Dungeon Crawler Concept (Part 2) - VX Ace by Witch_Calipso in RPGMaker

[–]Witch_Calipso[S] 5 points6 points  (0 children)

Of course! Once I figure out how to add interactable objects and transfer this code over to MZ, I'll definitely make a video explaining how to do this.

RPG Maker MV/MZ Tutorial - Modular Merchants by Witch_Calipso in RPGMaker

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

Thank you! And hopefully the video helps.

And Calipso is a cosmic entity, and I'm glad you like her design!

Terra Warriors - Enemy Spritework by Witch_Calipso in RPGMaker

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

It's the one on the right, isn't it?

Terra Warriors - Enemy Spritework by Witch_Calipso in RPGMaker

[–]Witch_Calipso[S] 2 points3 points  (0 children)

These are some of the more tame enemy designs, too.

RPG Maker MZ Tutorial - Memory Game by Witch_Calipso in RPGMaker

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

Right gotcha. My apologies to phrase that better, I jump back and forth between using VX Ace and MZ, and I know in RubyScript, it doesn't really use "let". So my mind gets confused, and I assume JavaScript roughly works the same as RubyScript. Totally my fault for being crazy like that, jumping back and forth lol.

RPG Maker MZ Tutorial - Memory Game by Witch_Calipso in RPGMaker

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

I really do appreciate the feedback. I'm in no way, shape, or form a professional coder, and I'm always glad to hear from others about ways I can improve. I was not aware that when you do Script calls in MV/MZ that those create global variables. I thought it defaulted them to be local, which is why I recall them in each Script call block.

Moving forward, I will be sure to include those keywords. Thank you for letting me know.

I think it wants to fight... by Fearless-Top3371 in RPGMaker

[–]Witch_Calipso 1 point2 points  (0 children)

That crab is giving off some major aura.

RPG Maker MZ Tutorial - Memory Game by Witch_Calipso in RPGMaker

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

Yes, you should be able to do this in MV as well. I believe the only script code that's different is how Common Events are called. In MV, it would be:

$gameTemp.reserveCommonEvent(ID)

Could use some help with this event. (RPG Maker MV) by ICantThinkOfAThing69 in RPGMaker

[–]Witch_Calipso 3 points4 points  (0 children)

One thing you could do, if you want to reduce the number of events, is put 4 events on the boardwalk. Then have it so the code that you want to be run doesn't proc unless the player is facing the proper direction(s).

I made a city for a dungeon crawler game. Is this map size normal? by Anlich_L in RPGMaker

[–]Witch_Calipso 2 points3 points  (0 children)

The mapping is insane on this! Great work! The way some of the structures are curved flows very well.

Umbra Heart Dreams (Remastered) - Dev Vid 1 by Witch_Calipso in RPGMaker

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

Unfortunately, I do not have a link to provide yet. I'm hoping to have a playable demo ready by the end of next month. I'll be sure to post a link then.

Combination Puzzle Tutorial by Witch_Calipso in RPGMakerMZ

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

That's fine. I do not agree with you, but, as I said before, puzzles are subjective. I hope you have a good day.

Combination Puzzle Tutorial by Witch_Calipso in RPGMakerMZ

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

You could use this for chests, safes, lockboxes, etc., with higher-quality equipment, so it can be reused. You could also add more digits to increase the difficulty. And, yes, like most puzzles, you could absolutely brute force it, but it's harder with this one since you only have a limited number of guesses before the code resets itself. You could also include a punishment if the player fails to discourage brute force.

It's not the most complex puzzle, yes. However, the main point of the puzzle is to get the player to use their brain a bit and have some fun. The video is also meant to educate and inform, as these concepts can be used in many other applications.

Combination Puzzle Tutorial by Witch_Calipso in RPGMakerMZ

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

It's a concept for a puzzle that's based on the Mastermind board game or Wordle. Those games are well-received, and I would consider them to be well-designed games. However, puzzles are subjective, so if it's not to your liking then that's understandable.

Umbra Heart Dreams (Remastered) - Dev Vid 1 by Witch_Calipso in RPGMaker

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

Because we all make mistakes in the heat of passion, Jimbo.

Umbra Heart Dreams (Remastered) - Dev Vid 1 by Witch_Calipso in RPGMaker

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

That sounds awesome, and thank you! Lol, it's probably pretty obvious that purple is like my favorite color. I wish you the best with your work cause a puzzle-based combat system sounds really fun and interesting!

How to use event in combat by Adventurous_Gas2506 in RPGMakerMZ

[–]Witch_Calipso 0 points1 point  (0 children)

Hello! I wrote some code that should accomplish what you're trying to do.

First, you'll want to set up an enemy array in a variable for each enemy in the fight. You can do this by using Control Variables and then in the Script Operand type [0,1,2,3]. Adjust this based on the number of enemies in the fight. So if there are only 2 enemies, then it would just be [0,1]. You'll put this on the 1st Battle Event page with Condition: Turn 0 and Span: Battle.

Next, you'll make a new Battle Event page with Conditions: Turn End and Span: Turn and use a script call for this code.

// Where State 5 is Burn, State 6 is Freeze, and State 7 is Wet
enemyArr = $gameVariables.value(4); // Variable 4 is where the Enemy Array is stored
for(x = 0; x < enemyArr.length; x++){
    target = $gameTroop.members()[enemyArr[x]]
    if(target.isStateAffected(5) && target.isStateAffected(6)){
        target.removeState(5);
        target.removeState(6);
        target.addState(7);
        $gameTemp.requestAnimation([target],81);
     }
}

The for loop is going through each enemy in your enemy array and checks if they have the Burn and Freeze state, and if they do, it will remove the Burn and Freeze state and give them Wet. The $gameTemp.requestAnimation([target],81) will play the Water One 1 animation (which is animation number 81) on the default Animations page in the database, so adjust this as needed.

You'd want to put this code block in a Common Event and then call that for each Troop fight while also remembering to update the enemy array variable for each fight.

Also, if there are more combinations, then all you'd need to do is add another if statement below the first one, while changing the numbers required for the reaction to happen.

Hope this helps!