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Hello RPGMaker XP veterans!

Sorry for this wall of text. I'm hoping you'll read this and consider my request.

Many of us have at least 1 demo sitting on our computers. We begin a project with good intentions but never finish it. One of the biggest problems is that we're almost always running a 1 man show. It's difficult to stay motivated when it can take a few days to finish a detailed dungeon.

I have an interesting request for any who are willing to give me their projects. The game I'm making is a dungeon-crawler, so to speak. This means there needs to be a variety of dungeons to go through. My goal is to have dozens of "bite sized" dungeons with 5-10 minutes of game play, but to also include lengthier story-based areas. To add to the workload, I'm hoping to give the player options for choosing which dungeons they would like to visit. I'm creating at least 1 puzzle or more per dungeon. They have varying amounts of complexity.

In short, this means hours and hours of simply making maps.

I know many of you have projects that have been collecting dust for months (and years). If you're willing to hand your project to me, I'll salvage what I can and implement it into my own game. Those cool areas you've spent time on will be used as interesting places to raid or explore. I can easily import any puzzles you have with some adjustments to script (since events and variables are dependent on individual projects).

If you want your full name or other username in the credits, I promise to include you. If you want certain parts of the project untouched, I will honor it. I'm willing to take any parts of your maps or puzzles that you're ready to donate, although I may have to make some adjustments to fit with the continuity of the game.

I can't guarantee that I'll finish this project, but I'm going to do my best to put a demo together. If I get positive feedback, it will be inspiration to continue this game. I already have the core game play setup for the demo, it's just a matter of finishing up the event scripting and a few more maps (which will take a few days at best).

If you would like any other information, I'll do my best to provide it. I have a few screen shots to post if you're wondering about the progress of the game. If you don't feel like donating anything at this time, I understand completely! Thank you for reading this regardless.

Keep the RPGMaker spirit alive, guys.
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I came up with a theory (since no one else did :P)

Create a state called Fire Debuff, and create a spell that applies the Fire Debuff. Make every fire spell trigger a common event that does a condition branch and checks if the enemy has the fire debuff on. If we could store the damage done in a variable, then multiply the variable times 2 and do a force damage command using that variable...

Everything should work, the only problem is storing the damage in a variable.
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I'm trying to create an elemental debuff system in RPGMaker XP but it's proving to be difficult (or it's late and I'm tired/stupid).

Our example element will be fire. Using "states," you can create resistances to various elements. It is easy to create a spell that gives a player the "fire resistance" state, reducing all incoming fire damage by 50%. However, I can't figure out how to do the opposite.

I would like to create a spell that would increase fire damage taken by 50%. When creating enemies, you can set their "Elemental Efficiency" which adjusts how much damage they take from various elements. However, you can't adjust this in combat as there is no command for it.

I'm sure there must be a simple solution!
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Yep, I've played Final Fantasy IX. It is very possible to create a Final Fantasy IX system where characters can learn abilities permanently. I thought it would offer more strategy by not making spells permanent. If every character knew every spell, it begins to make the game too easy.

You could compare my "orb system" to Final Fantasy VII and IX, I suppose. There is room for more depth if I decided to add character-based spells (Bob gets a Fireball from Fire Orb, but Joe gets a strength increase spell from Fire Orb). I can even add passive stat gains from just having the Orb equipped (ATK boost from fire, speed boost from Thunder, etc). The sky is the limit, heh.
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Hello everyone,

I'm working on a custom magic system for RPGmaker XP. The idea isn't completely unique but I'm building it from the ground up. What I'm looking for is input and advice on making it run smoothly.

The idea is this:

Player Bob has no magic spells. When Player Bob equips a Flame Orb, he learns the Fireball spell. When he unequips the Flame Orb he also loses his newly learned spell. Upon equipping a Frost Orb, he learns the appropriate ice-based spell and then loses it once he removes the orb. Party members can be customized by attaching different orbs according to the user's desire.

Another feature is that the orbs grow with the player. Once Player Bob reaches level 10, he not only gains the Fireball spell but also gains a Fireblast spell. Once unequipped, he loses both. If the Frost orb is equipped, he gets two spells at level 10 just like the Flame Orb. Each Orb grows differently, and new spells are gained for each level "milestone".

On to the code!

-------------

Since I have no experience with RGSS, I'm scripting this using a Common Event. My idea is to use a parallel process that checks if the player has any orbs equipped.

It would look like this:



The event checks if the Flame Orb is equipped, and grants the appropriate spells. The "else" case at the bottom removes the spells if the Flame Orb is not equipped.

Since I couldn't find a "If player's level = ?" conditional branch, I had to store the player's level into a variable and then check the variable for the proper spells to be learned. When I add more spells to the Orbs, it will check for levels 10, 20, 30 and so on. It's easily adjustable if needed.

If more orbs need to be added, it's a simple copy+paste as long as you change the Orb type and the spells learned/unlearned.

However, there are some flaws with my code that I need help with!

--------------

Upon entering the menu to equip/unequip spells, I noticed that the character will only learn/unlearn after you exit and re-enter the menu. It would be nice if it was instant, but the Common Event only checks the orbs if you're outside of the menu. Probably not a big deal, but it would be nice to find a way to make it instantly change.

If, for example, I was going to use 5 elements I would have to make the event check for 5 different orbs. If I had 4 party members, it would have to check for 5 orbs for 4 party members. This means it's checking for 20 orbs at all times. The only way I could think to make this work was with a parallel process, which could eat up CPU resources. If you're running a big map with a lot of moving parts, the Orb common event could cause problems (but I haven't tested it yet). Maybe there is a way to simplify the code?

I have a theory: A special shop/NPC could be used to control the use of the Orbs. If a player wanted to change their Orb, they would have to go to the special NPC to make the adjustment. This would make the Common Event be called on demand, without the need for it to run 24/7 as a parallel process. However, I can't work my head around that yet.
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Although this response is a bit late, I implemented this puzzle and noticed a few important things.

Following the steps provided in the puzzle, I found that I couldn't get it to work. The source of the problem was the way the switches were being activated. It would turn on the first switch for the first note and then turn it back off immediately. I removed both sets of "Change Switch X: OFF" from under the END cases and it fixed the problem.

Basically, I made it work by only turning off switches in the ELSE cases. I'm pretty sure I copied everything in the guide correctly, but who knows. Either way, it's working and the guide was a huge help.

If I could add something to the guide, it would be a variable to initiate the music playing event. At the start of each bell, place a variable+1 command. Every time a bell is played, it adds 1 to a variable. When the variable reaches 3, an event checks to see if all switches are on and resets the variable back to 0 if not. To illustrate:

Player reaches the room with the music puzzle.
Player starts the music event (pulls switch/talks to NPC)
Player hears the tune
Player attempts to play the tune using the 3 notes
If the 3 notes played are incorrect, the player is notified and the event restarts
If the 3 notes are played correct, the player continues the game

With a variable at the start, the player could not only get incorrect combination of notes but they could also hit the same note 3 times and still get a notification. I believe this helps make the puzzle less confusing since the player will know how many notes have to be hit in order to pass the test. Perhaps someone else could word it better...

Thank you again for the help! I wouldn't be brainstorming about this otherwise.
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Yeah, that is a pretty hardcore guide. Thanks guys, I'm definitely going to try this out. Puzzles like these are superior to your standard "push the rocks" puzzles that are common in RPGmaker games.

I still have to wrap my head around everything, but I know I can figure it out once I start getting my hands dirty.
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I have an idea for a music puzzle in RMXP but I can't wrap my head around the coding. The idea is basically this:

The player hears a brief tune broken down into three music files. The player is expected to play the tune in the same order heard in order to solve the puzzle. The puzzle has three parts, and the game should detect whether or not it was played in the correct order when all three inputs are finished. If possible, the song can change order to prevent mindless trial and error.

I originally planned to turn it into a mathematical problem. Each part of the tune would adjust a variable through addition, subtraction and multiplication. If the tune was played correctly, and if the variable ended up at the set result, the player would pass. If the tune was played incorrectly the variables would add together to make an incorrect number and reject the player. I don't think this would work, however.

The other option would be to use conditional branches and create a massive amount of branches to accommodate every combination of notes for the tune. If more parts of the tune are added, or if there is a randomized element to the way the tune must be played, it would create a confusing web of code.

Is there an easy way to make this work or am I over-thinking it?
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  • Posts: 9
Hello!

I'm looking for help with the RPGmaker series. Almost all of my experience was from 6+ years ago with RPGmaker 2000 and a little bit of 2k3 - as you may notice by my account creation date. I've seen that RPGmaker VX has been released for a few years but people on these boards still use 2000/2k3.

Are there any issues with VX? I understand that working with the older versions is easier due to familiarity, but are there any reasons to avoid VX aside from the first-person battle system? (assuming that the user is unfamiliar with RGSS/Ruby). Perhaps it's the incompatibility of resources?

Thank you for your responses!