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Alyon93

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About Alyon93

  • Rank
    Newbie

Engines I Use

  • RPG Maker XP
    Yes
  1. Hi guys, Anyone having a spider web animation that I can use to create the proper animation for standard battle system? I already searched throughout the forum and the web itself. If you have one can you suggest me a way or two on how to create a good animation i'm not really good at it.
  2. Alyon93

    Multiple Attributes

    Sure it is, but it would mean to create a lot of attributes for every double type skill. Would mean checkin everytime a long list of attributes. And what if I want to use my skills on a flame sword for example? I would have to recreate every attribute including the third fire tipe. Sure it's not the fastest and most elegant solution. Thanks anyway for the answer.
  3. Alyon93

    Multiple Attributes

    Thanks for the answer GraveBusta, yet is not that the problem. I try to explain it better. If you set 2 different attributes resistance/weakness to an enemy the program doesn't calculate well the damage output considering only one of the attributes and not both of them. Consider this. If you have an enemy weak to fire but ice resistant and you cast a spell which is both fire and ice(just for example) you should deal base damage using the formula: (AttributeA Resistance + AttributeB resistance + ......+ AttributeN resistance)/N where N is the number of attributes your skill/weapon has. Back in the example, think that the enemy has B in fire and D in ice. If you use that spell with base damage of 500 the operation would be: (750+250)/2 = 500 Now let's think that the enemy has B in fire and E in ice, we should obtain (750 + 0)/2 = 375 If the enemy has B in fire and F in ice, we should obtain (750 + (-500)) / 2 = 125 It does make sense right? Yet the game doesn't do any operation and simply calculate the damage output on the higher of the Attributes(I think), so, in the above examples the program would return always 750 ignoring the other attribute weakness/resistance. I hope that I explained it better now.
  4. Alyon93

    Multiple Attributes

    I'm searching for a way to better calculate the damage output relating to the attributes, whether it is by script or by options.
  5. Alyon93

    Multiple Attributes

    Hi guys, here I am again for another strange question. I already searched in the "search" box, but I couldn't find anything, basically because I don't know what to search too. Let's start from saying that I don't have any idea if what I'm looking for is a script or some hidden option in the database. Here's the problem: I wanted to rebuild all my game's gameplay(leaving the standard battle system). What I wanted to modify were the attributes and enemies resistances. In particular I removed those attributes like "Vs Human", "Vs Ogre" and so on, that, in my opinion, didn't have any likelyhood in real life. I mean, having a Holy attribute which is stronger against Un-Deads or a "insectidice" attribute stronger against insects, make sense, but having something like "Vs Beasts" I don't think make any sense. So I removed all those attributes and added the weapons attributes: "Piercing", "Slash" and "Blunt". For instance, fighting a stone enemy(like a Gargoyle) make sense that Piercing and Slash attacks are almost useless, while Blunt attacks should deal a massive amount of damage. Unfortunately RMXP attributes management doesn't provide a further control on multiple attributes. Here's the situation: I have an Angel which has F for "Light" damage, which means that he absorbs Light attacks. In my game, Light and Holy are the same thing, so, Cross-Blade the first skill of warriors, inflicts Light damage, but it's still a physical attack, so it has the "slash" attributes like swords base attack. This Angel has C to slash damage so base one. Now. What I'm expecting is that a Cross-Blade on an enemy with F in Light and C in slash, has a damage output almost or equal to zero, instead it seems that it only calculates the base damage granted by Slash and ignore the Light one and I don't have idea what king of operation does it do. I understood that to solve the problem, it would be enough to create an attribute for the enemy for the double type "slash/light", but this would mean creating "N" attributes for "N" skills, which, even if possible, it doesn't seem very efficient, yet elegant. Another example, maybe more comprehensible, is the battle with a Kraken. In my game it has resistance D to blunt e weakness B to slash(in my thoughts, a giant tentacle would be easier to "cut" than "smash"). Axes which are, always in my opinion, an hybrid "Slash/Blunt" should deal a damage similar to base one "C". That is, if my attack deals 500 base damage, it would deal 750 damage for B attribute and 250 damage for D attribute. Adding them and then dividing for the number of attributes the attack have(in this example 2) should deal exactly 500 damage. (750+250)/2=1000/2=500. Now, after this long introduction, that I hope it's understandable(I'm willing to explain better in any case), what I would ask is if there is a way, a script, an option in the database and so on, which can solve this problem, that is, a further control on the attributes which calculates the exact amount of damage. As always, thanks in advance to those who will read this long text and will be willing to answer. :grin: Alyon93 P.S. As always I'm sorry if my english is not totally correct, but its not my native language.
  6. I'm using 3 different pictures a blank message window, a picture for the face(if needed) and the text to Pic script from your collection yes.
  7. Oh no, Black Mage, I don't want to bother you, thanks anyway but I think I'll take the picture solution, it's not so hard to do and seems pretty efficient, for sure I can't ask you to spend a lot of time on a script that I won't use so many times. Anyway you're Still being useful since I'm using your message pop-up for showing the place the player is in as he enter it.
  8. UPDATE: The problem still occur. 'till now the nearest solution was the one from Black Mage in which the character could move but the message was blank. If you have any idea on how to solve the problem it might help, Black Mage, otherwise I will try to understand where the problem is and try to solve it. I want to say that I've tried it also on a new project without any script other than yours and the output was the same, i think is not a compatibility issue, maybe it has something to do with another script you've got and me not? UPDATE 2.0: I solved the problem with the blank message, it was probably related to the SDK as I "installed" it in my script manager it worked. RIght now all we have to achieve is to put the message in the bottom like normal ones and let it interact with the AMS so I could use Faces and Name Box also in a message popup. Hope someone could help me!
  9. Well firstly thanks a lot for the interest. You have been very kind to not only advertise about your script collection but also for being so specific and let me know what kind of scripts may I need. I will for sure take a look at it and let you know what I like of them. Then thanks also for the compliments(i'm becoming shy now XD) I think you actually overrated me. I'm only trying to create my own rpg with all the resources I can get. I'm not a programmer(even if I should become following my course of studies) and I'm not a graphic. I'm actually alone on this, apart from a friend of mine who sometimes helps me realize some characters or arts. I'm just a gamer with a lot of fantasy and will. And so starting from my experience(Final Fantasy, Dragon Quest, Dark Souls, Dragon Age etc.) I'm trying to realize a game with a decent story and well characterized characters. One for all, the stealth system is related to the thief of the team(I suppose I will create some subquest regarding stealing objects and so on). There will still be the basic RMXP battle system and the EXP system, only that starting from that I want to create a good story. But to create a good story you need good features such as these. So I'm pretty sure a lot of your collection's scripts will come handy. For the rest I don't want it to be perfect, if your timed windows are not completely equal to the basic windows no problem, I don't intend to sell it, I intend to have fun and let the others have fun with it(and I could always improve it later). Thanks also to Black Mage, with no offense I will try also heretic's script, since I have this possibility and it could come handy anyhow. However IF the game will be ever finished(it's about 5 years i work occasionally on it) I will quote anyone who helped me in this. Anyway. So thanks a lot to both of you who followed me 'till now. Cheers! P.S. Heretic don't worry, English is not my native language, but I pretty much understand every word and can actually write it easily(I also write some songs in English since I play in a band), only that probably I don't always write in perfect grammar and so on, that's why I usually specify that I'm not native
  10. I tried it also on a new project and it's the same. Could it be something regarding the version of my RMXP? I have the 1.1 and the RGSS100J (the only one working with win7)
  11. Do you mean those created with script? The point is that I would like to have the common window and font because I don't want to mark the difference. To the eyes of the user they have to be the same thing, only that you don't stop now.
  12. Yes it appear and after some time it disappears. The character can move and everything and that's pretty much what i wanted, except that it doesn't show the actual text
  13. It almost works. I don't know why but it doesn't show any message yet. Nor test nor anything. It shows the window and I can move and everything but it doesn't show any message inside the window. Could it be something related to AMS?
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