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Few Questions

Mkay I have a few questions about XP.

First: How do you set up buttons like you could in 2k3? I want the player to be able to hit a key (let's just say '1' for now) that pulls up a separate window and then be able to use the arrow keys to navigate. I know that in 2k3 you would use Key Input Processing but the only thing I can find in XP is storing keys into variables. Can anyone help me with this? I know its simple but i can't figure it out.

Second: Does anyone know the rate to which the Evasion stat actually affects hit chance? Suppose I were to have an item with 3 evasion on it, does that mean the person has an additional 3% chance to dodge an attack? Just wondering if someone knew the formula for this.

Third: Is there anyway to directly access the combat coding (through the RGSS)? I'd like to do a few things for example take a skill that taunts an enemy into attacking a specific character, making it target that player.

Fourth: Elemental and status defenses. Is there anyway to raise or lower them through a status effect or through equipment? I know you could do it in 2k3. I want a certain spell to lower all enemies resistance to fire let's say but all status effects do is allow you to tag them as an attribute but not actually affect the resistances. Either through status effects or through Equipment. Can I lower and raise them somehow? Or once they are set are they set for the game? I guess what I'm also asking is what do the Attributes have to do with Equipment and Status Effects, why are you able to check the box and what does it do?

EDIT Fifth: Forgot to ask but can you store word strings as variables to call later in messages and whatnot? (I know you can do this through player names but I was just wondering if you could do it through an actual variable).

Thats all, any feedback is appreciated.
 
Hmmm...let's see, I'll answer what I can directly
1. You can use a conditional branch in a parallel process event to check whether a certain key is being pressed. You can then use that to open a new menu.
2. The calculation for evasion is actually a little weird. It's calculated like this:
Evasion = 8 * B's agility / A's dexterity + B's evasion modifier
Where B is the person being attacked.
From what I can tell, this is a percentage, so modifying evasion WOULD directly up the percentage. But I can't be sure
3. There's the script editor through which you can directly access coding. (find it in the maker's toolbar) You'd be looking at classes like Game_Battler,Game_BattleAction and Scene_Battle.
4.I'll have to look into that, can't remember
5. Using a script call (3rd page of the event commands window, bottom right) you can store strings into variables like so
$game_variables[variable_number] = 'string'
don't forget to put in the quotes around the string, and replace variable_number with a number of a variable you want to use.
If you then want to show it in a message window you can use the following format
"your word goes here \V[variable_number]"
This way doesn't let you have user input though.
 
I've got an even better solution than creating name input....I have modified the Name_Input scene to my liking...MUHAHAHAHA. My script lets me call it with $scene = Scene_Text.new(variable number, max_characters)
The best part is, I've made the actual inout work a bit nicer and you can have up to 40 characters, it'll continue on a second line if you have over 20. Values out of range are automatically corrected too....
If you want the script, feel free to ask and I'll post it up, otherwise I'll keep it all to myself *manic laughter*
 
Thanks for the help guys. Yeah I guess when they implemented a Resist stat that was supposed to take care of elemental resistances.

As for the combat I've found some nice scripts but I have no idea how to implement them into the game. I've had a few in the past that were just cut and paste but these require understanding of the RGSS. Guess I'll have to look around and find some kind of tutorial as to how to get these scripts working properly.

EDIT: New Question,

During an event I have other characters moving but the player is still allowed to move around. Is there anyway I can disable movement while other people are moving? I know you can Allow/Disallow menu but being able to move the hero while you wait for someone to move from one point to the other is something I have to fix. Is there any setting that can stop movement?
 
Use Autorun? Wait for Move's Completion (or Wait frames)?

Also (if you have to use PP or a different trigger or something), you can try "Set Move Route: Player (Repeat Action): Move Toward Player" in the beginning of the cutscene, then "Set Move Route: Player" and leave it blank at the end of the cutscene.
 

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