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Mud tha Game III
Pando Media Booster Help. :(
PMB isn't as bad as everyone thinks. Well, It's bad, but it doesn't do any harmful downloading. The program is basically one big P2P network, the files you download over it, are downloaded from other systems/servers hosting that file. The catch is, as long as it's installed on your computer, your computer is also a host for the files you are downloading/downloaded.
The idea is good: it's using the downloadspeed you currently aren't using, so normally you shouldn't have any problems with it. And for downloading, that's kinda true, but sadly the whole system is kinda... well, shit :D
It takes time for PMB to adjust to the current dl/up speed you are asking from your computer, meaning, if you are playing an online game, it will occasionally(okay, quite often)download more then it should: giving you major lags spikes.
Ugh, why was I explaining this?
Anyways, because of that, most programs see PMB as a piece of spyware, blocks them automatically. As KingArthur said, find that program, and add PMB to it's save list(or disable the program if you're clueless how to add something to it's savelist. Just make sure to reenable the program after you're done downloading whatever you're downloading with PMB).
The idea is good: it's using the downloadspeed you currently aren't using, so normally you shouldn't have any problems with it. And for downloading, that's kinda true, but sadly the whole system is kinda... well, shit :D
It takes time for PMB to adjust to the current dl/up speed you are asking from your computer, meaning, if you are playing an online game, it will occasionally(okay, quite often)download more then it should: giving you major lags spikes.
Ugh, why was I explaining this?
Anyways, because of that, most programs see PMB as a piece of spyware, blocks them automatically. As KingArthur said, find that program, and add PMB to it's save list(or disable the program if you're clueless how to add something to it's savelist. Just make sure to reenable the program after you're done downloading whatever you're downloading with PMB).
Storyline vs Gameplay
Imo it really depends on the kind of game. I can spend countless words on how in some cases good gameplay overrides a good story, and... visa versa. But I won't.
Go try "To the moon." (think it's made with RMK XP)A game with basically no gameplay, but it's so well written, that it actually kept me playing until I finished the game in one run, even though I started the game at 1 am, and I had to get up early the next day. Game is short though, about 5 hours long, but still.
It just really depends on your focus, what you want to do. So yeah, the importance gameplay/story depends on your game, and your audience ;)
Go try "To the moon." (think it's made with RMK XP)A game with basically no gameplay, but it's so well written, that it actually kept me playing until I finished the game in one run, even though I started the game at 1 am, and I had to get up early the next day. Game is short though, about 5 hours long, but still.
It just really depends on your focus, what you want to do. So yeah, the importance gameplay/story depends on your game, and your audience ;)
CC's Feedback
Kid battler?
I love the fact how you ignore Link's comment.
Also... as far as I know, VX Ace is a first person battle... systemthing. There are no sprites required for the standard Bsystem. I presume you got a script which allows you to have battles from a sideview? If So, is the kid battler the first(and only)battler you want, or do you need more/have more? I guess that's more what Locke is referring to
Also... as far as I know, VX Ace is a first person battle... systemthing. There are no sprites required for the standard Bsystem. I presume you got a script which allows you to have battles from a sideview? If So, is the kid battler the first(and only)battler you want, or do you need more/have more? I guess that's more what Locke is referring to
Best way to handle random loot in chests
Hmm, perhaps you should dig into this system: http://grimoirecastle.wordpress.com/2011/12/08/alchemic-synthesis-go-go-totori/
You'll need to download a few scripts for it, but it's all listed on the site: even without any knowledge of scripting, you should be able to install that.
It's a shop, but it does feature item traits, on top of normal items. I guess that comes the closest to what you want, as far as I've seen.
Good luck anyways!
You'll need to download a few scripts for it, but it's all listed on the site: even without any knowledge of scripting, you should be able to install that.
It's a shop, but it does feature item traits, on top of normal items. I guess that comes the closest to what you want, as far as I've seen.
Good luck anyways!
Best way to handle random loot in chests
I'm not sure what system you are using for the enchantments, but I believe you can create a certain enchantment on an item using just the code?
If so...
Try the following: Everytime you open a chest, it generates a base item. Every base item has it's own number, the higher the number, the better the item is(which will require you to rearrange your itemlist in the database). Let's call this VarItem. Now, let's say that the range between item number 1 and item number 15 should be about the same in power, while 16 - 30 the "second" tier kinda item is. So we need another Variable to check what item Tier the item is.
Let's call this VarTier.
To see how good a random item is, just pick a random number between the first item and the last item using VarItem, and then let it check how powerful your item is using VarTier.
So..
Variable: "VarItem = 1 - maxItems"
Branch: "VarItem = same/below 15"
- Variable: "VarTier = 0"
Else:
- Branch: "VarItem = same/below 30"
- - Variable: "VarTier = 10"
- Else:
- - Branch: "VarItem = same/below 40"
- - - Variable: "VarTier = 20"
etc etc
As you can see, I'm using multiples of 10. That's because we also need to add enchantments to our gear.
I'm not sure what system you added, but I'm positive you can add enchantments by code, So, make another random Generator(varGen)generating a number between 1 and the max amount of enchantments you have. Next, we need another branch like above. Here, we state for every enchantment how powerful it is(varEnchant).
Ofcourse, You can have multiple enchantments, so let's just add that to this system while we are at it. We need twp vars for that one(varMultEnchant/varTreasureMultEnchant). varTreasureMultEnchant Is send by the chest to the common event, so you can easily monitor every's chest input.
So...
LOOP{
Variable: "varGen = 1 - maxEnchantments"
Branch: "varGen = same 1"
- Variable: "VarEnchant + 1"
Branch: "varGen = same 2"
- Variable: "VarEnchant + 1"
Branch: "varGen = same 3"
- Variable: "VarEnchant + 2"
Branch: "varGen = same 4"
- Variable: "VarEnchant + 1"
Variable: "varMultEnchant + 1"
Branch: "varMultEnchant = same varTreasureMultEnchant"
- BREAK LOOP}
Now the only thing we need is to see if the treasurechest actually can contain such an item. I mean, it would be weird if we got a godtier item in the level one dungeon. So.. we need a cap. And that is where the points get in handy. Simply add the points, and see if we can use this item with another variable(varCap/varChestcap).
Variable: "VarCap + VarTier"
Variable: "VarCap + VarEnchant"
Branch: "varCap = same or below varChestcap"
- Create item with those values.
Else: Repeat the event
So whenever you open a treasure chest, just make the chest send two nuumbers to the computer: varChestcap, containing how strong the item can be, and varTreasureMultEnchant, where you state how many enchants there can be, max on one item.
I hope this will help you, good luck!
If so...
Try the following: Everytime you open a chest, it generates a base item. Every base item has it's own number, the higher the number, the better the item is(which will require you to rearrange your itemlist in the database). Let's call this VarItem. Now, let's say that the range between item number 1 and item number 15 should be about the same in power, while 16 - 30 the "second" tier kinda item is. So we need another Variable to check what item Tier the item is.
Let's call this VarTier.
To see how good a random item is, just pick a random number between the first item and the last item using VarItem, and then let it check how powerful your item is using VarTier.
So..
Variable: "VarItem = 1 - maxItems"
Branch: "VarItem = same/below 15"
- Variable: "VarTier = 0"
Else:
- Branch: "VarItem = same/below 30"
- - Variable: "VarTier = 10"
- Else:
- - Branch: "VarItem = same/below 40"
- - - Variable: "VarTier = 20"
etc etc
As you can see, I'm using multiples of 10. That's because we also need to add enchantments to our gear.
I'm not sure what system you added, but I'm positive you can add enchantments by code, So, make another random Generator(varGen)generating a number between 1 and the max amount of enchantments you have. Next, we need another branch like above. Here, we state for every enchantment how powerful it is(varEnchant).
Ofcourse, You can have multiple enchantments, so let's just add that to this system while we are at it. We need twp vars for that one(varMultEnchant/varTreasureMultEnchant). varTreasureMultEnchant Is send by the chest to the common event, so you can easily monitor every's chest input.
So...
LOOP{
Variable: "varGen = 1 - maxEnchantments"
Branch: "varGen = same 1"
- Variable: "VarEnchant + 1"
Branch: "varGen = same 2"
- Variable: "VarEnchant + 1"
Branch: "varGen = same 3"
- Variable: "VarEnchant + 2"
Branch: "varGen = same 4"
- Variable: "VarEnchant + 1"
Variable: "varMultEnchant + 1"
Branch: "varMultEnchant = same varTreasureMultEnchant"
- BREAK LOOP}
Now the only thing we need is to see if the treasurechest actually can contain such an item. I mean, it would be weird if we got a godtier item in the level one dungeon. So.. we need a cap. And that is where the points get in handy. Simply add the points, and see if we can use this item with another variable(varCap/varChestcap).
Variable: "VarCap + VarTier"
Variable: "VarCap + VarEnchant"
Branch: "varCap = same or below varChestcap"
- Create item with those values.
Else: Repeat the event
So whenever you open a treasure chest, just make the chest send two nuumbers to the computer: varChestcap, containing how strong the item can be, and varTreasureMultEnchant, where you state how many enchants there can be, max on one item.
I hope this will help you, good luck!













