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Misaos 2020 - Discussion Topic

Slimes is great, but I remember voting for it last year - it was a 2019 finalist...
https://rpgmaker.net/misaos/2019/

Making Def Like Atk

Depends on the engine you're using and the work you put in.

With a default database and rpgmaker vx ace or later:
defense is subtractive, but easily controlled by the damage formulas you enter
default formula is atk * 2 - def, which makes attack and defense stats scale equally, but if defence is double attack, then no damage is done.

resistances are multiplicative:
element rate of 10% means you take 10% of normal damage
element rate of 0% is immunity
element rate of 200% is double damage
etc

Now lets look at some non rpgmaker systems.

An armor rating with 2 numbers... (based on roguelike TOME)
light armour (leather) with 5 / 25%
light armour (mithril) with 40 / 25%
heavy armour (plate) with 35 / 50%

The first number is the maximum damage absorbed, the second number is the damage resisted.
A wolf hits for 8 base damage - this would be reduced to 6 by either light armor, or reduced to 4 by the heavy plate
A dragon bites for 200 damage - the plate reduces this to 165, while the mithril reduces it to 160 (in both cases the damage reduction limit is exceeded)

Diminishing returns
Attack and Defense are converted by a formula such as square root before being compared.
May convert character stats and equipment stats seperately and sum afterwards to make equipment progression more important.

example from an MMO:
first 700 points of attack are worth 1 attack power each
next 1000 points are worth 1/2 a point each
remaining points are worth 1/4 a point each

So that continuing to min/max into attack would still improve damage dealing ability but by lesser amounts, while a small investment in defence or HP would improve survivability considerably.
(Said MMO had equipment for attack, defence, healing or HP)

[RMMZ] Before the Title Screen Password Input

Probably something like Scene_NameInput (which is the "name input processing" screen).

Also remember you can skip the title screen and event both your boot sequence and the "title screen" on a map.

Hello RMN please help me try something out!

MELEQA
12 digits code, 12 digits key, the note says always 2 digits, so ignored the spaces and dealt with 2 digit groups at a time.
Subtracting key from code gave a 1-26 range (tried other operations like modulo first, but you don't have a 00 code)
It's meant to be solved, so expected a substitution cypher of some kind.

So the sequence
56 - 43 = 13 M
93 - 88 = 05 E
93 - 81 = 12 L
60 - 55 = 05 E
78 - 61 = 17 Q
79 - 78 - 01 A

[RMVX ACE] Variables.

So you know how to test an AND condition using conditional branches.
While what you want to do here is an OR condition.

You can use another variable for a count of crates in the correct places, and add 1 to it whenever any crate is moved into position, subtract 1 whenever a crate is moved off (if your puzzle doesn't lock things in place when correctly positioned)

Consider this for each crate:


Set Move Route (this event: move away from player), skip, wait
Control variables X = this event X position
Control variables Y = this event Y position
Conditional branch X == 4:
Conditional branch Y == 2:
# block is in position 1
Conditional branch self switch A is off
# and just moved there
Control self switch A on
Control variables count += 1
end
Exit Event Processing
end
end
Conditional branch X == 3:
Conditional branch Y == 9:
# block is in position 2
Conditional branch self switch A is off
# and just moved there
Control self switch A on
Control variables count += 1
end
Exit Event Processing
end
end
Conditional branch self switch A is on
# not in position, just moved off
Control self switch A off
Control variables count -= 1
end
The above event checks if the crate is either at 4,2 or 3,9. In either case it increases the count variable (to say 1 more crate is correctly positioned), and sets the self switch A (*this* crate is correctly positioned)

The "exit event processing" command stops the later branches being tested, so the crate doesn't switch itself back off again.

The final block tests if the crate was correctly positioned (A is on), but isn't anymore (because neither of the above branches was true).

Having said all of that (which is useful general knowledge), here's an easier way:

On your map, use the region layer to paint a specific region number on all the "correct" spots.
Then use the "get location info" command to find the region number under the event.
Then instead of testing all the possible X,Y positions, you should only need to test the region number.

[RMMV] Display Attack Hit Chance

My first thought is to have a window that pops up as you select the target (with either mouse hover or arrow keys) to show the extra info.

This will be scripting, but you'd be able to move the window to hover over the enemy head, or hide it when not in use.

Alternatively you may be able to modify the window that shows the enemy name when they are selected to show extra info too.

Add "Attack State" to Skills with Items

Give the skills the trait "add state (normal attack)", which you can copy from the basic attack skill (ID 1 in database)

Change Accuracy of Certain Skills

The success rate in the invocation section is multiplied by the user's hit rate for physical attacks. (In the default engine).
If you wanted to add instead of multiply you'd have to use a plugin to do so.

The function to modify in VX Ace is "item_hit" in Game_Action.
In MV/MZ "Game_Action.prototype.itemHit"

If you want to combine hit and evade into a single roll, "Game_Action.prototype.apply" does the calculation.

[RMMV] How to do a car chase with dodging

author=xSydRowex
Ooooh. I was hoping to find something like this. Development hasn't started yet as the game idea is more story focused so I'm focused on the story aspect of the game. But other than that, looks pretty useful.

I wonder if I can apply them to MV though.


Yes - the main difference is that you use the conditional branch command to check whether a key is pressed or not directly, rather than reading the keys into a variable in 2k3

Trials of MZ

author=JustAShyDoge
Also @Coelocanth
I can confirm this bug as well, you can get stuck on the kid when you are half diagnosing other patients. I can't reproduce it thou.


Wonder if I uploaded the wrong file or something?
The boy did have the wrong condition on number of patients you needed to treat before but thought I fixed that before uploading...

As for the "no name", you made a nice entertaining game even if you did use the dungeon generator.
I found two bugs:
softlock if going to the store room behind Brie's dad right at the start of the game after talking to mum and dad.
Because you deleted the "shield" slot, the duel wield characters have no head slot. Also the magic armor head pieces are in the body slot, probably same reason.