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Author Topic: The Bay12 RPG - Made in RPG Maker VX! - Back again by popular demand!  (Read 234019 times)

Dermonster

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Re: The Bay12 RPG - Made in RPG Maker VX! - You can be a player!
« Reply #795 on: November 08, 2012, 02:55:41 pm »

You said oddly enough twice.
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Darvi

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Re: The Bay12 RPG - Made in RPG Maker VX! - You can be a player!
« Reply #796 on: November 08, 2012, 02:56:06 pm »

People sometimes do that sometimes.
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Scelly9

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Re: The Bay12 RPG - Made in RPG Maker VX! - You can be a player!
« Reply #797 on: November 08, 2012, 06:20:25 pm »

And when bay 12 always sees it, we do it always.
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Reudh

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Re: The Bay12 RPG - Made in RPG Maker VX! - You can be a player!
« Reply #798 on: November 08, 2012, 06:25:42 pm »

Paradox'd sounds awesome. It would probably incapacitate the robots and reduce their defence at the same time or maybe their dex, if that affects evasion somehow.

In it.

Darvi

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Re: The Bay12 RPG - Made in RPG Maker VX! - You can be a player!
« Reply #799 on: November 08, 2012, 06:32:43 pm »

Oh hey Reudh. Ready for my long-winded isntructions for implementing the class-change system?
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Trapezohedron

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Re: The Bay12 RPG - Made in RPG Maker VX! - You can be a player!
« Reply #800 on: November 08, 2012, 06:57:04 pm »

The protagonist is secretly me. >:D

It's all about me.

But seriously, damn it, can't wait to play this... D:
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Reudh

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Re: The Bay12 RPG - Made in RPG Maker VX! - You can be a player!
« Reply #801 on: November 08, 2012, 07:02:29 pm »

Oh hey Reudh. Ready for my long-winded isntructions for implementing the class-change system?

Sure are! As long as they're nice and clear I don't mind if they're ten pages long. (Well, I would mind. You'd hopefully be able to say 'This is how you do it' in less than ten pages. :P)


Darvi

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Re: The Bay12 RPG - Made in RPG Maker VX! - You can be a player!
« Reply #802 on: November 08, 2012, 07:26:44 pm »

Well regardless of Reudh's answer, I have to go to bed soon so here we go.

Step 1:
Make a backup of the game in case shit hits the fan.

Step 2:
Open the Vocab file.

Put in
Code: [Select]
  ClassNext       = "Until Next Class Change", preferably under #Status Screen because that's where it's gonna be used.

Put in
Code: [Select]
  ClassChange     = "%s has become much stronger and become a %s!" under Battle Ending Messages. Edit it if you want.

Step 3:
Open Game_Actor.
Under * Public Instance Variables put in
Code: [Select]
@@class_list = [    #Everybody's classes and the level where they get them
                  [], #First actor's classes
                  [[nil, "herp"], [5, "derp"]], #Second actor's classes
                  [[nil, "herp"], [5, "derp"]], #etc.
                  [[nil, "herp"], [5, "derp"]],
                  [],[],[],[],[],[],[],
                  ]
Explanation: This is a three-dimensional array (or arrays inside arrays inside an array, or Arrayception). The outermost array is @@class_list itself, and its entries correspond to the different actors, which is why there's 11 of them (although we might need 12 if there's going to be a FeMC).
The next layer of arrays can either be an array of class names with the corresponding level (in our case, actors 2 through 4 all start with the base class "herp" and promote to "derp" on level 5), or empty, in which case the character permanently has their standard class name. The first class doesn't get a level value because it wouldn't be needed anyway, but in case you really insist you can put a 1 or 0 there instead.

Find the #setup method.
Put in
Code: [Select]
    @class_counter = 0    #Variable which stores an actor's current class
    @class = @@class_list[actor_id-1] #Shortcut because fuck writing that all over the place
Self explanatory, although naming hte variable @class might've been bad form. Fuck it, Ruby's a bro and lets me do it anyways.

Somwhere among the other methods (I chose right beneath #class), put in
Code: [Select]
  def class_exists?
    return @class.empty? ? false : true
  end
 
  def class_name #Return's current class name, or their class' name if the array is empty.
    return class_exists? ? @class[@class_counter][1] : self.class.name
  end
 
  def next_class_up
    if class_exists? and @class_counter < @class.size-1
      return @class[@class_counter+1][0]-@level
    end
    return "Never"
  end
First method tells us if an actor has special classes. In our case, actor 1 would return false while 2 to 4 would return true.
Second method gives us the name of the actor's current class. "herp" or "derp" in our case.
Third method returns the amount of level ups it takes until the next class change, if at all.

Find the method #level_up and replace it with the following:
Code: [Select]
def level_up
    @level += 1
    for learning in self.class.learnings
      learn_skill(learning.skill_id) if learning.level == @level
    end
    unless @class_counter >= @class.size-1 #Has actor reached the highest class?
      if @level >= @class[@class_counter+1][0] #Does actor qualify for the next class?
        @class_counter += 1 #Class change!
        text = sprintf(Vocab::ClassChange, self.name, self.class_name)
        $game_message.texts.push(text)
        return
      end
    end
  end
So yeah,  if an actor reaches the prerequisite level, class up and tells us about it in a message box.

Step 4:
Open Window_Base.

Find the #draw_actor_class method and replace it with this:
Code: [Select]
  def draw_actor_class(actor, x, y)
    self.contents.font.color = normal_color
    self.contents.draw_text(x, y, 108, WLH, actor.class_name)
  end
This makes the menus use our custom classes instead of the standard ones. Huzzah!

Step 5:
Open YEM Status Menu Overhaul

find the Window_Status_General class and add this line to its #refresh method:
Code: [Select]
    draw_class_info(contents.width/2, WLH*4)This is what writes the Class change info into the status screen.
Beneath that,  the #draw_equipment method, change its variables to
Code: [Select]
contents.width/2, WLH*6This prevents those two lines from overlapping.

Find the #draw_exp_info method and put the following beneath it:
Code: [Select]
def draw_class_info(x, y)
    s1 = @actor.next_class_up
    self.contents.font.color = system_color
    self.contents.draw_text(x, y + WLH * 0, 180, WLH, Vocab::ClassNext)
    self.contents.font.color = normal_color
    self.contents.draw_text(x, y + WLH * 1, 180, WLH, s1, 2)
  end

Step 6:
This is where it gets interesting, because victory quotes.
Open YEM Victory Aftermath

Find the #create_level_up_windows method. Go up a bit just above the actor.gain_exp(@exp, false) bit.
Put a
Code: [Select]
      last_class = actor.class_namethere.

Inside #create_level_up_windows, look for the ternary operator which chooses between "SKILL" and "LEVEL". Put
Code: [Select]
       value = "CLASS_UP" if last_class != actor.class_namebeneath it.
Now, in the common scripts, you can just add a conditional that lets people talk when they change classes! HUZZAH!
« Last Edit: November 08, 2012, 07:41:04 pm by Darvi »
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USEC_OFFICER

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Re: The Bay12 RPG - Made in RPG Maker VX! - You can be a player!
« Reply #803 on: November 08, 2012, 07:29:03 pm »

So is the quote when people change classes the same, or can it be different for each class?
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Darvi

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Re: The Bay12 RPG - Made in RPG Maker VX! - You can be a player!
« Reply #804 on: November 08, 2012, 07:32:43 pm »

Same I'm afraid. Making it different per class would require another script, which would be doable but currently unfeasible because tired.
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USEC_OFFICER

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Re: The Bay12 RPG - Made in RPG Maker VX! - You can be a player!
« Reply #805 on: November 08, 2012, 07:34:07 pm »

Ah well. A man can dream.
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Darvi

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Re: The Bay12 RPG - Made in RPG Maker VX! - You can be a player!
« Reply #806 on: November 08, 2012, 07:36:37 pm »

Did a quick fix in step 6.

Another fix in step 2. Damn I should proofread my stuff, it all got lost to edits :/

Actually USEC, we could do that thing in a quick and dirty way by assigning a variable to each character who class-changes and let that be the switch that gives us the desired text.
« Last Edit: November 08, 2012, 08:04:44 pm by Darvi »
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ExKirby

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Re: The Bay12 RPG - Made in RPG Maker VX! - You can be a player!
« Reply #807 on: November 09, 2012, 02:59:00 am »

...We need generic items, right? Name spewing is go!

Dwarven Ale  - Generic healy thing
-Dwarven Ale-   -A better generic healy thing
+Dwarven Ale+   - An even better generic healy thing
*Dwarven Ale*   -Some very fine generic healy thing
≡Dwarven Ale≡   - Some excellent generic healy thing
☼Dwarven Ale☼   -Full heal, anyone?
Pig Tail Sock   -Phoenix Down

More to come later. Possibly images if I get the chance.
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Darvi

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Re: The Bay12 RPG - Made in RPG Maker VX! - You can be a player!
« Reply #808 on: November 09, 2012, 03:31:01 am »

Double Down: Deals delicious damage by arterial clogging.

Although I suggest making  the booze heal MP (more booze = more motivation = more effort available to put into using skills) and make healing items stuff like +Plump Helmet Cookies+
« Last Edit: November 09, 2012, 03:34:06 am by Darvi »
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Neonivek

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Re: The Bay12 RPG - Made in RPG Maker VX! - You can be a player!
« Reply #809 on: November 09, 2012, 03:36:20 am »

I think quality ranks could work... but I think that we shouldn't use them as the entire tree

Afterall it leaves too many cool things out.

Instead perhaps quality could denote ranks of an item for slight edge boosts. Where the highest quality of one item is equal to the lowest level of the next tier.

Or not >_>
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