda like the look of it myself, but does it seem too crowded, or unintuitive?

How does this look, though? I kinda like the look of it myself, but does it seem too crowded, or unintuitive?

Can someone help me with a math problem?
That gives me 220 different combinations. Which is... Yeah I think I did my initial math wrong. Even so. That's not bad.
*Insert plug for newest game in development now*
Basically I'm trying to figure out how many different ways you can play through the first dungeon in the game I'm making. It utilities random dungeon generation, which basically constructs a dungeon with 10 rooms out of 30 possible choices, each room having 1 of 4 possible exits. So there's technically way more than 220 permutations, but the idea is that every playthrough will be different, and no run through a dungeon will be the same.
That's just the first dungeon though. Future dungeons will have considerably more than 10 rooms, and considerably more than 30 to choose from. So it should be a decent selection. Hopefully.
Thanks for your help! That actually did answer my question.
*Insert plug for newest game in development now*
Basically I'm trying to figure out how many different ways you can play through the first dungeon in the game I'm making. It utilities random dungeon generation, which basically constructs a dungeon with 10 rooms out of 30 possible choices, each room having 1 of 4 possible exits. So there's technically way more than 220 permutations, but the idea is that every playthrough will be different, and no run through a dungeon will be the same.
That's just the first dungeon though. Future dungeons will have considerably more than 10 rooms, and considerably more than 30 to choose from. So it should be a decent selection. Hopefully.
Thanks for your help! That actually did answer my question.
Can someone help me with a math problem?
So, let's say you have 10 rooms. Each of these rooms has 4 doors. The rooms can be arranged in any order in a straight line, and upon entering the room, 3 of the 4 doors will randomly be locked, and the only way to progress to the next room is to find the one unlocked door. You can only enter each room once.
The question is, how many different ways are there to progress through the 10 rooms? How many ways can the rooms be arranged, and with a randomized exit each time, how many total iterations are there for ways to progress?
I kinda suck with formulae so I'm not sure how to figure this one out.
EDIT: Just figured out that the room configurations alone is 1023 different ways of arranging the rooms. So, with that, now it's just how many ways you can go through different doors in those different configurations. It's definitely more complicated than just multiplying by 4. Is it 1023 ^ 4? That doesn't seem right either.
The question is, how many different ways are there to progress through the 10 rooms? How many ways can the rooms be arranged, and with a randomized exit each time, how many total iterations are there for ways to progress?
I kinda suck with formulae so I'm not sure how to figure this one out.
EDIT: Just figured out that the room configurations alone is 1023 different ways of arranging the rooms. So, with that, now it's just how many ways you can go through different doors in those different configurations. It's definitely more complicated than just multiplying by 4. Is it 1023 ^ 4? That doesn't seem right either.
Common Items in Rogue-likes
That's EXACTLY the kind of thing I'm looking for. I've never played mystery dungeon, although I've played Pokemon mystery dungeon, and those games have similar sounding mechanics. But I could definitely take some good inspiration from what those games use.
EDIT: I just realized that I contradicted myself through the ignorance of my own statement. I guess I technically HAVE played mystery dungeon. Ignore me, I'm dum
EDIT: I just realized that I contradicted myself through the ignorance of my own statement. I guess I technically HAVE played mystery dungeon. Ignore me, I'm dum
Common Items in Rogue-likes
So, you've got a randomized weapon system, wicked skill trees, random dungeon generation, unique and fun mechanics and a cool story, but what's missing?
Items!
Consumable items, specifically. I'm working on a rogue-like dungeon crawler, and I need consumables. You can label them as potions, scrolls, food, or whatever, but what should they do? I'm looking to design a plethora of items that players can find in random dungeons, with a variety of effects that suit the type of game. Problem is, I've only got like... 12 items. And 4 of them are healing items. That's... not enough.
Here's what I've got so far:
- items that heal between 20% - 100% of HP
- items that immediately reset skill cooldowns (no MP in this game)
- an item that revives fallen allies
- items that cure various status ailments
- an item that warps you out of dungeons, or automatically escapes common battles
That's all I've got so far. So, my question to the community is, what kind of items do you like to see in Rogue-likes?
Couple notes about this system, items do have rarities, so some items can be very common and others can be extremely rare. Also, if you die in dungeons, you lose all consumable items you currently are carrying, but you can store items at your base. Item costs scale to the party level, and certain stats can as well at the time of acquiring. Would love to see what ideas you guys have, and I'll do what I can to implement them!
Items!
Consumable items, specifically. I'm working on a rogue-like dungeon crawler, and I need consumables. You can label them as potions, scrolls, food, or whatever, but what should they do? I'm looking to design a plethora of items that players can find in random dungeons, with a variety of effects that suit the type of game. Problem is, I've only got like... 12 items. And 4 of them are healing items. That's... not enough.
Here's what I've got so far:
- items that heal between 20% - 100% of HP
- items that immediately reset skill cooldowns (no MP in this game)
- an item that revives fallen allies
- items that cure various status ailments
- an item that warps you out of dungeons, or automatically escapes common battles
That's all I've got so far. So, my question to the community is, what kind of items do you like to see in Rogue-likes?
Couple notes about this system, items do have rarities, so some items can be very common and others can be extremely rare. Also, if you die in dungeons, you lose all consumable items you currently are carrying, but you can store items at your base. Item costs scale to the party level, and certain stats can as well at the time of acquiring. Would love to see what ideas you guys have, and I'll do what I can to implement them!
Woo! Skill trees are finished!
...And they are glorious. Some of my favourites:
Overkill: Applies overkill damage to the next hit while action skill is active (Hunter)
Fury: Each consecutive hit grants +5% ATK but -1% ACC, stacks reset on miss (Berserker)
Take Aim: Using the Defend command gives the next attack perfect accuracy (Berserker)
Retention: Missing an attack only loses half your Fury stacks (Berserker)
Radiant: Shares 50% of HP regen with the entire party (Crusader)
Dual Wield: Can swap weapons in battle (Crusader)
Engaged: Swapping weapons in battle grants +30% ATK for 10 turns (Crusader)
Elemental Burst: Uh, basically three different types of elemental attacks (Elementalist)
Conversion: Grants resistance to the element of the last elemental Burst used (Elementalist)
Chaos: Killing an enemy gives your equipped weapon fire, ice, and shock element for 10 turns (Elementalist)
...and these are just a few. I've got 120 different passive skills coded in across 4 different classes, each with their own unique functionality. This is the most fun I've had breaking RMVX in years. So stoked to get to work on the story now.
Overkill: Applies overkill damage to the next hit while action skill is active (Hunter)
Fury: Each consecutive hit grants +5% ATK but -1% ACC, stacks reset on miss (Berserker)
Take Aim: Using the Defend command gives the next attack perfect accuracy (Berserker)
Retention: Missing an attack only loses half your Fury stacks (Berserker)
Radiant: Shares 50% of HP regen with the entire party (Crusader)
Dual Wield: Can swap weapons in battle (Crusader)
Engaged: Swapping weapons in battle grants +30% ATK for 10 turns (Crusader)
Elemental Burst: Uh, basically three different types of elemental attacks (Elementalist)
Conversion: Grants resistance to the element of the last elemental Burst used (Elementalist)
Chaos: Killing an enemy gives your equipped weapon fire, ice, and shock element for 10 turns (Elementalist)
...and these are just a few. I've got 120 different passive skills coded in across 4 different classes, each with their own unique functionality. This is the most fun I've had breaking RMVX in years. So stoked to get to work on the story now.
RPG Maker Game Cocktail Names
[RMVX ACE] Trying to make a skill that is both offensive and defensive
You could just assign a variable to the actors max HP and Max MP, then do some basic arithmetic. If you want their HP to increase by 5%, then divide the variable by 20 and increase the actors current HP by the variable. Ruby doesn't like floats for some reason, and in game variables are always integers, so if you want something like 3% you could multiply the actors max HP by 3, then divide by 100 to get that. Usually my workaround for things like that.













