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RPGfreak
Joined: 02 Sep 2005 Posts: 4
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Posted: Fri Sep 02, 2005 12:36 am Post subject: giving your hero a new battle menu option |
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im in the very early stages of my rpg. but i know for sure that i want to have each hero start out with the following in their battle menu
ATTACK
SPECIAL SKILL
ITEM
but then at different points in the game i want my heros to learn a new "set of skills" that will go under that 3rd blank. for example
ATTACK
SPECIAL SKILL
MAGIC
ITEM
but im a little lost on how to do this. i know i need to use plotscripting, but as far as i can see there is only a way to teach a new spell within a battle menu. how can i add a new option in their battle menu. (you know, like if u equipped cloud with summon materia in FF7 you would then see "summon" in his battle options menu when u didnt see it before).
when the time comes for that hero to learn this new battle option i want it to be there permanently. so i dont know if i need to use an equippable item or what.
i thought of a couple options, like creating a new hero with the same name and pictures and replacing with them, but then the levels and what not would be slightly off.
someone please help...
arigato gozaimasu! (thanks dude!) |
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SilentAngel The Angel of Silence

Joined: 16 Dec 2003 Posts: 122 Location: The comfiest chair in #CastleParadox
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Posted: Fri Sep 02, 2005 12:48 am Post subject: |
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I'm pretty sure that you can't create new menus for a character in battle, short of making a "new" version of the character. You're also worried about the character's level/stats being off, there's two solutions for this:
1) Transferring the stats from the old character to the new version of the character through plotscripting: Plotscripting commands being "get hero stat" and "set hero stat". I'm not sure how good your plotscripting skills are, but if you've got any questions I could probably write up a quick example of it (if I can remember how to do it ).
2) Having the altered stats as part of the gameplay itself (use your imagination in regards to this).
Hope that answered your question. _________________ Current Projects:
Hikari no Senshi - Inperiaru Taisen: ~10% Complete
http://www.castleparadox.com/forum/download.php?game=392
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Fernurion Village Idiot

Joined: 19 Aug 2003 Posts: 192 Location: Lost
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Posted: Fri Sep 02, 2005 5:06 am Post subject: |
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Another option is to have the magic menu visable from the start, but leave it empty until it's needed. Spells can be added using plotscripts (learn spell (X,Y)), or by using items.
Welcome to CP, by the way. |
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RPGfreak
Joined: 02 Sep 2005 Posts: 4
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Posted: Fri Sep 02, 2005 9:17 pm Post subject: |
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wow thanks for replying yall. and thanks for the welcome!
those were some good suggestions. i didnt realize you could give a heros stats to another hero... guess i will try that if i can figure out the plotscripting.
the reason i dont want to have the option present but empty in the beginning is because i dont want to give away the fact that these characters can uses this magic. sounds confusing but its part of my story line... it involves certain magic and only 4 destined characters can use this magic. part of the story line is that they discover this magic within themselves and then gain the set of spells... (ever seen magic knights rayearth?)
one more thing... i saw on the RPG Cresent Dream (Made by Adrian) that for his save and load pictures of the characters they were cool facial shots that he drew especially for that. like you would see on FF or something. my game just has the stand and step pics from battle. anyone know how he did this?
sorry for asking all these questions (gomenasai!)... just wanna make a good game!
THANKS! THANKS! THANKS! 
Last edited by RPGfreak on Tue Sep 06, 2005 2:13 am; edited 1 time in total |
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SilentAngel The Angel of Silence

Joined: 16 Dec 2003 Posts: 122 Location: The comfiest chair in #CastleParadox
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Posted: Fri Sep 02, 2005 11:17 pm Post subject: |
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The part of Crescent Dream where you save your game contains a plotscript which involves either one of the following (both do the same thing, pretty much):
1) The in-battle graphics of the character(s) are changed to their respective portraits and then the game is saved. Also, a script that is run as the Load-Game script changes the portrait back to the in-battle graphics.
2) Similarly, you could swap out the hero with the "normal" battle images, and swap in a hero which is locked out of the party which has the portrait as its battle pictures. Then with the Load-Game script, you then swap out the "portrait" hero and swap in the "normal" hero.
Your game sounds pretty interesting, I'm a semi-fan of MKR, so it sounds fun. Hope you can create this game to completion, I look forward to someday seeing it. Good luck!  _________________ Current Projects:
Hikari no Senshi - Inperiaru Taisen: ~10% Complete
http://www.castleparadox.com/forum/download.php?game=392
Stepmania Online Stats:
Next song to pass on Stepmania: Paranoia Survivor Max (Heavy)
Next song to pass on DDR: MaxX Unlimited(Standard)
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RPGfreak
Joined: 02 Sep 2005 Posts: 4
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Posted: Sat Sep 03, 2005 12:10 am Post subject: |
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thanks silentangel! you are so smart and helpful!
i will be sure to let you know when my game is done... but i really want it to be good so it will be a LONG time. i currently only have the first 2 maps and 2 of the character graphics done. i also drew some opening sequence anime pics (much in the rayearth CLAMP style). i scanned the sketches and added color and paint shop pro effects to them. i already have the story in my head and on paper and all the characters personalitles and storylines in my head... i've only been working on it for a week... i hope for the best... jaa ne!
EDIT: i just downloaded hikari no senshi and WOW. you are really talented. when i saw the first pic all i could think was SETSUNA! i played it through a good bit and i love how you run your stories. very in depth and interesting!!! |
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SilentAngel The Angel of Silence

Joined: 16 Dec 2003 Posts: 122 Location: The comfiest chair in #CastleParadox
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Posted: Sat Sep 03, 2005 12:28 am Post subject: |
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Why thankyou. Glad to hear I can help.
Good to see you've got this planned out - your ideas will come more easily if you have a framework in mind, though keep in mind it takes a long time to create something worthwhile. But I'm sure you can do it, you sound like you've put a lot of thought into this despite it being only a week into production.
Hahaha, yes, Shinsetsu is influenced by Setsuna, it's kind of a semi-parody of her (because she was one of my all-time favourite anime characters, and I always wanted a time-traveller in my stories. So I modelled Shinsetsu off Setsuna's basic design). I really should start working on it again, it's over a year old, plus the story in HnS so far is only the first part of about 15 in the written story. Also, the pictures in HnS are pretty outdated and I think I could do a better job, heh. _________________ Current Projects:
Hikari no Senshi - Inperiaru Taisen: ~10% Complete
http://www.castleparadox.com/forum/download.php?game=392
Stepmania Online Stats:
Next song to pass on Stepmania: Paranoia Survivor Max (Heavy)
Next song to pass on DDR: MaxX Unlimited(Standard)
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msw188
Joined: 02 Jul 2003 Posts: 1041
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Posted: Mon Sep 12, 2005 1:28 pm Post subject: |
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I had a very similar problem to you, RPGFreak. I sent an email to James asking about the possibility of having empty skill lists hidden in battle. I sent it in the hope that it would be added as an enhancement to work on for the next update (on his Bugzilla thing). I haven't noticed it yet, but I'm sure he is quite busy! |
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Moogle1 Scourge of the Seas Halloween 2006 Creativity Winner


Joined: 15 Jul 2004 Posts: 3377 Location: Seattle, WA
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Mike Caron Technomancer

Joined: 26 Jul 2003 Posts: 889 Location: Why do you keep asking?
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Posted: Mon Sep 12, 2005 9:37 pm Post subject: |
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msw188 wrote: | I had a very similar problem to you, RPGFreak. I sent an email to James asking about the possibility of having empty skill lists hidden in battle. I sent it in the hope that it would be added as an enhancement to work on for the next update (on his Bugzilla thing). I haven't noticed it yet, but I'm sure he is quite busy! |
When did you submit it? I don't recall seeing it. I'll look again though. And, maybe do it too, since it'll be easy. _________________ I stand corrected. No rivers ran blood today. At least, none that were caused by us.
Final Fantasy Q
OHR Developer BLOG
Official OHRRPGCE Wiki and FAQ |
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TMC On the Verge of Insanity
Joined: 05 Apr 2003 Posts: 3240 Location: Matakana
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Posted: Tue Sep 13, 2005 4:38 am Post subject: |
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I was thinking about adding a command to rename menus. It would probably be temporary. Are unnamed menues weeded out for hiding during battles or in custom?
Or a better way of hidding menus? _________________ "It is so great it is insanely great." |
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Mike Caron Technomancer

Joined: 26 Jul 2003 Posts: 889 Location: Why do you keep asking?
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Posted: Tue Sep 13, 2005 8:53 am Post subject: |
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Probably in Game. I was thinking that there should be a bitset that "Hide
empty battle menus", which would effectively solve this. _________________ I stand corrected. No rivers ran blood today. At least, none that were caused by us.
Final Fantasy Q
OHR Developer BLOG
Official OHRRPGCE Wiki and FAQ |
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