Posts: 4,607
Threads: 543
Joined: Dec 2009
I finished working on my KyoPrizeShop script for XP and VX Ace (I can't just forget about the headaches Ace version provoked while scripting in RGSS3). The XP version which is far more complete than the Ace version now has 2 separate versions available (not in English, sorry about that!), namely Kiwi and Maracuya.
Kiwi offers a prize shop where you exchange your points for prizes as normal but you can even get gifts for "purchasing" goods that are equal or greater than minimum amount of points required by the storekeeper or you can unlock new prizes if you spent a minimum amount of points at the store. You can even set up the script to prevent the player from purchasing the same prizes once again if deemed necessary. You just need to configure several hashes to achieve these goals...
On the other hand Maracuya offers all the stuff included in Kiwi version plus the possibility to open different prize shops with different stuff and their own purchasing rule set. Here instead of hashes you configure the script by editing TXT files, 1 per shop. Even so you can open 2 identical shops and make the rest be quite different or you can make sure they all are completely different shops in your in-game world.
"For God has not destined us for wrath, but for obtaining salvation through our Lord Jesus Christ," 1 Thessalonians 5:9
Maranatha!
The Internet might be either your friend or enemy. It just depends on whether or not she has a bad hair day.
My Original Stories (available in English and Spanish)
List of Compiled Binary Executables I have published...
HiddenChest & Roole
Give me a free copy of your completed game if you include at least 3 of my scripts!
Just some scripts I've already published on the board...
KyoGemBoost XP VX & ACE, RandomEnkounters XP, KSkillShop XP, Kolloseum States XP, KEvents XP, KScenario XP & Gosu, KyoPrizeShop XP Mangostan, Kuests XP, KyoDiscounts XP VX, ACE & MV, KChest XP VX & ACE 2016, KTelePort XP, KSkillMax XP & VX & ACE, Gem Roulette XP VX & VX Ace, KRespawnPoint XP, VX & VX Ace, GiveAway XP VX & ACE, Klearance XP VX & ACE, KUnits XP VX, ACE & Gosu 2017, KLevel XP, KRumors XP & ACE, KMonsterPals XP VX & ACE, KStatsRefill XP VX & ACE, KLotto XP VX & ACE, KItemDesc XP & VX, KPocket XP & VX, OpenChest XP VX & ACE
Posts: 1,097
Threads: 11
Joined: Jan 2015
Been working on my game, and I have one of the major sidequests for the game almost complete.
Expect lots and lots of Game Over screens when doing this one...
Ikuno is petrified, though you probably can't tell from this screenshot.
Anyway, although it does net you the "Best Ending", this is the first of 11 battles that could make anyone rage after 45 minutes of straight battling just to lose. (Seriously, I timed myself and approximated their HP, and they had about 15,000 left after 45 minutes and I got Game Over. )
Still, I think my final boss is twice as difficult, though the battle itself wouldn't take as long.
I still haven't finalized skillsets, and only Sheena and the Summons have SuperArts as of right now.
The items aren't finalized either, so the 45 minute battle may shorten a bit, but the battle's difficulty wouldn't change too much.
Besides, I'm going to make items a little weaker than some would like. (Say, a Hi-Ether would only heal about 40 SP?)
I also haven't finalized the turn faces on the right, and I'm working on a brand new windowskin, editing some of the sprites, making unique attack animations, and many other things.
A battle with one of the 11 Immortal Souls gets worse as the battle goes on, and below 10% is... not pleasant.
That's what happened in the second screenshot.
Anyway, I'm going to be making my game post in a week or two, assuming nothing comes up that prevents me from doing it.
Posts: 11,238
Threads: 649
Joined: May 2009
After suffering a crash needing me to buy a new PC, and encountering over 2GB of updates (on dialup, I'm Back in the game !
Oh, I've done some RPGMaker help here and there, recently fixing up a script of mine to work with Charlie Fleed's CTB. I'm more experienced with it than Atoa's... though I try. But with recent bug reports coming in about my Lycan ABS system, I just CRAMMED in some new work. I still cannot believe my last update was Christmas. However... I did wish its initial release to be a Halloween release. I may have this new update ready by then.
For those who read the thread, there were issues regarding the diagonal missiles and the sharing of status ailments among the whole party (which sucks if you're fighting and your party member gets 'stoned').
Obviously, I worked on that. The status ailments that affected the movement rates of the heroes will now apply to the individual heroes. If Freddy gets stoned, Ginger will not. If Jason was slowed, Freddy won't be. True, the player controls the dash/sneak system. So pressing dash will make everyone try to run. But if someone in the party had been slowed... sucks for that one guy. Not everyone will be slowed down anymore!
But I didn't stop there. Enemies on the map were lacking this. You could venom them... But you had no ability to slow them down with a status ailment. I just made up for that today. BUT... (cringe)... they could be hasted too. Man, would totally suck if an enemy gets hasted while you're trying to run away, right? Hehehe...
And the enemies were too single minded. If they focused on the player, it never occurred to them to attack someone else. Sure, they'll readily attack a companion if attacked. But if you hid behind one, they just looked at you and said 'Duuuuuhhhh!". A new refresh option allows you to make your enemies a bit smarter. Hide behind someone, they'll look at your allies and say "He'll do." and start hacking at THEM now.
I logged about every method I altered and added. Gotta go through that before updating my help file and stuff. And doublecheck a few plugins I wrote to make sure they're still compatible. Fun fun fun.
Up is down, left is right and sideways is straight ahead. - Cord "Circle of Iron", 1978 (written by Bruce Lee and James Coburn... really...)
Above are clickable links
Posts: 494
Threads: 9
Joined: Sep 2013
(10-12-2015, 12:25 AM)DerVVulfman Wrote: After suffering a crash needing me to buy a new PC, and encountering over 2GB of updates (on dialup, I'm Back in the game ! I dread to think about a crash that would kill a computer for good.
As for me, I was tinkering around the skills I've made so far and wondered if there was a way to create a status ailment that would prevent physical skills from being used.
Posts: 11,238
Threads: 649
Joined: May 2009
Technically, that's what the Barrier status effect is, though it is for physical 'attacks' altogether... skill or otherwise. The state raises your PDef up 150%, but you can tweak it.
What's on my mind..? LYCAN!!!
No, its not yet done. I performed a few upgrades and started some cleanup work on it. Some values in the methods were renamed for cleanliness, but only a few. Some systems actually shortened. Helps to create a small method that does the work of three or four. Last thing I added, allows you to.... um... "That is a secret." - Xellos: The mysterious Priest
I did go a bit looney tunes looking for a bug though. I added some removable code that was used to fix the direction of drawn missiles. Unfortunately, I FORGOT I PUT IT IN!!!! I spent over an hour looking to see what the frell I did wrong. At least I was able to watch The Flash while doing it.
Meanwhile, changing a few things here and there, it occurred to me that heroes can use weapons that deliver status ailments. Make a sword of Venom, and an enemy can get poisoned. But why cannot enemies be permitted to deliver status ailments when they do melee hits?
VERY QUICK SCRIPTIN' DONE!!! I'M AMAZED NO ONE WROTE THIS BEFORE!!!
Up is down, left is right and sideways is straight ahead. - Cord "Circle of Iron", 1978 (written by Bruce Lee and James Coburn... really...)
Above are clickable links
Posts: 494
Threads: 9
Joined: Sep 2013
Actually, I was thinking something more along the lines of a "Silence" equivalent to physical skills i.e an ailment that would prevent the character from using physical skills but they'd still be able to use normal attacks and magic.
Posts: 400
Threads: 13
Joined: Mar 2010
I'm pondering making my own Zelda-like ABS in VXAce from scratch. (Or thereabouts.) Because I like making things hard on myself.
Actually there's two more particular reasons why I'm doing this. The first one is simple - coding it myself means I know the ins-and-outs of the engine and I can get it to function as I want.
The other one is that as much as there seem to be two, three really good ABSes for VXAce? I don't think they're as true to Zelda-like tools/items as I want. At their core a lot of Zelda tools are projectiles, but sometimes I'm not sure it's that simple. Bombs for example can be both thrown or placed, or picked up again. That flexibility is something I'm not sure is availiable in either Falcao's Pearl, Khas' Sapphire, or XRXS/Moghunter's XAS.
Well iirc XAS is based on spawning events, so that one has the highest possibility, but Moghunter's scripts are a mess to look at, and the language barrier isn't a help either. But yeah I'm pondering something that uses event or projectile spawning. Events if I want to be able to pick up objects especially.
Edit: As much as I think I know what I'm doing right now getting enemy data from enemies and giving them to events is being annoyingly complicated. Comments placed in events are page-dependant, and for whatever reason even though I seem to be getting the data, element affinity is incorrect. There's probably some extra clause VXA passes stuff through that, when element_rate is taken as is it's just 100% effect?
I dunno. It's 3am, and I'm forgetting about my own code overrides to test bugs when I solve the bugs, creating new bugs.
Posts: 11,238
Threads: 649
Joined: May 2009
Glad to know that someone else goes *ICK* when they look at mog's sloppy coding style. GREAT work, but a pain to try and decipher. Not to mention, his scripts don't play well with others.
Insofar as my Lycan ABS? Okay... I may have upgraded it a little prematurely. I have another demo up and coming. I just included a method that lets enemies that lose sight of their target to either 'return to their normal move route' or 'wander aimlessly'. Granted, most would find that the original move route would normally be limited to the big three: FIXED, WANDER, FOLLOW THE LEADER. However, I also included a little bonus new option I know some would love... 'Return to your Origin' :D Enemies (like guards?) who don't see the player return to their post. Heck, if you have a custom move route, they'll restart it!
Oh, and on the subject of a new demo... why didn't anyone tell me I stupidly mis-coded all my skeletons? With what I did, they're LEGALLY STONE DEAF!!! *werewolf grumbles and skulks away*
Up is down, left is right and sideways is straight ahead. - Cord "Circle of Iron", 1978 (written by Bruce Lee and James Coburn... really...)
Above are clickable links
Posts: 400
Threads: 13
Joined: Mar 2010
I have the very basic framework down of this ABS - events/player will respond to things passing into their line of sight and their hitbox, and only things they consider enemies (for sight) or that the other entity is assigned to damage (for hit).
The response is evented, which I'm a little worried about, as it makes all enemies parallel processes. I filled a map with copies of a test enemy though and there didn't seem to be any lag. So I'm not sure. Actual battle stuff hasn't been done yet though (damage and all), so maybe that'll be when this shows its teeth...
Posts: 4,607
Threads: 543
Joined: Dec 2009
I've been developing my KElemRES XP script, it has already reached version 0.8.7. As some of you may guess by now, it's about modifying the elemental section of the database. The improvements include armors or armor pieces that provide a specific elemental resistance for each element independent of any other armor piece settings, the current map also provides elemental buffs or debuffs, classes have their all elemental resistance levels, heroes might also equip resistance gems to increase their resistance stats and their resistance slots can also be improved so they can hold high level gems after making the right payments. These payments may also include sacrificing a percentage of the hero´s current HP or MP. Of course resistance gems can be leveled up by the player in exchange for gold and some other stuff.
"For God has not destined us for wrath, but for obtaining salvation through our Lord Jesus Christ," 1 Thessalonians 5:9
Maranatha!
The Internet might be either your friend or enemy. It just depends on whether or not she has a bad hair day.
My Original Stories (available in English and Spanish)
List of Compiled Binary Executables I have published...
HiddenChest & Roole
Give me a free copy of your completed game if you include at least 3 of my scripts!
Just some scripts I've already published on the board...
KyoGemBoost XP VX & ACE, RandomEnkounters XP, KSkillShop XP, Kolloseum States XP, KEvents XP, KScenario XP & Gosu, KyoPrizeShop XP Mangostan, Kuests XP, KyoDiscounts XP VX, ACE & MV, KChest XP VX & ACE 2016, KTelePort XP, KSkillMax XP & VX & ACE, Gem Roulette XP VX & VX Ace, KRespawnPoint XP, VX & VX Ace, GiveAway XP VX & ACE, Klearance XP VX & ACE, KUnits XP VX, ACE & Gosu 2017, KLevel XP, KRumors XP & ACE, KMonsterPals XP VX & ACE, KStatsRefill XP VX & ACE, KLotto XP VX & ACE, KItemDesc XP & VX, KPocket XP & VX, OpenChest XP VX & ACE
|