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Post by Dark Knight Of Lodis on Jul 19, 2005 20:03:36 GMT -5
I am putting scripts that I find useful to my games in here. The first script I will ask for is an inn that heals all life, mana, and status effects.
(The last time I tried to do this I needed to ask for help and forgot how to do it, mine didn't heal or anything. lol)
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Post by Deleted on Jul 19, 2005 20:28:05 GMT -5
I've been meaning to do this in my game for a while now too.
I just thought of a potential problem. Is there a way to heal party members that aren't in the party at the moment?
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Post by Rodak on Jul 20, 2005 1:50:14 GMT -5
I just thought of a potential problem. Is there a way to heal party members that aren't in the party at the moment? That is no problem at all. The Members>Attributes command can be used. It works for members whether they are currently in the party or not. That is how I wrote my first inne script. It does require a separate command set for each member, but it works. The same applies for statuses, but I think you have to confirm some of them before they can be removed (use the confirm command in the same window as the remove and apply commands). There is a way to generalize these commands, but brute force works just as well... it's just a waste of memory and not very elegant. For the generalized version check script #245 (Inn) in the pre-sets. Around line 23 it starts a repeat loop using member order to cycle through the party. I suppose if you cycled through the Party Member Database instead it would work for non-present members, but I have not tried to do this. If you want to try, be sure to delete non-used pre-set party members. Either that or set the repeat loop to end at the appropriate database number. But this is only a game and if brute force gets it working, that counts as success. Good luck with it. Peace.
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Post by Dark Knight Of Lodis on Jul 23, 2005 11:26:57 GMT -5
Has anyone made two-handed weapons yet?
I was thinking that you probably could if you put a script on the weapon under 'equipped' in advanced (I think) that automatically unequips anything in your other hand? I'm going to try it some time when I get a chance, but if anyone has, or has a good way to do it, let me know.
Also, let me know if what I said wouldn't do that. lol.
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Post by Dungeon Warden on Jul 23, 2005 15:24:21 GMT -5
Strange. I remember lots of people talking about this before RPG Maker 2 came out (mainly because RPG Maker 1 allowed you to equip weapons in both hands).
There is an equip/unequip command in the Members menu so this shouldn't be hard to do. The problem is, there is no way to stop the person from equipping something in that hand again. What you'd have to do is give them a fake shield that can't be unequip and equip it in the shield hand. However, when the two-handed sword is unequip there is no way to unequip the shield as well (there is no script for unequipping a weapon). If someone equips a new weapon, you could check if the shield is equip and remove it that way. This means every weapon they use (except two handed ones) will need to check for and remove the fake shield.
I think that should work.
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Post by Dark Knight Of Lodis on Jul 24, 2005 12:16:38 GMT -5
Thanks, DW. I'll attempt to get that working when I start making two-handeds. Right now, I only have one weapon. lol.
Another script question I was wondering about...is it possible for an ability to change the "property" of a weapon? For example, an ability that is called 'Stab' that will make your sword that is slashing do piercing damage instead? Or an archer that can set his arrows on fire with the use of the skill 'Ignite Arrow'? I'd love to use this, but not sure if it's possible.
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Post by Deleted on Jul 24, 2005 14:20:01 GMT -5
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Post by Dark Knight Of Lodis on Jul 24, 2005 19:29:47 GMT -5
Thanks a lot, Will. I'll try that out and see if it works. If it does, you just hit the credits page with a vengeance. lol. Now, I have several other abilities I could use help with. One is an attack that takes life from the user, but deals extra damage to the enemy. For example, Leo attacks a skeleton and would do 50 damage normally. But he uses this ability instead which drains 20 of his life, but does an extra 40 damage. Second, an ability that does 150% damage, but at a drastically reduced hit rate. For example, Leo would normally attack a skeleton for 50 damage. He uses this ability and does 75 instead, but it drops his hit rate from 90% to 45%. Third, an ability that drains life and uses it to heal an ally. For example, Valence uses 50 of his life, to heal 50 of his ally's health. I'd also like a similar ability that heals an ally a lot, while killing the user. Fourth, an ability that might not be possible, the ability to throw an item. Leo is equipped with a bow, but that does very little damage to the Orc, so instead he decides to throw one of the axes that is in his inventory for a large amount of damage. (If it helps, similar to the ninja in FFT) Fifth, an ability that reveals enemy information. Strength, vitality, magery, life, mana...etc. I have seen them in a few games and I think everyone knows what I mean. Sixth, an ability that uses life to take the life and mana of an enemy. For example, Valence uses the ability on a dragon, it takes 40 of Valence's life and harms the dragon for 40 life and 40 mana. There, I think that's all for now. I know that's plenty, but any help with these would be great.
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Post by Zed Bloodrage on Jul 24, 2005 21:03:55 GMT -5
These are some good ideas, and would make the game better. The game so far is good, but with these add-ons it would be great. Keep up the good work.
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Post by Dungeon Warden on Jul 25, 2005 12:39:58 GMT -5
Now, I have several other abilities I could use help with: One is an attack that takes life from the user, but deals extra damage to the enemy. For example, Leo attacks a skeleton and would do 50 damage normally. But he uses this ability instead which drains 20 of his life, but does an extra 40 damage. This would require altering the Battle formula to add the extra damage (or just the script that actually removes damage from the target) and requires using the custom slot in direct effect results. There is an ability that adds HP's to the instigator at the same time as it removes HP from the target so you can use this effect as a model for your own. Again this would require altering the battle formula. Simply increase damage and half rate if this effect is used. There is already an ability like this that works on an enemy (as mentioned above). Just change is so it works only on allies and works in reverse. Similar to every ninja in an Final Fantasy game since FFIV, as far as I can remember. Any item can be used in battle. Use add a script to any throwable weapons that allows it to be used like an expendable item and have it deal damage directly to the enemy. You can also add a condition to the direct effect (Under Effect Start) that requires that the user be a Ninja in order to throw it. Just use: Make Active Character Substitute Attribute for Variable Message "Str: " (uncheck close message box) Display [str] Message " Vit: " (uncheck close message box) Display [Vit] *etc* Make Active Character Simple enough to do. Just make it cost 40 HP to case and do a rate of 40 damage. Use a custom script to add the mana (MP) loss.
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Post by Deleted on Jul 25, 2005 14:31:51 GMT -5
My advice for making abilities is this:
Write down on paper/computer all the characters'/classes' abilities, when/how they are learned and what they do.
Type up a complete list of all the (party) abilities that you will need to make on the computer. Using the computer allows you to sort and organize them very easily. Make sure they are in a very organized order and separated by type and close to abilities like them.
Then make the simpler ability first, and don't move on to the next until you've tested that one immensely and it works exactly as you want it to. This way you'll gradually build on your own skill in making abilities and be able to understand what you're doing as you're doing it.
For example, with me I had my different categories as Phys Attack Skills, Magic Attack Skills, Magic Heal Skills, Magic Assist Skills (difficult), and Specials (difficult). I made them in that order exactly, starting with the simple damage enemy x% of STR and eventually getting to Parry - Evade 100% / Self. Also, remember that you only have that little box to explain what the move does.
Lastly, you don't want to spend your time making an ability that the player would never use. Always think of it from the player's perspective. (for say, that 150% damage with 1/2 chance would never be used by anyone)
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Post by Dark Knight Of Lodis on Jul 25, 2005 19:04:48 GMT -5
I have organized notes on the computer, but never really thought of going in order like you said about scripting them. Thanks for that idea, Will. I've had the class, the name of each rank in that class, and the skills that are learned with each rank. I also will have skills that are hidden throughout the game that you can get. As for the 150% damage, 1/2 accuracy, it's meant as a last resort ability. For example, you have little life, no means of healing and you know that with the extra damage, if you can hit, you will do a lot more damage than normal. Although, I might think of making it 200% damage now that you said that, but at the same time that seems a little high to me. You don't seem to be a gambling man, but a lot of people can't resist an ability that gives them a chance to do a lot of extra damage.
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Post by Dark Knight Of Lodis on Jul 27, 2005 10:20:23 GMT -5
This seems like it should be relatively easy, but I'm not too good at creating ability scripts yet, as can be seen from my last list. lol.
I'm trying to make an ability where you throw a stone, to do weak crushing damage. I set the rate to 5, which is less than even the first weapon, and dropped the hit rate (whatever that's called) to 80%. My only problem was figuring out how to make a script for it that did:
Character Strength + Rate(5) - Enemy Vitality = Damage
I was looking around on how to load a character's stat, but could only find something like: Member Info: Load, which didn't have any options that went further into it.
Any help on this would be great.
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Post by Dungeon Warden on Jul 27, 2005 10:48:53 GMT -5
When writing battle scripts, you should use Substiture Attrible for Variable to load both member and enemy info. You need to use Make active Character to switch between the instigator and the target each time you use the command. The same variables are used for both, so you'll need to save the variables you plan to use in temporary variables. This happens all the time in the battle scripts, so studying the scripts should make it clear how this process works.
Pressing Start on the command will give you a list of all the variables, flags, and inputs that are loaded. I also put the list in the pavilion's Tips and Tricks 2.0 section if you want to print it out. My post includes all the load commands for easy reference.
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Post by Deleted on Jul 27, 2005 13:50:18 GMT -5
Basically, you always start on the Instigator (caster), Battle: Make Active Character switches from the Instigator to the Target and vice versa, Battle: Substitute Target Attribute for Variable loads the Instigator's/Target's (whichever you're on) stats, and Battle: Substitute Variable for Target Attribute saves the stats. That's really all you need as far as things go. Gl
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