What's up, RMers?
Script Development

Smart States

The current script I'm trying to finish, fix, improve or whatever is my Stupid Smart States script. Some pieces of the system work accurately while others don't. Apparently I've re-written this script many times, I just never seem to get anywhere with it and, quite frankly, it's starting to piss me off lol.

What it's supposed to do is double-check and correct an enemy's actions if they're using a state-only skill with 0 power, validating that what they're about to use isn't going to be a wasted turn. Let's say three actors have Poison but one doesn't, this system is intended to validate and acquire that worthwhile single target. Furthermore, if all actors have Poison, it's supposed to temporarily remove the action from the enemy's to-do list until it is relevant again. Anyways, I might be begging for help in the support forums later, but I'm not ready to give up yet!

Skills : Go Invisible

This is an interesting system I actually started roughly 3 years ago. I went to fix a little bug in it today but screwed up the system more! Basically, the developer is able to designate skills that turn battlers invisible and back. Sometimes it works like intended, other times it causes the battle to prematurely end, so yeah I'm going to have to go my rounds with this one again >.>

Music Development

Post new track? I suppose I could...

Killing After Dark
Killing After Dark

Hours of listening to the Golden Eye 007 N64 OST and I think it's starting to rub off on me. Certainly this is an original Kain Nobel production, but it makes a person feel like they want to karate chop some poor bastard sitting in a toilet stall in a facility that manufactures chemical weapons somewhere, doesn't it?

...and that's just some of what I've been up to, I'm not even going to speak on the contest project I'm experimenting with because, y'know, spoilers ;D
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"Weakness" and "Block" popups with damage worked out fine, wasn't that hard at all. Huh.
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I got the enemies to go head-to-head against each other! Yep, the ABS I'm working on is coming along fine. I didn't set up the target preferences system up as yet. But I know exactly where I'll put it within the script. I even streamlined the ABS's dead check system for both enemies and actors, so one method covers both. I even streamlined the missile system down a bit in reference to this change.

I haven't installed a status effect system. Stunned states should prevent the player or enemy from even moving. Clumsy, drunk, whatever... should make the guys move kinda erratically. Things like blink or haste should let the affected move and attack faster while slow should really tick 'em off. And I'm hoping to make a Berzerk or Confuse state so enemies target their own or... companions attack the player and one another. It's a plan. It's what I want. I hope I can.

One of the things I did with MrMo's Ultimate is that I set up the 'comment commands' for enemies to be flexible, letting you have default values so you need not set every little thing. If your default value for an enemy is 3 Hearing, 5 Seeing, 1 Aggressiveness... you don't need to set it within every enemy. Since I wrote the system to read these command strings, you just KNOW I had to put it into this one.

And for some reason, I couldn't get ye classic 'default collapse' to work with MrMo's ABS. Well... BIG WHOOP! I got it now with mine! Actually, got it done 5 minutes before I logged in. :D
Up is down, left is right and sideways is straight ahead. - Cord "Circle of Iron", 1978 (written by Bruce Lee and James Coburn... really...)

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I've decided to start a long and involving process of taking every script I've ever created, isolating them into their own projects and running stressful QA tests on them. Right now the focus is solely on battle related add-ons, and I am only doing it with the DBS for the time being, but my next run will focus towards ensuring they work with Trickster's ATB and possibly other systems. Once I feel I've got every last thing down pact, I'll have to re-import them into my main project and only then will I finally be able to properly set up the database.

I've dusted off an old Steal/Mug system I started back in 2008, something that has been almost completed for the longest time, but it still hid a couple rare game crashing bugs that needed to be addressed. I'm almost certain that this system is finally stabilized, only a couple minor nuisances have been observed. Nevertheless, I'm thinking of remodeling the settings structure of the system, so I'm not considering it a victory yet.

New music? Hmm... I've been working on this new tune a little bit at a time but it's not ready, maybe I'll post it later.
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GAAK! What the hell is my player doing in my ABS?
...He put the right foot in.... ♪♫
...He put the right foot out... ♫♪

THIS ISN'T THE HOKEY POKEY!!!!

Aw, I had a problem with the character's 'pattern' system when I turned Pixelmovement on in my ABS. Yes, you can turn it on or off. It was driving me nuts and I had to go through a good amount of code in the Game_Player system to figure out what the hell was going on. Wouldn't you know it was just one line of code? AGAIN??? WHY IS IT ALWAYS JUST ONE LINE???

Well, that's fixed. And now I started installing a status effects system to my liking. Right now, it's pretty much MrMo's, but I don't recall MrMo enemies from being susceptible to these effects. Could be interesting to cast a slow or paralysis spell onto a monster.
Up is down, left is right and sideways is straight ahead. - Cord "Circle of Iron", 1978 (written by Bruce Lee and James Coburn... really...)

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Pffhehehe. Guess what happens if a battler naturally absorbs an element, then wears amour that also absorbs that element! Well, nothing now. Bug is fixed.

Put some last touches on Weakness/Block/Absorb displays with damage, so they stack right. ... not sure if "stack" is what I mean. Priority? Yeah.

Man, I want to be done with these little things. Get on with... databasing. Thinking up skill names.
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onto my least favorite part of mapping: adding all those corner pieces to the caves. they're super easy to overlook. why aren't they just auto tiles? that would make everything so much easier.
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I'm a bit limited with my time at the moment so I don't feel like fixing the glitches that showed up a while back for no reason. (Even tough I should do something about them while I still know what they are...) Instead I'm using free minutes every now and then to work on NPCs and minor Plot characters.
There really should be more variation available for child sprites...
Friendship is born at that moment when one person says to another: "What! You, too? Thought I was the only one." (C.S. Lewis)
For the time you're laughing, there's nothing wrong in the world. (Colin Mochrie)

If it's funny, make sure people laugh. If it's not funny, make it funny (unless it's actually really serious). (silvercheers)

Please don't spell my name "Yamina-chan". It's all small. Thank you =D
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Four whole days no development? D:

I literally got sick from exhaustion working on that stupid Steal/Mug system, I was even contemplating on just giving up and using Trickster's. The thing is I'm just OCD about the whole "everything fully custom, do it all yourself," motto that it becomes my downfall, like it's going to damage my pride or something to not use something free to use and exceptionally well-crafted. I still need to keep in practice with everything I do, but some corners need to be cut or else I'll be finishing my main project twenty years from now.

On that note I'm going to use Trickster's version of Steal/Mug FTW.

Anyways, the unscheduled break is over, I need to crack a whip and get my shit back in gear! I'm off to figure out what the heck I'm going to work on.
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I had to streamline the player control section of my ABS. Pixelmovement kinda takes a lot of code. But after working it out, I added a cool 'Confused' state to the player. So while he's confused, the player character may move at random directions while the move keys are pressed. Easy enough for regular tile-to-tile movement. But I had to work out a kind of delay timer for pixel movement as the movement system is more sensitive.
Up is down, left is right and sideways is straight ahead. - Cord "Circle of Iron", 1978 (written by Bruce Lee and James Coburn... really...)

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