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[SCRIPTING] [RMVX ACE] Script Request: EXP Screen/Loot Screen, and a shop.

That is kind of what I would need, except that it would have a menu of your inventory as well, which you can drop. And you can select which items to take, instead of having to take them all.

Also, JP don't really seem like the same thing.

[SCRIPTING] [RMVX ACE] Script Request: EXP Screen/Loot Screen, and a shop.

Hi everyone, I'll get right too it.
I'm looking for a script that would satisfy Three needs
1. After a battle, instead of the normal ending, you instead move to a screen where you gain your EXP, and can then spend it on skills (Which I intend to be variables) as currency. After you are done spending your EXP, you go to the loot screen and you choose which loot you want to take from the enemies, and you are able to drop items from your inventory from this screen.
2. Mostly the same as the Loot screen, but after you open a chest.
3. There are two types of shops, item and skill. In the Item shop you can buy things (That the merchant has, such as weapons) from what looks like the loot screen, and in the skill shop you can but new skills (That the merchant has up to the level he can teach you that skill) from a screen that looks like the EXP screen talked about earlier.
Would it be better to do this with eventing, and if so, how?
Thank you for your time! I looked around a bit, but I didn't find anything that looked like what I was looking for.

Looking for a game that fits some of these criteria

Thank you guys. I'll check some of these out!

Looking for a game that fits some of these criteria

Hi everyone! I've been bored for a while and I'm looking for a game, preferable one on here.
There are a few wants for the game but it needs to be free haha.

Then, I want a game where you start off kind of weak, fighting for your life kind of, ut by the end you can feel how powerful you are. Like a mage who can summon a huge lightening bolt, one that you can tell is very, very powerful, or a warrior who can duel master swordsmen with ease.
Perhaps this is shown with a nice combat system?
Good character customization, being in control of what my characters excel in is always awesome.
A good story is always great too.
I guess it kind of sounds like a generic RPG, but does anyone have any suggestions?

Thanks to everyone!

[RMVX ACE] HP as a formula, and a few other questions.

author=Max McGee
I am almost positive that I made at least one game (in vanilla VX IIRC) where I changed the base scripts to have HP be a function of DEF so I am almost positive it is doable (even for a non-scripter). Just you know, back up your base scripts in case you break something!

I'll try to find out how to do this, Thanks.

[RMVX ACE] HP as a formula, and a few other questions.

author=JosephSeraph
What do you mean by "weapon skills"? And ""others""?

Try to work with what you have, rmvxa is quite flexible on its own. Especially if it's your first game.

For the lockpick/thief thing I know I could event that easily (Which it isnt really "Lockpicking" but if you have the skill, the chest will open), but I moreover needed a way to increase damage from ehind when I'm using GTBs (Tactical battle system) but I feel that would be almost impossible.

By weapon skills I mean in order to equip said weapon, you need the skill, like sword, hafted, pole, ect. And the higher the value the better the chance to hit with the weapon is.

[SCRIPTING] [RMVX ACE] Looking for a battle script...

Of these features, which do you think can be implemented easily?
-Passive skills that can be level up (like a skill called Wizard that allows you to cast spells. The hgher the skill level the more powerful spells you can learn)
-A way to level up your spells in order to make them stronger.
-A menu screen after the battle in which you can level up said spells and skills, along with your attributes using XP as a currency.

[RMVX ACE] HP as a formula, and a few other questions.

found a script for the EXP problem.

Does anyone know any scripts I could use to create skills like-
Warrior- the higher the level the better your chance to hit
Thief- Higher the level the easier it is to pick locks, and (With a different battle system) the more damage you do from behind an enemy
Alchemist- The higher the skill, the more types of potions you can create/teh easier it is.
Along with weapon skills and others.

[RMVX ACE] HP as a formula, and a few other questions.

I was planning on using DEF for something else, but you are right about MP. Your Stamina is where your magic comes from. Technically I could probably reflavor luck as Endurance if that would make things easier.

Do you know of any scripts for the EXP curve?

[RMVX ACE] HP as a formula, and a few other questions.

I said Stanima... Not Stamina. Sorry.
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