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> IEX - Yggdrasil V1.5b1, I got some surprises for you guys..
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KentaAmon
post Nov 14 2010, 08:37 PM
Post #41


Übers Ende der Welt
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Type: Designer




Just tried it, WOW AMAZING! I definetley am going to use this script in a future game of mine, Already have crazy idea of games for it, Super amazing!!

My Suggestions:

[+] Well one I think the number pops are waaay to fast, I dont even know what damage is being caused to me or being caused to the monster, I just know all of a sudden the monster is dead and my HP is either lost or not. So maybe clean it up in a way where its highly noticeable on whose doing what, Maybe monsters damage to player is bright blue and player to monster is bright red?

[+] If you could add an option to include numbers in the HUD, I know the bars are there but I always love seeing the numbers of HP , MP, and EXP as well, With different settings, for one to not have ANY numbers, 2 to display the current and max values as in HP 200/ 500 and the third option to only show the current value of the HP MP and EXP! I would fall in love crazy with that!

[+] I am sure you are going to upgrade the HUD when you add skills in the future for it to be known. So I am sure you already that in mind smile.gif

Known Issues:

[+] Well When I changed the font of the game, the game would crash whenever I would battle a monsters due to a Numbers pop up issue? I will get further details on this if you need it.

Questions:

[+] How do I change the attacking animation? So it's not just the physical/ blow animation?

So Final word is this has amaaaaaaaaazing potential to be absolutley amazing smile.gif Its already got me hooked!

This post has been edited by KentaAmon: Nov 14 2010, 08:42 PM


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Spring nicht.
Erinner Dich, an Dich und mich.
Die Welt da unten zählt nicht,
Bitte spring nicht.
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Tiny Fighter
post Nov 14 2010, 08:49 PM
Post #42



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Type: Undisclosed




Isn't that changed in the script, something to do with changing the default animation or something is there.

I can try and have a look for you.
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IceDragon
post Nov 14 2010, 08:57 PM
Post #43


I demand cookies.
Group Icon


Type: Coder
Alignment: Neutral Good




>.> For anyone who is planing on dousing me with anymore "How to change the Attack Animation"
Please read the Instructions located in the Customization script.
Spoiler:

CODE
#==============================================================================#
# **** Attack Properties
# Attacks are found in the ATTACKS Hash
# Each attack is an array of strings which represent the attacks properties
# EG.
# ATTACKS["Wide_Slash"] = ["Coord Hit: 1, 0", "Coord Hit: 1, 1", "Coord Hit: 1, -1"]
#==============================================================================#
# MULTI_HIT (or) multi hit
# ~Properties
#  : int
#------------------------------------------------------------------------------#
# >.> This is pretty straight forward.. The attack will have multiple hits
# By default the Multi-Hit is 1
#
# EG : Multi Hit: 2
# 1 attack 2 hits
#==============================================================================#
# DAMAGE_MULTIPLY (or) damage multiply (or) DAMAGE_x (or) damage x
# ~Properties
#  : +/-int.0
#------------------------------------------------------------------------------#
# happy.gif A damage multiplier for the attack, you can use both positive or
#  negative values, rounded off to 1 decimal place
#
# EG : Damage Multiply: 2.5
# Will do 2.5x more damage
#
#==============================================================================#
# AREA_HIT (or) area hit
# ~Properties
#  x|y : +/-int, +/-int, +/-int
#------------------------------------------------------------------------------#
# Area Hit should not be confused with Coord Hit, they do completely differnt
# things.
# Coord Hit will specific x, y positions
# While Area Hit will run through all the possible combinations of x and y given.
#
# EG : x Area Hit: 1, 2, 3
#      y Area Hit: 1, 2, 3
#
# Will hit all the possible coords:
# [1, 1], [2, 1], [3, 1], [1, 2], [2, 2], [3, 2], [3, 3]
#
#==============================================================================#
# COORD_HIT (or) coord hit
# ~Properties
#  : +/-dist, +/-sway
#------------------------------------------------------------------------------#
# Coord hit designates the attack on specific coords (x, y) by adding and or
# subtracting given values from the character's x, y.
# This is used for complex attack designations
#
# dist is the distance forward from the character.
# sway is the center offset.
#
# EG : Coord Hit 1, 0
# Will affect the tile infront
#
# EG2: Coord Hit 1, 1
# Will affect the adjacent tile infront
#
# EG3: Coord Hit -1, 1
# Will affect the adjacent tile behind
#
#==============================================================================#
# ANIMATION_ID (or) animation id
# ~Properties
#  : id
#------------------------------------------------------------------------------#
# This will the animation marked by id
#  
# EG : Animation Id: 2
# Will play animation 2 on the character
#
#
#==============================================================================#
# HIT_ANIM_ID (or) hit anim id
# ~Properties
#  : id
#------------------------------------------------------------------------------#
# Plays an animation (id) on the target
#
# EG. Hit anim id: 171
#
#==============================================================================#
# REVERSE_SWING (or) reverse swing
#------------------------------------------------------------------------------#
# This causes the flipping of the animation played.
# >.> This is better seen than explained.
#
#==============================================================================#
# RESET_SWING (or) reset swing
#------------------------------------------------------------------------------#
# All this does is restore the default animation angle
#
#==============================================================================#
# ROTATE_ANIM (or) rotate anim (or) ROTATE_ANIMATION (or) rotate animation
#------------------------------------------------------------------------------#
# This allows the animation to follow the players direction by rotating itself
#
#==============================================================================#
# REVERSE_ANGLE_ANIM (or) reverse angle anim
#------------------------------------------------------------------------------#
# The animations angle is inverted.
#
#==============================================================================#
# BACK_ATTACK (or) back attack
#------------------------------------------------------------------------------#
# >.> Reversed attack direction, instead of using the forward coords, it will
# use the backward ones
#
#==============================================================================#
# TARGET (or) TARGETS
# ~Properties
#  : char / word
#------------------------------------------------------------------------------#
# >,< You must always Add this to an attack! O.< If you don't the attack is
# useless.
#
# char / word
# "E" / "Enemy"   Allow target for enemies of the character
# "A" / "Ally"    Allow target for allies of the character
# "N" / "Neutral" Allow the targetting of neutral characters (Actually useless)
#
# EG: Target: "E"
#     Target: "Ally"
# Will allow the attack to damage both Allies and enemies of the character
#
#==============================================================================#
# THRUST (or) thrust_on_attack (or) thrust on attack
#------------------------------------------------------------------------------#
# This is just a small movement, just to make it seem the character isn't just
# standing still and attacking
#
#==============================================================================#

I took this from it


>.> Look for something like this.
CODE
    ATTACKS["Light"] = [
    "Target: E",
    "Thrust",
    "Lock Anim Direction",
    "Damage x: 0.3",
    "Rotate Anim",
    "Reverse Swing",
    "Hit anim id: 171",
    "Coord Hit: 1, 0",
    "Coord Hit: 1, 1",
    "Coord Hit: 1, -1"
    ]


>.> If the Animation Id: is not present it will use the default one instead
CODE
"Animation Id: x" # Changed x to the desired anim Id


>.> Oh and one more thing, for those who are asking me questions about the script, read the stuff in the customization (I said it before)
If you don't find what your looking for in it, then ask me about it...

This post has been edited by IceDragon: Nov 14 2010, 08:58 PM


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KentaAmon
post Nov 14 2010, 09:10 PM
Post #44


Übers Ende der Welt
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Type: Designer




Yeah sorry about that I didn't look at the script first I am sorry, I found it before I even looked back :/


--------------------
Ich schrei in die Nacht für Dich, lass mich nicht im Stich,
Spring nicht.
Die lichter fangen Dich nicht, sie betrügen Dich.
Spring nicht.
Erinner Dich, an Dich und mich.
Die Welt da unten zählt nicht,
Bitte spring nicht.
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munkis
post Nov 15 2010, 11:52 AM
Post #45


And the dead shall rise...
Group Icon


Type: Writer
Alignment: Chaotic Good




I'm having a bit of trouble getting IRME to work with this script the way you say it can. Here's how I have the generator set up:

CODE
<generator>
<monster 1, 2, 3>
<spawn time 120>


but it isn't generating. I have the script grabbing the events from the proper map ID. If it helps, this the entire list of scripts I'm using, in current order from top to bottom:

QUOTE
Kingdom Hearts style HUD
Yggdrasil scripts (minus Party shift, Dungeon Actor HUD, and Hp/Mp bars scripts)
IRME
IRME Die Reset
Vampyr Logo Screen (it's a part of verus tempus proelium)
my End Confirm script
my Game End script
my DOOM-Style main menu
Variable window addon for my menu (I may get rid of this one; I dunno yet)
Scene_End Integration patch for my menu script
End Confirm integration patch for my menu script
OriginalWij's and yanfly's Keybpard Input
OriginalWij's Overhead Ceilings
SwapXT
my Animated Title script
woratana's map credit script
Tetris mini-game scripts
my invisible timer script snippet
piejamas' conditional button triggers snippet
syvkal's menu bars
my event-dependant Difficulty Selector script
woratana's SMS (I may get rid of this one too)


The keyboard input script can be found here: http://wiki.pockethouse.com/index.php?title=Keyboard_Input, otherwise all scripts are available on this site.

This post has been edited by munkis: Nov 15 2010, 11:53 AM


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IceDragon
post Nov 15 2010, 03:08 PM
Post #46


I demand cookies.
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Type: Coder
Alignment: Neutral Good




>.> There suppose to be an 's' on monster

CODE
DO
<monsters: 1, 2, 3>  # The regex is very sensitive
DON"T
<monster: 1, 2, 3>


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FenixFyreX
post Nov 15 2010, 03:10 PM
Post #47


I'm on fire 24/7 >:3
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Type: Coder
Alignment: Lawful Good




QUOTE (IceDragon @ Nov 15 2010, 09:08 AM) *
>.> There suppose to be an 's' on monster

CODE
DO
<monsters: 1, 2, 3>  # The regex is very sensitive
DON"T
<monster: 1, 2, 3>


Ice, how come you don't just use the or operator in regexp to account for that kind of mistake? o.0 You were the one who taught me that XD
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IceDragon
post Nov 15 2010, 03:25 PM
Post #48


I demand cookies.
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Type: Coder
Alignment: Neutral Good




>.> Actually I forgot to add it...
I kinda had a English mind set, when I see <monster: 1, 2, 3> I know its suppose to be <monsters: 1, 2, 3>

Language thing

Here's the new expression
CODE
MONSTERS    = /<(?:MONSTER|team|monster group|event)s?:?[ ]*(\d+(?:\s*,\s*\d+)*)>/i

# The s? is an option for 's'
# If you use <team: 1>
# Or <teams: 1>
# It will still work


You can try it for yourself
http://www.rubular.com/ # This is a nice website where I test my regexp
Just drop my expression into the bar and type in the box in the Bottom left.


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Chiem1000
post Nov 15 2010, 05:37 PM
Post #49



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Type: Writer
Alignment: Lawful Evil




Wonderful!

I can't wait till you add some of the suggested features (addons), when you done that, I'm thrilled to use it for real on my next game <3!
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Tiny Fighter
post Nov 15 2010, 06:58 PM
Post #50



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Type: Undisclosed




Eh.....is there any actual way to use skills or has that feature not been added yet?
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Blaz3r
post Nov 15 2010, 07:21 PM
Post #51


The Lord of Sapharan (not Sarafan)
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Type: Undisclosed
Alignment: Chaotic Evil




For now, i think, Icy is fighting with that feature ^^ This ABS just borned, be patient.


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munkis
post Nov 15 2010, 10:35 PM
Post #52


And the dead shall rise...
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Type: Writer
Alignment: Chaotic Good




Well that didn't work for me, but I copied an event from IRME into my game and it worked just fine huh.gif


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Mr Sam
post Nov 16 2010, 01:19 AM
Post #53



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Spoiler:
QUOTE (Blaz3r @ Nov 13 2010, 11:11 AM) *
Comparing to Vampyrs and PRABS.
Vampyrs have more options. You must ad some of them and add some new xD
But it seems to easier set up. No more HUD rewriting like in Vampyr SBABS. HUD rewriting was awfull.

The thing i most like is auto animation direction. It saves alot of time, not like it was in PRABS when you had to make charas. Charge and Shift cooldown is minus for me. And enemys are acting like: "Holy cow it's him! Run!". No, i think they shouldn;t run like that. But noticing bubble is good.

What you should add?
- Differend animation for each weapon
- Skills:
Ranged One Way
Ranged Cross way (4 dir like in PRABS)
Piercing/Monster thru (to make beams)
Ranged Homing (theese would be cool)
Area Effect From Player in circle or square
Area Effect at random source (for example three projectiles failing from sky)
Area Effect at Projectile impact (for exaple fireball that explodes. the monster tht ate fireball will take most damage while onthers in damage are will take less)
Area Effect With Screen Range (all monsters on screen will take damage)
Drain effect (projectile hits monster, then some animation on monster, monster produces projectile wich will come back to player homingly, and then player reciev heling from monster damage)

I think that's all. Maybe using items and skills from hotkeys.

About monsters. Customizable Bestiary would be good. For example not show choosen stats (boss HP will be ????). Don't make the epic failure wih bestiary like Vampyr made. Dropped items must be ???? until monster dropped them.

Number of defeated monsters will be good, but not only one type.
Number of all defeated monsters (in total)
Number of one type efeated monster (for example = Troll Slayer Achievment for 100 trolls slayed)
All stored in variables on creators wish.
Variables should be seted up in script itself.
If player want's to store number of defeated monster, let it be skeleton, then creator should put tag in notetag.
Let it be <slayed var:x>.

I have loads of ideas, but i think listing them here will be too much ^^ i wrote too much now xD
Loads of coding and variables, but i think it's wroth it.

What do you say Icy? XD


EDIT:
About nobodys suggestions.
Big Boss Bar. It would be cool if it will be possible to fight two bosses at the same time, like two big boss bars.

And i forgot. Battle conditions. They're never work with Action Battle Systems ^^ make yours. Like "if monster x have y% hp then something".


I totally agree with him, if this script just had a handful of these things it would be 10x better than vampyr or PRABS could ever be.


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munkis
post Nov 16 2010, 03:35 AM
Post #54


And the dead shall rise...
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Type: Writer
Alignment: Chaotic Good




New issue: I can't seem to get the monster generators to be destructable. I have the proper comment tags in the event, but my attacks do nothing...?


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IceDragon
post Nov 16 2010, 04:11 AM
Post #55


I demand cookies.
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Type: Coder
Alignment: Neutral Good




>.> I think I know why IRME doesn't work well for you guys..

Do you put all the tags in 1 comment, if so separate them.
>.> Its a weird thing, but only the first line of a comment is stored in its parameters. (Therefore everything after the first line of that comment is negated)

This will be the same for Yggdrasil's event comments.


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munkis
post Nov 16 2010, 03:08 PM
Post #56


And the dead shall rise...
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Type: Writer
Alignment: Chaotic Good




Yes, all the comments are separate.

EDIT: do the abs enemy and dead self switch tags need to be on a separate page?

This post has been edited by munkis: Nov 16 2010, 03:10 PM


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IceDragon
post Nov 16 2010, 03:13 PM
Post #57


I demand cookies.
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Type: Coder
Alignment: Neutral Good




>.> Put IRME below all other scripts and try again.
If that doesn't work.. O.o Then.... up a demo with the scripts and let me see it.


--------------------
Spoiler:





To be Hexa-fied


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Support your cookie loving dragon!

CODE
[url="http://www.rpgmakervx.net/index.php?showuser=52960"][img]http://i56.tinypic.com/2d1pfmw.png[/img][/url]


http://www.rpgmakervx.net/index.php?showto...amp;#entry48215 HA AUTOTILES
Pine's Birthday is the 2th of July

WORK ON YOUR TIME MEMORY @___@
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munkis
post Nov 16 2010, 03:42 PM
Post #58


And the dead shall rise...
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Type: Writer
Alignment: Chaotic Good




Just load the savefile and you'll be right where you need to be.
LINK REMOVED

This post has been edited by munkis: Nov 17 2010, 10:24 AM


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IceDragon
post Nov 16 2010, 04:45 PM
Post #59


I demand cookies.
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Type: Coder
Alignment: Neutral Good




Munkis
1. You can put all the tags on one page.
2. Try starting a new game, I did that and the generator worked
3. http://www.rpgmakervx.net/index.php?s=&...st&p=371925 Update the IRME its now 1.6d you had 1.6a

4. Wait a bit I'll update the Yggdrasil Demo with everything in it.


Download
Current Version 1.1
IEX - Yggdrasil Version 1.1

What's New?
Spoiler:

Skills and Items
Action Sequences
New Targetting system
Bug Fixes
Etc...


This post has been edited by IceDragon: Nov 16 2010, 11:33 PM


--------------------
Spoiler:





To be Hexa-fied


Spoiler:
Other/Reminders--
Support your cookie loving dragon!

CODE
[url="http://www.rpgmakervx.net/index.php?showuser=52960"][img]http://i56.tinypic.com/2d1pfmw.png[/img][/url]


http://www.rpgmakervx.net/index.php?showto...amp;#entry48215 HA AUTOTILES
Pine's Birthday is the 2th of July

WORK ON YOUR TIME MEMORY @___@
Go to the top of the page
 
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FrostByte Games
post Nov 17 2010, 01:19 AM
Post #60



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Type: Artist
Alignment: Chaotic Neutral




QUOTE (IceDragon @ Nov 16 2010, 05:45 PM) *
Munkis
1. You can put all the tags on one page.
2. Try starting a new game, I did that and the generator worked
3. http://www.rpgmakervx.net/index.php?s=&...st&p=371925 Update the IRME its now 1.6d you had 1.6a

4. Wait a bit I'll update the Yggdrasil Demo with everything in it.


Download
Current Version 1.1
IEX - Yggdrasil Version 1.1

What's New?
Spoiler:

Skills and Items
Action Sequences
New Targetting system
Bug Fixes
Etc...


I'd just like to start off by saying that I really like your battle system. It's a very nice, fun, and unique system which I like very much and would love to use. Secondly, i'd like to say that I'm downloading now and can't wait to see what the "Etc" is in "what's new" smile.gif I will definitely be keeping an eye on this thread.


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Database | 10%
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