What's up, RMers? - Printable Version +- Save-Point (https://www.save-point.org) +-- Forum: Games Development (https://www.save-point.org/forum-4.html) +--- Forum: Development Discussion (https://www.save-point.org/forum-17.html) +--- Thread: What's up, RMers? (/thread-395.html) Pages:
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RE: What's up, RMers? - kyonides - 03-13-2016 I might have been working on a script update but I decided I won't post it on the board since pretty much nobody inspired me to work on any special project or on any specific update. I know this sounds selfish but that might be the reason I call myself the Dark Scripter, hehehe. RE: What's up, RMers? - Taylor - 03-13-2016 I've been slacking off lately on a lot of things. Just been watching Lets Plays on Youtube. > .>a The weather here's been hot, and so it's been too humid to brain gud. But I'm trying to get back into gear.
p.s. for the love of god please disable the automatic twitter/youtube embed it's annoying as balls RE: What's up, RMers? - kyonides - 03-18-2016 I wonder what else is needed in a skill menu besides the features already present in the default one, it can't be that simple, there's gotta be anything else once could add to that menu... RE: What's up, RMers? - Mel - 03-18-2016 There could be a way to sort them by type. Sword Skills, Fire Spells, Healing Magic etc. RE: What's up, RMers? - kyonides - 03-18-2016 Well, this is not supposed to be the right place to say this but that the truth is that such a feature is now available in KMainMenu KSkillMenu XP, Melana. So feel free to download the new version of my demo at any time. RE: What's up, RMers? - Taylor - 04-03-2016 I'm not sure if I should make a topic about this or not - but at the moment I'm wondering how to calculate the stats of the subclasses/subjobs I mention above. Most of us should know how classes work in RMXP/VX/VXA - each one has their own set of stats and stat growth. I don't think just adding the two sets of stats together would work though, as the stats would only go up. I was thinking making base classes stats have something like 500 be their "0", have stats above/below that, and calculate percentage changes around that, but I dunno if that sounds a cheap way to do it... RE: What's up, RMers? - DerVVulfman - 04-03-2016 It wouldn't be the first time accomplished. Insofar as Dungeons and Dragons, your stats are based upon what level you are and is based upon an increase according to your class. It is your base stats plus a racial modifier that would be your static modifier of sorts. So why NOT have a system where your FIGHTER class modifies your strength by 20pts, have a MAGE class that increases your skill points max while decreasing strength (unless you're a battlemage), or a thief that cannot use big weapons and gets a 20pt modifier to speed? RE: What's up, RMers? - Taylor - 04-03-2016 I'm not sure I understand. Are you saying the stats are based upon level-up, rather than the defined values for the base and sub-classes? I can't really do it this way, because I want the player to be able to actually change sub-classes at times. (I'm thinking of limiting it to save points, because the equip screen feels full enough, UI-wise.) This would set their stats to the values for that level, and give the appropriate skills. (Skills too would be partly from the base class, the rest granted by the sub-class.) RE: What's up, RMers? - DerVVulfman - 04-03-2016 Ah, well... Dungeons and Dragons was different for class changing. Your stats remain fixed until your new character class level stats supercede the old ones. Yes, you can use points. I am for my game too. You could have special training points which only work for specified stats. Like, you get training points as a Fighter-type, you can only increase stats more often in strength (limited in agility or dexterity) and so on. Your sensei or guildmaster would control that... or whatever you'd use. An old script by Synthesize called Syn's Upgrade Customization could be what you're looking for as a base. It only does carte blanche increasing and doesn't care about class. I'm sure you can MAKE it care. RE: What's up, RMers? - Taylor - 04-04-2016 Due to the fact that RM only really has one skills array, if you have weird skill learning scripts, it's going to be a headache to manage them all. Looking at what code I had, it honestly looked a terrible mess. I'm creating extra arrays for skills learnt by class, by subclass, by equipment, or by event. My hopes is this'll make it easier when one of these things tries to remove a skill, I can check if it exists because of one of the other arrays. EDIT: Menu to equip subclasses is done. (Well, functionally. It still needs to look prettier.) Skills change. Stats don't yet though, still thinking about them. EDIT: The other thing about stats though is the damage calculation. Lets take a look at my own... I thought I'd check what difference sqrt'ing it all is doing and uh... This is a graph of the damage value of a basic attack between a level 1 ally and basic enemy, and the same ally at level 99 and a guess enemy DEF. 153 to 3163, vs 12 to 56, roughly speaking. |