WHITEFOG'S PROFILE
WhiteFog
44
Old-timer (nearing 30) who's had a passion for making games since he was but a young lad. Recently started to actively develop games and really focus on them.
Paradox of Creation (AKA...
A broken world, with a surviving inn. To survive, those survivors must venture into the world without knowing what awaits them.
A broken world, with a surviving inn. To survive, those survivors must venture into the world without knowing what awaits them.
Search
Filter
[RGSS] [RMXP]
Just now realized I missed a thread title. I was feeding the baby and must have been distracted. It explains the rambling post I suppose.
[RGSS] [RMXP]
Hello-
I hate to bother folks with this, but it's something that's been a thorn in my side for quite a bit and while I've done some eventing to get around the issue, I feel that there's an easy solution with RMXP scripting. Part of my frustration is that I'm decent at looking at existing code, picking it apart, and then adjusting what needs to be adjusted to make it work how I'd like it to (I handled the compatibility for a number of different scripts to get the feel I want, for example) but when it comes to writing code I don't even know where to begin.
That aside, here's what I would like to do, and I imagine it's probably like 1-3 lines of code:
My game uses Passive Skill and the Chrono Trigger Skill Learning scripts, which I've flavored into the 'job classes.' Because each character (of which there are 9) can take any job, (of which there are 16) I don't want to setup a bunch of common events to handle all this.
Ideally, what I'd like to happen is that skills will be hidden (not greyed out, but fully hidden) unless another skill is already learned. So basically when you take the 'fighter' class, the 'Fighter Level 1' skills appear in the skill list. Once the character accumulates enough AP to reach 'Fighter Level 2' then all of those skills will appear in the list, and so forth.
Window_Skill-
This is in Window_Skill and here, basically if it's a Passive Skill (Job classes), it doesn't show up in the skill list (there's a separate Menu option for the Passive Skills/Job Classes).
I'd just like there to be some other reference where, unless Skill X is learned, Skill Y won't show in this list.
Is this easily doable?
I hate to bother folks with this, but it's something that's been a thorn in my side for quite a bit and while I've done some eventing to get around the issue, I feel that there's an easy solution with RMXP scripting. Part of my frustration is that I'm decent at looking at existing code, picking it apart, and then adjusting what needs to be adjusted to make it work how I'd like it to (I handled the compatibility for a number of different scripts to get the feel I want, for example) but when it comes to writing code I don't even know where to begin.
That aside, here's what I would like to do, and I imagine it's probably like 1-3 lines of code:
My game uses Passive Skill and the Chrono Trigger Skill Learning scripts, which I've flavored into the 'job classes.' Because each character (of which there are 9) can take any job, (of which there are 16) I don't want to setup a bunch of common events to handle all this.
Ideally, what I'd like to happen is that skills will be hidden (not greyed out, but fully hidden) unless another skill is already learned. So basically when you take the 'fighter' class, the 'Fighter Level 1' skills appear in the skill list. Once the character accumulates enough AP to reach 'Fighter Level 2' then all of those skills will appear in the list, and so forth.
Window_Skill-
@data = []
for i in 0...@actor.skills.size
skill = $data_skills[@actor.skills[i]]
if skill != nil && PASSIVE_SKILLS_IDS.include?(skill.id)
elsif @actor.skill_can_use?(skill.id)
elsif skill != nil
@data.push(skill)
end
end
This is in Window_Skill and here, basically if it's a Passive Skill (Job classes), it doesn't show up in the skill list (there's a separate Menu option for the Passive Skills/Job Classes).
I'd just like there to be some other reference where, unless Skill X is learned, Skill Y won't show in this list.
Is this easily doable?
Paradox of Creation (AKA Proof of Concept)
@Novalux: Thank you! Appreciate the feedback and glad it works as it's supposed to!
@Kylaila: Yeah I've heard from a few others that apparently the mix of graphics and sound tends to be painful on the senses, so I might try to do something to fix that. I totally understand about the pokemon-style battle being slow and I really can't blame you for that hahaha.
I'm glad that you are enjoying the dialogue- that was the main focus of the game. I appreciate you taking the time to give it a play and if you do get up the gumption to press on, there are a lot of good chats awaiting you!
@Kylaila: Yeah I've heard from a few others that apparently the mix of graphics and sound tends to be painful on the senses, so I might try to do something to fix that. I totally understand about the pokemon-style battle being slow and I really can't blame you for that hahaha.
I'm glad that you are enjoying the dialogue- that was the main focus of the game. I appreciate you taking the time to give it a play and if you do get up the gumption to press on, there are a lot of good chats awaiting you!
Whatchu Workin' On? Tell us!
author=Pyramid_Head
it reminds me of Blood Omen: Legacy of Kain.
This is also the first thought that popped in to my head.
author=riderx40
It also happens to me...you just need to gather your shit up...but dont try too hard ambitious games don't end up very well sometimes you need to easy up your way in game making.
Yeah. Most of the systems are in place so honestly at this point it's almost entirely game creation. I need to stop messing around and just get to work on it. Especially considering its been received mostly favorably so far.
Paradox of Creation (AKA Proof of Concept) Review
Thank you so much for the review!
As far as the balance and typing goes, I realized only now reading this that I did, in fact, forget to post the type chart alongside the game, which is a definite fault of mine. Poor Allen is 4x weak to Insect-based attacks, which given that he's one of the two mandatory characters, can be exceptionally detrimental to the game.
That is one of the 'designer faults' as going into it, I knew ahead of time to duck out Allen in favor of Starla (or another) when a hornet came up, but that's not going to necessarily be the case for others, and so I will definitely do some rebalancing.
I'm currently in the process of working through all the graphics to make them original assets, but I like the current aesthetic too much to change them too much! Once I'm finished with that, I'll do some rebalancing for an updated release and continue the game from there.
Once again, thank you for the review, it helps to know where I've done well and where I need to adjust!
As far as the balance and typing goes, I realized only now reading this that I did, in fact, forget to post the type chart alongside the game, which is a definite fault of mine. Poor Allen is 4x weak to Insect-based attacks, which given that he's one of the two mandatory characters, can be exceptionally detrimental to the game.
That is one of the 'designer faults' as going into it, I knew ahead of time to duck out Allen in favor of Starla (or another) when a hornet came up, but that's not going to necessarily be the case for others, and so I will definitely do some rebalancing.
I'm currently in the process of working through all the graphics to make them original assets, but I like the current aesthetic too much to change them too much! Once I'm finished with that, I'll do some rebalancing for an updated release and continue the game from there.
Once again, thank you for the review, it helps to know where I've done well and where I need to adjust!
Whatchu Workin' On? Tell us!
Mostly just trying to get up off my duff to keep working on the game now that the proof of concept is finished but it's sooooo harrrrdddd.
Your Avatar
Mine is about the 6th or 7th result for an image search of White Fog. I might find another one later but this works for now.
Greetings
THROWDOWN! Fight to the finish! Who will survive!?
Tetsuo took a blast from an ion cannon from space and survived, and while I'm sure that Doc Ock has done some ridiculous things, assuming that Tetsuo is at the height of his power prior to losing control rapidly and turning into something...else, I'm going to have to give it to Tetsuo.
Time for a Masamune Battle-
Frog & Mitsurugi vs Sephiroth
Time for a Masamune Battle-
Frog & Mitsurugi vs Sephiroth
Greetings
Hello hello folks. Figured after posting my game I might as well come and introduce myself here too. o/
I'm kind of an old-timer, and in that I might be just about everyone's senior, here as this year I'm going to hit the big 3-0. (ugh).
I've been using RPGMaker since RM95 (which I still have a copy of...) and as such I've got a whole mess of experience running the gamut. I've done a few minor games here and there but I haven't really put any of them up save the Proof-Of-Concept.
Beyond that, I just wanted to say hello and introduce myself to everyone as hopefully I'll be sticking around and working on some other ideas here and there.
o/
I'm kind of an old-timer, and in that I might be just about everyone's senior, here as this year I'm going to hit the big 3-0. (ugh).
I've been using RPGMaker since RM95 (which I still have a copy of...) and as such I've got a whole mess of experience running the gamut. I've done a few minor games here and there but I haven't really put any of them up save the Proof-Of-Concept.
Beyond that, I just wanted to say hello and introduce myself to everyone as hopefully I'll be sticking around and working on some other ideas here and there.
o/













