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    RGSS3 Script Ideas

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    Hyde
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    RGSS3 Script Ideas

    Post by Hyde on Sat Jun 02, 2012 2:06 am

    After being around the RM Scene for many years, one thing that I sometimes hear "I love scripting, but I have run out of ideas". Now, I don't hear it too often, but it does happen sometimes. So, to combat the infamous "Scripter's Block", i am starting a list of script ideas.

    This list of ideas is for a reference for scripters to use when they are wanting to get ideas for their own scripts. This will allow them to see what is highly wanted within the community. This is, in no way, a place for random script requests though. If you post an idea, make sure it is a script that can be used by a wide range of people and projects. You are allowed to post an idea at the same time that you post a script request (in it's respective forum though), but please do not flood this thread with random ideas. To prevent randoms, all ideas from the public will have to be approved before they will be added to the official list.

    Do not let this intimidate you though. I do urge people to bring in new ideas whenever they would like. I also urge you all to provide a very good amount of description on how the script would work so that the scripters can get their own image in their heads.

    Anyways, lets get on to the list.

    Battle Systems

    None at the moment.

    Character/Party Systems

    Monster Catching/Taming (Idea by Hyde)
    Spoiler:

    Monster Catching/Taming has been featured in many RPGs, but what this script would take after would be more like either Pokemon or Dragon Warrior/Quest Monsters. With this system, taming a monster would require the player to use a certain item(s). This item, when used on the monster during battle, activates a random number check and decides whether the monster is captured/tamed based on a capture percentage set probably with notetags with that particular item.

    With some games, the player gets the chance to use different capture/taming items; each one allowing a different percentage of capture (I.E. Pokemon: Pokeball has a low catch rate, Great Ball is slightly better, Ultra Ball is better than Great Balls, and the Master Ball has 100% catch rate). The script could allow the user to set items as capture items using notetags, as well as choose the capture percentage per item. However, capture percentage isn't only decided with the item used. With each of these games, Monsters also have their own number value that represents their resistance to being captured. This is so common monsters are easy to tame/catch and rare monsters pose more of a challenge. On top of the monster's resistance rate, the monster's remaining health also plays a factor sometimes. It is harder to catch a monster that has full health than a monster that is close to death.

    http://bulbapedia.bulbagarden.net/wiki/Catch_rate
    That link will take you to Bulbapedia where the Catch Rate for the pokemon series is explained more thoroughly.

    If you are interested more about this system, please post any and all questions.

    OverView: Allow items to Capture/Tame monsters. Allow said items to have notetags to declare capture/taming percentages (catch rates). When monsters have been successfully captured/tamed, they will be added to the team.

    Party Changer (Idea by Hyde)
    Spoiler:

    This system is meant to be used with the Monster Catching/Taming system listed above, but can be useful for a number of things. Compatibility between the systems would be a plus.

    A feature in some RPG games (used alot on the Pokemon Series) has been the option to have/own a larger number of actors than what are currently in your party. This system would allow the player to accumulate a vast number of actors and choose which ones they would like to take with them at their own will.

    http://bulbapedia.bulbagarden.net/wiki/PC
    Above is a link to Bulbapedia that will explain how the Pokemon games implemented this system.

    The way this would work is somewhat simple.
    Upon activating the script (Most likely with a script call), a window will pop up with a complete list of the actors you have acquired throughout the game. This list would show each actors name, level, and either their face or sprite (allowing the game maker to choose would be great). From this window, the player can switch their party with actors from the list at will.

    Also (this is an optional feature, but could really add to the script), another feature the script could implement could be how actors are dealt with when being added to the party. The script can have a customizable section where the game maker can choose how many actors are allowed in the party at one time. They can choose anything from 1-6. Depending on how many they choose, every actor added to the party after the party is completely full would be sent into the "storage" where they can be switched out later through the storage window.

    Any further questions about this system, please ask in a post.

    Exclude Actor from Party (Idea by Hyde)
    Spoiler:

    Some RPGs (mainly monster catching ones) have a feature where the actor you walk around as not actually part of your party. How this can be done through scripting is to allow the player to set an image for the player character.

    http://pastebin.com/hLCNheSk
    Above is a link to a RGSS2 script that did this exact thing. The script works fine and allows this effect to be used to the fullest extent. But, alas, it was not converted to ACE. This would be great to give yourself a jump start.

    Actor Cloning (Idea by Hyde)
    Spoiler:

    This can be a tricky script, but should be easy to explain. This scripts main purpose is to clone actor data from the database and implement it into the game. When an actor is added to the party in VX Ace, the engine gets it's data from the database. This sometimes causes a problem if the maker wants the player to be able to acquire more than one of a certain actor (I.E. The player can acquire 3 separate Actor 3's and be able to level each one differently). Right now, the only way to do this is to add multiple actors to the database, but that is time consuming and takes up a lot of space.

    This script will serve as a replacement for creating more actors. The script will activate whenever an actor is added to the party. When an actor is added, the script will look at the database as a template and clone that actor. The clone will then be added to the party instead of the actor from the database. This clone can then be used and leveled separately from all of the other clones. This will allow the player's team to consist of more than one of each actor (similar to Pokemon).

    http://rmrk.net/index.php/topic,42638.0.html
    Above is a link to a RPG Maker VX script that allows this exact thing. Whether that script is updated to Ace or just used as reference, I provide a link to help out in any way possible. If you have any questions, please ask in a post.

    Menu Systems

    None at the moment.

    Map/Event Systems

    None at the moment.

    Synthesis Systems

    Monster Synthesis (Idea by Hyde)
    Spoiler:

    One of my favorite game series of all time was the Dragon Warrior/Quest Monsters series. The main feature of these games, however, was a system that allowed you to synthesize/breed monsters to create new (and sometimes more powerful) creatures. This is quite the complicated system, so lets start the list of features.

    First off, you start off with two creatures (in this case, actors). You have one that is male and one that is female (can be a special part of the script that allows the script to randomly assign an actor a gender upon adding it to the party or something. That is up to you if you want to implement genders). By using a script call, you can then bring up the synthesis/breeding window. From here, you can then choose one Male monster and one Female monster. After picking your two 'Parent' monsters, the window will then show you what the offspring will be. From there, you can then confirm that you want to breed your monsters. Once you hit confirm, both of your parent monsters will be removed from your party and a level 1 version of the offspring will be added.

    There are three different ways to determine what the offspring shall be and each are equally important.

    First, you have monster specific breeding. This is one specific monster is combined with another specific monster (I.E. Say you breed specifically Ralph and Eric from RPG Maker VX Ace, They will create Natalie from Ace). This can be done by setting it up to where when two specific actors are combined together, they will create a different specific actor. This would look similar to (this is just and example) Actor 4 + Actor 5 = Actor 11 in the script.

    Second, you have Family breeding. Families in DWM/DQM are groups of monsters similar to Pokemon's "types" (I.E. Pokemon's Fire, Water, Dragon, etc.)(I.E. DQM's Boss, Nature, Material, etc.). This can be done by allowing the game maker to set up families in the script and specifying which family each actor belongs to via the notetag box. The way the breeding/synthesizing works with family breeding is close to specific breeding. When one monster of a specific family is combined with a monster from another specific family, then the offspring will be a specific monster. This would look similar to Family 2 + Family 4 = Actor 5.

    Third, you have Combination Breeding. This is common in DWM/DQM. This is when a specific monster must be combined with any monster from a specific family to make a different monster. This is essentially a combo of the first two rules. This would look similar to Actor 3 + Family 2 = Actor 4.

    A common problem that is sometime ran into when dealing with three breeding rules is "When all three rules are set and there are different possibilities, which rule do you pick?". Well, DQM came up with a cool idea to resolve this. In their game, the breeding window allows you to pick from three different offspring every time you breed. The first choice is whatever comes out of the first rule, the second choice deals with the second rule, and the third deals with the third. That way, you can then choose which monster you want more. When a rule is not met, that choice is then blanked out and you can not choose it.

    http://pastebin.com/5z8uZraT
    Above is the link to a RPG Maker VX breeding system similar to the one I am describing, but is very simple and has a few bugs that sometimes doesn't allow you to breed properly. However, it may be a decent thing to look at when trying to get a start on this system.

    I will update this system description as I remember the specifics seeing as this is an extremely complicated system. It would probably help if you were familiar with the Dragon Warrior/Quest Monster games before attempting this, but I understand that not everybody has played them before. If you have any questions whatsoever, please post right away.

    Other

    None at the moment.


    Last edited by Hyde on Sat Jun 02, 2012 2:40 am; edited 1 time in total
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    Nethaera
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    Re: RGSS3 Script Ideas

    Post by Nethaera on Sat Jun 02, 2012 2:13 am

    Well, firstly you have some great in-depth ideas Hyde. Secondly, any sexier looking Menu Systems or better functioning Map/Event systems would be just fine. There are so many things to script. For example, a public script for a platformer game, etc.


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    Hyde
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    Re: RGSS3 Script Ideas

    Post by Hyde on Sat Jun 02, 2012 3:41 am

    I actually have ideas for each of those categories, I just ran out of the want to keep typing, lol. I will add more of my ideas later.


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