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Post by Neo Samurai on Feb 21, 2005 16:46:48 GMT -5
Here is what I'm planning on so far:
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MDBS Action BS (With a bit of my own touches) CMS Clock/Calendar System (Kind of like the clock system that DW has with the addition of 7 different days (Monday-Sunday) Weapon Skills (abilities found with weapons) Quizes pertaining to the storyline in this forum where you can PM me with the correct answers and, if you pass, I will give you a password that can unlock a mini-game Custom Music CCS Custom Bank System Multiple Endings Cooking Tactical Skills Talents Limit Breaks
------------------------------------------------------------ EDIT: All updated features are in bold print and all thrown out features are crossed out.
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Post by Tinbok on Feb 21, 2005 16:48:55 GMT -5
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Post by Neo Samurai on Feb 21, 2005 16:54:35 GMT -5
Yeah.
That may be my favorite feature (either that, or the idea of a Calendar System). And, if you win the mini-game, you could get some items that you wouldn't get anywhere else.
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Post by Dungeon Warden on Feb 21, 2005 19:10:19 GMT -5
I'm planning to add a weather system to my clock script (or running a long side it) but I haven't thought about a weekly time counter. It is possible to do, but there is only one place in my game (and it is much later in the story) where I might need this level of accurcy in keep track of the days (i'm not sure if I'll keep track to time or just do what other RPGs do and have events happen as the party triggers them regardless of how much time they take between events.
I look forward to seeing what you do with your game.
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Post by Deleted on Feb 21, 2005 19:36:35 GMT -5
A calender system means a LOT of waiting around for time to pass, so I recommend making menu commands that pass time forward 3, 6, 9, 12, 15, 18, 21, and 24 (8 options) hours forward so the player can get to when he wants quickly. Also make sure you ask yourself if the calender system will benefit your game in some way. Usually clock systems quickly become an annoying nuisance to the player, much like boring swimming in action games and solving completely illogical puzzles in RPGs. With the CMS I highly recommend doing a second menu with the custom commands you make and using the default for items/abilities/etc., ESPECIALLY since you're using the DBS and the items, abilities, party members, and equipment all coincide between the DMS and DBS. And, what do you mean by 'abilities found with weapons'? The quizzes sound fun, but it may be better to make them a mini game in the game instead. Overall, if you can pull of all this it'll be good.
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Post by Neo Samurai on Feb 21, 2005 20:03:40 GMT -5
Yeah. I'll probably have some items (that should be pretty common, like most healing items) that let you pass a certain amount of time. Like one that makes it night or one that makes it the next day. I'll also do what DW did and make it so when you rest at an inn, something like 6 hours passes. As much as clock systems can get annoying, they can, sometimes, be pretty fun, especially when you can control the flow of time. Like, in a couple of the Zelda games (OoT, Majora's Mask, and Wind Waker to be precise), they allowed you to obtain songs that can fast forward time. Yeah. Especially the items. That takes a crap load of scripting and I don't want to waste time on that when I could be doing something better. This is going to take a lot of scripting, I can see that. Each weapon will have its own unique ability. During battle, you can use these abilities, voluntarily or involuntarily. For example, let's say you're equipped with something called a "Berserker's Club" (I can proably come up with a much better name. I'm just using this as an example), you receive X amount of damage (probably if you take a percentage of damage compared to your Max HP. Like you lose HP equal to 30% of your Max HP), then the equipped member will counterattack. Does that answer your question? You gave me an idea, Will.
How about there are certain places in the game where you can answer the questions. Then, if you get a percentage correct, then, you'll receive a password which you can, then enter into an option I'll create in the custom menu.
Not only will you receive unique items, but perhaps I could give you other good prizes such as the actual password to the game (For this, you would probably receive this directly from the quiz and be told what it is).
Or, you could get these passwords and be allowed to play a unique mini-game. I think this sounds better, but what do you all think?
Anyway, this isn't all that I plan to place in my game. I hope to get many other ideas as well. Thank you all for your comments and suggestions. ;D EDIT: I apologize, Will. I don't think I was clear on this feature. If you look at that particular feature above in this thread, you'll see an addition written in bold faced font. Sorry if I wasn't clear.
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Post by Tinbok on Feb 21, 2005 20:06:09 GMT -5
Sounds awesome! I look forward to playing your game!
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Post by Neo Samurai on Feb 21, 2005 20:40:57 GMT -5
I forgot to mention that I'm using Custom Music that I'm going to write (Using Doan's uninterupted idea.). So, you can probably expect some original songs.
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Post by Neo Samurai on Feb 21, 2005 23:01:40 GMT -5
I'll try experimenting with the scripts to see if I can find a way to perfect Doan's idea. Might not be possible, though.
Eventually, I think someone we'll figure out whether or not it will work.
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Post by Deleted on Feb 22, 2005 4:45:26 GMT -5
It works the way Doan has it, so don't worry.
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Post by Dungeon Warden on Feb 22, 2005 12:22:49 GMT -5
This is actually a feature in RPG Maker 2, so it actually won't be that hard to script. Look under Direct effects / results and you'll see a slot called Custom. Any script placed in this slot will run when a normal or critical success occurs (if either success flag is on). All you need to do is place a script in here that causes the character to lose HP each time the weapon hits.
You'll need to understand Direct effect scripting first (There is a long topic in the technical forum where I explain to William how Direct Effects work), but I'm sure you can figure it out.
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Post by Neo Samurai on Feb 22, 2005 18:25:54 GMT -5
Sweet! ;D DW, I understand how Direct Effects work so this will be a snap. However, I've never tried out the Custom slot in the Direct Effects editor, so, I'll play around with that. And I'm going to check out Will's help topic for the battle formulas (since, now, I actually will be using the DBS). Anyway, I just finished scripting my Time/Calendar System and it's working just as I planned it would.
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Post by Dungeon Warden on Feb 22, 2005 19:12:42 GMT -5
I'm glad to here you are off to a good start. I know several people have had problems getting a clock script working, so you must be pretty good at scripting. Very good, I'll leave you to work out the custom scripting.
William's Battle Help topic is more me telling William how the battle system works, although he did figure out some things for himself. If you need any clarification about anything, let me know.
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Post by Neo Samurai on Feb 22, 2005 19:25:22 GMT -5
1.)How does "Reflected" in the Indirect Effects database work?
2.) I'm using the BattleVariables for my custom attributes (such as Spell Defense). I want to make it so certain equipment will increase these custom attributes, but not make them permanent. Does "Equip Item" in the Adv. section of an item do this?
That's all I have to ask right now, but there may be more to come.
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Post by Dungeon Warden on Feb 22, 2005 19:56:17 GMT -5
1. these three flags control the reflected script:
Flag 97: Target Counter - On if the target counters the instigator. See next two flags as well. The help file is not clear on how this flag is used.
Flag 98: Target Reaction - This flag is On if the target counters an indirect effect, and the script in Game : Indirect Effect : Adv : Flow2 : Reflected will be run. If Off, then a Direct effect is countered and Game : Direct Effect : Adv : Flow1 : Counter attack is run instead.
Flag 99: Target Reflect - Keeps track of if the reaction was a reflection (On) or a counter attack (Off). Note that the preset scripts do not use counter attacks or reflects, so it is not clear how these three flags (97-99) differ.
If the last two flags are turned on, then the reflected script will run. I assume that you need to check flag 97 to see if the attack was countered before turning on the other flags. I'm not sure if the other flags will switch automatically or if you have to switch them in your script. Since there is no example, it is hard to know how it all works without experimenting.
2. Equip Item will run when an item is equip but I don't think that there is a way to reverse it. If you look in the item editor where the normal stats are increased, you will see a slot at the bottom of the page. This is for a indirect effect that is applied to the character when an item is equiped and removed when the item is removed. This would be the best place to place a script (within an indirect effect) that only works when an item is equiped.
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Post by Neo Samurai on Feb 22, 2005 20:41:42 GMT -5
Thank you, DW. I'll experiment with those flags to see how to get it to work properly (and if I may need it). And using an Indirect Effect instead of "Equip Item" does make sense.
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Post by Neo Samurai on Feb 22, 2005 23:00:04 GMT -5
Okay. I was playtesting my game and I tried accessing the Default Menu, but somehow, it wouldn't display (I had accessed it, but the actual menu wouldn't display. And when I tried to exit, my character froze). I tried to find out what the problem was.
I finally did, however, it seemed the problem was the textboxes that displayed the current time and date.
Have you ever encountered this problem, DW? Do you think the problem may have been encountered because their was too many textboxes on the screen at once (Just to let you know, I had 3. One to display the hour, one to display AM/PM, and another to display the day. I'll probably combine the hour and AM/PM textboxes togheter, however)?
This isn't a major problem, because I can always allow the player to see the time in the Custom Menu. However, if you know the problem and there's a way to fix it, then I'd like to know. Thanks.
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Post by Dungeon Warden on Feb 23, 2005 16:01:19 GMT -5
You can display up to ten text boxes, so three shouldn't be a problem. I have five text boxes in my mini game and there isn't any problems (althought the menu is turned off in the game).
You did close the last box before opening the next, right? You must have, or the infomation would only update three times and stop.
It is usually VFX (those memory hoggs) that cause problems like this. Is there any VFX going on in the area you tried to open the menu?
Did you place Apply Together before the text box commands? Sometimes this helps.
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Post by Neo Samurai on Feb 23, 2005 16:18:07 GMT -5
I had a great idea while at school today. I'm going to try modifying the Bank. I'm pretty sure the help feature may have mentioned something like this at one time. You see, if you get a Game Over, you'll lose 25% of your money (I think that losing half your money may be too extreme). So, it would be wise to store some of your money in the bank. Well, each week, the bank will increase the money in the bank by 10%. Another reason to keep some of your money in the bank. If you receive money (I may not do this with every event that this happens. Particularly not with chests), you can get the option to send your money to the bank. This will take a day for it to reach there. And there will be a Bank in every town, so no worrying about having to go to the first town in order to withdraw or deposit your money. I may even create an item that will allow you to use your money from the Bank (like a checkbook or something). However, there will be a limit to how much you can use it. If anyone thinks that I could change this around a bit (like make the percentages lower/higher), post here. Thanks. EDIT: DW. I did have a VFX on the map I was testplaying (It was for a town I was going to make before I became a member on this site, but it probably won't fit into my game. It displayed the town's name on a signboard on the entrance gate of the town) So that could be a problem (though I really doubt it since it wasn't all that big of VFX). Yes. I did have a Close Textbox action to close all the textboxes when the clock updated, and that works just fine. And I didn't try the Apply Togethers, so that could be another problem. Thanks a lot! ;D
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Post by Dungeon Warden on Feb 23, 2005 17:00:55 GMT -5
If you only lose 25% when you die and gain 10% each week, it could become too easy to get money. If this isn't a problem (either because things are too cheep to worry about money or so expensive the player needs all the help they can get) than this is fine. Just be aware of the money factor when pricing things.
How does the money go to the bank and why doesn't the game allow you to send money from chests? I can think of one possibility but I'd like to hear your reason for this. There hardly seems to be a reason to worry about money at all if you can send it to the bank at any time.
This just seems to be common sense. Dragon Warrior VII, the game this system is based on, did that so it is the norm. The only reason there would only be one bank in a game is if the whole game took place around the same town and the player was never very far away.
A check book? That's an interesting idea. I can't see using this in a fantasy game, but a modern or futurist game could use this idea. A bank card to allow you to buy thinks at stores would also work.
This all seems a little too complicated for the simple act of helping the player save a few bucks. You could do away with them losing money when they die altogether and then you wouldn't need a bank at all. It is an interesting idea though.
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Post by Neo Samurai on Feb 23, 2005 17:45:18 GMT -5
I guess, since you would gain 10% each week, the party losing 50% of their money may not be so bad.
I guess I was just getting carried away.
I was thinking that, when you win a mini-game/complete a task for an NPC and you receive money, you could ask them to just send it to the Bank.
I may just do away with this idea if it doesn't seem good enough.
I didn't get very far in Dragon Warrior VII, so I didn't get to see these other banks.
I knew how the bank idea came from Dragon Warrior games and I always had the idea that only one town in the game had a Bank (I think it was Dragon Warrior III). So, I wasn't sure whether or not it was done before.
But you're right. It is common sense. ;D
My game takes place in a medieval-like era with some inventions and ideas from the Industrial Revolution. It would seem a bit strange in such a game, I suppose, but it would be a pretty fun idea.
And I like the idea of a bank card. That would do nicely as an item you get near the end of the game (like in one of my mini-games that are unlocked from quizes).
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Post by Deleted on Feb 23, 2005 21:31:49 GMT -5
The bank thing won't be detrimental to the game but it won't benefit it much either. Losing money when you get a game-over's not the conventional thing, just what RPGM2's silly Dragon Warrior defaults do. The defaults also have freakishly annoying sounds thrown throughout the whole BS and short chubby lego people walking around, and very unbalanced battle formulas and character stats.
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Post by Neo Samurai on Feb 23, 2005 21:37:55 GMT -5
A lot of the defaults do suck. It's a good thing all of that can be changed.
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Post by Doan the Nado on Feb 24, 2005 14:55:07 GMT -5
I think 5% per week at the bank would be plenty. I'd love to find a bank that compounded at the rate of 10% per week. Your ideas all sound pretty good to me, from what I'm hearing.
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Post by Neo Samurai on Feb 24, 2005 15:03:15 GMT -5
Thanks, Doan.
I guess 10% may be too much. So, i guess 5% may be better.
If anyone thinks this would be a good/pointless idea, just post. If you have any suggestions, do likewise.
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