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#1 oldbone

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Posted 21 May 2012 - 04:45 PM

I'm working on a little VXA project and would like to hire someone to provide a (hopefully) simple script (or set of scripts) to do the following:

- Completely remove all battle scene changes/animations/graphics/sounds (battle needs to be a back-end calculation based upon the default VXA battle engine, nothing more). I am not integrating with any custom Battle engines, so this should hopefully be a known quantity? The battles still happen as per the default VXA ruleset.

- Save a log of combat "Simmed" in this way (Yanfly's log or something custom, matters not). What does matter, is the ability to save many logs and make sure we can call them from a custom menu option. (I can provide details on this)

... and that's it! :)

What's the project?
More of a "party management sim" than an "adventure rpg"... more details can be furnished upon request.

Who am I?

Feel free to check me out here.

I've worked with artists on my books in the past, so this sort of freelance arrangement isn't new to me.

I was also the main developer/world builder/scripter for The Inn of the Drunken Skald, the most popular Neverwinter Nights public module for the first half year of that game's existence. (some of those guys are working with me on this project). I've also written for MMORPG.com - opinion pieces and game reviews.

Feel free to message me here if this sounds like something you'd like to do, and thanks for your time! :)

Budget?

Yes, I have a budget for this piece of work. Let me know how much you'd charge for it, and we can go from there.

Questions?

Ask! :)

Edited by oldbone, 21 May 2012 - 05:07 PM.


#2 TDS

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Posted 21 May 2012 - 04:55 PM

They don't sound particularly difficult to do, but I think you should explain a bit more about them.

Do battles still happen? And if so how? Fully automated, the scene is shown but everything is done in text, or is just calling a battle and instantly create a log based on how the battle would have run automatically.

Also how should battle logs be saved so they can be called later? By name, instance, # battles?

Edited by TDS, 21 May 2012 - 04:56 PM.


#3 oldbone

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Posted 21 May 2012 - 05:27 PM

Yes, TDS, the battles still happen as per the VXA ruleset, called from Events (which I can handle). No scene. Like you said: instantly call the battle (silently) and then create a log.

As far as how the logs will be stored/shown, I'm thinking a multi-dimensional array (if such a thing is possible in VXA). If that doesn't work, then 30 logs.

I need to be able to keep 10 logs across 3 different dimensions. (the dimensions can simply be a number: 1-3).

So (not ruby syntax):
BattleLog(1,1-10)
BattleLog(2,1-10)
BattleLog(3,1-10)

The first number is the dimension or identifier, and the 1-10 is each battle log for that dimension. A global variable will decide which log is being written to by the combat engine. And, of course, we'd need a way to clear all the logs.

If the array cannot be done, then simply 30 different battlelogs (numbered 1-30). Again, the handling of which log is written to is part of the event. The script will simply always write to the proper log index (the variable).

I hope that is a little clearer... Lemme make a quick visual: http://matthewcplour.../05/events2.jpg

#4 TDS

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Posted 21 May 2012 - 05:55 PM

All right then, I'll start working on it and send you a demo when it's done. If you feel satisfied with the work we can work out a price and add/remove any features.

#5 Archeia

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Posted 21 May 2012 - 11:20 PM

This thread is being closed, due to being solved. If for some reason you would like this thread re-opened, please report this post and leave a message why. Thank you.

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