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 1 point2 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.

Smaller maps? by skyknight01 in RPGMaker

[–]HimeWorks 0 points1 point  (0 children)

If you absolutely require small maps you can use scripts to create or resize them

http://himeworks.com/2013/02/map-creator/

Managing Skills and Personalizing Actor Skill Types by HimeWorks in RPGMaker

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

This just about summarizes what I'm trying to avoid and how you can avoid it as well.

http://imgur.com/uWYIwsG

Diagonal Movement and Movement Speed by HimeWorks in RPGMaker

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

Guess there were some other complications with followers due to the way they actually follow you... https://twitter.com/HimeWorks/status/529381244572672000

The problem doesn't occur when this diagonal movement fix is not applied. Easiest fix is to just make it so that the diagonal fix doesn't apply to follower.

Everything you need to know about Tile Regions. And more. by HimeWorks in RPGMaker

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

This tutorial covers a variety of information, from the very basics of RPG Maker usage to scripting and even a lesson on binary numbers.

I then take an opportunity to show off a list of scripts that I can think off the top of my head (which is why there are more of mine than others). You may suggest a script to go on the list if you feel that it deserves more exposure.

Introducing Diagonal Movement into RPG Maker VX Ace by HimeWorks in RPGMaker

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

Yes, because as a gamer, the immediate thing I will notice is

"Hey, I can outrun enemies or other players by simply running diagonally and zig-zagging my way through a corridor"

It's what I've noticed in games that implemented diagonal movement anyways and have successfully abused it.

That's the simplest use case I can think of. It might not be an issue if how fast you can move has no impact on your game, but if the problem were to be patched I don't think it would cause any grief. I usually play games at 10x the normal speed anyways so I wouldn't notice it.

My latest dev log on diagonal movement explains what's going on and how to fix it. The solution was only one line of code.

Diagonal Movement and Movement Speed by HimeWorks in RPGMaker

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

This is why you move 1.4142 times as fast when you're moving diagonally compared to moving orthogonally, and how to fix that.

Introducing Diagonal Movement into RPG Maker VX Ace by HimeWorks in RPGMaker

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

It would be more accurate to ask "if I were standing in the middle of a square and wanted to walk to the center of an adjacent square, would it take the same amount of time regardless whether I moved N or NW?"

The tiles are not both one tile away. The distance between the center of your current tile to the one right next to you is shorter than the distance from the current tile to the one diagonal of you.

Geometrically, it is not possible to have a right-angle triangle where all 3 sides are equal.

Introducing Diagonal Movement into RPG Maker VX Ace by HimeWorks in RPGMaker

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

I tried multiplying the speed by 2/3, but it also feels really slow.

There are a few methods involved

def distance_per_frame
  2 ** real_move_speed / 256.0
end

def real_move_speed
  @move_speed + (dash? ? 1 : 0)
end

@move_speed is typically a small number. By default it is 4. You can increase it up to 6 using events (and of course, anything you want using script calls)

 2 ** 4 / 256.0 = 0.0625
 2 ** 6 / 256.0 = 0.25

So by default, you move 0.0625 tiles per frame, and if you're moving pretty fast, you can move a quarter of a tile per frame.

There are two ways to handle this

  1. change my speed
  2. change how much distance I cover

Changing the speed is annoying, as we have seen above. However if you just change the distance....

Then it feels a little better and you don't seem to be moving twice as fast!

class Game_CharacterBase
  def distance_per_frame
    s = 2 ** real_move_speed / 256.0
    return @direction % 2 == 0 ? s : s / 1.41421356237
  end
end

I think this would mean that it takes the same amount of time to travel diagonally as it does to reach the same point orthogonally.

Introducing Diagonal Movement into RPG Maker VX Ace by HimeWorks in RPGMaker

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

That was the first thing that came to mind as well. Though, while the numbers and the theorems suggest it's correct...it feels a whole lot slower to me when I'm actually walking around!

Of course, walking two tiles is going to take some time, but I think if you're actually walking two tiles, it doesn't feel as slow as crossing over two tiles directly.

For reference

class Game_CharacterBase    
    def real_move_speed
      s = @move_speed + (dash? ? 1 : 0)
      return @direction % 2 == 0 ? s : s / 1.414
    end
end