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 rpgmaker help?

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anon64



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PostSubject: rpgmaker help?   Tue Apr 26, 2016 11:26 am

hey guys, may try my hand at making an rpg similar to shakewells in the future.

just wondering if you guys had any idea how to implement love and lust bars alongside healthbars for the battle system?
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Yuna



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PostSubject: Re: rpgmaker help?   Tue Apr 26, 2016 6:09 pm

I dont know, but given your last attempt at making an RPG maker game..

back up your files on a website or somthing.
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Mkmd13



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PostSubject: Re: rpgmaker help?   Tue Apr 26, 2016 7:08 pm

Yes, backups are a must when making a game! There are too many people that just abandon their game when they lose it all due to a hard drive failing.

I'm not too well versed in RPGMaker myself but I will try to help out any way that I can. PM me if you want to bounce ideas on how to fix problems and I will see what I can do.
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anon64



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PostSubject: Re: rpgmaker help?   Wed Apr 27, 2016 4:44 am

yeah dw, ive long since learnt to backup files regularly

and its just creating those extra attribute bars during combat that i need to work out atm
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hertzez



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PostSubject: Re: rpgmaker help?   Wed Apr 27, 2016 12:30 pm

It's a bit hard, Shakewell seems to know his way around scripting really well.

The only alternative if you don't know jack about scripting is to use the RPGM event system. I'm quite familiar with RPGM and I know this can be done without scripting, but you need to do some workaround and learn the basics first, which the most important are "switches, variables, conditional branches, and common events".

My method is to create an auto activated event that display three pictures of a bar, which will be called at the very start of battle. IIRC the 'show picture' command have an option to change the colors and also the size via percentage, this is what we're going to use. You need to tie the size option to variables, this makes it so the amount of the variables influences the picture's size.

First off, you need to determine 3 variables, "Health, Love, and Lust" and set them as 100. Then tie the variables with the bar's size. After, you need to make it possible that the enemies' attacks and perhaps items to influence the variables, this is done via common events.

Every skills and items have something called common events, an event that can be called upon the skills or items usage. Just leave every skills and items effect as blank, and then tie them to corresponding common events, which in this case, there will be at least 6 common events (3 to damage HP, Love, and Lust; 3 to heal HP, Love, and Lust; you can also add some status affliction).

The hardest part is perhaps figuring out the common events, especially the damage formula. The healing items can be as simple as healing 30% or 60% of the bar, but the damage formula can be very complicated if you insist to include normal RPG parameters. My suggestion is to disregard all of the parameters and make the enemies do some kind of set damage. Perhaps Skill A can do 10-15% damage, while Skill B can do 3% damage but with a 20% chance of status affliction. Also, leveling doesn't increase status, but can unlocks new skills.

If you manage to do all that, the rest is to figure out how to activate this event in battle, which should be simple.

There, I hope it's quite clear, I can't explain it properly, good luck! Razz
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LazyAlex



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PostSubject: Re: rpgmaker help?   Wed Apr 27, 2016 1:47 pm

one question are we talking 2k 2k3 xp vx vxace mv?
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anon64



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PostSubject: Re: rpgmaker help?   Wed Apr 27, 2016 2:35 pm

Sounds like I'm gonna have to do a lot of playing around, I'm somewhat familiar with common events but would need to practice before going fully in depth so I guess it's time to experiment, well that or learn ruby.

And I'm using vxace
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anon64



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PostSubject: Re: rpgmaker help?   Wed Apr 27, 2016 2:35 pm

Cheers tho alex that's definitely gonna prove useful info
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anon64



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PostSubject: Re: rpgmaker help?   Mon May 30, 2016 3:45 pm

Update on this, using a single health bar sadly, but I have managed to get a prototype with 2 enemy encounters made. I'll update the videogames section with more on this as development continues, I can assure you already that even this prototype is far superior to my frankly awful last attempt
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Mkmd13



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PostSubject: Re: rpgmaker help?   Tue May 31, 2016 2:26 am

Good to hear!!! Look forward to playing it Smile
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