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	<title>The Borealis RPG Design Blog</title>
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	<link>http://borealisrpg.wordpress.com</link>
	<description>Using RPG Maker VX to design an old-school, console-style RPG video game.</description>
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		<title>The Borealis RPG Design Blog</title>
		<link>http://borealisrpg.wordpress.com</link>
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		<item>
		<title>New Town Map&#8230;</title>
		<link>http://borealisrpg.wordpress.com/2009/06/07/new-town-map/</link>
		<comments>http://borealisrpg.wordpress.com/2009/06/07/new-town-map/#comments</comments>
		<pubDate>Sun, 07 Jun 2009 20:41:27 +0000</pubDate>
		<dc:creator>gbasich</dc:creator>
				<category><![CDATA[Mapping]]></category>
		<category><![CDATA[mapping in RMVX]]></category>
		<category><![CDATA[RMVX maps]]></category>

		<guid isPermaLink="false">http://borealisrpg.wordpress.com/?p=137</guid>
		<description><![CDATA[Still working on the eventing tutorials, but in the meantime I made a new town map (a town in my game called Oak Harbor) based on some of Ocean&#8217;s Dream&#8217;s suggestions. I used the roof tileset generator to get the improved roof tiles in this map: Personally, I hate the regular roofs from the RMVX RTP, so these [...]<img alt="" border="0" src="http://stats.wordpress.com/b.gif?host=borealisrpg.wordpress.com&amp;blog=3165989&amp;post=137&amp;subd=borealisrpg&amp;ref=&amp;feed=1" width="1" height="1" />]]></description>
			<content:encoded><![CDATA[<p>Still working on the eventing tutorials, but in the meantime I made a new town map (a town in my game called Oak Harbor) based on some of <a title="Ocean's Dream's Homepage" href="http://oceansdreams.wordpress.com/" target="_blank">Ocean&#8217;s Dream&#8217;s </a>suggestions. I used the <a title="Junkhunt Roof Tile Generator" href="http://junkhunt.net/vx/yane.shtml" target="_blank">roof tileset generator</a> to get the improved roof tiles in this map:</p>
<div id="attachment_138" class="wp-caption alignnone" style="width: 310px"><a rel="attachment wp-att-138" href="http://borealisrpg.wordpress.com/2009/06/07/new-town-map/oak_harbor_map/"><img class="size-medium wp-image-138" title="Oak_Harbor_Map" src="http://borealisrpg.files.wordpress.com/2009/06/oak_harbor_map.jpg?w=300&#038;h=240" alt="Oak Harbor Map" width="300" height="240" /></a><p class="wp-caption-text">Oak Harbor Map</p></div>
<div class="mceTemp">Personally, I hate the regular roofs from the RMVX RTP, so these roofs are a huge improvement in my opinion. Click on the image above to go to a slightly larger image, and then again to see a much larger version. Anyway, if you have any suggestions or comments for me about the map, let me know what you think.</div>
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		<slash:comments>3</slash:comments>
	
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			<media:title type="html">gbasich</media:title>
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		<item>
		<title>Event tutorials soon&#8230;</title>
		<link>http://borealisrpg.wordpress.com/2009/05/19/event-tutorials-soon/</link>
		<comments>http://borealisrpg.wordpress.com/2009/05/19/event-tutorials-soon/#comments</comments>
		<pubDate>Wed, 20 May 2009 05:03:20 +0000</pubDate>
		<dc:creator>gbasich</dc:creator>
				<category><![CDATA[Creating Events]]></category>
		<category><![CDATA[The Blog]]></category>

		<guid isPermaLink="false">http://borealisrpg.wordpress.com/?p=135</guid>
		<description><![CDATA[Been sick since last week and busy before that so not much posting. Anyway, I made a couple of interesting (but simple) systems using Events in RMVX. Both are for the game I&#8217;m working on (Borealis). The first is a lighting system that imitates a lantern running out of fuel. I&#8217;ve seen a couple of tutorials [...]<img alt="" border="0" src="http://stats.wordpress.com/b.gif?host=borealisrpg.wordpress.com&amp;blog=3165989&amp;post=135&amp;subd=borealisrpg&amp;ref=&amp;feed=1" width="1" height="1" />]]></description>
			<content:encoded><![CDATA[<p>Been sick since last week and busy before that so not much posting. Anyway, I made a couple of interesting (but simple) systems using Events in RMVX. Both are for the game I&#8217;m working on (Borealis). The first is a lighting system that imitates a lantern running out of fuel. I&#8217;ve seen a couple of tutorials on RPGMakervx.net but they weren&#8217;t all that detailed as to how they would actually work. I tried one method and it didn&#8217;t work well so I made up my own that does work.</p>
<p> Second, I created a system that inflicts various conditions on your character based on the environment they&#8217;re in. At the moment, I&#8217;m working on some kind of &#8220;ammo&#8221; system but may decide to go with scripts instead. We&#8217;ll see. I&#8217;ll post at least one of these event tutorials later this week.</p>
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			<media:title type="html">gbasich</media:title>
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	</item>
		<item>
		<title>RMVX Mapping Example: A Simple Forest and Cabin</title>
		<link>http://borealisrpg.wordpress.com/2009/04/30/rmvx-mapping-example/</link>
		<comments>http://borealisrpg.wordpress.com/2009/04/30/rmvx-mapping-example/#comments</comments>
		<pubDate>Fri, 01 May 2009 04:37:02 +0000</pubDate>
		<dc:creator>gbasich</dc:creator>
				<category><![CDATA[Event Examples]]></category>
		<category><![CDATA[Mapping]]></category>
		<category><![CDATA[mapping in RMVX]]></category>
		<category><![CDATA[RMVX maps]]></category>

		<guid isPermaLink="false">http://borealisrpg.wordpress.com/?p=124</guid>
		<description><![CDATA[So I&#8217;ve been working on a couple of RMVX maps. These are pretty basic, but after Ocean&#8217;s advice to go with a more &#8220;old-school&#8221; style of map when using the RMVX RTP, I came up with a simple forest and a cabin interior. Here they are so far. Here&#8217;s my overall forest. Not the most [...]<img alt="" border="0" src="http://stats.wordpress.com/b.gif?host=borealisrpg.wordpress.com&amp;blog=3165989&amp;post=124&amp;subd=borealisrpg&amp;ref=&amp;feed=1" width="1" height="1" />]]></description>
			<content:encoded><![CDATA[<p>So I&#8217;ve been working on a couple of RMVX maps. These are pretty basic, but after <a title="OCean's site" href="http://oceansdreams.wordpress.com/" target="_blank">Ocean&#8217;s </a>advice to go with a more &#8220;old-school&#8221; style of map when using the RMVX RTP, I came up with a simple forest and a cabin interior. Here they are so far.</p>
<div id="attachment_125" class="wp-caption alignnone" style="width: 310px"><a rel="attachment wp-att-125" href="http://borealisrpg.wordpress.com/2009/04/30/rmvx-mapping-example/rmvx_mapping_cabin1/"><img class="size-medium wp-image-125" title="rmvx_mapping_cabin1" src="http://borealisrpg.files.wordpress.com/2009/04/rmvx_mapping_cabin1.jpg?w=300&#038;h=240" alt="Cabin Closeup" width="300" height="240" /></a><p class="wp-caption-text">Cabin Closeup</p></div>
<p>Here&#8217;s my overall forest.</p>
<div id="attachment_126" class="wp-caption alignnone" style="width: 310px"><a rel="attachment wp-att-126" href="http://borealisrpg.wordpress.com/2009/04/30/rmvx-mapping-example/rmvx_mapping_forest_full/"><img class="size-medium wp-image-126" title="rmvx_mapping_forest_full" src="http://borealisrpg.files.wordpress.com/2009/04/rmvx_mapping_forest_full.jpg?w=300&#038;h=240" alt="RMVX RTP Forest Map" width="300" height="240" /></a><p class="wp-caption-text">RMVX RTP Forest Map</p></div>
<p>Not the most spectacular, but I wasn&#8217;t going for a highly detailed map at this point. Next are a couple of shots of the cabin interior.</p>
<p><span id="more-124"></span></p>
<div id="attachment_127" class="wp-caption alignnone" style="width: 310px"><a rel="attachment wp-att-127" href="http://borealisrpg.wordpress.com/2009/04/30/rmvx-mapping-example/rmvx_mapping_cabin1_int_map/"><img class="size-medium wp-image-127" title="rmvx_mapping_cabin1_int_map" src="http://borealisrpg.files.wordpress.com/2009/04/rmvx_mapping_cabin1_int_map.jpg?w=300&#038;h=240" alt="Cabin Interior, Event Mode" width="300" height="240" /></a><p class="wp-caption-text">Cabin Interior, Event Mode</p></div>
<p>And next is the cabin in play with the image events I set up displayed.</p>
<div id="attachment_128" class="wp-caption alignnone" style="width: 310px"><a rel="attachment wp-att-128" href="http://borealisrpg.wordpress.com/2009/04/30/rmvx-mapping-example/rmvx_mapping_cabin1_int/"><img class="size-medium wp-image-128" title="rmvx_mapping_cabin1_int" src="http://borealisrpg.files.wordpress.com/2009/04/rmvx_mapping_cabin1_int.jpg?w=300&#038;h=240" alt="Cabin With Events Displayed" width="300" height="240" /></a><p class="wp-caption-text">Cabin With Events Displayed</p></div>
<p>By the way, if you don&#8217;t know how to set up image events, for example a flickering fire in the fireplace, food on the table or a glowing lantern, here are the basic steps.</p>
<p>1-Switch to the events mode</p>
<p>2-Right-click on the square where you want the event to go</p>
<p>3-Select &#8220;New Event&#8221;</p>
<p>4-Double-click on the &#8220;graphic&#8221; box on the left-hand side of the menu</p>
<p>5-Scroll down to where it says &#8220;Other1&#8243; (or Other2 or Other3).</p>
<p>6-Choose the frame of the image you want the animation to start with by clicking on it.</p>
<p>7-Make sure that the &#8220;Options&#8221; menu below the graphic menu has the check box set to &#8220;Stepping Animation.&#8221;</p>
<p>8-Hit okay, save your game and then playtest it. You should see whatever animation you set up playing. That&#8217;s it!</p>
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			<media:title type="html">gbasich</media:title>
		</media:content>

		<media:content url="http://borealisrpg.files.wordpress.com/2009/04/rmvx_mapping_cabin1.jpg?w=300" medium="image">
			<media:title type="html">rmvx_mapping_cabin1</media:title>
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			<media:title type="html">rmvx_mapping_forest_full</media:title>
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			<media:title type="html">rmvx_mapping_cabin1_int_map</media:title>
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		<item>
		<title>Quick Update: RMVX Enemy Battler Frankensprites</title>
		<link>http://borealisrpg.wordpress.com/2009/04/25/quick-update-rmvx-enemy-battler-frankensprites/</link>
		<comments>http://borealisrpg.wordpress.com/2009/04/25/quick-update-rmvx-enemy-battler-frankensprites/#comments</comments>
		<pubDate>Sat, 25 Apr 2009 18:25:10 +0000</pubDate>
		<dc:creator>gbasich</dc:creator>
				<category><![CDATA[Original Resources]]></category>
		<category><![CDATA[Sprites and Art]]></category>
		<category><![CDATA[RMVX battlers]]></category>
		<category><![CDATA[RMVX Resources]]></category>
		<category><![CDATA[RMVX Sprites]]></category>

		<guid isPermaLink="false">http://borealisrpg.wordpress.com/?p=122</guid>
		<description><![CDATA[I just found a pretty dang cool Japanese RMVX site called &#8220;Closet&#8221; where the artist there has been splicing existing RMVX monster/enemy sprites together to make new ones. Definitely go and check it out.<img alt="" border="0" src="http://stats.wordpress.com/b.gif?host=borealisrpg.wordpress.com&amp;blog=3165989&amp;post=122&amp;subd=borealisrpg&amp;ref=&amp;feed=1" width="1" height="1" />]]></description>
			<content:encoded><![CDATA[<p>I just found a pretty dang cool Japanese RMVX site called &#8220;<a title="Closet battler site" href="http://eurs.blog65.fc2.com/blog-category-13.html" target="_blank">Closet</a>&#8221; where the artist there has been splicing existing RMVX monster/enemy sprites together to make new ones. Definitely go and check it out.</p>
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			<media:title type="html">gbasich</media:title>
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		<title>Quick Update: New Pixel Art Site and Tileset Tutorial Sprite Tut</title>
		<link>http://borealisrpg.wordpress.com/2009/04/25/quick-update-new-pixel-art-site-and-tileset-tutorial-sprite-tut/</link>
		<comments>http://borealisrpg.wordpress.com/2009/04/25/quick-update-new-pixel-art-site-and-tileset-tutorial-sprite-tut/#comments</comments>
		<pubDate>Sat, 25 Apr 2009 17:14:15 +0000</pubDate>
		<dc:creator>gbasich</dc:creator>
				<category><![CDATA[Sprites and Art]]></category>
		<category><![CDATA[pixel art]]></category>
		<category><![CDATA[sprite art]]></category>

		<guid isPermaLink="false">http://borealisrpg.wordpress.com/?p=113</guid>
		<description><![CDATA[Found via Ocean&#8217;s Dream&#8217;s Tileset Tutorial site, there&#8217;s a new pixel art site called Pixel Mirage up now. I&#8217;ll include a link in my blogroll. So far the site has four tutorials up: one on line art, one on tools, another on color and one on dithering. Also, Ocean&#8217;s Dream&#8217;s Tileset Tutorial has been updated [...]<img alt="" border="0" src="http://stats.wordpress.com/b.gif?host=borealisrpg.wordpress.com&amp;blog=3165989&amp;post=113&amp;subd=borealisrpg&amp;ref=&amp;feed=1" width="1" height="1" />]]></description>
			<content:encoded><![CDATA[<div id="attachment_117" class="wp-caption alignnone" style="width: 310px"><a rel="attachment wp-att-117" href="http://borealisrpg.wordpress.com/2009/04/25/quick-update-new-pixel-art-site-and-tileset-tutorial-sprite-tut/pixel_mirage_screencap1/"><img class="size-medium wp-image-117" title="pixel_mirage_screencap1" src="http://borealisrpg.files.wordpress.com/2009/04/pixel_mirage_screencap1.jpg?w=300&#038;h=240" alt="Pixel Mirage" width="300" height="240" /></a><p class="wp-caption-text">Pixel Mirage</p></div>
<p>Found via Ocean&#8217;s Dream&#8217;s <a title="Tileset Tutorial" href="http://tilesettutorial.wordpress.com/" target="_blank">Tileset Tutorial </a>site, there&#8217;s a new pixel art site called <a title="Pixel Mirage Link" href="http://www.pixelmirage.net/index.html" target="_blank">Pixel Mirage </a>up now. I&#8217;ll include a link in my blogroll. So far the site has four tutorials up: one on line art, one on tools, another on color and one on dithering.</p>
<p>Also, Ocean&#8217;s Dream&#8217;s Tileset Tutorial has been updated with a <a title="Tileset Tutorial, Updating Old-School RPG Characters" href="http://tilesettutorial.wordpress.com/2009/04/22/remaking-existing-sprites/" target="_blank">guide to updating old-school RPG characters </a>(in this case from Final Fantasy 1) to a more modern, RPG Maker VX style of sprite. My favorite part of this tutorial is the step-by-step look at how to color hair.</p>
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		<title>Scripting: Editing the Basic Battle Formulas</title>
		<link>http://borealisrpg.wordpress.com/2009/04/23/scripting-editing-the-basic-battle-formulas/</link>
		<comments>http://borealisrpg.wordpress.com/2009/04/23/scripting-editing-the-basic-battle-formulas/#comments</comments>
		<pubDate>Fri, 24 Apr 2009 06:25:34 +0000</pubDate>
		<dc:creator>gbasich</dc:creator>
				<category><![CDATA[Scripting]]></category>
		<category><![CDATA[RGSS2]]></category>
		<category><![CDATA[RMVX scripting]]></category>

		<guid isPermaLink="false">http://borealisrpg.wordpress.com/?p=104</guid>
		<description><![CDATA[Hi everyone, I&#8217;m going to present some basic information about editing the battle formulas in RMVX. For the most part, this information is semi-documented in the RGSS2 help file included with RMVX but is pretty incomplete. Anyway, let&#8217;s get started.   Step 1: Open the Script Editor and scroll down to where it says &#8220;Game_Battler.&#8221; This [...]<img alt="" border="0" src="http://stats.wordpress.com/b.gif?host=borealisrpg.wordpress.com&amp;blog=3165989&amp;post=104&amp;subd=borealisrpg&amp;ref=&amp;feed=1" width="1" height="1" />]]></description>
			<content:encoded><![CDATA[<p class="MsoNormal" style="margin:0;"><span style="font-size:small;"><span style="font-family:Times New Roman;">Hi everyone, I&#8217;m going to present some basic information about editing the battle formulas in RMVX. For the most part, this information is semi-documented in the RGSS2 help file included with RMVX but is pretty incomplete. Anyway, let&#8217;s get started.</span></span></p>
<p class="MsoNormal" style="margin:0;"> </p>
<p class="MsoNormal" style="margin:0;">Step 1: Open the Script Editor and scroll down to where it says &#8220;Game_Battler.&#8221; This is the script for the engine that handles battle calculations. Left-click on the script to open it, and scroll all the way down to line 637. You&#8217;ll notice green text (green text is a comment or series of comments that are not compiled by the engine) that says the following:</p>
<p> Calculation of Damage From Normal Attack</p>
<p>  #     attacker : Attacker</p>
<p>  #    The results are substituted for @hp_damage</p>
<p> Here&#8217;s the whole chunk of code you&#8217;ll be working with and a screenshot:</p>
<div id="attachment_105" class="wp-caption alignnone" style="width: 310px"><a rel="attachment wp-att-105" href="http://borealisrpg.wordpress.com/2009/04/23/scripting-editing-the-basic-battle-formulas/script_editor_battle_formulas/"><img class="size-medium wp-image-105" title="script_editor_battle_formulas" src="http://borealisrpg.files.wordpress.com/2009/04/script_editor_battle_formulas.jpg?w=300&#038;h=240" alt="Game_Battler script section" width="300" height="240" /></a><p class="wp-caption-text">Game_Battler script section</p></div>
<p> </p>
<p><span id="more-104"></span></p>
<p> #&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8211;</p>
<p>  # * Calculation of Damage From Normal Attack</p>
<p>  #     attacker : Attacker</p>
<p>  #    The results are substituted for @hp_damage</p>
<p>  #&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8211;</p>
<p>  def make_attack_damage_value(attacker)</p>
<p>    damage = attacker.atk * 4 &#8211; self.def * 2        # base calculation</p>
<p>    damage = 1 if damage &lt; 0                        # if negative, make 1</p>
<p>    damage *= elements_max_rate(attacker.element_set)   # elemental adjustment</p>
<p>    damage /= 100</p>
<p>    if damage == 0                                  # if damage is 0,</p>
<p>      damage = rand(2)                              # half of the time, 1 dmg</p>
<p>    elsif damage &gt; 0                                # a positive number?</p>
<p>      @critical = (rand(100) &lt; attacker.cri)        # critical hit?</p>
<p>      @critical = false if prevent_critical         # criticals prevented?</p>
<p>      damage *= 3 if @critical                      # critical adjustment</p>
<p>    end</p>
<p>    damage = apply_variance(damage, 20)             # variance</p>
<p>    damage = apply_guard(damage)                    # guard adjustment</p>
<p>    @hp_damage = damage                             # damage HP</p>
<p>  end</p>
<p> Right below that text on line 642 is where the code that calculates damage from normal attacks in the game begins.</p>
<p>Step 2: The next two lines of code are the ones you can change without dramatically affecting how the editor works or needing to know how to code in Ruby.</p>
<p> damage = attacker.atk * 4 &#8211; self.def * 2        # base calculation</p>
<p>    damage = 1 if damage &lt; 0   </p>
<p>So, that first line (line 643) is the basic damage calculation for normal damage. It means that the attacker&#8217;s damage is first multiplied by 4. Next, the defender&#8217;s defense is multiplied by 2. Lastly, the final defense value is subtracted from the final attack value. Here&#8217;s an example:</p>
<p>Player 1: Attack value = 2.</p>
<p>Enemy Defense value = 2.</p>
<p>The math would look like this: (2 x 4) &#8211; (2 x 2). This works out to 8 &#8211; 4, or a base damage of 4.</p>
<p>The &#8220;atk&#8221; value calculation is determined on line 156, and the &#8220;def&#8221; value is determined on line 166. I&#8217;ve pasted the code below.</p>
<p># * Get Attack</p>
<p>  #&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8211;</p>
<p>  def atk</p>
<p>    n = [[base_atk + @atk_plus, 1].max, 999].min</p>
<p>    for state in states do n *= state.atk_rate / 100.0 end</p>
<p>    n = [[Integer(n), 1].max, 999].min</p>
<p>    return n</p>
<p>  end</p>
<p>  #&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8211;</p>
<p>  # * Get Defense</p>
<p>  #&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8211;</p>
<p>  def def</p>
<p>    n = [[base_def + @def_plus, 1].max, 999].min</p>
<p>    for state in states do n *= state.def_rate / 100.0 end</p>
<p>    n = [[Integer(n), 1].max, 999].min</p>
<p>    return n</p>
<p>  end</p>
<p>Note that in both of the code chunks above, base_atk and base_def are actually calculated in the Game_Actor script, not in the Game_Battler script that we&#8217;re currently looking at. If you&#8217;re inclined to take a look, check out line 226 for the beginning of the base_atk calculation and line 234 for base_def. They are calculated by a combination of your character&#8217;s stats, level and weapon and armor values. </p>
<p>Next is line 644. This line of code represents the minimum damage a normal attack can inflict. Here, I&#8217;ve already set this value to 1. I decided that in my game, if you get hit, even if you fully defend, you still take 1 point of damage. The math for that code works as follows: if the damage is less than 0 (notice the &lt; symbol), set the damage value to 0. I changed it to say &#8220;if the damage value is less than 0, set the minimum damage to 1.&#8221;</p>
<p>The only problem you can run into here, though, is that in lines 647 and 648, i.e. the following two lines of code:</p>
<p>if damage == 0                                 </p>
<p>      damage = rand(2)</p>
<p>&#8230;you can end up with a situation where when the damage is calculated as less than 0, your minimum damage is 1, but when your damage is actually equal to 0, the minimum damage is 1 only half the time. Pretty weird. If you want to set the minimum damage to 1 all the time, just change line 648 to this:</p>
<p>damage = 1</p>
<p>So what is &#8220;rand(2)&#8221; ? That&#8217;s a method that creates a random number between 0 and 1. Normally in Ruby, the &#8220;rand&#8221; method only creates a random number between 0 and 1. If you check the RGSS2 documentation in RMVX, you can see how the rand() method works. Look in Standard Library then Built-in Functions. Basically, rand() returns (i.e. gives you) an integer greater than or equal to 0 but less than the maximum. The number in the parentheses is the max. So if your max is 2, as it is in this case, you&#8217;ll end up with a number greater than or equal to 0 but less than 2. The only possible value here is 1.</p>
<p>If you look at line 649, the formula there checks to see whether your character has scored a critical hit (or whether an enemy has scored one on you). Here&#8217;s how that line works. The @critical is a variable. The after the = sign generates a random number between 0 and 99 (again, the &#8220;rand&#8221; method, explained above) and checks to see if it&#8217;s less than the attacker&#8217;s &#8220;crit&#8221; value, which is basically the critical hit chance for a given character or enemy. The next line checks to see if there&#8217;s a condition called &#8220;prevent_critical&#8221; active. If it is, it cancels the effect of the critical hit. If this condition isn&#8217;t present, it multiplies the damage calculated up to this point by 3. In our example, if our base damage was 4, the critical hit adjustment would multiply that by 3 and make it equal to 12.</p>
<p>Next on line 654, where it says &#8220;apply_variance&#8221; you have the amount that is automatically calculated and added to the basic damage calculation entered above. The actual method that determines the variance starts on line 732. I&#8217;ve pasted it below:</p>
<p> </p>
<p>#&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8211;</p>
<p>  # * Applying Variance</p>
<p>  #     damage   : Damage</p>
<p>  #     variance : Degree of variance</p>
<p>  #&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8211;</p>
<p>  def apply_variance(damage, variance)</p>
<p>    if damage != 0                                  # If damage is not 0</p>
<p>      amp = [damage.abs * variance / 100, 0].max    # Calculate range</p>
<p>      damage += rand(amp+1) + rand(amp+1) &#8211; amp     # Execute variance</p>
<p>    end</p>
<p>    return damage</p>
<p>  end</p>
<p>Basically, the calculation for the variance begins by finding the damage.abs value multiplied by the variance amount stated after the word &#8220;damage&#8221; in the parentheses on line 654 (the default value listed is 20), divided by 100. Then the word &#8220;max&#8221; means &#8221;take the maximum value from this calculation.&#8221; FYI, &#8220;damage.abs&#8221; is Ruby-speak for &#8221;get the absolute value of the damage value calculated on line 643.&#8221; So, all of that determines the range for the variance, and that range is stored in an array variable called &#8220;amp.&#8221;  The next line (line number 740) actually determines the amount of damage variance that will be applied to the damage calculated on line 643 of the code. That line takes the variable &#8220;amp&#8221; and says, &#8220;get me a random number between the value of amp+1 and 0, then add that to the same value minus the value of &#8216;amp&#8217; determined above, and then add this amount to the damage calculated on line 643.&#8221;</p>
<p>Whew&#8230;confused yet? If you plug some numbers into all that math it becomes a lot clearer. Let&#8217; s use a base damage of 10 as an example:</p>
<p>amp = (10 x 20)/100, which equals 2.</p>
<p>The damage would be equal to a random number between 0 and 2,+1. This sets the minimum range for the random number to 1 and the maximum range to 2 . That gets added to another randomly generated number between 1 and and 2. Then the value of &#8220;amp&#8221; (2 in this case) is subtracted from that amount. Let&#8217;s say we ended up with 2 + 2 &#8211; 2. The amount added to the damage would end up being 2 points. </p>
<p>Frankly, changing the variance a lot doesn&#8217;t actually change the amount your damage varies by much. Because on line 740 the value of &#8220;amp&#8221; is subtracted after adding two random numbers together (with the possible maximumvalue for each random number being equal to &#8220;amp&#8221;), the highest damage variance you can end up with is equal to &#8220;amp&#8221; itself. If &#8220;amp&#8221; is 5, your max damage variance will be 5. If you want large swings, you could make the variance a huge number (like 100 or 500 or something). I wouldn&#8217;t alter the equation on line 740, though, because you could end up with really massive variances in damage.</p>
<p>The &#8220;apply_guard&#8221; method used on line 655 only applies if your character has the &#8220;super guard&#8221; ability. Line 656 actually applies that final damage value (with variance and everything) to the hit points of the character (enemy or actor) being affected.</p>
<p>Now that I&#8217;ve explained what all that code means, the most important line to change, if you want to dramatically alter how damage works, is line 643. Here are some examples:</p>
<p><span style="font-family:&quot;font-size:12pt;">Here&#8217;s normal line 643: damage = attacker.atk * 4 &#8211; self.def * 2</span></p>
<p><span style="font-family:&quot;font-size:12pt;">Let&#8217;s make it so that the attacker has a huge advantage over the defender, i.e. attacks are very lethal.</span></p>
<p><span style="font-family:&quot;font-size:12pt;">Alt 643: damage = attacker.atk * 5 &#8211; self.def * 1</span></p>
<p>If the base &#8220;attacker.atk&#8221; is equal to 5, and &#8220;self.def&#8221; is equal to 5, then the base damage for the attack, even though the attacker&#8217;s attack value and enemy&#8217;s defense values are the same, would be (5 x 5) &#8211; (5 x 1), or 20. </p>
<p>So, after going through all of that, I hope you get an idea as to how you can alter how damage is calculated. As you can see, even changing some basic things via scripting requires a solid understanding of the code you&#8217;re changing. What most scripters actually do is use bits and pieces from the base scripts and override them with entirely new scripts that provide the type of gameplay systems they&#8217;re looking for.</p>
<p>I&#8217;m still learning Ruby, so for now the next few posts, this is as much scripting as I&#8217;m going to talk about, though I do plan to tackle this topic again in the next couple of weeks. If you have any questions about what I&#8217;ve written, please send me a comment. Also, if you&#8217;re an experienced scripter and you noticed any flaws in my explanation, feel free to point them out. I have no problem admitting mistakes at this stage, and I want to provide correct info to any readers here. </p>
<p>Next up, back to somewhat simpler things: mapping and eventing.</p>
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		<title>16 Flash Games in Three Months and Update</title>
		<link>http://borealisrpg.wordpress.com/2009/04/23/16-flash-games-in-three-months-and-update/</link>
		<comments>http://borealisrpg.wordpress.com/2009/04/23/16-flash-games-in-three-months-and-update/#comments</comments>
		<pubDate>Thu, 23 Apr 2009 18:52:42 +0000</pubDate>
		<dc:creator>gbasich</dc:creator>
				<category><![CDATA[General Design]]></category>
		<category><![CDATA[The Blog]]></category>
		<category><![CDATA[casual games]]></category>
		<category><![CDATA[Flash games]]></category>
		<category><![CDATA[rapid design]]></category>

		<guid isPermaLink="false">http://borealisrpg.wordpress.com/?p=101</guid>
		<description><![CDATA[Quick update: Here&#8217;s an article about how a relatively small team produced 16 Flash games in 3 months, from scratch. RGSS2 stuff coming tonight. This will be the first evening I&#8217;ve been home all week, so I haven&#8217;t had a chance to finish that other post yet.<img alt="" border="0" src="http://stats.wordpress.com/b.gif?host=borealisrpg.wordpress.com&amp;blog=3165989&amp;post=101&amp;subd=borealisrpg&amp;ref=&amp;feed=1" width="1" height="1" />]]></description>
			<content:encoded><![CDATA[<p>Quick update: Here&#8217;s an <a title="16 games in 3 months" href="http://gamecareerguide.com/features/732/big_hadron_games_a_16_flash_game_.php" target="_blank">article </a>about how a relatively small team produced 16 Flash games in 3 months, from scratch. RGSS2 stuff coming tonight. This will be the first evening I&#8217;ve been home all week, so I haven&#8217;t had a chance to finish that other post yet.</p>
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		<title>Game Editor Software Poll</title>
		<link>http://borealisrpg.wordpress.com/2009/04/19/game-editor-software-poll/</link>
		<comments>http://borealisrpg.wordpress.com/2009/04/19/game-editor-software-poll/#comments</comments>
		<pubDate>Sun, 19 Apr 2009 16:35:37 +0000</pubDate>
		<dc:creator>gbasich</dc:creator>
				<category><![CDATA[Polls]]></category>

		<guid isPermaLink="false">http://borealisrpg.wordpress.com/?p=94</guid>
		<description><![CDATA[Hi everybody, just curious as to what software people checking out this blog are interested in.<img alt="" border="0" src="http://stats.wordpress.com/b.gif?host=borealisrpg.wordpress.com&amp;blog=3165989&amp;post=94&amp;subd=borealisrpg&amp;ref=&amp;feed=1" width="1" height="1" />]]></description>
			<content:encoded><![CDATA[<p>Hi everybody, just curious as to what software people checking out this blog are interested in.</p>
<a href="http://polldaddy.com/poll/1551473/">View This Poll</a>
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		<title>Quick update&#8230;</title>
		<link>http://borealisrpg.wordpress.com/2009/04/19/quick-update/</link>
		<comments>http://borealisrpg.wordpress.com/2009/04/19/quick-update/#comments</comments>
		<pubDate>Sun, 19 Apr 2009 16:17:14 +0000</pubDate>
		<dc:creator>gbasich</dc:creator>
				<category><![CDATA[General Design]]></category>
		<category><![CDATA[Scripting]]></category>
		<category><![CDATA[The Blog]]></category>
		<category><![CDATA[game design]]></category>
		<category><![CDATA[Learn to Program Second Edition]]></category>
		<category><![CDATA[RGSS2]]></category>
		<category><![CDATA[Ruby]]></category>

		<guid isPermaLink="false">http://borealisrpg.wordpress.com/?p=90</guid>
		<description><![CDATA[Found some neat stuff the other day. First is a really cool article on GameCareerGuide.com (Gamasutra&#8217;s site for people aspiring to a career in game development) called &#8220;20 Essential Design Questions.&#8221; Check it out. Second, I&#8217;m learning more about Ruby at the moment and got a great book by author Chris Pine. It&#8217;s called &#8220;Learn to Program, Second [...]<img alt="" border="0" src="http://stats.wordpress.com/b.gif?host=borealisrpg.wordpress.com&amp;blog=3165989&amp;post=90&amp;subd=borealisrpg&amp;ref=&amp;feed=1" width="1" height="1" />]]></description>
			<content:encoded><![CDATA[<p>Found some neat stuff the other day. First is a really cool article on <a title="Gamecareerguide.com link" href="http://www.gamecareerguide.com/" target="_blank">GameCareerGuide.com </a>(<a title="Gamasutra link" href="http://www.gamasutra.com/" target="_blank">Gamasutra&#8217;s </a>site for people aspiring to a career in game development) called &#8220;<a title="20 Essential Design Questions" href="http://gamecareerguide.com/features/730/twenty_essential_design_.php" target="_blank">20 Essential Design Questions</a>.&#8221; Check it out.</p>
<p>Second, I&#8217;m learning more about Ruby at the moment and got a great book by author Chris Pine. It&#8217;s called &#8220;<a title="Chris Pine, Learn to Program 2nd Ed." href="http://www.pragprog.com/titles/ltp2/learn-to-program-2nd-edition">Learn to Program, Second Edition</a>.&#8221;</p>
<div id="attachment_91" class="wp-caption alignnone" style="width: 310px"><a rel="attachment wp-att-91" href="http://borealisrpg.wordpress.com/2009/04/19/quick-update/learn_to_program/"><img class="size-medium wp-image-91" title="learn_to_program" src="http://borealisrpg.files.wordpress.com/2009/04/learn_to_program.jpg?w=300&#038;h=300" alt="Learn to Program Second Edition Cover" width="300" height="300" /></a><p class="wp-caption-text">Learn to Program Second Edition Cover</p></div>
<p>FYI, there&#8217;s a pretty decent free tutorial section on his site already, but the book is more comprehensive and has better exercises. You can get the book on <a title="Amazon link to Learn to Program book" href="http://www.amazon.com/Learn-Program-Second-Facets-Ruby/dp/1934356360/ref=sr_1_1?ie=UTF8&amp;s=books&amp;qid=1240157451&amp;sr=1-1" target="_blank">Amazon</a> for a decent price (about $17 before shipping and handling). The book covers a lot of good, fundamental programming techniques that apply to many object-oriented languages in addition to just Ruby.</p>
<p>Battle formula editing coming up next.</p>
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		<title>RGSS2 and Ruby: Object-oriented Programming Basics</title>
		<link>http://borealisrpg.wordpress.com/2009/04/18/rgss2-and-ruby-object-oriented-programming-basics/</link>
		<comments>http://borealisrpg.wordpress.com/2009/04/18/rgss2-and-ruby-object-oriented-programming-basics/#comments</comments>
		<pubDate>Sat, 18 Apr 2009 04:37:33 +0000</pubDate>
		<dc:creator>gbasich</dc:creator>
				<category><![CDATA[Scripting]]></category>
		<category><![CDATA[programming]]></category>
		<category><![CDATA[RGSS2]]></category>
		<category><![CDATA[RGSS2 scripting]]></category>
		<category><![CDATA[Ruby]]></category>

		<guid isPermaLink="false">http://borealisrpg.wordpress.com/?p=82</guid>
		<description><![CDATA[I said I&#8217;d start some scripting tutorials for RGSS2 but before I get started I&#8217;m going to make the disclaimer that I&#8217;m a beginning scripter with this particular framework. I&#8217;m also a beginner when it comes to programming. Those facts aside, I think there&#8217;s something to be said for teaching what you&#8217;re learning to others. [...]<img alt="" border="0" src="http://stats.wordpress.com/b.gif?host=borealisrpg.wordpress.com&amp;blog=3165989&amp;post=82&amp;subd=borealisrpg&amp;ref=&amp;feed=1" width="1" height="1" />]]></description>
			<content:encoded><![CDATA[<p>I said I&#8217;d start some scripting tutorials for RGSS2 but before I get started I&#8217;m going to make the disclaimer that I&#8217;m a beginning scripter with this particular framework. I&#8217;m also a beginner when it comes to programming. Those facts aside, I think there&#8217;s something to be said for teaching what you&#8217;re learning to others. In this case, because I&#8217;m a beginner, I plan to explain RGSS2 in terms that other beginners can understand.</p>
<p>Before I get to the interesting stuff you can do with RGSS2, I&#8217;m going to start with some basic Ruby (and general programming) definitions. Grab a beverage and get comfortable, because this post is pretty long. To get any good at using RGSS2, though, you&#8217;ve got to understand a bit about Ruby and object-oriented programming, and that takes a fair amount of explanation.</p>
<p><span id="more-82"></span></p>
<p>Let&#8217;s start with the term &#8220;<strong>object-oriented programming</strong>.&#8221; Two of the most common programming types are object-oriented and procedural. Procedural is the easiest type to understand. In simple terms, in a procedural program the code is read and executed line by line, from the first line of code to the last. Eventing code in RMVX works, basically, how a procedural programming language would work, and is likely what most people reading this are familiar with.</p>
<p>This explanation is really oversimplified, but I&#8217;m using the concept of a procedural language to contrast with that of an object-oriented one. Object-oriented programming, on the other hand, is more like building a model with Legos and then motorizing the parts so your Lego model can roll across the carpet by itself or take some other type of action.</p>
<p>In object-oriented languages, the code you write models objects and how they interact. Descriptions for what types of properties and behavior those objects have are commonly called &#8220;<strong>classes</strong>.&#8221; Think of a class as a recipe for something. You use those classes to create the actual objects that you&#8217;ll be doing things to and with in your program.</p>
<p>I&#8217;ll use baking as an example. A chocolate chip cookie recipe is like a class. An actual cookie is an object of that class, or what is commonly called an &#8220;<strong>instance</strong>&#8221; of that class. Why the term instance? Well, just because you use a recipe for a chocolate chip cookie, every cookie can be different. Each cookie can have a slightly different shape, more or fewer chocolate chips, and is a single &#8220;instance&#8221; of a chocolate chip cookie.</p>
<p>In gaming terms, let&#8217;s say you have two slimes, ala Dragon Quest. Slime A is a single instance of the &#8220;slime&#8221; class and Slime B is another instance of the slime class. The slime class describes the stats and behavior that all slimes have, but if you&#8217;re in a battle, and you hit Slime A and not Slime B, then Slime A&#8217;s and Slime B&#8217;s actual hit points will be different. Each &#8220;instance&#8221; of a slime is different from every other &#8220;instance.&#8221;</p>
<p>The properties of a class are usually called something like &#8220;fields&#8221; or &#8220;<strong>class variables</strong>.&#8221; In Ruby they&#8217;re called class variables. The behavior that a given class can take is called a &#8220;<strong>method</strong>.&#8221; Using the slime example again, the slime&#8217;s class would have class variables like its hit points, its attack power, its defense that all slimes are supposed to have. Its behaviors, which are commonly called &#8220;methods,&#8221; would be attacking, running, defending and any special attacks, i.e. how the slime interacts with other objects (like characters) in the game.</p>
<p>So how does all this relate to RGSS2? RGSS2 is a big collection of &#8220;recipes,&#8221; or classes, that have properties (class variables) and behaviors (methods) pre-written for you. Just like recipes can be written in different spoken languages, the recipes in RGSS2 are written in the programming language Ruby. Ruby was introduced to the world originally in Japan back in 1995 by Yukihiro Matsumoto, and has since gained a pretty devoted following. One of Ruby&#8217;s most well-known frameworks is called Rails, which is designed for web development.</p>
<p>If you speak Ruby, you&#8217;ll be able to read and write your own RGSS2 classes that the RMVX engine can use as well as alter RGSS2&#8242;s basic recipes if you want. Okay, that&#8217;s enough theory for now. In my next post, I&#8217;m going to detail something that everybody who plays RPGs with combat is interested in: editing the basic battle formulas for your game.</p>
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