ThreeSixNine
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  • I've expanded my knowledge to include the absolute basics of RegExp and have been working on a 'Barter System' plugin for my project. It's still to early to say just how it will be implemented, but as of now, I can successfully add items to an array of 'Barter Items' through notetags. Even though I don't have as much time to work on this as I'd like, I as still satisfied with my progress.
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    Shaz
    Shaz
    My sympathies on your RegExp experience.
    Trihan
    Trihan
    Welcome to the rabbit hole. The more RegExp you know, the more of your life you will waste trying to craft neat patterns that do cool stuff.
    I have finally come up with some interesting code to be able to use notetags on items to assign them to custom loot pools. I also included a function to get a random item from a pool. I will start working on a tutorial when I can.
    gstv87
    gstv87
    @ThreeSixNine I'll give you a hint: use the note tag to write an actual instruction.
    that instruction will run the actual grabbing of the actual note tag written somewhere else.
    where "somewhere else" is somewhere that is not a note box limited by the limitations of a note box.
    ThreeSixNine
    ThreeSixNine
    @gstv87 so putting a function call inside the note box? Thanks for the hint!
    ThreeSixNine
    ThreeSixNine
    @gstv87 I think I've figured out what you meant. I have been working on a few plugins for my project; 1 to add a profession system, called 'Trades', 1 is just for adding new params to the actors, and 1 is a 'Bartering System' where items can be traded for other items. I was able to use RegExp to add a new array of 'Barter Items' through notetags. Now let's see what I can do with it with events!
    After brainstorming last night and earlier today, I've realized the key to dynamic loot tables lies in utilizing arrays within Game Variables. Custom notetags can help build the arrays, but they're not necessary. Personally, I will go with the notetags, as it will be easier to visually reference what sub-set/s an element may be a part of, rather than just seeing a manually created array of numbers.
    hiddenones camping item tutorial has led me to some new and useful information concerning the setup and use of custom notetags. I am currently working on creating sub categories for some items to test. This has the potential to allow for some extremely dynamic loot pools, stay tuned for more info!
    It's ma birfday! Gonna chill and work on my project, editing some icons for my compass rn. Later It's pizza and a movie, maybe Blazing Saddles...
    Using hiddenone's QTE tutorial I've been able to setup a simple fishing system. Instead of just the pointer moving, the goal moves as well. Holding the action button scrolls the pointer and pressing the down arrow key hooks the fish. The speed of both is variable as well as the number of successful hooks needed for a catch.
    Simple time HUD Done. Now, working with yanflys common event menus to create a menu for viewing each characters weapon mastery levels. Using the string.padZero() method with \evalText<<>> to keep the values aligned as they change. Tomorrow I work on compatability between a mini map and picture common events!
    I decided to scrap most of the stock images that came with MogHunter's Time HUD extension plugin and use others. It still has all the same elements but I am in the process of repositioning them. And gone is the beautiful flowery clock, in exchange for a simpler one.
    Tonight I was able to modify yanflys music menu and give the player the option to keep the chosen track playing after the menu is closed. Also, at any given time they may save the current playing track and then recall it, great for reverting to the maps audio. They may also stop the current bgm as well.
    So I used some snippets posted here to create a simple quick save system. I don't think it deserves a whole tutorial and I'm not sure where to post it when it's done anyway...
    Wavelength
    Wavelength
    Quick Save systems are always nice to have!! If it's mainly a plugin that you've made, you can post in Plugin Releases. If it's mainly something you event, Tutorials are probably the best place to show people how to do it. One other option is to post on the Maker's Support board (such as "RPG Maker MZ") if you don't feel it belongs anywhere else, but expect it to get buried quickly there.
    ThreeSixNine
    ThreeSixNine
    It is evented and I guess a tutorial would be the best place for it. Thanks!
    Working on using DreamX's prefix suffix plugin to create unidentified weapons, armor and sellable loot. The weapons and armor will always draw from the highest tier you have the ability to create, keeping them relevant throughout most of the game. The loot is going to be the fun part! Let's just say I doubt I'll have any unused item entries
    Was playing around in GiMP tonight resizing some skill icons I got from humble bundle down to 32x32. I was able to add a little extra detail by decomposing the image into HSV (Hue, saturation and value) layers and sharpening only the value layer. Then reverse the decomp and scale down
    Back to work on the various systems in my game. Currently working on the crafting systems, specifically the weapons. Setting the needed ingredients for each tier of basic physical weapons and adding a custom effect to control groups of variables that work as a profession mastery system. Basically its a lot of copy/paste of notetags with some minor changes in each.
    Well, it's been another consecutive successful night of work, as I've nearly completed the Druid's skill, "Third Eye", which acts as a battle scan as well as a field utility to dispel illusion revealing hidden chests and passageways.
    Whew! I made some decent progress tonight. I made a poach skill, but haven't fully realized it usage. I also made a soul siphon skill that is used to steal an animal's soul. The animal souls are used as gear attachments that create stat boosts specific to the animal type, similar to WoW. Next, I need to link each animal to it's specific parameter.
    I just realized that I can use the YEP_Extra Enemy Drops plugin and it's LAST STRIKE SKILL notetag to create a 'poach' system similar to Final Fantasy Tactics!
    Man, work has been exhausting lately, haven't had much time to work on my project. I was able to put in some work tonight, did some minor adjusting and testing of enemies and added a common event to slow down the party's movement speed on the world map and revert in back to normal in towns and dungeons, yeet.
    <-- Meet Seith. He begins the story as an apprentice druid, learning to survive in the wilderness by communing with nature and honing his herbalism. Seith has a deep desire to understand the world around him. When wells of chaotic energy begin erupting from the land,corrupting plant, animal and man alike, Seith finds himself on a journey to discover just what this means for the fate of his home, the land of Myarr.
    ThreeSixNine
    ThreeSixNine
    Don't let that face fool you...his desire to understand his world comes from an innate, almost subconscious ability to assess what he is seeing. One of his early abilities, "Third Eye" is used in battle as a scan as well as out of battle to reveal things hidden by magic.
    Finnuval
    Finnuval
    well I didnt say I'd underestimate him.. but I prolly would marry him lol
    ThreeSixNine
    ThreeSixNine
    And his desire to understand extends towards people. He is always analyzing the words and actions of those around him, life in the forest has made all of his senses razor-sharp...But you are some-what right, he does all of this in a very child-like fashion, very unassuming.
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Just finished my first Slip into Ruby since last July! It'll be up and added to the main post tomorrow, along with a new Jump into Javascript.
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just hopped into project recruitment... hoping to maybe find some artists to help with parallax maps and whatnot. I could do them myself, but I'm not really good at it so I'd prefer to stick to my strengths which is character art and SOME UI elements.

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