$D13x – Master Demo

So i decided i would just make a post for the master demo.

I will try to update this every time i upload a new /updated script, no promises though.

Also, dont expect much story or any of that shit, its just to show some of the features in my scripts and how to use them 🙂

LINK TO MASTER DEMO << v1.1

Also, The Master Demo will (more often than not) have some scripts i have not yet released, or scripts in beta phase, like randomized equipment / equip levels or whatever…

Feel free to leave a comment on how the Engine is going, reporting bugs, requesting features or whatever..

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13 responses

  1. Steve

    Love the unique weapon scripts with the durability and weapon level; it adds a whole new dimension. When I put the demo scripts into my project (all script orders are the same) I get the error “Script ‘Game_Interpreter’ line1411: TypeError occurred. can’t convert NilClass into Color”. I followed the instructions correctly. Now the only other scripts I am using are Yanfly’s Lunatice States, Region Battle Back, OC Animated Gauges, XaiL System Core and Map Hud. Help is greatly appreciated.

    June 5, 2013 at 13:02

  2. John

    Found a bug, Whenever I learn new attacks from the slimes the battle freezes. No messages pop up it just shows the slime and the battleback.

    June 9, 2013 at 22:01

    • will look into that asap.
      Thanks for the report.

      June 10, 2013 at 13:45

  3. anyway to make the HP/MP/TP gauges replaced the original gauge in the scenes that we want?

    July 5, 2013 at 13:54

    • do you mean the gauges drawn by my HUD script replacing the gauges in the normal scenes ?

      July 5, 2013 at 20:22

      • yep, the thin gauges.

        July 6, 2013 at 09:13

      • i was thinking of adding that feature, lifes hectic atm tho so i dunno when i will have the time 😦

        July 6, 2013 at 12:27

  4. Joseph jack

    you edit even a name add another character you get Script’Game_Interpreter’ line 1411: TypeError occurred. Cant convert NilClass into color.
    even worse even if you remove the change to name or class the error will keep coming up the moment you grab any weapon or armor.

    December 30, 2013 at 01:13

  5. Stefan

    I’m trying to figure out what part of the scripts the “equipment scene” is from.

    January 10, 2014 at 23:55

  6. I don’t know if you’re working on one right now or not, but I think it’d benefit the high levels of customization you strive for in your scripts to add a script to your engine like Yanfly’s “Extra Param Formulas”. (The incompatibility issue: Using it with your various stat scripts will cause hit chances and stuff to go out of control for some reason in a variety of wonky ways. Also your status screen and Distribution screen refuse to show any changes being made to the stats changed by his script)

    I also feel like if you put your mind into it yours would just end up better. XD Because so far every script you’ve made seems to just trump anything that came before it. It’s pretty awesome. Not to mention you could set it up to work with your own engine’s specific stuff (Maybe add options for ATK to increase all attack elements… that’d be crazy but crazy is fun right?)

    The specific features that people like from the other script: The ability to make Agility and Luck have an effect on hit and evasion chances, as well as crit and crit evasion chances. Using max HP to determine floor damage rate. Using MDF to determine magic evasion/reflection, or magic damage rate. And more!

    How it would benefit your engine: More customization! Give the player something to increase their agility temporarily, and they will quickly notice a rise in their crits and evasions. Give the player a potion that grants them good luck for a few turns, suddenly they crit on every attack. Not to mention, this actually gives Luck an effect on the game directly if the developer wants. This could also make it so that Def/Mdf automatically make all incoming damage decrease by set amounts, rather than only having effects in damage formulas. Maybe it could add a layer of creativity to Attack/Defense Levels?

    There’s probably a lot more you could do with it, I personally would get a lot out of it. Just something to think about!

    February 17, 2014 at 22:47

  7. @simplestchaos, I like the idea that you have there; however, it wasnt really something I had planned to add into the engine. I may add it in the future; although, I have quite alot to do just now so it probably wont happen anytime soon.

    Also after having a small look at yanflys script, I think it would be fairly easy to make it compatible with my stats control script ( thats whats causing the compatibility issues )

    That being said. I’m not too keen on the way Yanfly coded that script. It uses the eval() method, which is slow. It also uses this method every single time its calculating an x/s-param. So for screens that show the information it would probably cause slight lag when loading and it would also cause a small delay when skills etc are being used. Not that much really, but still…

    February 21, 2014 at 02:47

    • Oh I see, well I actually thought you’d like the idea for your engine, but if not that’s fine. :3

      That lag is very unfortunate, but I’m a big fan of using his script to make stats sort of ‘more important’. Is there any chance you’d actually set up the compatibility for me? You said it’d be easy so that kind of sounds like you’re offering, now I’m just adding the “please”. 😛

      If not then I’ll probably just go without, it wouldn’t be the first script I’ve had to give up on due to incompatibility unfortunately. Thanks for your response either way. 🙂

      February 21, 2014 at 07:57

  8. OK, so, I ended up writing that script..
    I think it will be sufficient in performing lag free; however, if you run into any issues, or issues with stats going crazy, let me know 🙂

    https://dekitarpg.wordpress.com/2014/02/21/d13x-statistic-formulas/

    February 21, 2014 at 19:06

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