![]() Maybe even an alternative variable to know if actor got hired by player or not.(this is to see if the actor is part of the actors clan and therfor falls into the food water algorithm which is executed once a Day). !!!This is where i need the Food and Water Values/Gauge for every Actor in the Game. If you have more EXP you are able to hire stronger Soldiers, better Technicians, and Doctors when you ask them if the want a job, stop asking you: Do i look suicidal? And might considder getting hired. (Up to 4Possible, Max Player Group also 4). Hiring System -Depending on your EXP you are able to hire nearly every NPC you encounter, those Want Items of you for there Services.like 1Full Waterbottle, or a Piece of Dog Meat.(Warrior, Technicians,Medics)ĮXP System - You gain EXP by Creating Outposts by simple assigning a hired Actor/NPC from the Player Party to stay in that Town. Or you fight with him against Mutants until he dies =), or you leave him in that Condition. If you drop below 40% you have to Visit a Doctor in one of the Hospitals in one of the Major Cities and Pay Food to Heal the Char. If you drop below 40, a Doctor in the Party or at the Outpost will not be able to Help healing you. ![]() Than your Char cant Heal by himself anymore. Health System - The one of Burntime, if i remember correctly if you Drop below 70% Health, Iam talking about "Burntime" the awesome Postnuclear Wasteland Game of Childs Wet Dreams.atleast in the 90s =).Ĭombat System - Definatly the standard Combat System of RPG Maker. I was just Brainstorming because i was thinking about a rpg maker addaption for an old amiga500 classic game but with much of the rpg maker gameplay instead of trying to copy the old. Thank you both for the answers, i will look into both of them. Then wrote up "food" & "water" items as consumables use range was "user", with a state application in the damage formula, with attached common events that checked for the state, & produced an item change of removing a set number of "thirst" or "hunger" items. Though, I suppose if you made a parallel to increase the item count for "thirst" & "hunger" over time, had different variants of the items for each character if you are using more than one character, & then made the items hidden. If you wanted to use something more akin to Fallout's hardcore mode, & use variables to track "thirst" & "hunger" though, I am not sure. So if you were using items for "food" or "water", you could track it that way. So for example if you were doing something modern like IguanaGuy, you could link it to an "ammunition" item, & have the gauge show much ammunition you have left. I hope you have time to sort this out.I know that you can create custom gauges tied to your item quantity, by combining Yanfly's Skillcore & Skill cost item plugins. 2 – It is kind of ugly for the airship to teleport to the center of the tile every time the player disembarks.) But I think these are the sorts of issues that really shouldn’t exist in the base plugin. The problem with this solution is twofold: 1 – The player has to press the OK button twice to disembark. If those conditions hold, the event teleports the player to the center of the tile they are current on. (I created a common event running in parallel to check if the airship is being driven and the player is pressing the OK button. I found a simple, if somewhat ugly, fix for the airship landing bug. Now, resourceful users might be able to work around some of these bugs. ![]() The plugin is definitely the source of the problem. ![]() I replicated these bugs in my game with all my other plugins turned off. The result is that they get beached on the land.Īdditionally, boats and ships are NEVER capable of moving through the water, even if water tiles are set as passable for the player and the player boards them while already being on the water (preventing them from getting beached due to the aforementioned bug).įinally, although the airship has no problems with movement, it is almost impossible to land once it’s in the air! I suspect the reason is that the game won’t allow the airship to land unless it’s in the middle of a tile, which it usually isn’t when the player is flying and your plugin is activated. For boats and ships, when the player boards them, somehow the plugin automatically moves them to the player’s location, rather than moving the player to where they are. Unfortunately, there appear to be a few bugs in how the plugin treats player-operated vehicles. Great plugin! Movement looks much more natural now. ![]()
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