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About Gekiido

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  1. https://m.ebay.com/itm/Dragon-Quest-Figure-Miniatures-lot-/323232313335 Carver, two Gigantes, and assortes miniatures. Many red slimes.
  2. It's worth copy pasting the save file but if it doesn't work for some reason stick it out.
  3. Destiny of the Dragonlord V 1.6 is up and out. Realized Critical Hits were only adding 20 damage. Don't know how I didn't notice sooner. jamis sound effect for crits script was over writing the default critical hit method I had set to 2x. It wasn't a problem on the other project that used it because I custom defined crits thru damage formulas, but in DotDL it was. Fixed along with every other known bug. https://drive.google.com/open?id=0B3J5cF0M7Ra-bS1aa3MwbDJ5VjQ
  4. I just did another play thru. 3 hour clear and found 8 more small bugs. Fixed all but one!
  5. Just watched someone do a play thru of Destiny of the Dragonlord V 1.5 and saw a few bugs. Didn't write them down and remembered all but one. Fixed the bugs but trying to remember the one I forgot. V 1.6 is coming soon. Edit: I am currently adding Conditional Branchs to all jars, chests and drawers that give an item. If you already own the max amount of said item, it will tell you so and not still add and waste the item. It now leaves it to be picked up anytime later and knows better than to mark it taken.
  6. I have chat as a menu option that brings up a list of only characters in the party. The menu option turns on a switch that an event in every map is triggered by... so the responses for characters are map specific and conditioned with switches. I'll glance at scripts later and edit this post. Edit: Hime Encounter Conditions to determine the condition for which some enemies within the battle do and do not show up. This allows day time monsters to not appear in a given battle and night time monsters to instead appear. I position them over top each other when possible and structure the enemies to appear visually correct regardless. Hime Negated Conditional Branch. A simple, great script. Let's you set a condtion and if the exact opposite is true, it'll trigger the conditional branch when marked for Negated Conditional. I have variables running for each bit of 24 hours a day, then they start over. Makes it hard to have a monster appear all night when night is high and low variable for evening and morning, but I can negate the day time spread variable and anytime that's not day time is when the night time enemies appear and day time enemies vanish.
  7. There's a script on the master list to assign place holder monster troops a roll between any monster id number you specify in the note tags per place holder... rolled when combat starts. The script I use to swap between day and night using every troop for both day and night seperately could do it too... but without the sheer variety.
  8. That's definitely the idea behind the third part of the hypothetical note tag. Existing solely to create a big gap if the player surpasses x required level vs the encounter. At that point, the player can also just cast repel/holy protection or throw holy water and not have to even see the enemy.
  9. I've long been debating how to change escape rates. I haven't explored it yet but I really do have a great idea. Escape rate starts at 50%. (Dev can change starting % to anything by the encounter. This would use note tags to troops.) Escape rate where alive active battler party agi average - alive enemy agi average is factored and the for an advantage. It would be a customizable formula and scale with another customizable formula for advantage adding or subtracting % points for that escape rate for every x increment to the sum of the first formula. This effect would be true or false in the notetag as well. I'd then go to add one other modifier. A required minimum party level or escape rate gets + or - what the dev designates. Example Note Tag (Escape Rate 50%, True, LVL 28) That note tag would start at 50%, factor the alive active battlers and alive enemies agi then check the party level see if the party gets the dev decided bonus % to run. Example Note tag. (Escape Rate 40%, false, LVL 5) That note tag would start at 40%, not factor agility at all then check the party level see if the party gets the dev decided bonus % to run. This type of script will be a thing. IT's just a matter of when, not if. This kinda versatility tied to troops is something I want bad. How did you handle your encounters for day vs night. I had a system I scrapped for an easier one. I use a script to set conditional branches for if a given enemy appears. The condition is day for some, night for others and there's monsters that appear at both. This allowed me to use the same troops during the day and night but drastically change battles. I even place night only monsters over day only monsters knowing both won't appear for formatting. Stats wise, my monsters are a pain sometimes. The game I'm working on has almost 40 of them, and each are recruited NPC style. As you know, I could have went Dragon Warrior Monsters with the recruiting, did the mock ups... but I wanted each monster in this particular game to be a character and a chunk of them to tie into the story. For me, it was important to let them scale some but not so much that they stay relevant as new monsters get recruited. Also, I limited monsters to 4 total in the 8 party slots no matter what. The ranch owner has a rule that pokes fun at itself about how you can't have more than 4 monsters under your supervision while taking them out for exercise. It's just the rules, you know? The monsters I have that don't use any gear get better growth than those that depend on different classes of gear. Tried to keep balance. I also gave my monsters classes. The lowest class monsters cap at level 30 with 3 skills/spells combo total. Each class increase bumps the level cap a bit and adds one more total skill. It's arbitrary, but another reason why the later monsters are always better to swap into the party. Finally, I added Monster Hearts. An accessory for monsters that very mildly augments their stats up and down by %s based on the Heart it is and grants the skills that monster would have. They're beyond rare early on (1 in 255 drops,) but get found as treasures occasionally. Balanced only around treasure found hearts and figure if the player gets a rng one, enjoy the advantage. It's how I'm combating the limited skill pools of monsters. By late game, there's fair customization with all the monsters, skill sets of 7-8 skill/spells each then heart skill/spells.
  10. A conditional branch that just checks party size. No custom scripting to know if the party is 4 or less than 4 is necessary to process the event for both situations! Conditional Branch (Select Script on Page 4 as the condition and check the box for set conditions when handling does not apply) $game_party.members.length >= 4 (The text to the left is the condition script text.) Enter the event processing for how it's handled when there's a party of four, so the character becomes available at the ranch but is not added to the party. else Enter the normal version you're currently using or tweak it... for when the party is 3 or less. ------------------------------------------------------------------------------------------------------------------------------------------------ Now for the Wagon if you ever want it. I'm not sure off hand how to generate a horse then a wagon between the party leader and actor following them and I'm definitely not sure how to make it follow the rules for when you forcibly make a character or event walk with a pre set route. That aside, I replicated the other wagon mechanics easily. Step 1. Setting max party to 8. (Don't worry, it'll still only allow four people to battle.) Step 2. Designating a "Wagon Available Switch" (Make sure it toggles on when you get the wagon in addition to a switch to designate you own the wagon. The Wagon Available switch will be used to determine when party members can exit the wagon to replace the wiped party, or if not the wiped party loses.) Step 3. When the Wagon Available Switch is off in a dungeon, lock the formation command so the party can be swapped around. (Preventing access to the wagon members out of battle. Step 4. Adding the ability to change party formation in battle and having it be inaccessible when Wagon Available Switch = off also handles the wagons in battle mechanic completely. Step 5. Gonna need any of the custom exp method scripts, to be able to have certain encounters that only appear when the wagon is not available specifically only give exp to the active battlers and not the reserve party. (The reserve party is any party member you have in the party that isn't one of the front 4. VX Ace is capable of recognizing the difference.) Step 6. A common event for when the party wipes. You probably already have one for respawning your party with half their gold, if so you have it made. (I used Yanfly Engine Ace - Death Common Events) You put the reserve party process into that event before the death text/respawn of the party triggers. First it takes a variable for current party members by checking the current party size. It'll conditionally check each actor possible and conditionally remove then add them only if they're dead. (Assuming they cannot be dead and at the farm/not in the party dead, this is guaranteed to only move actors in the party and cause no problems.) It subtracts 1 from the party variable. This shuffles them to the back of the party, bringing the reserve forward. It will check each actor once one at a time then go to process the normal game over... but wait. We'll set that normal respawn stuff to be in one big condition that our new variable = 0, which is only possible if it shuffled an entire dead party and entire dead reserve... and no one is there to fight. The party is wiped and your process proceeds as it normally would have. If that variable is 1 or higher though, none of that game over respawn stuff will happen and RPG Maker will continue the battle with the reserve members in. We need twomore conditional branch above the normal respawn and below the shuffle. If the shuffle occurred and the variable = 1, do the text "An Ally leaps out of the wagon and into the fray." If the shuffle occurred and the variable =2, do the text "Allies leap out of the wagon and into the fray." I know that was a lot to take in, but at least the wagons mechanics can exist in RPG Maker. I feel like the real challenge is getting the wagon to follow the leader but be between the other party members... having it never freak out of glitch. Having it vanish when you get in a vehicle, ect. That seems like the bigger pain in the ass. (My one project already uses a party size of 8, a ranch, fray jumping reserves, but no wagon. They're there in the same capacity, but there's no wagon to see or discuss. Just the mechanics working fine.)
  11. Should Nix less than 4. People like full parties, even when grinding out a recruit. People with full parties will be nagged they misses rng recruits and have regrets.
  12. Yup. Those wanted Monsters didn't all volunteer themselves fast. Same with the monster coins, proficiencies and enough tiny medals. I've also been in a lot of online lobbies and story help missions as Adol.
  13. Been done for a while. 6 weapons from plat. http://imgur.com/a/fCxyD
  14. Did you include meats to increase recruiting chance. For example, if Slime is required variable 30 or higher and is assigned + 0 thru 30 at random... using Beef Jerky could add ten to all the recruitables variables. Mayve a Pork chop is 20, a rib 40, a sirloin 80? Harder monsters scale much higher in required minimums to catch but can still be punped full of meat?
  15. Getting it back to slot 7 afterwards is stumping you. Explain better and I'll give an example of an efficient process. I'll try for what I think is the issue. I'd have a switch for each monster slot. Conditional branches if switch 1 off. Conditional branch if switch 2 off. Ect. If it hits slot 7 first as open, it adds the monster to slot 7 and flips the switch. It writes the class stats into the actor. It toggles variables for the monster to show up right visibly roaming in the ranch for the switch and variable. It does actor graphic and face graphic actor assigning. It writes a pre set name from a random variable roll pull then lets you name the monster custom. The release turns that switch off and unquips the monster actor so you can't add the monster and the recruiting process sees it open... and writes over the existing actor monster. Determining open ranch slot is easy by switch. Past the 15 conditional branches open recruit is the option to release a monstet or deny the recruit. Hope this helped.
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