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Messages - Griver03

41
RMXP Script Database / Re: [XP] Tons of Add-ons
June 24, 2011, 02:29:34 pm
hi there i testet your animated title screen, its very similar to moghunters celia edition.
but both have a big and a small problem... (the same)
they begin to lagg with big ammounts of pictures...
i have 800 pics for my animation :naughty:
at frame 300-400 it begann to lagg hard so is there a way to add a line to delete old chaced pics ?
or another way to use it without lagg ?

the second thing is, is there a way to add a function to stop the animation at frame X,
so that it dont loops ?!

thx
42
Script Troubleshooting / [XP] Merging scripts
June 24, 2011, 01:32:43 pm
like the topic says i want to merge some of my scripts.
(i want to make something like tons of addons)

i think i have to rename the modules of all scripts to the same name.
then i need to put all attr_accessor's together.
at last thing i must put all module configs togehter.

is there anything i forgot ?!

thx in advance
43
Script Requests / Re: [XP] Equipment Set Bonus
June 23, 2011, 12:17:22 pm
great to hear that you will make it, though its not hard to make i think.
can you made it multislot equip compatible ?!
so that you can have 2 weapons for a set and more than 1 accessoire ?
because in my game i have 2 weapons, helmet, bodyarmor, shoes , neck, ring left, ring right, hands, earring left, earring right and belt...
would be nice if that could work !
and if its not to hard can you make it so that you can even increase eva and pdef, mdef ?
thx alot


edit: i frogot something...
a set dont need to have a weapon or an armor...
for example:

set1 = helemt and armor
set2 = weapon and weapon
set3 = weapon and accessoire
set4 = weapon, helemt, body armor, accessoire


edit2: her is a picture from an set bonus from aion which expalins that very good i think.
http://imageshack.us/photo/my-images/543/setbonus.png/

edit3:
i got a new idea for enhance this a lil bit.
you should be able to set an
  • after the weapon/armor name. (
  • is an number)
    then it should draw after the description an x/x string.

    like i type into the databse Genji-Sword [5] (description "ATK+ 900"), now in the item scene when i look at Genji-Sword's description,
    should be now "ATK+ 900 Part 1/5" in there...
44
Script Requests / Re: [XP] Equipment Set Bonus
June 22, 2011, 03:06:51 pm
i thought so, each set is only 1 time in the game so theyre unique (to make it easyer)
and like you said you can have any of the lets say 5 parts but until you have not 2 of them you dont get a bonus.
each time you get a part more you get a bonus more.
example:

Set contains 5 items:

Genji-Sword (0) - WeaponID100
Genji-Shield (1) - ShieldID100
Genji-Kabuto (2) - HelmetID100
Genji-Yoroi (3) - ArmorID100
Genji-Gloves (4) - AccessoireID100

the set bonus gets set

set1 part1 = 10 STR
set1 part2 = 20 STR
set1 part3 = 30 STR , 25 DEX
set1 part4 = 40 STR , 50 DEX
set1 part5 = 50 STR, 50 DEX , 50 AGI

but you dont need to have the Genji-Sword and the Genji-Shield to get the first bonus you can have eg. Genji-Gloves and Genji-Yoroi or anything else from the set.

hope this is possible
45
Script Requests / [XP] Equipment Set Bonus
June 20, 2011, 12:19:18 pm
hi i wonder if there is already a script for set bonuses like in mmorpgs and some rpgs.
if you got all parts of an set you get bonus stats thats very all of it.

a bit better version of it is like aion have, you can set the bonus stats to an ammount of set parts i cant good english so its hard to explain for me.
so i make an example for that  :^_^':

1 Part - nothing
2 Parts - STR +10
3 Parts - STR +20
4 Parts - STR +30,DEX +20
5 Parts - STR +50,DEX +50

the script should simply check if you got armor/weapon ids X,Y,Z... equiped and give you the bonuses. (x,y,z are ids of the armors weapons)
sets should be made like this

Set1 = [0,1,2,3,4] or Set1 = [0,0,1,2,3,4,5,6,7] for multiequip support.
and so on.

edit: it actually should look like this [11,3,2,6,19] weaponid 11, shieldid 3, helemtid 2, armorid 6, accid 19...

i hope that someone could make this when its not yet made  :roll:

thx in advance
46
Script Requests / Re: Rename SP Script
June 20, 2011, 11:45:15 am
ok it is now resolved !
logan finished the XP version of his script  :naughty:
idk if he posted it allready public but whenyou can probably find it on rmrk.net
its called "LoganForrests' Different SP Notations Script (for RPG Maker XP)"
47
oki got it now ready to be integratet into the legacy script !
all works thx to Twb6543 great help  :haha:
the adjustments for the windows arent fine yet but they work.
i still have 2 lil probs with displaying but theyre very easy.

1. Menu looks good


2. Menu looks bad ^^

the job exp numbers are resized but they should look like normal exp, i think i need more space (x,y,XXX,32... the XXX must be higher or?!
and the jp should be drwan to the right side so that they not going to overlay with the JP string.
but like i said i think its very easy to fix that !

but now it begins to get hard...
it must be integrated to the legacyblade legacy class change script.
the hard thing at this is, at least i think so that the skill system of legacy still works as it should !
also the standart class level system from legacy should be removed so that the new system not conflict with the old one.

like i always say, thx in advance  :shy:


edit: heres is a demo from that what i have so far:
(its made with a trial of rmxp so you have to replace the project file or you get an error that its from an old version.)
48
np dude ^^

edit: read one post below. (this is old and not nececary anymore...)
Spoiler: ShowHide
ok ive editet the window_base a bit to show the joblevel, job exp and jp in main menu.
but when i increase the job level, job exp or jp it doesnt show them correct in menu.
it shows me an 1 for all of them and when i increase them more it comes an 0 again....
i think something is resetting them all the time...
and i dont have all of the parameters in menu because i dont know how i make this.
here i got that what i have so far. (its made with an trial of rmxp so you have to replace the project file.)
http://www.mediafire.com/?9zxauy99zvdhm98

hope someone will help me.
49
ok now i didnt get the error but i cant say if it works because i need to display the job lv in the main menu after the classname,
the job exp and next job exp somewhere in the main menu.
if i had that i can test if it works standalone.

i need these parameters and the values.
BlizzCFG::JobPoints + ':'
BlizzCFG::JobLevel + ':'
BlizzCFG::JobEXP + ':'
BlizzCFG::Next + ':'
50
Script Requests / Re: Rename SP Script
June 18, 2011, 10:39:32 am
thx brewmeister for your help but i asked LoganForrest if he will make an XP version of his Different SP notifications script, and he does !
so i think resolved...
51
ok sry for confuing ^^
i use the legacy class change script.
but i want that like in the RO system jobs/classes get leveled up by job exp and not like in the legacy class change with levels or normal exp !
i still want to have an normal actor level but also the job lv.

here is what i get so far but it gave me an error and idk why ?!
"Script Sprite_Character Line 45 Type error occured"
"cannot convert string into nil..."
but why comes an error like this up?
i looked on the whole Sprite_character script and found nothing what probably can cause the bug...

Spoiler: ShowHide

module BlizzCFG
 
 INIT_JP = 1
 LVLUP_RATE = 20
 EXP_RATIO = 20
 
 def self.rojob_maxlevel(id)
   case id
   when 1 then return 10
   when 2 then return 30
   end
   return 1
 end

end

class Game_Actor
 
 attr_accessor :jp
 #attr_accessor :job_level # maybe ???
 #attr_accessor :job_exp # maybe ???
 #----------------------------------------------------------------------------
 # override setup
 #  Adds some hashes for additional data.
 #----------------------------------------------------------------------------
 def setup(id)
   @job_level, @job_exp, @jp = {}, {}, BlizzCFG::INIT_JP
 end
 #----------------------------------------------------------------------------
 # job_level
 #  id - class ID
 #  Safe return of any job level, current job level is default.
 #----------------------------------------------------------------------------
 def job_level(id = @class_id)
   return (@job_level[id] == nil ? 1 : @job_level[id])
 end
 #----------------------------------------------------------------------------
 # job_exp
 #  id - class ID
 #  Safe return of any job exp, current job exp are default.
 #----------------------------------------------------------------------------
 def job_exp(id = @class_id)
   return (@job_exp[id] == nil ? 0 : @job_exp[id])
 end
 #----------------------------------------------------------------------------
 # job_level_change
 #  val  - new level value
 #  id   - class ID
 #  flag - determines whether EXP should be updated or not
 #  This method processes change of a job level.
 #----------------------------------------------------------------------------
 def job_level_change(val, id = @class_id, flag = true)
   # get level
   new_level = BlizzCFG.rojob_maxlevel(id)
   # limit level value
   if new_level > val
     new_level = val
   elsif new_level < 1
     new_level = 1
   end
   # get Job Points
   jp = new_level - self.job_level(id)
   # increase Job Points
   @jp += jp if jp > 0
   # set new Job level
   @job_level[id] = new_level
   # set Job EXP if the setting flag is active
   @job_exp[id] = BlizzCFG::LVLUP_RATE * new_level * (new_level - 1) if flag
 end
 #----------------------------------------------------------------------------
 # override exp=
 #  val  - new exp value
 #  This method was modified to add job EXP each time real EXP are added.
 #----------------------------------------------------------------------------
 alias exp_is_rosys_later exp=
 def exp=(val)
   # store old EXP and skills
   old_exp
   exp_is_rosys_later(val)
   # increase Job EXP
   exp = @exp - old_exp
   add_job_exp(exp * BlizzCFG::EXP_RATIO / 100) if exp > 0
 end
 #----------------------------------------------------------------------------
 # add_job_exp
 #  val - new exp value
 #  id  - class ID
 #  This method executes job exp increasing.
 #----------------------------------------------------------------------------
 def add_job_exp(val, id = @class_id)
   max_level = BlizzCFG.rojob_maxlevel(id)
   # set new Job EXP
   exp1 = self.job_exp(id) + val
   exp2 = BlizzCFG::LVLUP_RATE * max_level * (max_level - 1)
   @job_exp[id] = (exp1 < exp2 ? exp1 : exp)
   # as long as Job level can be increased
   while self.job_level(id) < max_level && self.job_exp(id) >=
       BlizzCFG::LVLUP_RATE * self.job_level(id) * (self.job_level(id) + 1)
     # increase Job level
     job_level_change(self.job_level(id) + 1, id, false)
   end
 end
 #----------------------------------------------------------------------------
 # job_max_level?
 #  Checks if the Job's level is at the maximum.
 #----------------------------------------------------------------------------
 def job_max_level?
   return (self.job_level >= BlizzCFG.rojob_maxlevel(@class_id))
 end
end


this is what i cuttet out to test it in a new project.
and i still have the jp system in that but i dont need it so it can be cuttet out as well...
only job lv and job exp are important to me.

@blizz ok ive seen this last night with the font an o and an 0 are the same in the rgss editor <.<
52
QuoteI just wanted to point out, it's RO, not R0. xD


yeah i know but in your script header its a 0 and a 0 its in online jargon an o so sorry when i confuse someone with that xDDD
53
hi again now i got almost everything finished in my class system the only thing left is the levelup system for jobs.
i use legacy blades legacy class change script and want the job EXP part from R0 Job/Skill system in the legacy class change script.
i tryed much things to cut the part out and integrate it in legacy class change but i dont get it...
i dont want the jp or the skill system only the job exp !
in the lagacy class chnage script the levelup method for job levels are like if you get an actor lrvrl up you get an job level up...
so i want that the job exp for leveling up classes.
like i said i didnt get it working so if someone maybe could help me by this ?!

thx in advance


Legacy Class Change

RO SKILL/JOB System

In the legacy class change script the level up method is on line 570 if that helps.
54
ok ill try to cut it out from tons of addons  ;)
55
Script Requests / Re: Rename SP Script
June 14, 2011, 10:35:24 am
ok gubid answered me

Quote
Yes, it uses troops. And yeah, I see what you mean. I can certainly update that to support them better.

This should do the trick. This should update common events, just like normal. Although, keep in mind a couple things. I do not stop a scene when running a common event. This meaning that if your event has message boxes and the like, they might be accompanied by other actors/enemies taking their turns etc. Why is this, because if I stopped, then parallel process event would stop the battle from happening. It can probably be implemented better, but this will suffice for now. Let me know if it doesnt work.

Heres the script he made:
Spoiler: ShowHide


#-------------------------------------------------------------------------------
# Common Event Patch for GTBS
#-------------------------------------------------------------------------------
class Scene_Battle_TBS
  #----------------------------------------------------------------------------
  # tbs_phase_9 - updated to refresh common events (allowing them to launch if needed)
  #----------------------------------------------------------------------------
  alias tbs_Phase_9_common_event_refresh tbs_phase_9
  def tbs_phase_9
    if @step == 5
      for common_event in @common_events
        common_event.refresh
      end
    end
    tbs_Phase_9_common_event_refresh
  end
  #----------------------------------------------------------------------------
  # Update Event Queue
  #----------------------------------------------------------------------------
  alias upd_evnt_q_com_fix update_event_queue
  def update_event_queue
   
    for common_event in @common_events
      common_event.update
    end
    upd_evnt_q_com_fix
  end
end

56
hi there i've found a script which uses items for skills.
it has a check if you got the items and if not the skill is disabled.
but it shows me an error even in a blank project so i want to ask if someone can take a look at it.
maybe its not working because its from cogwheel and if i'm not wrong rtab is from him and maybe this is only for rtab...
i dont know  :???:
the error shows up when i use the skill in battle system (i used the standart config 1 potion and 2 high perfumes for heal)
here the script
Spoiler: ShowHide

# Skills That Consume Items Ver 1.00
# Distribution original support URL
# http://members.jcom.home.ne.jp/cogwheel/

#==============================================================================
# ** Game_Actor
#------------------------------------------------------------------------------
#  This class handles the actor. It's used within the Game_Actors class
#  ($game_actors) and refers to the Game_Party class ($game_party).
#==============================================================================

class Game_Actor < Game_Battler
  #--------------------------------------------------------------------------
  # * Setting of medium
  #--------------------------------------------------------------------------
  def medium(skill_id)
    case $data_skills[skill_id].name
    when "Heal"
      return [["Potion"], ["High Perfume", 2]]
    end
    return false
  end
  #--------------------------------------------------------------------------
  # * Get Item Name
  #--------------------------------------------------------------------------
  def item_name(name)
    for item in $data_items
      if item != nil and name == item.name
        return item.id
      end
    end
  end
  #--------------------------------------------------------------------------
  # * Determine if Skill can be Used
  #     skill_id : skill ID
  #--------------------------------------------------------------------------
  def skill_can_use?(skill_id)
    items = medium(skill_id)
    if items
      for item in items
        id = item_name(item[0])
        if $game_party.item_number(id) < (item[1] == nil ? 1 : item[1])
          return false
        end
      end
    end
    return super
  end
end

#==============================================================================
# ** Scene_Battle (part 4)
#------------------------------------------------------------------------------
#  This class performs battle screen processing.
#==============================================================================

class Scene_Battle
  #--------------------------------------------------------------------------
  # * Make Skill Action Results
  #--------------------------------------------------------------------------
  def make_skill_action_result(battler)
    # Get skill
    @skill = $data_skills[battler.current_action.skill_id]
    # Verification whether or not it is cooperation skill
    speller = synthe?(battler)
    # If not a forcing action
    unless battler.current_action.forcing
      # When with SP and so on is cut off and it becomes not be able to use
      if speller == nil
        unless battler.skill_can_use?(@skill.id)
          # Shift to step 6
          battler.phase = 6
         return
        end
      end
    end
    # SP consumption
    temp = false
    if speller != nil
      for spell in speller
        if spell.current_action.spell_id == 0
          spell.sp -= @skill.sp_cost
        else
          spell.sp -= $data_skills[spell.current_action.spell_id].sp_cost
        end
      # Refreshing the status window
        status_refresh(spell)
      end
    else
      battler.sp -= @skill.sp_cost
      # Refreshing the status window
      status_refresh(battler)
    end
    # Setting animation ID
    battler.anime1 = @skill.animation1_id
    battler.anime2 = @skill.animation2_id
    # Setting common event ID
    battler.event = @skill.common_event_id
    # Setting the object side battler
    set_target_battlers(@skill.scope, battler)
    # Applying the effect of skill
    for target in battler.target
      if speller != nil
        damage = 0
        effective = false
        state_p = []
        state_m = []
        for spell in speller
          if spell.current_action.spell_id != 0
            @skill = $data_skills[spell.current_action.spell_id]
          end
          effective |= target.skill_effect(spell, @skill)
          if target.damage[spell].class != String
            damage += target.damage[spell]
          elsif effective == true
            effect = target.damage[spell]
          end
          state_p += target.state_p[spell]
          state_m += target.state_m[spell]
          target.damage.delete(spell)
          target.state_p.delete(spell)
          target.state_m.delete(spell)
        end
        if damage != 0
          target.damage[battler] = damage
        elsif effective = true
          target.damage[battler] = effect
        end
        target.state_p[battler] = state_p
        target.state_m[battler] = state_m
      else
        target.skill_effect(battler, @skill)
      end
    end
    # If item(s) are used
    if battler.is_a?(Game_Actor)
      items = battler.medium(@skill.id)
      if items
        for item in items
          id = battler.item_name(item[0])
          num = item[1] == nil ? 1 : item[1]
          # Check if consumable             
          if $data_items[id].consumable
            $game_party.gain_item(id, -num)
          end
        end
      end
    end
  end
end

#==============================================================================
# ** Scene_Skill
#------------------------------------------------------------------------------
#  This class performs skill screen processing.
#==============================================================================

class Scene_Skill
  #--------------------------------------------------------------------------
  # * Frame Update (when target window is active)
  #--------------------------------------------------------------------------
  def update_target
    # If B button was pressed
   
    if Input.trigger?(Input::B)
      # Play cancel SE
      $game_system.se_play($data_system.cancel_se)
      # Erase target window
      @skill_window.active = true
      @target_window.visible = false
      @target_window.active = false
      return
    end
    # If C button was pressed
    if Input.trigger?(Input::C)
      # If unable to use because SP ran out
      unless @actor.skill_can_use?(@skill.id)
        # Play buzzer SE
        $game_system.se_play($data_system.buzzer_se)
        return
      end
      # If target is all
      if @target_window.index == -1
        # Apply skill use effects to entire party
        used = false
        for i in $game_party.actors
          used |= i.skill_effect(@actor, @skill)
        end
      end
      # If target is user
      if @target_window.index <= -2
        # Apply skill use effects to target actor
        target = $game_party.actors[@target_window.index + 10]
        used = target.skill_effect(@actor, @skill)
      end
      # If single target
      if @target_window.index >= 0
        # Apply skill use effects to target actor
        target = $game_party.actors[@target_window.index]
        used = target.skill_effect(@actor, @skill)
      end
      # If skill was used
      if used
        # If item(s) are used
        if @actor.is_a?(Game_Actor)
          items = @actor.medium(@skill.id)
          if items
            for item in items
              id = @actor.item_name(item[0])
              num = item[1] == nil ? 1 : item[1]
              # Check if consumable             
              if $data_items[id].consumable
                $game_party.gain_item(id, -num)
              end
            end
          end
        end
        # Play skill use SE
        $game_system.se_play(@skill.menu_se)
        # Use up SP
        @actor.sp -= @skill.sp_cost
        # Remake each window content
        @status_window.refresh
        @skill_window.refresh
        @target_window.refresh
        # If entire party is dead
        if $game_party.all_dead?
          # Switch to game over screen
          $scene = Scene_Gameover.new
          return
        end
        # If command event ID is valid
        if @skill.common_event_id > 0
          # Command event call reservation
          $game_temp.common_event_id = @skill.common_event_id
          # Switch to map screen
          $scene = Scene_Map.new
          return
        end
      end
      # If skill wasn't used
      unless used
        # Play buzzer SE
        $game_system.se_play($data_system.buzzer_se)
      end
      return
    end
  end
end

would be nice if its only a bug in the script ^^
btw i cant use tons of addons so thats why i want to use this script ! (tons of addons isnt compatible to gtbs...)

thx in advance
57
Script Requests / Re: Rename SP Script
June 13, 2011, 11:04:56 am
yeah it works with troops.
i can ask in the gtbs thread of creation asylum, if you tell me what i should ask ?!
fixing that would be nice because i need a stealing system as well and it doesnt work for me beacuse i cant use common events...

edit: ok we need a battle interpreter for common events that will work in battle at least for skills and items ?!
edit2: i allready asked him but if you want heres a link to the thread:
http://www.creationasylum.net/forum/index.php?showtopic=20353&st=1560&gopid=331563&#entry331563
58
Script Requests / Re: Rename SP Script
June 12, 2011, 04:45:05 pm
thx again brewmeister (sag ma biste deutsch ?)
yeah i want that i have independent potions for mp,tp,ap and wtf else.
but i have the problem that i cant use common events in battle because i use gtbs tactical battle system which not allow common events, at least in battle...
so i need that by script  :huh:
thx in advance
59
Script Requests / Re: Rename SP Script
June 12, 2011, 02:01:42 pm
thx this is great !
but can i ask you 2 things to add?
one is easy the other not ^^
first thing i want to use a color and maybe more than 2 strings

second thing is hard i believe to make it really a new state like i mogs script but every class have only the one i want not more.
this must have a ability to create items they restore the new points....
like i said this a bit harder...

youre in my credits and thx in advance
60
Script Requests / Re: Rename SP Script
June 12, 2011, 01:32:27 pm
no just 1 i need for every class a specific string/vocab
sry when i confuse you ^^

edit: and sry that i forgot the [xp]  :shy: