[Help] Some Questions About Script-Free Methods & Other Things

BlackSkulls

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Hello! I recently started working on a game, and I've been browsing the forums for a few days and I haven't realy found any answers to my questions. Any help at all would be greatly appreciated!

I'd also like to note that while I do know a little bit of programming, it's mostly in C++ and I'm unsure of what language RPG Maker VX Ace uses. Because of that, I'm extremely hesitant to mess with the script.

1. Is it possible to create a Beastiary using variables?

I have about 35-36 monsters total in my game, and I just thought it would be nice to have a sort of Compendium when they are first defeated. I saw a tutorial about using button presses as conditionals, and I think that using B or C (depending on what I call it) would be nice.

2. Item that lessens Damage Floor damage?

It seems that no matter what I try, when stepping on a damage floor it still does -10 HP, even when I used the item that is supposed to lessen it. I tried using a state that's similar to the default Guard state, but it seems like states are only used in battle, and not out on the field?

3. Raising/Lowering Encounter Rate?

I'd also like to have items that raise and lower encounter rates respectively. I know that it's possible to lessen counters by half, but it's the raising that's giving troubles.

4. Repeatable Quests?

This is more of reaffirming what I think is possible. Using Self Switches, Say Event Page 1 is where the player accepts the quest, Page 2 is during the duration of the quest, in which then the Self Switch is turned off. That would effectively reset the original page, correct? Or what about putting a time limit (Say you can only repeat a quest every 5 minutes).

5. Minigames/Quest Types that are possible without scripting?

Right now the quests I'm able to create are Fetch Quests, Kill Quests, and Event Quests. What other types of quests are possible without the use of scripts?

And, although not as important, minigames that could be created and played during downtime.

6. Quest Log of Past Quests?

Right now, using this method, I have a Quest Log done for current quests. But is there a way to do it for past quests as well?
 

_Shadow_

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1] Venka has made a script for bestiary. Search for it.

As an uglier alternative... yes you can event that.

You can make a common Event that that gives you the option to select Monster type, Class, blah, blah thus you make 4 choice menus that way fo ryour 35 monsters.

Alternative there are small script commands that can be entered into an event and show more choices but it is complex.

Alternative you can ask the user to enter a number from 1 to 35 then the bestiary will show the monster.

Bestiary can be a fade out screen, Show Picture (With beast and stats and text ON THE PICTURE) then hide picture, fade in, show menu.

There are many ways to do that, but I suggest you searching for Venka's script ;)

2] This needs a small script for sure.

3] You can disable encounter rate, then make a common event called by a parallel proccess map event.

That common event will generate random numbers and according to a comparison a battle would emerge.

Otherwise nothing.

Eventable.

4] Correct. You can put a variable and add +1 each time you get the quest. Then a conditional branch that checks if it is less or equal to 5

5] Of course. Even sokoban like games and stuff. (Google sokoban to actually see it or play my tutorial game in my signature). It contains a crate move mini game.

6] SMART! Key items can do that yes. You can also use a plug n play script too.
 
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Susan

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Adding on to what Dreadshadow already mentioned :

2) You can use terrain tags or region IDs instead of the Damage Floor option.

Then, you set a parallel process common event to check if the character is on a tile that has that terrain tag/region ID (need to use a short script call). Then apply a certain damage (eg 10 HP).

Include another conditional branch under it to check if the player has a certain state applied and then apply less damage (eg 5 HP).

5) You can make chase minigames, jumping minigames and guess the number minigames as well.
 

BlackSkulls

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1] Venka has made a script for bestiary. Search for it.

As an uglier alternative... yes you can event that.

You can make a common Event that that gives you the option to select Monster type, Class, blah, blah thus you make 4 choice menus that way fo ryour 35 monsters.

Alternative there are small script commands that can be entered into an event and show more choices but it is complex.

Alternative you can ask the user to enter a number from 1 to 35 then the bestiary will show the monster.

Bestiary can be a fade out screen, Show Picture (With beast and stats and text ON THE PICTURE) then hide picture, fade in, show menu.

There are many ways to do that, but I suggest you searching for Venka's script ;)

2] This needs a small script for sure.

3] You can disable encounter rate, then make a common event called by a parallel proccess map event.

That common event will generate random numbers and according to a comparison a battle would emerge.

Otherwise nothing.

Eventable.

4] Correct. You can put a variable and add +1 each time you get the quest. Then a conditional branch that checks if it is less or equal to 5

5] Of course. Even sokoban like games and stuff. (Google sokoban to actually see it or play my tutorial game in my signature). It contains a crate move mini game.

6] SMART! Key items can do that yes. You can also use a plug n play script too.
I'm trying to avoid scripts if at all possible because I'm highly afraid that I will somehow mess up the code thus make the game/possibly the application unusable. But thank you so much! I actually have a Sokoban tutorial bookedmarked, so I can't wait to implement that.

Adding on to what Dreadshadow already mentioned :

2) You can use terrain tags or region IDs instead of the Damage Floor option.

Then, you set a parallel process common event to check if the character is on a tile that has that terrain tag/region ID (need to use a short script call). Then apply a certain damage (eg 10 HP).

Include another conditional branch under it to check if the player has a certain state applied and then apply less damage (eg 5 HP).

5) You can make chase minigames, jumping minigames and guess the number minigames as well.
What do you mean by short script call?

And I'm not sure I understand what you mean by chase minigames. Do you mean, say, a thief stole something and you have to run after them? Which also brings up another question of how to dash, heh.

Like...hm. Say the hypothetical event I presented, then once the event starts I have the thief's movement set to "Move Away From Player" and "Increase Speed" on repeat. How fast would that thing become compared to the player?
 

Wavelength

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Since #3 isn't doable without use of scripts, feel free to check out my Encounter Rate Items script which is fairly simple and quite safe.  At some point I want to modify that script to include notetag functionality and interactions between multiple ER Items, but as it is now, it's completely functional.

As to #5, all kinds of quests and minigames are doable with events alone.  Just get really familiar with all the different Event Settings and Event Commands, and then apply your creativity.  Monster dodging, card games, dialogue trees, password decoding, concentration games, exploration quests, interface screws, item synthesis... all kinds of cool gameplay hooks can be made, you just have to be clever and invest the time.
 

BlackSkulls

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I also had another question that I had forgotten when I was writing the original post, then remembered several hours later, then forgot again:

7.  Enemy Skill names?

My game is somewhat influenced by the Etrian Odysssey series, and in that game (I'm not sure how common it is in RPGs) the monsters  have skill names that are exclusive to that one monster, even if the skill itself does the exact same thing as another skill.

For example: Monster A has an attack called Assault that does physical damage to the entire party. Monster B has an attack called Striker that does the exact same thing. Is it possible to do this with one skill, but have it be called something else depending on who is using it?
 

_Shadow_

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You can use key items as BEast names.

These items will on use call an event that will fade out screen show beast picture, erase it, fade in screen again.

This is a neat trick to do it, but key items are sorted by ID not alphabetical. 

If you don't mind... use that idea! ;)   But you will lose [6]
 
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