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What's up, RMers? - Printable Version

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RE: What's up, RMers? - Steel Beast 6Beets - 01-23-2016

So I was tinkering around the enemy skills in my game and noticed that spells meant to revive the monster's party do not work. I mean, single target revive skills work just well but if you try to make them target the entire group nothing happens.

Granted, maybe it's just one of the many scripts I'm using that's causing the problem. If not... Well, perhaps random encounters are not meant to possess such abilities.


RE: What's up, RMers? - DerVVulfman - 01-23-2016

I ran a test with a modified 'Ghost' battler, setting it up to use 'Mass Heal'. It must be one of your scripts

While fighting the 'GhostX2' troop now, one ghost performed mass heal and both ghosts got the effect.

As I always suggest, make a backup copy of your project... And from one of the two, start erasing scripts until you find out which one is causing the problem (keeping your other intact). Once you find which one is the culprit, work can be done to update the other with the fix (in code support ^_^ ).


RE: What's up, RMers? - Mel - 01-24-2016

I played around with RMMV today and well...it has some really cool features. Together with these Yanfly Plugins it's fun to create some stuff. And the engine itself seems to be really powerful. My test game runs in 1920x1080 with 60 FPS. And all menu windows adjust automatically in relation to the screen resolution.
But...after 3 maps I had enough of it. The mapping is better than VX Ace but still...awful... :/
The whole editor is a big mess. It begins to lag when working on bigger maps and when I tried to create more than 700 events on a map it crashed without any autosave. 3 times in a row!

So I decided to start the good old RMXP and everything was fine. ^_^
Maybe I will pick it up later again but for now I'm done.


RE: What's up, RMers? - Steel Beast 6Beets - 01-24-2016

(01-23-2016, 05:17 PM)DerVVulfman Wrote: I ran a test with a modified 'Ghost' battler, setting it up to use 'Mass Heal'.  It must be one of your scripts

While fighting the 'GhostX2' troop now, one ghost performed mass heal and both ghosts got the effect.

As I always suggest, make a backup copy of your project...  And from one of the two, start erasing scripts until you find out which one is causing the problem (keeping your other intact).  Once you find which one is the culprit, work can be done to update the other with the fix (in code support ^_^ ).

Thankfully I have several backups of my project for situations like this one. And effectively, I found the culprit: Wecoc's battle scope script, part of a script collection that seeks to bring some abilities-making options found in VX/ACE to XP. This script allows you create skills that will target a random number of enemies and/or allies. It crashes if you try to make a skill that revives random allies, too.

I think I will contact Wecoc and tell them about the bug.


RE: What's up, RMers? - kyonides - 01-30-2016

I've been working on my old Kuests XP script. The last time I visited my script it reached version 0.5.6, now it is version 0.7.5. It already features the main quests mechanics, all of them are totally functional, but my main issue has been how to design its UI. Obviously I could just use common RMXP window designs but nowadays I wouldn't find it different enough to make it shine or highlight among many other quest systems already available out there in the RM ecosystem.

Kuests XP Features:

Quest name
Quest difficulty label
Quest final score
Repeatable quests
You can either complete quests or fail to complete it
You need to kill monsters, find items, deliver items, to meet people or to look for them
You would prefer to make sure specific heroes are still alive at the end of your mission
Chronometer or time limit
Minimum amount of Gold in purse at the end of your mission
You may earn prizes like items, weapons, armors, gold or points. It is possible to convince a new hero to join your ranks.

It may include some Requirements like:
Minimum and Maximum party leader levels
Number of Previous Completed Quests

By the way, there are mandatory and optional mission objectives. Of course, there is no need to define optional objectives or goals if you don't need to.


RE: What's up, RMers? - kyonides - 02-02-2016

Tonight I bring two screenshots of my Kuests XP script. You might not read what the labels or legends say (because they are not in English and I haven't translate it yet) but you still get the feeling it has to offer to anybody interested in my quest system.

[Image: kuests_xp_screenshot_1.png]

[Image: kuests_xp_screenshot_2.png]

*Admin Note:
You linked html pages that didn't show. So I just went in to fix them. That's all. -DerVV



RE: What's up, RMers? - DerVVulfman - 02-02-2016

Kinda curious about how the actual mission window will look... Title, Mission Text, Primary goals, Secondary goals. etc.

Oh, and the use of the shields. Do they change depending on who set the goals or locale? Like... I completed some tasks set forth by the Queen of England, so I have a British flag showing for that goal. Then I completed a task for the Spanish Fleet so I show the Spanish flag for that goal. Or is that why there are three shields showing in the second screenshot?


RE: What's up, RMers? - Bounty Hunter Lani - 02-02-2016

I'm pretty interested in that script!
How customizable is it?  Grinning


RE: What's up, RMers? - kyonides - 02-02-2016

If you fixed my screenshots, derv, why don't they show up now? I can only see this: [Image: name of the screenshot.png]

Eh, well, the shields meant they were either S or A or B or C class quests. Nonetheless I recently added the option to enter the appointer's name and his or her symbol (or flag) if deemed necessary. A new version of my demo will include the flags showing on the lefthand side when available.

Here is a partial sample of my script contents, the part where you configure some of the quest menu elements.

Code:
module Kuests
  MAKE_DATA_FILE = true
  INCLUDE_PRIZESHOP_POINTS = true
  # Background Pictures Filenames
  BACKGROUNDS = ['bg quest menu', 'bg quest']
  MENU_LABEL_TRANS = '001-Blind01'
  MAIN_CURSOR = 'feather inkwell'
  MAIN_TABS = ['active main tab', 'inactive main tab']
  QUEST_LABELS = ['active quest label', 'inactive quest label']
  QUEST_ARROWS = ['arrow up', 'arrow down']
  AMOUNT_FRAME = 'frame'
  QUEST_LABELS_FONTNAME = 'Diploma'
  QUEST_LABELS_FONTSIZE = 28
  MENU_LABEL = 'QUEST MENU'
  LABELS = ['QUESTS', 'AVAILABLE', 'RUNNING', 'COMPLETED', 'FAILED']
  MISSION_BRIEFING = 'Mission Briefing'
  APPOINTER_LABEL = 'Appointer:'
  UNKNOWN_APPOINTER = 'Not Revealed'
  SUMMARY_LABEL = 'Summary:'
  CLASS_ICONS = {} # DO NOT EDIT THIS LINE
  # Add a new line for every single Difficulty Level for your Quests
  # CLASS_ICONS[Diff_Level] = Icon_Filename
  # Example: CLASS_ICONS['S'] = '033-Item02'
  CLASS_ICONS['S'] = 'shield gold 36'
  CLASS_ICONS['A'] = 'shield black gold 32'
  CLASS_ICONS['B'] = 'shield skyblue 32'
  CLASS_ICONS['C'] = 'shield orange 32'
  CLASS_ICONS['D'] = 'shield black 32'
  CLASS_ICONS['E'] = 'shield black cheap 32'
  STAR_ICONS = [nil] # DO NOT EDIT THIS LINE
  STAR_ICONS << 'stars 1'
  STAR_ICONS << 'stars 2'
  STAR_ICONS << 'stars 3'
  STAR_ICONS << 'stars 4'
  STAR_ICONS << 'stars 5'
  # DO NOT EDIT ANYTHING ELSE #
  def self::[](qid) $game_system.quests[qid] end
  def self.add_rumor(qid) $game_system.add_rumor(qid) end
  def self.add(qid) $game_system.add_quest(qid) end
  def self.assigned?(qid) $game_system.quests.keys.include?(qid) end
  def self.delete(qid) $game_system.delete_quest(qid) end
  def self.review(qid) $game_system.review_quest(qid) end
  def self.enough_missions?(qid) $game_system.enough_missions?(qid) end
  def self.all_missions?(qid) $game_system.all_missions?(qid) end
  def self.repeat?(qid) $game_system.repeat_quest?(qid) end
  def self.complete_quest(id) $game_system.complete_quest(id) end
  def self.complete_quests?(*qids)
    result = qids.map {|qid| $game_system.complete_quests.keys.include?(qid) }
    !result.include?(false)
  end
end

And here's the temporary template used to feed all quest info to the script before it saves it as a binary data file.
Code:
NAME : VIP Extraction
CLASS B
STARS 1
APPOINTER Sandia Republic
APPOINTER'S SYMBOL 001-Flag01
COMPLETED QUESTS 0
REPEATABLE yes
MIN LEVEL 1
MAX LEVEL 10
*** OBJECTIVES ***
PEOPLE 'Marlon Brickwell' Status Missing 10:4
MONSTERS
ITEMS 1:5,2:2,3:1
DELIVERIES  
SURVIVORS
CRONOMETER
GOLD
COMPLETED QUESTS  
*** OPTIONAL OBJECTIVES ***
PEOPLE
MONSTERS
ITEMS 1:10
DELIVERIES  
SURVIVORS
CRONOMETER
GOLD 750
COMPLETED QUESTS  
*** REWARDS ***
ALLIES
ITEMS
WEAPONS
ARMORS
GOLD 1500
POINTS 10
*** OPTIONAL REWARDS ***
ALLIES
ITEMS
WEAPONS
ARMORS
GOLD 2500
POINTS 15
*** MISSION SUMMARY *** 3 LINES MAXIMUM
Go rescue Marlon Brickwell, a scientist.
He is been targeted by terrorists right
after KWBS showcased his newest creation.
*** DESCRIPTION OR STORY *** SEVERAL LINES

Here you can check the modified version of my second screenshot http://postimg.org/image/v03kk6kct/


RE: What's up, RMers? - Mel - 02-03-2016

Wow, that Questscript seems to be amazing. :)