NARCODIS'S PROFILE

Hi
The Looming Spire
Explore a massive tower full of treasures, monsters, and magic!

Search

Filter

+++ DynRPG - The RM2k3 Plugin SDK +++

Hey, I've been out of the loop for a long time. Is DynRPG in any way compatible with the latest English version of Rm2k3 (v1.11)?

RGSS RGSS3 Basic Syntax List & Questions

Like Zachary mentioned, VX Ace comes with a very extensive and useful help file, but it's also helpful to check out the online documentation of Ruby for questions you have. As it is with all programming languages, Google is your best friend!

I will say though, Ruby IS up a programming language. If you have no experience in programming, you'll find it sort of difficult. It's not impossible to learn (very possible, actually), but you might want to take a primer on object-oriented programming before trying to dive-in head first into RGSS3. As far as languages go, though, Ruby is a pretty easy language to learn.

Don't be afraid to still do things with however you're familiar doing them. You can use scripts and event commands interchangeably. Sometimes you'll find it's easier to do something one way or another. For example, making an IF statement that depends on 5 or 6 variables can be done in a single line of Ruby code, but doing the same thing with Events will be that many nested conditional branches (and god forbid you need an Else IF case). VX Ace even comes with the ability to use a script as a condition for its conditional branches, so mixing events and scripting are actually encouraged by the software.

If you really want to get your hands dirty and mess with the game, you'll want to learn how to do some scripting, otherwise you'll end up with obtuse work-arounds that will cost you much time and many headaches in the future.

Also, don't be afraid to download scripts you are curious about and start tinkering with them to see how they work. As long as you don't distribute them afterwards, no one can stop you from getting under the hood and changing things around if you feel the need. There are also lots of great tutorials out there! RGSS3 is pretty daunting at first, but just keep working through your own questions and you'll eventually figure things out.

[Poll] Three and Valve

Half Life already had a third game.. and a fourth game. People forget Half Life 2 had two sequels.

FOUR STARS...for what ??

The review system at RMN has long been a flawed concept. Simply put, it does not work in execution because people rarely put forth the effort to review a game they don't like, if at all, so bad games can get one review and end up with an average of a lukewarm 3-4 stars. The problem with this is that the bad floats up right next to the good, so anything below 4.5 stars ranges from decent game to horrible, without discretion.

I've long said people should simply be able to "recommend" or "like" or "+1" or whatever-social-media-buzzword-you'd-like a game, in lieu of bothering to write a review, and remove review scores all together. I know RMN hates it for whatever reason, or maybe it'd just be too much work, but it's the metric standard for how almost the entire rest of the internet determines the quality of a thing: public consensus.

Either that, or leave scoring to dedicated staff/reviewers whose scores are quantified and somewhat consistent. Unless there's some standard of quality set in place, review scores may as well be measured in butt-touches.

It's not too huge of a problem though, because getting a good review score on this site means almost diddly squat... good scores don't get you more downloads; it works the other way around.

[Poll] Super Nintendo Vs. Sega Genesis

author=kory_toombs
Another mistake Sega made was not agreeing to develop a system with Sony or Microsoft when approached (Both Sony and Microsoft ending up making their own systems after this.) The launch of the PS2 is what ended Sega.


Nintendo actually did this as well, at least with Sony (not sure about microsoft). The Playstation was originally set to be a Nintendo console, but Nintendo backed out at sort of the last minute, favoring cartridges over CDs (ie exclusive ownership of the hardware). This is also why Squaresoft went over to Sony, because FF7 was being developed for the Playstation while all this was happening, and they couldn't quite afford to abandon all that work because Nintendo changed their mind.

The difference between Nintendo and Sega is, of course, Nintendo has much much better games. Sega has good games, but in terms of sheer quantity, their repertoire was lacking in the shadow of Nintendo.

SNES > Genesis, 100%, hands down. Maybe you liked the Genesis more back twenty years ago, but if you want definitive proof of why SNES won the console war, look no further than what games people are STILL playing after so many years, on Twitch, SRL, etc. They're almost entirely nintendo games.

Yo genius ass scripters! I need you guys to take a look at something.

I don't think this should be too difficult, but I only just started with RGSS, and Ruby in general. Is there some sort of way to access who performed the attack? I'm thinking there HAS to be, I just don't know off hand... my limited scripting experience has not involved any sort of digging through the Battler class :X

So your first bullet point shouldn't be terribly difficult, but will take some finagling. See, every time the skill-decay script adds decay to an item, it's not associating it with the actor that used the item (or skill). So there's currently no way to make the decay unique to an actor with how it's written. Just looking at the script, it looks like it creates a hash called $game_temp.current_decays at the start of the battle (in the BattleManager module). This maps a skill to a "decay" value. What you'd need to do is modify the script to map this skill/decay-value pair to an actor (so probably a hash of hashes? I'd look here for info on that: (stack overflow link))

Of course, this ALSO introduces the problem that you'll have to modify the script every time the hash is written to, which again isn't terribly difficult. Also, you'll need to check if the actor/skill/value has a key every time you access it, since just accessing it by actor will create an empty key/value pair... again, its just a bit complicated. And maybe a multi-dimensional hash isn't exactly the way to go.


Your second point should be pretty easy. Just simply reset the $game_temp.current_decays hash at the end of each turn ($game_temp.current_decays = {}). Not sure where you'd put that, since you'd probably need to put it somewhere inside Yanfly's ftb script. Also, PS, That line will probably look different if you end up using a multi-dimensional hash, just fyi.


So, given all that, my first thought is if you only need this for Attacks (not for skills/items), using this script is kinda overkill IMO, and it might be better to write a script more suited for that need, since that sounds relatively simple to accomplish all on its own. I can help you do that if you'd like! But I'd probably need the source for the yanfly script (that link's download is broken because dropbox is awful, seriously why do people use dropbox for code)

If you got any questions, I'll try to answer to the best of my ability.

Is this possible? Item Menu RPG Maker 2003

are you sure you are installing a patch and not deleting your desktop

The Screenshot Topic Returns

Alright, I fixed up the grass and re-did the mushroom. Kinda feel like the mushroom sticks out like a sore thumb, but maybe it's just me? What do y'all think?

The Screenshot Topic Returns

Thanks for the feedback, guys! Definitely helps out, confirmed a lot of what I was thinking myself.

The Screenshot Topic Returns

Trying to figure out if this looks bad or good. Feedback?