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Thread 3840309

42 posts 14 images /vrpg/
Anonymous No.3840309 >>3840318 >>3840653
Rpg Maker Development Thread
Please drink responsibly.
You have progress in the morning.
Anonymous No.3840317
I'm opening my 3rd can. Let's goooo!
Anonymous No.3840318 >>3840330 >>3840509
>>3840309 (OP)
Is he about to get railed by those wolfmen or what?
Anonymous No.3840329 >>3840372 >>3840510
>another rpgm thread ruined by aislop
Sigh
Anonymous No.3840330 >>3840337 >>3840375 >>3840598
>>3840318
>He asked for a tip.

If your damage formula uses A.mat then the hit type should probably be changed to Magical. According to the help file...

Certain Hit:
Treats the successful use of the skill as a guaranteed hit. Counterattack, Magic Reflection, and Substitute are ineffective.

Physical Attack:
Determines the success based on the user's Accuracy and the target's Evasion. Counterattack and Substitute are applicable.

Magic Attack:
Determines the success based on the target's Magic Evasion. Magic Reflection and Substitute are applicable.
Anonymous No.3840337
>>3840330
"Not those tips!".
The pub went dead silent. He realized how different it sounded out load.
Anonymous No.3840339
"Not those tips!"
The pub went dead silent. He realized how different it sounded out loud.
Anonymous No.3840372 >>3840399
>>3840329
Speaking of ai. I had ChatGPT create a skills.json and enemies.json by feeding it a final fantasy guide. Just to see if it could. Someone in the last thread suggested doing that with digimon.

If you have it write to a canvas, it seems to hallucinate a lot more. It invents monster names and skills. Some of them sounded plausible. Others sounded like pokemon.
But if you have it give you a file to download, like a zip or .json, those hallucinations aren't there. It's got to be something in the way it types out chat messages.

It's nice having a big database to play with. But it makes me realize how bad RM's data management systems is. They let you have hundreds of skills, but no way to sort or organize them. You can't drag or insert a new skill in-between items, you have to copy everything below it and paste it back in one space down, then erase the duplicate.

There's no batch processing of skills either. F4 and F5 will shift up and down through the database item while keeping a certain menu list active. That way you can quickly set some data with the arrow keys. But that technique doesn't work for Item Icons or other dialogue boxes that require mouse clicks.
Instead I opened the Skills.json file in a text editor and use find->replace to set Icon Ids quickly.
Anonymous No.3840375 >>3840379
>>3840330
I want to say only physical attacks have critical hits. But it's not written anywhere.
Even if you checkmark 'can crit' it won't do anything for magical attack hit types.
Anonymous No.3840379
>>3840375
Does "Certain Hit" types do critical damage?
*I'll check*
...it does not.
Anonymous No.3840393
Found some neat plugins that allow visual equipment (for the party leader) and Hendrix has an action rpg system. The bad thing is that it doesn't work with the battle system and if I want to stick to a turn-based system i'll have to use the first-person battle system. On the other hand I think an action system might be neat.
Anonymous No.3840399
>>3840372
Yeah editing large databases and other big project stuff in-engine becomes a huge pain. TextPad with find and replace is useful for going through multiple files at once (like all your maps).
Anonymous No.3840509
>>3840318
If we're lucky. Looks like facial just wasn't enough for them.
Anonymous No.3840510
>>3840329
How many artists' rent have you paid, anon?
Anonymous No.3840511
>ai slop op
kill this fucking general already holy shit
Anonymous No.3840520 >>3841029
Mongol 2. RPGM Unite. :D

https://youtu.be/qI0rdsgFxBA?si=2vyQu1IgEMB2P4Zc
Anonymous No.3840598 >>3840605 >>3840613 >>3840631
>>3840330
I create new items more often than I do skills.

There's a few different ways to make recovery items
There's the damage formula box
>Type: HP Recovery, Formula: +200hp
And there's the Effects Box
>Type: Recover HP 0% +200

What's the difference?
The [Pharmacology] trait only influences numbers in damage box.
-That's Recovery Damage of the item, when that character
-Outside of battle the item user is the Party leader.

The [Recovery Effect] trait only influences numbers in the effect box.
- That's Recovery Effect of the item received or that character themselves.

New Project presets gives you items with recovery effects, not recovery damage. The only things the [Pharmacology] trait would enhance or inhibit in this case are the default Heal & Raise Magic. Those formulas already uses the caster's magic attack state. So the pharmacology trait is nearly useless.

Healing Damage is also evaluated in the system's "can use" function. It means to stop a player from wasting Potions on characters with full HP. You can make the healing damage a negative number, but then the item is only usable in battle. Outside of battle, the system will check if a healing item actually heals. Which further limits pharmacology applications.

With Healing Effects, you can circumvent the "can use" function by stacking arbitrary -/+ healing effects that cancel out. This will permit the damage formula calculations, and facilitate the pharmacology trait. But know that the healing effect is ordered last. So if you end with +1Hp effect, the target will never reach 0HP (if desirable)
Anonymous No.3840605
>>3840598
With damage formulas unlocked, you can evaluate conditions like the target's state, and other data with script functions.

An Item/Skill can have a Common Event as an effect. But using those items forces the menu to close, as common events don't run in the menu scene.

If you want a "Poison Potion" to turn the party member's face green, you can do that through the damage formula's script evaluation and keep the menu open.
Anonymous No.3840613
>>3840598
Correction: Pharmacology only applies to "items the actor"; not "skills". So it wouldn't actually do anything to Heal & Raise magic.
Anonymous No.3840631 >>3840666
>>3840598
Actually, I think the pharmacology state can be added into the damage formula. With b.pha, for the target's stat; so it doesn't have to be the user's trait.
And there's probably a way to write it to ignore or negate the user's state with a.pha.

The recovery effect rate stat would be
A.rec or B.rec

And the statement that pharma trait only deals with the damage formula is misleading. It's factored into the effect box calculation.

Maybe you meant to specify negative numbers? A negative value won't switch the damage type to the opposite; it'll just ignore it.
Anonymous No.3840653 >>3840672
>>3840309 (OP)
IT'S CALLED PORTAL FANTASY YOU MONUMENTAL LUDDITE ABORTION
Anonymous No.3840666
>>3840631
Heh. I'm having this argument with ChatGPT. It refuses to admit it's wrong.

It insists that an HP Recovery attack with a negative value will "reverse heal".
A negative value will only result in a white "0" damage popup, instead of a green "0" recovery. But that's it.
-100rec won't do 100dmg; only 0dmg.

This is in MV/MZ. I haven't used the older makers in forever. Maybe it worked differently in those.
Anonymous No.3840672 >>3840675 >>3840900
>>3840653
I tried going towards the light
but it honked at me and flew off the road in a fiery crash.
Anonymous No.3840675
>>3840672
>False Mercy
Imagine fantasy worlds being overpopulated by reincarnated roadkill.
Anonymous No.3840678 >>3840685 >>3840692 >>3841033
How do you make your turn based combat fun?
Anonymous No.3840685
>>3840678
Ask yourself - what makes turn-based combat unfun? Then work from there.
Anonymous No.3840692
>>3840678
I think the appeal of jrpgs in general is the character progression and mastery. So your design philosophy should be to facilitate that.

Show them the 999x9 power sword worth 1000000 moneys exists.
So they they can make it a goal for themselves. That way gold rewards are a means to an end.
If they have no idea the power sword exists, then giving it to them as a drop or a random chest isn't as fulfilling. I mean rewarding exploration counts for something. But people don't grind random encounters when drop rates are imperceivable. They don't know something exists until they do.

So it's the strategy guide or the player community knowledge-sharing that makes it a fun activity. Which is outside of your game.
Anonymous No.3840790 >>3840852
I've been thinking about going back to my One Screen RPG jam entry to fill the enemies and troops more.

Before, I just gave you an overpowered sword to 1-hit kill everything. Even then, I thought it was too tedious for anyone to play for an anti-climatic ending. So only 1 person really got to play it.

Since there's limited battles, I only had a fuzzy idea of what the Exp curve should be. It would have to be 1 level per battle, stopping at lv50, or 2 levels per battle to reach lv99.
I couldn't decide.
Anonymous No.3840852 >>3840885
>>3840790
>anticlimactic
You weren't telling a real story in the first place. You just plugged in a Succour guest appearance. And her story isn't complete either.
You should just file off the serial number and do something original with another other red head. Don't be one of those people that's always saving a seat for someone that never shows up.
Anonymous No.3840885
>>3840852
The story was ripping off mythology. Mostly Dionysus. Myths and fables don't exactly have a climax.
>Icarus flies too close to the sun
>His wax wings melt
>He falls.
Instead of a climax you get a moral.
>Don't overreach.

It's fair to say my story didn't have that. It was antimoral, or, amoral. All I was doing was borrowing a myth, like a meme, to meet the jam's theme. Succour was just a last minute addition. I don't remember the thought behind that now.
Anonymous No.3840900
>>3840672
It sickens me that even truck crash is routine. I have never seen a genre of fiction so utterly devoid of even the most basic original thought
Anonymous No.3840905 >>3840916 >>3840960
Most of this thread is a single furfag schizo talking to himself. Sad!
Anonymous No.3840916
>>3840905
It shocks me that he hasn't been banned yet. He's spent 5 years shitting up these threads consistently, other recognizable anons, even the pakistani tourist, have come and gone but he's still going strong. Humanity could regress to the goddamn stone age and he'll be using rocks to carve /vrpg/ posts onto the wall of his cave, pretending like someone else is talking to him.
Anonymous No.3840919 >>3840942
is rpgmaker a webapp?
Anonymous No.3840942
>>3840919
There's HTML5 integration on newer versions that lets you play in web browser. Some RPGM entries on itch.io let you do just that.
Anonymous No.3840960 >>3840988
>>3840905
Explain cuz I don’t follow RPG maker drama
Anonymous No.3840967
Game jam where you either remake aall or part of an RPG you like from memory
Anonymous No.3840968
Is there any plugins that can replicate Live A Live's combat system
Anonymous No.3840971
Wolf RPG Editor mogs RPG Maker.
Anonymous No.3840988
>>3840960
>cuz I invent drama and ban anyone who notices
how's that working out for ya?
Anonymous No.3841029
Animated mockup. Omw from work to home, will try updating soon.
>>3840520
Anonymous No.3841033
>>3840678
no random encounters
no constant fights in general

turn based combat is fine the first time, but it gets annoying quickly