COELOCANTH'S PROFILE
coelocanth
5448
Search
Filter
Item Crafting
At startup the script reads the notes from every weapon/armor/item in the database.
This happens in the time between starting the game and the title screen appearing.
It doesn't do anything at shutdown.
I believe the load time is linear with the number of items in the database, so if you have a lot of items it could take some time.
This happens in the time between starting the game and the title screen appearing.
It doesn't do anything at shutdown.
I believe the load time is linear with the number of items in the database, so if you have a lot of items it could take some time.
Item Crafting
I've made the switches (and also gold, if you want your shop to charge a fee for crafting), see the crafting shops section in the updated post.
Item Crafting
That's because it's $game_switches not $game_switch.
nil is the value of an unassigned variable.
I can probably add this feature to the script if a switch would work for you.
nil is the value of an unassigned variable.
I can probably add this feature to the script if a switch would work for you.
Item Crafting
Right now, the easiest way would be to use <craft recipe>, and in your npc event:
give the recipe
open crafting scene
remove the recipe
Otherwise it sounds like you want something that works like <craft recipe>, but checks a switch or variable instead of an item.
in RGSS, $game_switches gives the value of a switch.
give the recipe
open crafting scene
remove the recipe
Otherwise it sounds like you want something that works like <craft recipe>, but checks a switch or variable instead of an item.
in RGSS, $game_switches gives the value of a switch.
Item Crafting
That's right, add to the notebox of the item you'd create - I've added some screenshots to make it clearer.
Zodiac Fates
The font used in the intro sequence is not easy to read for me, the letters run together a bit. While I liked the art, the text was a bit of an info dump, hope I don't get a test on it!
Church:
I like the large character pictures instead of just a head in dialogue.
There are some unexpectedly impassable tiles and tile events with no image but blocking the player. (same as player vs below player priority).
For the railings to left/right of the altar, you may want to fix the passability in the tileset to allow players to enter the tile from 3 directions. (this is an RTP issue)
Lots of treasure to be found interacting with the environment. :)
I like the popup icons when you loot something.
"molded" should be "mouldy"?
Village:
Some humour to be found. (James 2.0. Greg's battle guide!!)
Movable light source is nice. But I still couldn't read the papers while carrying it.
is the basic equipment missable?
Greg's house is climbable beside the well.
Battle:
Nice arrow attack arc animation, could be smoother though.
Persistent poison is annoying when you only have initial funds for one antidote - need to backtrack or escape from fights with spiders.
I may have missed a skill tome, but James only has basic attack and provoke, which isn't very interesting.
Church:
I like the large character pictures instead of just a head in dialogue.
There are some unexpectedly impassable tiles and tile events with no image but blocking the player. (same as player vs below player priority).
For the railings to left/right of the altar, you may want to fix the passability in the tileset to allow players to enter the tile from 3 directions. (this is an RTP issue)
Lots of treasure to be found interacting with the environment. :)
I like the popup icons when you loot something.
"molded" should be "mouldy"?
Village:
Some humour to be found. (James 2.0. Greg's battle guide!!)
Movable light source is nice. But I still couldn't read the papers while carrying it.
is the basic equipment missable?
Greg's house is climbable beside the well.
Battle:
Nice arrow attack arc animation, could be smoother though.
Persistent poison is annoying when you only have initial funds for one antidote - need to backtrack or escape from fights with spiders.
I may have missed a skill tome, but James only has basic attack and provoke, which isn't very interesting.
Item Crafting
Updated the script with version 0.9.2 which contains a breakdown system.
A confirmation window would be possible, but isn't used anywhere else in the default game?
A confirmation window would be possible, but isn't used anywhere else in the default game?
Item Crafting
author=kentona
Any chance we could see an "uncraft" feature added, for breaking down items into craftable components?
Yes, this looks pretty feasible to implement.
Since you can't uncook a bowl of soup, there'd need to be another set of tags for breakdown.
something like:
<craft break item:id:number>
<craft break weapon:id:number>
<craft break armor:id:number>
<craft break tool:id>
<craft break recipe:id>
With tools and recipes working the same as for crafting.
And the other break tags being the set of items you get for breaking down something.
(For the tag name, I could also just use "<breakdown item...", if it doesn't conflict with any other scripts)
The Screenshot Topic Returns
If you want that tunnel effect, you'd need to make a gradient layer* going from solid black at the top to transparent at the bottom.
Then the tunnel entrance would need to be in your B/C/D.. tiles so you can lay it on top of the road tiles.
*in gimp/photoshop when creating your custom tiles.
Then the tunnel entrance would need to be in your B/C/D.. tiles so you can lay it on top of the road tiles.
*in gimp/photoshop when creating your custom tiles.













