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Messages - Spoofus

1
 Hey all, I was wondering if someone could do a plug in for MV and MZ
for actor battle status, and related windows.

 I will have a dumdum image to help explain what I am going for
because I might not be able to explain too good knowing me.

 I am just going for a simple front view look, where the actor windows will position according to how many
actors are in the party.(cant miss my view of it in image)
 Some of the things I was wanting to work for this is obviously to be able to
edit the size/position of the windows, and the positions of the Actor face, Name, HP, MP, TP, States(icons) and
size of the bars and state icon size within the status windows.
 I was planning of using the actor Face set to represent the actor
(if possible have the face set to show outside of the status window for the actors)
and if possible have it where it shows the animations of attack/skill effects of both player and enemy actions
to show on the face set instead of a text box displaying text of the actions.
(remove the action text, im sure you know what I meant)
when targeting a actor for healing and all that, I was looking to have both the status window and the face graphic
flash to show which actor is being selected, and as for the enemy being selected, just have the graphic for the enemy to flash

In the image box 2 is to represent the actor commands, skill/spell window, and item window
when it is a actors turn the face graphics moves so much the the side so that the actor commands, skill/spell window, and item windows
will display above that respective actors status window
while box 3 will be a help window to show enemy target name, and the skill/spell/item information
for enemy actions have their help window separate from the one for the actors
(planned on keeping at the top of the screen)

Image cause I am bad at explaining things:
Spoiler: ShowHide



late note for me, please forgive me if I am remotely vague, had to post it before I would forget anything
I came up with this after a few months of debating on having a side-view battle or front-view battle
2
Video Games / My Pokemon Crystal Clear Experience
November 19, 2020, 04:56:28 am
This is my review of playing through a rom hack of Pokemon: Crystal
Pokemon: Crystal Clear

 This rom hack is a very good and fun playthrough, The creators have done a very excellent
job and opening up the world for the player right from the beginning.
After you pick where you start at and which Pokemon you chose as your starter.
You can go anywhere, since the HM obstacles are cleared out of main pathways so you are not hindered by them.
HMs are still available, since some of them  are useful attacks.
The gyms can be done in any order you want to do them in, I myself found myself doing them in a random order
based on what Pokemon I was leveling up, or looking for at the time.
 As you collect badges, the difficulty of the other gyms increase, as well as the levels and what pokemon trainers out in the world
will have in order to provide a challenge. As you progress through the game, by the time you get to the 16th gym you have to clear the
levels of a trainer's Pokemon out in the world, and that of the gym leaders.
Trainers out in the world will max out around level 45 or so, while Gym Leaders and their trainer lackeys will pumped up to
level 75 plus which can provide a good challenge depending on which gym you saved for last.

 The additions that they added in the game world such as whole new areas to explore, and to me one of the changes
I liked a lot was to the Safari Zone, you pay the $500 fee, but it lets you take you pokemon an, your own pokeballs which makes
catching stuff in it so much easier and in the department store in both Celadon and Goldenrod City there is a npc that helps you get
trade evolutions for free, and if you press select on a pokemon in your party they will follow you around on the map which also helps
gain happiness for the Pokemon following you. And when a box is filled up, you will get notified and it ask if you want to switch
to the next box, so you dont have to go out of your way to go back to a PokeCenter to change boxes to keep catching Pokemon
You are also able to rechallenge gyms that you have already defeated, and you can set the difficulty of the gym you are rechallenging
from having zero badges up to the max challenge of having all 16 badges, Just to know that in order to challenge the
Elite 4  you just need eight badges, and the Elite 4 do get stronger each time you challenge and defeat them.
 There are a whole ton of quality of life changes and fixes for the base game, which can be read from the changelog and other
documents provided for the game if you wanted to know more. (link provided below for the documentation)


Now for the Customization.

 At the start of the game you pick either Johto or Kanto for your starting region and you can pick from
any town to start of from, the house you have in your starter town can be customized and you can also decide
to move into another house as well, depending on how much you are willing to spend on a house, and in a certain town you can buy
decorationsso that you can change the decor of your house, which is like the secret base system from the other games.
 After you pick the town you will start from, the game starts your sprite customization, which is very well in depth and
I hate to admit it took me a good while to get my sprite just right. You can pick from several different models for your sprite
for both male, female, and a option of neither so you can play as you identify as. You can change your colors of a main color
and sub color, so you can stand out. (in below images I will have screen shots of how, my sprite looked)
 
The selection of starter Pokemon is nice and varied. You choose 1 Pokemon from a list of 24 different ones.
There is your standard starters from both Gen 1 and 2, the others ranging from the baby pokemon Smoochum,Elekid, Magby, and Pichu
as well as a Magikarp, Ditto, and Smeargle if you want to challenge yourself. I myself ended up choosing Magby.

Documentation for the game:
https://github.com/ShockSlayer/ccdocs/blob/master/docs/Documentation.md

My character sprite:
Spoiler: ShowHide


My team I used to defeat the Elite 4
Magmar, Electabuzz, Fearow, Starmie, KangasKhan, and Houndoom
Spoiler: ShowHide
3
Script Requests / Another RO Job/Skill add-on
February 21, 2020, 01:32:40 pm
Hey y'all I was seeing if I could get help with another add-on for the RO Job/Skill learning script.

The way I am handling the actor job and skill learning is kind of different, anyways.
I have looked and messed with the RO script enough now to know it can't do something I am looking do,I know you can set the RO script to either make the points used for learning and leveling up skills so that they must be all used before you can change class/job, or the learning points are universal amongst every class/job for the actor

The way I am handling actor job's and job changes is based on if a certain piece of gear is equipped and skill learning is through the RO script.

So the actor class/job still levels up like normal to earn the points needed to learn and level up skills,
The thing is I dont want the learning points to, must be all be used or universal amongst all the actor jobs, where I am handling the class/job changes based on certain equipped gear, and the points that arent used for that class get saved and can be used when going back to that class.

I guess a example could help
Say you have a Warrior Gem equipped and it sets that actor class to "Warrior" and you get some levels in it and have say....20 points to learn/level up skills and you only use 5 of them, and you decide to equip a Cleric Gem to learn a few healing spells to use as a warrior
After leveling that class enough to earn say 4 points and used 3 to learn heals.
The you re-equip the Warrior Gem and go back in to learn more skills you will still have those 15 points for that class you didn't use.

So basically I am wanting to emulate that learning points will tied to a class instead of being used universally or having to use them all before changing classes.
4
Script Requests / Re: [RMXP] Actor follower
January 19, 2020, 11:39:38 am
I think Blizz made a edit for a request I made a while ago to the Caterpillar script in TONs for guest characters to follow the player party.
You could always look into that
5
I am trying to get this script to work with only one actor to be able to equip skills/spells
while the other actors when they learn skills via default, EQUAP, or RO script etc. do not have to equip their skills or spells and
have access to them from the get go.
example: The main character can learn a variety of skills, but must equip them in order to use them
while the other party members are "familiars/ pets" and learn skills as they level up and grow but do not have to equip their skills to use them

skill equip system:
Spoiler: ShowHide
#===============================================================================
# Skill Equipment System
# Author game_guy
# Editted by KK20
# Version 1.4
#-------------------------------------------------------------------------------
# Intro:
# Okay well its a system that makes it so you can't use all of your skills at
# once while in battle. Instead you have to equip them. Now here's the catch.
# Every skill has its own "ap" so when its equipped it takes some of the actor's
# ap. That way you can't use all of your skills and it adds some uniqueness to
# the game.
#
# Features:
# Equip Skills Strategically
# Only Equip Limited Amount of Skills Using Ap
# Have Different Starting Ap for Each Actor
# Have Different Ap Gain for Each Actor per Level Up
# Have Different Ap for Each Skill
# Have an Exit Scene for When the Skill Equipment Closes
#
# Instructions:
# Okay so these could be confusing but lets try and get through this.
# Okay they're not that confusing. Okay so go down where it says
# # Begin Config
# And do all of you're configuration there.
#
# Now theres some stuff you need to know.
#
# When adding a skill it does not automatically equip it. So to equip a
# skill use this
# $game_actors[actor_id].equip_skill(skill_id)
# To unequip a skill use this
# $game_actors[id].remove_skill(skill_id)
#
# Now it will not equip it unless there's enough ap left. So you can either do
# this $game_actors[id].add_map(amount) to add to max ap or you can do this
# $game_actors[id].clear_skills to unequip all skills and give all ap back.
# Just to make it a bit easier.
#
# You can always remove max ap to by doing this
# $game_actors[id].remove_map(amount) but note that doing that clears the
# equipped skills as well to avoid any problems.
#
# To open the skill equipment scene use this.
# $scene = $scene = Scene_SkillEquip.new(actor_id)
# To tell if a skill is equipped or not you'll notice the text is greyed out.
# That means it equipped. If its white it means it can be equipped.
# In the scene though to equip/unequip things just press the action button.
#
# Well thats about it.
# Credits:
# game_guy ~ for making it
# Ethan ~ for the idea of it
# Branden ~ beta testing
#
# Enjoy and give credits.
#===============================================================================
# [ KK20's change notes ]
#
# V 1.4
#   - Cleaned up and modified a bit of the existing methods in Game_Actor
#   - Fixed the AP display in the window
#   - Allow user to show the skill's AP cost instead of its SP cost in the scene
#   - Added new feature: Permanent Skills
#     + Skills can be permanently equipped
#     + Script call for this is as follows:
#       $game_actors[id].learn_skill(skill_id, true)
#   - Added new feature: Skill Limitations
#     + Certain skills cannot be equipped together at the same time
#===============================================================================
module GameGuy
  #---------------------------------------------------------------------------
  # ApWord     = This is the word that displays when showing the ap the actor
  #              has.
  #---------------------------------------------------------------------------
  ApWord       = "AP"
  #---------------------------------------------------------------------------
  # StartingAp = The starting ap for every actor. Different amounts can be
  #              defined below at # Config Starting Ap.
  #---------------------------------------------------------------------------
  StartingAp   = 5
  #---------------------------------------------------------------------------
  # ApCost     = The default ap cost for all skills. Different amounts can be
  #              defined below at # Config Ap Costs.
  #---------------------------------------------------------------------------
  ApCost       = 1
  #---------------------------------------------------------------------------
  # ApGain     = The max ap gained when an actor levels up. Different amounts
  #              can be defined below at # Config Sp Gain
  #---------------------------------------------------------------------------
  ApGain       = 0
  #---------------------------------------------------------------------------
  # DisplayAP  = Will display AP costs instead of SP in the scene.
  #              Set to true if you wish to use this. Use false otherwise.
  #---------------------------------------------------------------------------
  DisplayAP    = true
  #---------------------------------------------------------------------------
  # ExitScene  = The scene it goes to when the Skill Equipment closes.
  #
  #---------------------------------------------------------------------------
  ExitScene    = Scene_Menu.new
  #---------------------------------------------------------------------------
  # SkillLimit = A series of arrays that represent what skills cannot
  #              be equipped at the same time.
  #  Examples: [[2,3]]
  #           >> Greater Heal and Mass Heal cannot be equipped together
  #
  #            [[7,10],[7,11],[7,12],[8,10],[8,11],[8,12],[9,10],[9,11],[9,12]]
  #           >> Cannot equip any type of fire spell along with an ice spell
  #
  #            [[53,54,55,56]]
  #           >> Can only equip one: Sharp, Barrier, Resist, Blink
  #---------------------------------------------------------------------------
  SkillLimit = [[7,10],[7,11],[7,12],[8,10],[8,11],[8,12],[9,10],[9,11],[9,12]]
# SkillLimit = [] # <--If you do not wish to use this feature, do this
 
  def self.start_ap(id)
    case id
    #-------------------------------------------------------------------------
    # Config Starting Ap
    # Use this when configuring
    # when actor_id then return starting_ap
    #-------------------------------------------------------------------------
    when 1 then return 10 # Actor 1 : Aluxes
    when 2 then return 8  # Actor 2 : Basil
    end
    return StartingAp
  end
  def self.skill_ap(id)
    case id
    #-------------------------------------------------------------------------
    # Config Ap Costs
    # Use this when configuring
    # when skill_id then return ap_cost
    #-------------------------------------------------------------------------
    when 1 then return 2 # Skill Id 1 : Heal
    when 7 then return 3 # Skill Id 7 : Fire
    when 57 then return 6
    end
    return ApCost
  end
  def self.ap_gain(id)
    case id
    #-------------------------------------------------------------------------
    # Config Ap gain
    # Use this when configuring
    # when actor_id then return ap_gain
    #-------------------------------------------------------------------------
    when 1 then return 4 # Actor 1 : Aluxes
    end
    return ApGain
  end
end

#==============================================================================
# Game_Actor
#------------------------------------------------------------------------------
# Added stuff for Skill Equipping.
#==============================================================================
class Game_Actor < Game_Battler
  attr_accessor :eskills
  attr_accessor :skills
  attr_accessor :skillap
  attr_accessor :skillmaxap
 
  alias gg_add_stuff_lat_ap setup
  def setup(actor_id)
    @actor = $data_actors[actor_id]
    @skillap = GameGuy.start_ap(actor_id)
    @skillmaxap = GameGuy.start_ap(actor_id)
    @eskills = []
    return gg_add_stuff_lat_ap(actor_id)
  end
 
  def skill_learn?(skill_id)
    return @skills.include?(skill_id) || @eskills.include?(skill_id)
  end
 
  def learn_skill(skill_id, perm = false)
    if perm and skill_id > 0
      remove_skill(skill_id) if @skills.include?(skill_id)
      @eskills.delete(skill_id)
      @skills.push(skill_id)
      @skills.sort!
    elsif skill_id > 0 and not skill_learn?(skill_id)
      @eskills.push(skill_id)
      @eskills.sort!
    end
  end
 
  def forget_skill(skill_id)
    remove_skill(skill_id)
    @eskills.delete(skill_id)
  end
 
  def equip_skill(skill_id)
    return unless skill_id > 0 && @eskills.include?(skill_id)
    potential_ap = @skillap
    removal_list = []
    GameGuy::SkillLimit.each{|set|
      if set.include?(skill_id)
        set.each{|id|
          if @skills.include?(id) && @eskills.include?(id) && !removal_list.include?(id)
            potential_ap += GameGuy.skill_ap(id)
            removal_list.push(id)
          end
        }
      end
    }
    if potential_ap >= GameGuy.skill_ap(skill_id)
      removal_list.each{|id| remove_skill(id)}
      @skillap -= GameGuy.skill_ap(skill_id)
      @skills.push(skill_id)
      @skills.sort!
      return true
    else
      return false
    end
  end
 
  def remove_skill(id)
    @skillap += GameGuy.skill_ap(id) if (@skills.include?(id) and @eskills.include?(id))
    @skills.delete(id)
  end
 
  def add_map(n)
    @skillmaxap += n
    clear_skills
    @skillap = @skillmaxap
  end
 
  def remove_map(n)
    @skillmaxap -= n
    if @skillmaxap < 0
      @skillmaxap = 0
    end
    if @skillap > @skillmaxap
      @skillap = @skillmaxap
    end
    clear_skills
  end
 
  def exp=(exp)
    @exp = [[exp, 9999999].min, 0].max
    while @exp >= @exp_list[@level+1] and @exp_list[@level+1] > 0
      @level += 1
      @skillap += GameGuy.ap_gain(@id)
      @skillmaxap += GameGuy.ap_gain(@id)
      for j in $data_classes[@class_id].learnings
        if j.level == @level
          learn_skill(j.skill_id)
        end
      end
    end
    while @exp < @exp_list[@level]
      @level -= 1
    end
    @hp = [@hp, self.maxhp].min
    @sp = [@sp, self.maxsp].min
  end
 
  def clear_skills
    deleting_these = @skills.clone
    deleting_these.each{|id| @skills.delete(id) if @eskills.include?(id) }
    @skillap = @skillmaxap
  end
 
end

#==============================================================================
# Window_GGAPSkill
#------------------------------------------------------------------------------
# Copy of Window_Skill but just slightly different.
#==============================================================================
class Window_GGAPSkill < Window_Selectable
  def initialize(actor)
    super(0, 128, 640, 352)
    @actor = actor
    @column_max = 2
    refresh
    self.index = 0
  end
  def skill
    return @data[self.index]
  end
  def refresh
    if self.contents != nil
      self.contents.dispose
      self.contents = nil
    end
    @data = []
    for i in 0...@actor.eskills.size
      skill = $data_skills[@actor.eskills[i]]
      if skill != nil
        @data.push(skill)
      end
    end
    @item_max = @data.size
    if @item_max > 0
      self.contents = Bitmap.new(width - 32, row_max * 32)
      for i in 0...@item_max
        draw_item(i)
      end
    end
  end
  def draw_item(index)
    skill = @data[index]
    if @actor.skill_can_use?(skill.id)
      self.contents.font.color = normal_color
    else
      self.contents.font.color = disabled_color
    end
    x = 4 + index % 2 * (288 + 32)
    y = index / 2 * 32
    rect = Rect.new(x, y, self.width / @column_max - 32, 32)
    self.contents.fill_rect(rect, Color.new(0, 0, 0, 0))
    bitmap = RPG::Cache.icon(skill.icon_name)
    opacity = self.contents.font.color == normal_color ? 255 : 128
    self.contents.blt(x, y + 4, bitmap, Rect.new(0, 0, 24, 24), opacity)
    self.contents.draw_text(x + 28, y, 204, 32, skill.name, 0)
    self.contents.draw_text(x + 232, y, 48, 32, skill.sp_cost.to_s, 2)
  end
  def update_help
    @help_window.set_text(self.skill == nil ? "" : self.skill.description)
  end
end

#==============================================================================
# Window_GGAPSkillEquip
#------------------------------------------------------------------------------
# Window uses for equipping skills.
#==============================================================================
class Window_GGAPSkillEquip < Window_Selectable
  def initialize(actor)
    super(0, 128, 640, 352)
    @actor = actor
    @column_max = 2
    refresh
    self.index = 0
  end
  def skill
    return @data[self.index]
  end
  def refresh
    if self.contents != nil
      self.contents.dispose
      self.contents = nil
    end
    @data = []
    for i in 0...@actor.eskills.size
      skill = $data_skills[@actor.eskills[i]]
      if skill != nil
        @data.push(skill)
      end
    end
    @item_max = @data.size
    if @item_max > 0
      self.contents = Bitmap.new(width - 32, row_max * 32)
      for i in 0...@item_max
        draw_item(i)
      end
    end
  end
  def draw_item(index)
    skill = @data[index]
    if @actor.skills.include?(skill.id)
      self.contents.font.color = normal_color
    else
      self.contents.font.color = disabled_color
    end
    x = 4 + index % 2 * (288 + 32)
    y = index / 2 * 32
    rect = Rect.new(x, y, self.width / @column_max - 32, 32)
    self.contents.fill_rect(rect, Color.new(0, 0, 0, 0))
    bitmap = RPG::Cache.icon(skill.icon_name)
    opacity = self.contents.font.color == normal_color ? 255 : 128
    self.contents.blt(x, y + 4, bitmap, Rect.new(0, 0, 24, 24), opacity)
    self.contents.draw_text(x + 28, y, 204, 32, skill.name, 0)
    if GameGuy::DisplayAP
      self.contents.draw_text(x + 232, y, 48, 32, GameGuy.skill_ap(skill.id).to_s, 2)
    else
      self.contents.draw_text(x + 232, y, 48, 32, skill.sp_cost.to_s, 2)
    end
  end
  def update_help
    @help_window.set_text(self.skill == nil ? "" : self.skill.description)
  end
end

#==============================================================================
# Window_GGActorAp
#------------------------------------------------------------------------------
# Window used to display AP and Actor name.
#==============================================================================
class Window_GGActorAp < Window_Base
  def initialize(actor)
    super(0,64,640,64)
    self.contents = Bitmap.new(width-32,height-32)
    @actor = $game_actors[actor]
    refresh
  end
  def refresh
    self.contents.clear
    ap = GameGuy::ApWord
    self.contents.draw_text(0, 0, 640, 32, "#{@actor.name}")
    self.contents.draw_text(0, 0, 640-32, 32, "#{ap} #{@actor.skillap} / " +
                                           "#{@actor.skillmaxap}", 2)
  end
end

#==============================================================================
# Scene_Skill
#------------------------------------------------------------------------------
# Just slightly modded the main method.
#==============================================================================


#==============================================================================
# Scene_SkillEquip
#------------------------------------------------------------------------------
# The scene that deals with equipping skills.
#==============================================================================
class Scene_SkillEquip
  def initialize(actor_id=1)
    @id = actor_id
  end
  def main
    @actor = $game_actors[@id]
    @help_window = Window_Help.new
    @skill_window = Window_GGAPSkillEquip.new(@actor)
    @skill_window.help_window = @help_window
    @status_window = Window_GGActorAp.new(@actor.id)
    Graphics.transition
    loop do
      Graphics.update
      Input.update
      update
      if $scene != self
        break
      end
    end
    @help_window.dispose
    @skill_window.dispose
    @status_window.dispose
  end
  def update
    @help_window.update
    @skill_window.update
    @status_window.update
    if @skill_window.active
      update_skill
      return
    end
  end
  def update_skill
    if Input.trigger?(Input::B)
      $game_system.se_play($data_system.cancel_se)
      $scene = GameGuy::ExitScene
      return
    end
    if Input.trigger?(Input::C)
      skill = @skill_window.skill
      if @actor.skills.include?(skill.id)
        $game_system.se_play($data_system.decision_se)
        @actor.remove_skill(skill.id)
      else
        result = @actor.equip_skill(skill.id)
        if result
          $game_system.se_play($data_system.decision_se)
        else
          $game_system.se_play($data_system.buzzer_se)
        end
      end
      @status_window.refresh
      @skill_window.refresh
      return
    end
  end
end


and add a selectable option to this version of stormtronics menu that I have:
https://pastebin.com/uvd8Qf8h
6
7
QuoteHow do you want to manage this? Do you want a configuration where you set each actor to get 1-5 points per stat per level?


pretty much as you just said, but depending on what class the actor is currently, the random stat ranges would be varied

class: hp/sp/str/dex/agi/int       

Warrior gains: 3-6/1-3/4-8/1-4/2-5/1-4
Wizard gains: 1-3/4-7/1-3/2-4/2-5/4-8

basically I am looking to have it is that when a actor gains a level or class level depending on the version used,
the ranges set, would give a random stat increase, like if the actor is a warrior his HP would increase randomly based on the
set number range shown above   say one level the actor gained 4 hp at level/class up, and the next gained 3 hp, then 6 hp upon the third level up
this way the player will never know how much stats would increase, much like those of the old SNES rpg days.
8
Is there a chance a edit of both versions of this could be done where you can set a stat range increases?
i.e. at level up hp increase 1-5, mp 1-4, str. 1-3, etc., etc. instead of set numbers for each actor?
I am trying to do some balancing and trying to see what would work best, and using this method would keep each actor on par with one another but still allow for their stats to still be varied enough for their respective roles.

the regular  based on actor level version
Spoiler: ShowHide
#==============================================================================
# Job-based Level Up Stats                                            Ver 1.0
# By KK20                                                             Dec 14 18
#------------------------------------------------------------------------------
# Purpose:
#  Allows actors to gain bonus stats based on their class/job upon leveling up.
#  For example, a Warrior gains more STR and Max HP while Mages gain more INT
#  and Max MP.
#
# Instructions:
#  Place below default scripts but above Main (the usual). The lower the better.
#  Configure the stat bonuses below (instructions provided there).
#
#==============================================================================
module JobLevelUp
  def self.level_up_stats(id)
    case id
    #-------------------------------------------------------------------------
    # Configure:
    #
    #   when CLASS_ID
    #     [MAX_HP, MAX_SP, STR, DEX, AGI, INT]
    #
    # where CLASS_ID is the database index of the class and each stat in the
    # array indicates how much that stat will increase per level up.
    #-------------------------------------------------------------------------
    when 1 # Fighter
      [7, 2, 5, 2, 3, 2]
    when 2 # Lancer
      [8, 3, 4, 3, 2, 3]
    when 3 # Warrior
      [10, 1, 7, 1, 4, 1]
    when 4 # Thief
      [4, 3, 2, 6, 6, 4]
    else # Classes not defined will use this default value
      [3, 3, 3, 3, 3, 3]
    end
  end
end

class Game_Actor
  alias job_level_up_stats_level level=
  def level=(val)
    start_level = @level
    job_level_up_stats_level(val)
    level_difference = @level - start_level
   
    stat_array = JobLevelUp.level_up_stats(self.class_id)
    self.maxhp += stat_array[0] * level_difference
    self.maxsp += stat_array[1] * level_difference
    self.str   += stat_array[2] * level_difference
    self.dex   += stat_array[3] * level_difference
    self.agi   += stat_array[4] * level_difference
    self.int   += stat_array[5] * level_difference
  end
 
  alias job_level_up_stats_exp exp=
  def exp=(val)
    start_level = @level
    job_level_up_stats_exp(val)
    level_difference = @level - start_level
   
    stat_array = JobLevelUp.level_up_stats(self.class_id)
    self.maxhp += stat_array[0] * level_difference
    self.maxsp += stat_array[1] * level_difference
    self.str   += stat_array[2] * level_difference
    self.dex   += stat_array[3] * level_difference
    self.agi   += stat_array[4] * level_difference
    self.int   += stat_array[5] * level_difference
  end
end



based on class level (for the RO script)
Spoiler: ShowHide
#==============================================================================
# Job-based Level Up Stats (RO Edit)                                    Ver 1.0
# By KK20                                                             Jul 10 19
#------------------------------------------------------------------------------
# Purpose:
#  Allows actors to gain bonus stats based on their class/job upon leveling up.
#  For example, a Warrior gains more STR and Max HP while Mages gain more INT
#  and Max MP.
#
# Instructions:
#  Place below default scripts but above Main (the usual). The lower the better.
#  Place below RO Job/Skill System.
#  Configure the stat bonuses below (instructions provided there).
#
#==============================================================================
module JobLevelUp
  def self.level_up_stats(id)
    case id
    #-------------------------------------------------------------------------
    # Configure:
    #
    #   when CLASS_ID
    #     [MAX_HP, MAX_SP, STR, DEX, AGI, INT]
    #
    # where CLASS_ID is the database index of the class and each stat in the
    # array indicates how much that stat will increase per level up.
    #-------------------------------------------------------------------------
    when 1 # Fighter
      [7, 2, 5, 2, 3, 2]
    when 2 # Lancer
      [8, 3, 4, 3, 2, 3]
    when 3 # Warrior
      [10, 1, 7, 1, 4, 1]
    when 4 # Thief
      [4, 3, 2, 6, 6, 4]
    else # Classes not defined will use this default value
      [3, 3, 3, 3, 3, 3]
    end
  end
end

class Game_Actor
  def level_up_stat_gain(levels, class_id)
    stat_array = JobLevelUp.level_up_stats(class_id)
    self.maxhp += stat_array[0] * levels
    self.maxsp += stat_array[1] * levels
    self.str   += stat_array[2] * levels
    self.dex   += stat_array[3] * levels
    self.agi   += stat_array[4] * levels
    self.int   += stat_array[5] * levels
  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.
  #----------------------------------------------------------------------------
  alias get_job_level_change_diff job_level_change
  def job_level_change(val, id = @class_id, flag = true)
    old_level = job_level(id)
    get_job_level_change_diff(val, id, flag)
    level_diff = job_level(id) - old_level
    level_up_stat_gain(level_diff, id)
  end

end

9
Okay it is about time I put this up I have tried to accomplish this and have failed miserably with my skills.
I am trying to get a 2x2 battle status grid setup kind of like the Lufia games on SNES and have that actor's battler sprite to move with that actor's status depending how ever many members are in the party ( see picture below best way I can show it ) , but I suck at scripting and I am not ashamed to admit that.
( actor 1 starting from bottom right of the screen and so on , again picture should help )

Another thing I have been trying to do is getting the actor battler to move to a location when it is said actor's turn and return to it's default position after selecting what action that actor is going to do.
Battlers are just plan ol' boring default style battlers too nothing animated.
( notice red lines in picture to help visualize in my crappy way )

project:
http://www.mediafire.com/file/rvr7w8iq11w2w0u/Project2.7z/file

picture:
Spoiler: ShowHide
10
Heyo,
   
   I am seeing if anyone would be willing to make a script for RMXP, that would change a Actor class and character sprite based on
if a certain Item is equipped or not.

Say there is a slime in your party, and if it was equipped with A dragon tooth accessory.
It's class would change to Dragon Pup, and it's appearance would also change to fit that class.
and if possible to have it change weapons to fit the class,
say the slime's weapon by default would be Gloop Shot, and after it's class changes to Dragon Pup, then it's weapon would change to Ember Fang.
and if the player unequipped the item that changes that actors class, it reverts back to it's default class and character sprite.

I am wanting to lock weapon slot in the database for the actor this would mainly be for, so the player can't change it's weapon, but still have it change up when it changes classes.
Also as with the weapon changing, have for the body armor slot as well if possible.
11
Script Requests / RESOLVED Stat gain based on Class.
December 13, 2018, 07:01:33 pm
Heyo,
I am looking to get a script made for Rmxp
It is for character stat gain at level up, and depending
on that characters class it will determine what stats are gained

Example:
Say the character was a warrior class and it's stats per level are like HP:10, SP:3, STR:4, Dex:2,Int:1, and AG:1.
Now say the same character changes their class to mage
It's stat gains would be HP:4, SP:13, STR:1, Dex:1, Int:7, and AG:3
The stat gains from class to class when leveling up would be permanent and not lost when classes are changed.

This would also have to be compatible with the RO Job/Skill learning script, keep in mind I am not using the class bonus stats feature found in this script.
12
Thanks KK20, you to the rescue again, if I could give you
A hug in person, I'd give you a big ol' bear hug.
13
Me again, I know.  :^_^':

I been looking at Zer0 CMS and I think the one thing I'd like to be taught and helped with is
in the Options section, I was thinking of just removing Window Skins and Window Opacity from the selections and keep the default opacity at 255,
and adding in a a way to access RO Job/Skill Learning, and the stat distribution system I am using from the main menu, It would be nice, but with these I could always do an
item or something to access these.


And Thank You for your time.

I managed to figure it out surprisingly, after a few hours of looking at the script.
14
Script Requests / [RMXP] Possibly a CMS? *ON HOLD*
June 01, 2018, 04:43:54 pm
Spoiler: ShowHide
Hello,
I am looking to get a CMS done.
I know, I know it will be some work,But I am trying to get something to fit the project.
I have been looking around at some other CMS scripts, some I have seen and liked require SDK or other stuff that I really dont need and even if you remove the unneeded parts they won't work, and with my scripting knowledge I know there is no way I could get them to work how I want.  :<_<:

I don't think it is an over complicated CMS design, but I have been derping hard lately.

Here will be some stupid paint mock ups to show the general layout of certain stuff for the CMS, Which I hope is okay.

Menu Sections:(in order)
[spoiler]Item
Skills
Equipment
Status
Quest (Either G_G's or KK20's Scripts)
Party (Blizz's Easy Party Switcher)
Level Up (I have the script I am wanting to use for this)
Options
(^ It will be a small section to change Window Skins, Font Style, and Blizz Bars Style)
Save
Load
Quit


Main Menu:
Spoiler: ShowHide
[spoiler]


Black= The section where the selectable options would be.
Green= Where party members status will be displayed *note: I do plan on using Status Effect Icons from TONs
Orange= Location name display
Yellow= Gold display
Blue= Play Time
[/spoiler]

Status Window:
Spoiler: ShowHide
[spoiler]


Green= Character actor sprite
Red= where parameters are applied (str., dex., etc.)
Purple= Where Level, HP and SP and States are shown
Orange= Where Equipment is shown
Blue= Where Elemental attack and defense from equipment are shown. ( prefer to use icon  for this as well)[/spoiler]

Equipment Screen:
Spoiler: ShowHide
[spoiler]


Green= Where actor parameters and hp, sp, etc. is shown (include the hidden Evasion stat)
Orange= Where current equipped items are shown and selected t be changed
Blue= Gives an idea of where the window pops up where selecting piece of equipment to equip
Red= Where Elemental attack and defense from equipment are shown. ( prefer to use icon  for this as well)[/spoiler]

Item Windows and Skill Windows:
Spoiler: ShowHide
[spoiler]


Green= Help window
Black= Item categories ( would like to have Items seperated by type of item they are), and Skill types.
Red= Item selection 2 rows and columns
[/spoiler]

If compensation is needed then I am sure we could come to some form of agreement
:naughty:


[/spoiler]

Putting this on hold for a bit, may decide against this.
15
So a quick bump here.

But, here is a dumb dumb questions.
So I was looking at the RO skill/job system stuff, and with G_G's Hand Cursor script, in the selecting windows it still treats the cursor as the default cursor.
One question is, what would I have to change or add to make the two of them compatible?
Also, I am seeing this with some other scripts like Blizz's Party Changer, and a few others.



Planning a menu layout so a request may be in the works next few days
16
Video Games / Re: The Video Game Nostalgia Thread
May 30, 2018, 10:54:17 pm
One of the fellow old school gamers at a local shop mentioned he like the BoF series and was a fan, and I I thought pffff, and I revealed to him I had the original games and the ports I got, it kinda blew his mind.
17
Video Games / Re: The Video Game Nostalgia Thread
May 30, 2018, 01:59:34 pm
Now I figured I would post this up.

I dunno who here has played the Breath of Fire series, but I have managed to get my hands on all the games, plus the gba ports.
The only port I am missing is the Breath of Fire 3 psp port, and once I have that I can truly say I have managed to get my hands on all of the games for the series.

Without further ado:
Spoiler: ShowHide


Now I am not opposed to the idea of getting the psp port of BoF3 if someone has it.  :naughty:
18
I'd have to make a easy picture of what I was thinking when I can get to the computer. Saying behind the actor wasn't the best choice of words on my part. I'll edit this post in a bit with it.

Edit:

Okay so first of all I solved the making the battle status transparent without borders, it was the simplest thing.
Spoiler: ShowHide


just use this easy as can be line of code.
self.opacity = 0


and here is what I trying to describe about the actor states and all that.
Spoiler: ShowHide

having them appear something like that instead of the status window.

If that wouldn't work I was looking into what line of code to change in Tons to permanently change the opacity
of the icons and to figure out what I need to add or change to to display the HP and SP over top of the icons as well so they would appear on top and not kinda blended in with the dulled out icons.

Imagine the status window with the stated above in effect
Spoiler: ShowHide


or a mix of the two to make it look like this would be nice looking
example:
Spoiler: ShowHide


and please forgive the ramblings on this I like working on layouts for stuff.


also on a side note, this kinda reminds me of Breath of Fire 3's battle system without even attempting to recreate it.
19
Since I have this topic open for my how dumb of a question can Spoofus come up with thread  :^_^':

Say you are using Paradog's sideview player actor as battler script,and we're thinking of a way to have actor states(states as icons from Tons) instead of being inside the battle status window, is it possible to have the states "icons" appear behind the battler sprite, and have the same for enemy states appearing behind the enemy battler as well?

And sorry again for all the questions, like I said it's been awhile since I messed with this stuff which I did miss doing.
20
Yup, I knew it would be something dumb.  :facepalm:

Thanks again for the help.

edit:
Okay I commented out these lines
    # Reset if windowskin was changed
    if $game_system.windowskin_name != @windowskin_name
      @windowskin_name = $game_system.windowskin_name
      self.windowskin = RPG::Cache.windowskin(@windowskin_name)
    end


I just realized, you can't have more than one window skin showing in RMXP, I am assuming this is correct.