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YummyTiger
YummyTiger

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Battle System status and script

Hello again! Over 100 patrons! Wow, you guys are amazing. I guess I better start finishing my Lynne drawings as I figure it will eventually hit $1,500 now. Anyways, finally got back to working on the battle system. I've been churning through the translation recently, but figured I needed to do some Aylia's Story! Plus, one of my supporters gave me a gentle, motivational nudge :-). Anyways, this screenshot is from actually in RPG Maker! Yay, things are progressing, although the hard stuff is still missing. I've uploaded the battle test game to this post. The script I am using is included in the game. If anyone has RPG Maker VX Ace and has any semblance of knowledge about Ruby, please take a look. Here are the things I need to accomplish, but don't really know how: 1. Currently, only one graphic will load for Aylia, titled, "face_1.png" I need to figure out how to load different graphics depending on Aylia's current clothing. Additionally, I need to be able to change the graphic during battle if her clothing gets attacked. 2. The companion stuff is not in at all. The Bogwort HUD is just in place a "layout_2" and it a place holder. What I want is for Bogwort to not be a full companion (meaning no HP/MP/TP bars). When his turn comes up, I only want the player to be able to select between "advice," "support," or "skip (guard)." When they select advice, they get an event in which Bogwort tries to give advice, I can do the event work just fine. If they select support, it pulls up Bogwort's magic skills and he can attack the monsters or heal Aylia. If they select guard/skip, it skips his turn. Additionally, The player can only select "advice" or "support" so many times (represented by a number in the bottom circle. So, I need that setup as well. 3. I need the TP system to become a stamina system. The battle starts with Aylia having 50 stamina. She uses 10 stamina to attack, and more or less to use skills. If you have played Ariadne, I want the exact same system in place here. In fact, I am going to look through those Japanese scripts and see what I can find. That's the current situation. #2 is definitely going to be the most challenging. I am also trying to get in touch through other avenues to find help. But, if anyone can tackle any of these requests, let me know and I can work out some form of a reward. Thanks! YummyTiger P.S. You can expect another announcement later this week or early next week with the poll results and a NEW poll! So, get your voting caps ready, I got some more fun questions to ask.

Battle System status and script

Comments

Fabulous, you're the man Balduindrake. I'll take a look at all of this in a few hours! I figured the first and third would be straight forward for someone with half a clue as to what they were doing :-P I read the other comments and will give Bogwort some thought this evening as well. I don't plan for him to ever be a full party member, but I will just verify exactly what he needs to do. I do like him as a visible party member in the main menu, and he should never be able to be attacked... Hrmm, just hold off and I'll send you a message soon. Thank you so much, both you and Aetrun! I appreciate it. YT

YummyTiger Gaming

Okay so first results: 1) To change Aylia's picture you simply need to call "battler_face_name( ACTOR_ID, FILE_NAME )" while in battle, for example: battler_face_name( 1, "Face_1_tmp") to change it to your second picture. In my test I created a new attack that executed a script containing only this line and gave it to the slimes, as soon as one of them used this attack, Aylias picture changed. 2) Before I invest a lot of time into this, do you want/need Bogwort to be its own battle entity or would it be enough if I hacked bogwort into Aylias battle menu? This depends on your plans, maybe later in the game or in specifc situations bogwort would actually fight with/for you? 3) This is simple, you just use the tp system that is already implemented. You can change most of the battle and tp logic in the script file "Game_battler", for example you can change the method "init_tp()" to not give a random start tp but a fixed value and the method "charge_tp_by_damage(damage_rate)" to change if you regenerate tp on taking damage. In addition you need to change all relevant attack's tp values and requirements and change all effect texts to say "stamina" instead of tp. If you need more specific/other help with 1 and 2 I'd be glad to help.

balduindrake

That was my idea as well! Make him a battle option you can use. This has the additional benefit of not having to do "skip turn" everytime you don't want to use him.

balduindrake

Well, my experience with programming is pretty much limited to an understanding of the logic of it, but I'll poke my head in after work and maybe have a good idea. Who knows, maybe this will get me into it. That being said, I don't know what you can do with scripting in RPG Maker, but I do wonder if defining Bogwort as an item or effect on the battlefield as opposed to party member might not make the task easier. Not sure how it would work with putting that in the turn order though.

Aetrun

Will take a look at it this evening and see what I can do!

balduindrake


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