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I'm putting this here partly so I remember and partly because... well.. maybe someone will be able to help me figure them out.
I have ideas for things I want to implement but don't know how to do them yet. Most of them I will be able to find workarounds but I figure I'll put it out there in case anyone can figure out how to refine them up
1. I want a low chance for an item to be added to your inventory upon interacting with an event. Namely, I want it to be linked to my save crystal event, which will be accessed often. I want it to be an option for the character to find 'crystal dust' which I have as an item already that is basically elixir for FF. But I want it to happen very seldom and sort of as a pleasant surprise. I am not making it so that they can sell it for anything, just sort of a bonus occasionally. Additionally, I want one character to have a higher chance of receiving it than another, if possible.
2. I want to figure out how to do a good summon system.
3. I want a way to make cinematic in battle for certain attacks which will affect the storyline. In this case, I have three 'memories' for each character that will trigger a different effect.
4. The adding of an exhaustion gauge. For the things that are not magical attacks or special attacks but should still require points to be able to cast (ex. strong or multi-attacks)
5. I want to make a scan function. I have the yanfly script for showing the stats but haven't figured out how to link it solely to a skill and not happen automatically.
6. How to more quickly show a character 'getting up' off the ground. Right now, I have it in three events. event 1:
laying down graphic
dialogue
self switch A activate
event 2:
variable: self switch A on
graphic sitting
dialogue
self switch B active
event3:
variable: self switch B on
graphic standing
dialogue
self switch C active
-continue with scene-
It works, but is bulky and requires user input to progress.
That's all for the moment! Bye!!
I have ideas for things I want to implement but don't know how to do them yet. Most of them I will be able to find workarounds but I figure I'll put it out there in case anyone can figure out how to refine them up
1. I want a low chance for an item to be added to your inventory upon interacting with an event. Namely, I want it to be linked to my save crystal event, which will be accessed often. I want it to be an option for the character to find 'crystal dust' which I have as an item already that is basically elixir for FF. But I want it to happen very seldom and sort of as a pleasant surprise. I am not making it so that they can sell it for anything, just sort of a bonus occasionally. Additionally, I want one character to have a higher chance of receiving it than another, if possible.
2. I want to figure out how to do a good summon system.
3. I want a way to make cinematic in battle for certain attacks which will affect the storyline. In this case, I have three 'memories' for each character that will trigger a different effect.
4. The adding of an exhaustion gauge. For the things that are not magical attacks or special attacks but should still require points to be able to cast (ex. strong or multi-attacks)
5. I want to make a scan function. I have the yanfly script for showing the stats but haven't figured out how to link it solely to a skill and not happen automatically.
6. How to more quickly show a character 'getting up' off the ground. Right now, I have it in three events. event 1:
laying down graphic
dialogue
self switch A activate
event 2:
variable: self switch A on
graphic sitting
dialogue
self switch B active
event3:
variable: self switch B on
graphic standing
dialogue
self switch C active
-continue with scene-
It works, but is bulky and requires user input to progress.
That's all for the moment! Bye!!
1) Depends how often you want to give out said item. I mean, you can probably do this with Change Variables, setting the variable to a random number between 0 and 49, and giving the item when the variable is 0 (note: this example is effectively a 1-in-50 chance).
2) This needs so much more context, it's not even funny. What even constitutes as a "good" summoning system, anyway?
3) Would these "memories" be brief cut-scenes? Perhaps screen-shots of events players observed?
6) I'm not 100% sure why you're splitting it up into three events. As for getting rid of user input, you could get rid of the dialog, and replace it with a Wait command (20 frames?) within the Move Route command, and see how that works.
2) This needs so much more context, it's not even funny. What even constitutes as a "good" summoning system, anyway?
3) Would these "memories" be brief cut-scenes? Perhaps screen-shots of events players observed?
6) I'm not 100% sure why you're splitting it up into three events. As for getting rid of user input, you could get rid of the dialog, and replace it with a Wait command (20 frames?) within the Move Route command, and see how that works.
1. That might work. I don't use variables much yet, but I could certainly play around with it.
2. My comparison at this point is like... FFX... That one is a very vague way that I came up with brainstorming but was sort of replaced with the memory thing.
3. They would be... like... midbattle cutscenes that show once the first time it's used, and a short single shot of the cutscene with low transparency over the battlescreen every other time it's used.
6. Because I couldn't figure out how to have it change the graphic between laying, kneeling, and standing. And the dialogue is needed, the user input I don't want is between events, so if I can figure out how to compress it all into one event, it would likely solve the problem.
2. My comparison at this point is like... FFX... That one is a very vague way that I came up with brainstorming but was sort of replaced with the memory thing.
3. They would be... like... midbattle cutscenes that show once the first time it's used, and a short single shot of the cutscene with low transparency over the battlescreen every other time it's used.
6. Because I couldn't figure out how to have it change the graphic between laying, kneeling, and standing. And the dialogue is needed, the user input I don't want is between events, so if I can figure out how to compress it all into one event, it would likely solve the problem.
6) I see. Well, in that case, from what I can tell, the combined event would probably look like...
...that. Though, am I missing something, here, because the only points of user input that I can see from what either of us have typed is advancing the dialog boxes.
Move Route
Change Graphic <laying>
<dialog>
Move Route
Change Graphic <sitting>
<dialog>
Move Route
Change Graphic <standing>
<dialog>
<rest-of-scene>
...that. Though, am I missing something, here, because the only points of user input that I can see from what either of us have typed is advancing the dialog boxes.
No, the only user input was the advancing of dialogue.
My issue was that whenever a new event would begin, it would wait for a user input to change the graphic (which may have been because I had them set as 'action button' which I didn't realize I had it was and only noticed a second ago.) thanks for the help though. So change graphic is under move route... what a strange place for it... I would think it would be under animation or something...
My issue was that whenever a new event would begin, it would wait for a user input to change the graphic (which may have been because I had them set as 'action button' which I didn't realize I had it was and only noticed a second ago.) thanks for the help though. So change graphic is under move route... what a strange place for it... I would think it would be under animation or something...
Hopefully this is pretty simple.
I want an ability to be unlocked once you have certain key items.
The idea is that one of the characters has alchemy so she would find ingredients to unlock the ability.
Once unlocked, I would be satisfied with it staying unlocked as a perm ability, though what I would like more would be a sort of crafting system where they buy the key item to make the ability(which would be an item in this case, consumable just like any other item).
Nevermind, found a script.
http://rpgmaker.net/scripts/319/
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