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Messages - Griver03

21
Script Requests / [XP] Custom Attributes
March 08, 2012, 09:56:35 am
hi there, i searched alot but i found nothing usefull...
i want to add custom attributes like str,dex,agi and int.
i tryed a bit around but nothing works, maybe because i dont even knew what i did ^^
this would be usefull for many people so its not only a request for me and i think its a good idea to make such a script !

i added my test projects, maybe its just a lil thing i forgot, maybe i did it completly wrong, but for shure it would be much
better if everything comes with one script...

what i need is:

1.) Fixing the Error from Status Menu ( noMethod Error `+'for nil...)
Maybe some more bugs...

2.) Fixing the Level 1 Bug when using the array method from v1
(At Level 1 you have 0 Points instead of 10, i fixed it for now with a scriptcall.)

3.) Make a Script to Set Vit,Mnd,Chr,Lck +'s for Weapons and Armors.
example:         Weapon ID[X] => 5, 5, 0, -5 #   +5 Vit,   +5 Mnd, +/-0 Chr,   -5 Lck
                     Weapon ID[X] => 0, 0, 10, 0 # +/-0 Vit, +/-0 Mnd,  +10 Chr, +/-0 Lck

4.) Make a Script to Enfluence Skills with Vit,Mnd,Chr,Lck
example:         Skill ID[X] => 0,  0,  0, 50 # 50% Lck Influence for Skill ID X
                     Skill ID[X] => 0, 25, 25,  0 # 25% Mnd, 25% Chr Influence for Skill ID X

5.) Chr and Lck should be useable in Conditional Branch
example:         If Lck is bigger than 30...
                     (i think thats already possible with "$game_party.actors
  • .lck_plus >= 30" ??)

    6.) If its not to much work it would be nice if the attributes use an curve like the normal attributes in the database.
    Because the Array method from v2 is not very nice...
    example:         when 1 # CharacterID[1]
                           vit_lv1 = 15
                           vit_lv99   = 999
                           vit_curve = fast
                           mnd_lv1 = 20
                           mnd_lv99   = 750
                           mnd_curve = normal
                           chr_lv1 = 20
                           chr_lv99   = 500
                           chr_curve = slow
                           lck_lv1 = 5
                           lck_lv99   = 150
                           lck_curve = normal
                         when 2 # CharacterID[2]...

    7.) "Job Stat Modifier" should be compatible with the new attributes.

    8.) maybe addon scripts like 2 and 3 but for items and states (buff states or items which increase the attribute)
    but thats not so important, at least to me xD

    if you need more informations then say so !

    i beg you, pls help me with that :shy:
    and thx in advance

    Test Project V1 + V2



22
Script Requests / Re: [XP] Equipment Set Bonus
July 22, 2011, 11:16:02 am
ok than its not so bad ^^
23
Script Requests / Re: [XP] Equipment Set Bonus
July 21, 2011, 02:39:19 pm
oh game_guy i hope you didnt began to make this :(
its not my fault i searched for it like i said before on google and didnt find one.
but the last days i where on save-point.org and found on pure miracle exactly that what i wanted !!!
its called "Angie's Equipment Sets" and its posted by the DerVVulfmann !
so you dont have to make it anymore !
24
hi again :^_^':

ok first make a new project, insert Cim 1.1 below debug/above main.
now start the game go into the item scene.
you can select a category and choose it with pushing the c button (normally enter)
or you push the down key.
if you do so you are in the selected category and can select items.
good, now you can see how it normally works !

ok now insert the Expanded Details Script under CiM 1.1.
now go again in the item scene and select a category with the c button,
youll see somehow the maker makes an double c push of it...
the first item in the category will be executed.

everything elese works fine if i selected a item and push the shift button the expanded details comes up
like it should...


i hope its not a big deal to fix that :roll:
pls help me.
thx in advance, griver


CiM 1.1
http://pastebin.com/5t3tq2Q1

Expanded Details
http://pastebin.com/0RFZDwQB
25
hi there i have a question about scripting possibiltys.
i use some scripts which use the actors name for sprite selection (legacy class change as example.)
so i have to give my actors names in database.
but i thought about to give the player the opportunity to select the actors name by their self.
therefore are many scripts out there i know.
but the problem is that the graphics need to be named like the actor....
now my question is, is there a way to create a script which can do the following:

check which name an actor have,
copy a picture from the charaters folder and rename it in the way it needs to be named.

example:

This is how legacy wants to have it for actor 1 = "Aluxes_Warrior.png"
But if i change the name by script, for example to "Peter"
the graphic's name have to be "Peter_Warrior.png" too.

now comes the new script to work
in the characters folder is a grphic named "TEMP1_Warrior.png"
now the script should copy the file and rename it to "Peter_Warrior.png"

like i said i dont request that but i want to know if this is possible ?!
thx in advance
26
edit: ok now it works fine heres a demo if someone want ?!
you can add this to the first post if you want  :???:
http://www.mediafire.com/?ezvrk0dvh94yz82
27
Script Requests / Re: [XP] Weapon Skill Atrributes
July 16, 2011, 04:18:59 pm
its strange...
when i change my class and go in battle it crashes when i attack the enemy.
when i have class 1 its working fine
when i coose class 2 it crashes
when i change class 2 and back to class 1 it works again...
its always in this area:

  # Check mode
    if Wep::Use_class_actors == 'Both'
      if actor_val == 0
        val = class_val
      elsif class_val == 0
        val = actor_val
      else
        val = class_val * actor_val

it comes at the both and at the only class option.
and its not a incompability with an other script i tested it in a blank project.
i can upload a demo where i only past the script and add a second class in the script,
it will crash when it comes to attack with class 2.

sry for my bad english -.-
28
Script Requests / Re: [XP] Weapon Skill Atrributes
July 11, 2011, 12:50:39 pm
hmm strange...
i tested it with a blank project so this is a bit weird, ill test it again and make sure that i dont do anything wrong ^^
but like i said ithis script is awsome  :naughty:
29
i have to thank you for motivating me finish this ^^
30
Script Requests / Re: [XP] Weapon Skill Atrributes
July 09, 2011, 02:30:13 pm
http://www.mediafire.com/?smsyz0582vsssd5
here is my bugreport, i added pictures from the erros and included a txt with the bugs !
but it looks good as far, nice work  :naughty:
31
Script Requests / [XP] MGC Neo MODE7 FF6 Airship
July 09, 2011, 12:30:49 pm
hi i would like to have an airship system like ff6 or secret of mana have,
i only found a ff4 airship script which dont rotate the map, only it makes a 360° turn a a keypress.
i want that the map turns when i push right left is this possible or already out there for XP ?
i dont know exactly but i think that dargors ff6 sdk has this but its vx :\
pls help me ^^
thx in advance
32
Script Requests / Re: [XP] Weapon Skill Atrributes
July 09, 2011, 12:24:49 pm
oh thanks a lot ill test it and let you tommorow know how it works !
34
Character Creation System
Version: 0.99b
Type: Additional Feature



Introduction

When i began to develop my MMORPG with RMX-OS i decided to make a character creation system for my game.
I canceled the game and the project where almost forgotten, till KoenLemmen asked about a ccs which is compatibel
with rmx-os and blizzabs so i decided to finish this system and release it finally !
ITS ACTUALLY A BETA AND NOT 100% FINISHED READ THE INTRODUCTION OF THE DEMO FOR MORE INFORMATION !


Features


  • Completly made with Events
  • Easy to Modify
  • Compatible with RMX-OS and BlizzABS
  • Choose Gender/Face/Haircolor/Class and Nation
  • Includes also a Fake Login System for RMX-OS



Screenshots

Coming soon... Maybe...


Demo
http://www.mediafire.com/?w0e5q8el0x8ti48 FIXED LINK !!!
http://www.sendspace.com/file/64s0v7 MIRROR


Instructions

If you are unexpierenced with eventing it would be hard to understand !
But if you understand how it works its very easy to use/modify.
Just look through the events.
Also read carefully the instructions at the beginning of the demo for more informations.


Credits and Thanks


  • SquareEnix's Final Fantasy XI for inspiring me.
  • KoenLemmen for it, you gave me the motivation to finish it^^



Author's Notes
Any response/critic would be nice  ;)
i hope that i have nothing forgot ^^
35
np ill upload it tommorow because im not at home  :roll:

edit: here a feuture list:

1. gender (male/female)
2. face (8 faces)
3. hair color (8 colors)
4. skin color (3 colors, but i had only 1 yet...)
5. job/class (6 classes)
6. nation (3 nations to choose)

its mostly finished only the skin color sprites arent finished...
36
i made acharacter creation system with events wich is compatible with rmx-os and blizzabs.
but its evented and not 100% finished :/
because there a lot of character sprites i need to make ...
but if you want to try it then say so and i pm you a demo.
(its working, you need only to make more sprites ^^)
i made this a few months ago when i startet with rmx-os, since i canceled my online project i want to release my event systems for rmx-os,
but most of them arent finished.

37
RMXP Script Database / Re: [XP] Quest Log System
June 30, 2011, 03:46:25 pm
sry to necropost but ive a lil question, can you pls make me a patch that the quest window is always active even if no quests available ?!
i mean when you open the scene and use no map bg theres a black screen, i want that theres a clear window or maybe a string with "no quests in there".
would be very nice, thx
38
Script Requests / [XP] Weapon Skill Atrributes
June 24, 2011, 05:11:13 pm
ok i wonder if its possible to make an weapon skill system like final fantasy xi have ?

Exampel:
Warrior
White Mage
Samurai
its called "Combat Skill Ratings" on the page.

its selfexplaining i think.
even without the levelcap and levl system its a great idea i thought.
only the classification system would be nice too !
eg. just a,b,c,d,e for the power % of weapons and maybe armors too ?!

thx
39
RMXP Script Database / Re: [XP] Tons of Add-ons
June 24, 2011, 04:46:42 pm
ok but which ammount i can use maximum ?
and can anyone pls add an stop frame at x command for me :shy:
40
RMXP Script Database / Re: [XP] Tons of Add-ons
June 24, 2011, 03:49:40 pm
my grafic card has 2gb ram and my pc too so i have enough for them when its really 1gb !
and the pics are not even 4,5 mb because i convertet them to jpeg, copressed 60% ca.
so why should they be 1gb ??
and even when its impossible to have so much pics without lagg is there an alternative way to make that possible ?
maybe i can use a gif script (ive heard that there some out there) and make 4 or 8 gifs from that 800 pics  ?!
if theres really no way to get this working can you pls add a line to stop the animation at frame X ??

edit:
maybe theres a way to load all images before the scene_title starts, i mean when the game starts a lil script cache all the pics before main gets executet ?? (i dont ask you to made that, its only a question)