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-   -   Final Fantasy 9 skill system (http://zelaron.com/forum/showthread.php?t=34622)

Draco2003 2004-11-26 02:33 PM

Hey Lenny, i am just about to give up on the chess thing and maybe go for checkers!
Nah, but it is very difficult and its not working right. Anyway, this FF9 thread is dead, because people are starting to talk about different stuff. All I have to say, is that if anyone finds a way to incorporate anything from FF7 on into an RPGMaker 95, 2000, 2003, or XP, I will not congradulate them, instead I will laugh in thier faces and call them major dumbasses for taking the time of their pitiful lives to rewrite the entire RM system, instead of making something from scratch, and people will just look at it and rather pay the 10-20 bucks to play the copy of the game that is a million times better because it is 3-D and, im sorry, but people are drawn into great graphics these days. You never read or hear "Oh, don't let the graphics fool you, this game has a GREAT story line. The sounds are amazing, and the thought put into this game must have been intense!" They say stuff like "Yeah, it has a pretty good story line, and the sounds are ALL RIGHT, but they are just not the same without the superb graphics of the PS2/Gamecube/XBox in games like Halo, and Fable, and Final Fantasy, so i advise you not to buy this game. the score is .0001 out of 7,000,000,000!"

BlueCube 2004-11-26 11:44 PM

Quote:

Originally Posted by Lenny
[SIZE=1]
•Create a page for each monster in that group.
And set each trigger to Monster (for that page) Hp is between 0% and 0% (if it won't work for 0 and 0, try 0 and 1%). In the event part, call the common event for the monster.

I'll say it again - this won't trigger on the last monster (unless you get the HP to fit between that 0%-1%.. in other words, a one hit kill won't trigger it).

Having the AP tied to the experience would override this, but it makes it rather pointless to have AP in the first place - you may as well make it based on EXP directly.

All the other stuff is a good theory, but again, the fact that it can be exploited renders the whole thing null and void, unfortunately. I really wish triggers would work before the battle ends, but.. that's RPG Maker for you.

BlueCube 2004-11-26 11:49 PM

Quote:

Originally Posted by Lenny
If someone knew how to use Ruby, and had RMXP, then all these hard questions would have an answer, and problems would be no more.

If we all put our ideas into RM2K3, then we would probably solve it, but then would come the giving it to Kag, and messing up things for some reason or another, probably to do with the weapons or monsters or such.

If I get time this weekend, I'll try my idea and see if it works.


I wonder if it's possible to compare the monster's name to a value ($data_enemies[@enemy_id].name = "Slime") and change the AP from there.. that would take manual coding for each monster in the game, however, and I'm not sure if the changed @APEarned variable could be passed to the battle winning subroutine.. maybe that would have to be manually edited as well.

Lenny 2004-11-27 03:44 AM

I've got RMXP. Tell me what needs to be done with all these value things, and could have a go at it. Also then, I might get a feel for Ruby etc. and be able to do other things.

It will probably end up as a cut and paste job.

Though those aren't that bad. My site, for example, uses html that I have cut and pasted from some online sources, and my own disastrous attempts in Frontpage, and it's turned out fine.

BlueCube 2004-11-28 01:28 PM

Hmm, this would be hard to code, mainly because you'd have to figure out how the scopes of the variables are defined within Ruby...

Other than that you would just compare the monster's name with another string and increment a variable, nothing too fancy.


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