I badly need inspiration and no one seems to be suggesting anything, just anything, that might be "scriptable" in my humble opinion.

Does it mean that there's nothing new under the sun?

Or are they spending their days playing beach volleyball during this hot summer?

By the way, it's quite rainy down here in Costa Rica.

At least it's been kind of dry today but not sunny at all.
(06-25-2022, 02:19 AM)kyonides Wrote: [ -> ]Or are they spending their days playing beach volleyball during this hot summer? 
By the way, it's quite rainy down here in Costa Rica.
At least it's been kind of dry today but not sunny at all.
Okay, make it so skill powers increase based ON it being dry weather (EARTH BONUS), if you're at the beach (RAIN BONUS), in a snow town (FREEZE BONUS) or whatever. Terrain bonus (or weather system bonus) added to the skill effect.
Basically a weather wizard or something like that :D
No one actually. It just seemed... the obvious scriptin' evolution?
Then I would prefer to develop a skill that backfires if the hero's level is too low for casting it properly. I don't mean that the enemy won't take any damage, it's just that the

caster won't be able to stay away from danger.

Heyo! Been a while, huh? I've been without a PC a lot lately due to my PC being bricked. i got a new one and I'm back in the swing of things!
Finding That Which Was Lost
Awakening the Snorebeast
Also I'm a Vtuber now.
Remi-Chan's Debut
Why Espyori Works! (In my eyes)
So yea! I been busy!
I've been quite busy with real life issues as of late so it had been almost impossible for me to work on scripts... until now!
Here you can take a look at the brand new
KBribe XP script!

Yes, now you can bribe your foes!
I can't really tell for sure whether or not it's production ready right now so I'm asking all adventurers

to go test it for me

before I officially release it everywhere.
Code:
# * KBribe XP
# Scripter : Kyonides Arkanthes
# 2022-07-10
# * Non Plug & Play Script * #
# Now you can bribe your foes!
# In the KBribe module you can find several CONSTANTS where you can set the
# initial values for the hit rate, damage percent, etc.
# * Script Calls * #
# $game_party.bribe_hit = Percent
# $game_party.bribe_gold_percent = Percent
# $game_party.bribe_dmg_percent = Percent
# $game_party.bribe_gold_min = Coins
# $game_party.bribe_show_dmg_pop = true or false
module KBribe
SKILL_ID = 81
ANIMATION_ID = 101 # Bribing Hero's Failure Animation
START_HIT_RATE = 50
START_GOLD_PERCENT = 5
FAILURE_DMG_PERCENT = 25
GOLD_MIN = 50
SHOW_DMG_POP_UP = true
SUCCESS_LABEL = "Bribed"
extend self
@battlers = []
def <<(battler) @battlers << battler end
def setup
@battlers.each do |btlr|
btlr.animation_id = ANIMATION_ID
btlr.animation_hit = true
end
end
def hurt!
@battlers.each{|btlr| btlr.damage_pop = $game_party.bribe_show_dmg_pop }
@battlers.clear
end
end
class Game_Party
alias :kyon_bribe_gm_pty_init :initialize
def initialize
kyon_bribe_gm_pty_init
@bribe_hit = KBribe::START_HIT_RATE
@bribe_gold_percent = KBribe::START_GOLD_PERCENT
@bribe_dmg_percent = KBribe::FAILURE_DMG_PERCENT
@bribe_gold_min = KBribe::GOLD_MIN
@bribe_show_dmg_pop = KBribe::SHOW_DMG_POP_UP
end
def pay_bribe!
return false if @bribe_gold_min > @gold
amount = (@gold / 100 * @bribe_gold_percent).round
lose_gold(amount)
true
end
attr_accessor :bribe_hit, :bribe_gold_percent
attr_accessor :bribe_dmg_percent, :bribe_gold_min, :bribe_show_dmg_pop
end
class Game_Battler
alias :kyon_bribe_gm_btlr_skill_fx :skill_effect
def check_bribe(user)
hit = $game_party.pay_bribe!
hit |= rand(100) < $game_party.bribe_hit
if hit
@damage = KBribe::SUCCESS_LABEL
escape
else
user.damage = (user.hp / 100 * $game_party.bribe_dmg_percent).round
user.hp -= user.damage
KBribe << user
end
end
def skill_effect(user, skill)
return check_bribe(user) if self.enemy? and KBribe::SKILL_ID == skill.id
kyon_bribe_gm_btlr_skill_fx(user, skill)
end
def actor?() @actor_id != nil end
def enemy?() @enemy_id != nil end
end
class Scene_Battle
alias :kyon_backfire_scn_btl_up_ph4_s4 :update_phase4_step4
alias :kyon_backfire_scn_btl_up_ph4_s5 :update_phase4_step5
def update_phase4_step4
kyon_backfire_scn_btl_up_ph4_s4
KBribe.setup
end
def update_phase4_step5
kyon_backfire_scn_btl_up_ph4_s5
KBribe.hurt!
end
end
(05-13-2022, 04:09 AM)DerVVulfman Wrote: [ -> ]Then... cleanup, instructions and implementation... and done?
And then back to the OTHER system request in the works
At EFFIN' LONG LAST!!!!! I have finished the implementation of the Tactical system and its accompanying (exclusive) Suikoden window system.
There were several compatibility issues with the system, none actually involving the map system. Hahaha... it had no issues with BIGMAPS, nor DYNAMIC MAPS EXPANDED... though it had hiccups with Zeriab's Anti-Lag. For that I needed a patch. But that was worked out pretty fast... except for GHOSTING. I won't bore you with the details on multiple copies of the same character appearing.
Meanwhile, there were also issues that were related to the system being implemented into the project which already had a very detailed side-view battlesystem of its own: Charlie Fleed's CTB. In this, there were issues with Damage Pops (Easy), crashes related to the Charlie Fleed Summoned combatants (headache... took a week), bonus actors (if not already in cache, and more.
Now.. THANKFULLY... I am DONE with that.
Before I go to my last 'system request', I gotta take a break.
