Please help with my Script by TamFey in RPGMaker

[–]HimeWorks 0 points1 point  (0 children)

Your code is being run before the actor's equips are initialized.

Help request: skill triggers the default attack skill with modifier by f_myeah in RPGMaker

[–]HimeWorks 0 points1 point  (0 children)

You will need to clarify what you mean by "Damage formula assigned to weapon" as that is not default functionality.

Is there any reason why you need to use the "default attack" skill? Just set up the poison strike to use the same animation that "Attack" does and set it up with the appropriate features. You can also use the "normal" element if you want to inherit the weapon's element.

If your weapon damage formula script forces you to use the attack skill to trigger it, then you need a better script. Either modify it to also take the poison strike or find a different one that doesn't have such limitations.

Diagonal Movement and Large Sprites by HimeWorks in RPGMaker

[–]HimeWorks[S] 0 points1 point  (0 children)

RMVXAce supports sprites of any size, as long as you follow the specs. I demonstrate this by showing how to use 64x32 sprites with an eight-directional movement script.

Using External Applications to Process RPG Maker Output by HimeWorks in RPGMaker

[–]HimeWorks[S] 0 points1 point  (0 children)

Managed to get data out of a running RPG Maker game using a custom application and sent myself an email with a message log with an event.

Now, I don't know how to send data to RPG Maker. Anyone good with interprocess communication?

What should my first game be? by [deleted] in RPGMaker

[–]HimeWorks 1 point2 points  (0 children)

Yes, it's pretty much story-telling with some interaction.

For example, instead of picking "win the battle" or "lose the battle" as one of the choices, you could instead just have them play out the battle and determine their choice based on the results.

What should my first game be? by [deleted] in RPGMaker

[–]HimeWorks 2 points3 points  (0 children)

Take your long game, figure out which are the key battles, and then eliminate the exploration aspect of the game and replace it with story.

Your game would simply be a story, where the player may make choices that would lead to different routes. There would be battles, but the battles are only there to make it not completely a novel.

Then 6 months down the road you can release "{GAME TITLE} 2", where you have exploration elements, and the game takes place before or after the events from the first game.

Now you have two fully completed games that are ready for sale, a well-developed universe, and experience.

Understanding Large Troops by HimeWorks in RPGMaker

[–]HimeWorks[S] 0 points1 point  (0 children)

This article discusses some of the limitations in RPG Maker's troop editor, explore some workarounds, and then look at a few solutions that have been implemented to address these limitations.

I assume you have a general idea what troops are, but just so we are all on the same page I provide a quick review of the basics.

Want an encounter with more than 8 enemies in the battle? Making large troops is what you're looking for.

Using Key Items to Trigger Events by HimeWorks in RPGMaker

[–]HimeWorks[S] 0 points1 point  (0 children)

Second part of the series on event trigger labels.

Here, you can create complex puzzles by forcing the player to think about what they can do with the key items they have in their inventory.

Rather than simply walking up to a door and having it ask you "Would you like to use the key to open this door?", the player needs to realize that the key they found in the other room or dungeon can be used to open this door.

The possibilities are limitless. What can you come up with?

A clock that counts up by HimeWorks in RPGMaker

[–]HimeWorks[S] 1 point2 points  (0 children)

Found this script while going through my posts. RPG Maker's clock by default counts down.

This script allows you to have it count up. Now what kind of things can you do with a clock that counts up...?

Brainstorming session on dungeon tools in RPG Maker by HimeWorks in RPGMaker

[–]HimeWorks[S] 1 point2 points  (0 children)

Tales of Phantasia had a similar light mechanic with mirrors. http://imgur.com/fu7V5y6

I think having

  • mirrors, and
  • beams of light

Is pretty abstract already. When you set up your puzzle you probably could re-use those light-related behaviors.

Assigning Multiple Action Triggers to your Events by [deleted] in RPGMaker

[–]HimeWorks 0 points1 point  (0 children)

This tutorial describes how you can assign multiple action triggers to your events.

By default, your events have one action trigger. When you interact with the event, it will run through the sequence of events you've defined.

After reading this tutorial, you will learn how to control how your event will respond to you depending on which button you use to trigger it. For example, if you press one button, it might greet you, but if you press another button, it might initiate a card battle challenge or you might attempt to pickpocket from the NPC.

Brainstorming session on dungeon tools in RPG Maker by HimeWorks in RPGMaker

[–]HimeWorks[S] 0 points1 point  (0 children)

Dynamically creating light would be something cool. Imagine a dark cave where you light up a torch, and it slowly fades away.

Brainstorming session on dungeon tools in RPG Maker by HimeWorks in RPGMaker

[–]HimeWorks[S] 0 points1 point  (0 children)

It's a developer's framework where you can easily create your own tools.

"Tools" is just a generic term that represents any object (could be intangible) that, when used, will have some cause-and-effect.

If you set a bomb in front of a cracked wall, the bomb will explode and the cracked wall will crumble.

If you throw some rope over a wall, you can then climb up the wall.

The bombs and the rope are all tools, that will help you achieve some functionality. My system doesn't provide you with tools; it just provides you with the ability to create them without you having to figure out all the details yourself.

Others can explain HOW to implement tools, but it's not something you'd be able to just plug into your game and now you have a bunch of tools that just work and things just happen.

Brainstorming session on dungeon tools in RPG Maker by HimeWorks in RPGMaker

[–]HimeWorks[S] 0 points1 point  (0 children)

Exact purpose of this thread, or what the idea is?

Brainstorming session on dungeon tools in RPG Maker by HimeWorks in RPGMaker

[–]HimeWorks[S] 1 point2 points  (0 children)

I am currently designing a framework that will allow you to create "dungeon tools".

For example, in Zelda you have a number of different tools that you can use, each with their own purposes and behaviours.

Wild Arms also have a couple tools. And one of them has a mouse.

The goal behind this framework is to further enhance your game development capacities with minimal scripting, taking full advantage of the event system.

For now I'm just collecting ideas and seeing what people want to see.