Rxdata Editor Request(Resolved)

Started by G_G, April 26, 2009, 12:04:21 am

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G_G

April 26, 2009, 12:04:21 am Last Edit: April 26, 2009, 08:08:34 am by game_guy
Okay of course RMXP already has one but I want a program that loads the rxdata and lets me edit it but lets me choose what rxdata I want to load. Not sure if its possible but it'd be really helpful.

Blizzard

You would need an editor for every class and every data type. Why do you need that anyway? As if you can't make an RMXP app that just runs a small script in main and nothing else.
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G_G

Well its not just for the default rxdata I actually wanted to make my own .rxdata
I was thinking about making Weapons like Actors being able to equip "gems", having health, etc. but in order for me to do that I'd need to mod RPG::Weapon and you'd have to use alot of
$data_weapons[id].gem1 = item_id


So if I had an editor that could do that for me than it'd be easier for me to get the script done and it'd also be easy to configure for people who use it.

Blizzard

You can do it much easier. :) No need to overcomplicate things.

class RPG::Weapon
 
  def gem1
    case @id
    when 1 return 1
    when 2 return 3
    end
    return 0
  end

end
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Quote from: winkioI do not speak to bricks, either as individuals or in wall form.

Quote from: Barney StinsonWhen I get sad, I stop being sad and be awesome instead. True story.

G_G

April 26, 2009, 07:53:16 am #4 Last Edit: April 26, 2009, 07:58:35 am by game_guy
so then I could just use
[$data_weapons[id].gem1

to call it! Oh thanks blizzard thank you thank you! This helps my knowlesge alot! Now that script request I was doing! YES!

Ok so then that script request I was doing couldnt I do this then?
Module RPG
  class Skill
    def forcepoints
      case id
      when 1 then return 3
      end
      return 3
    end
  end
end

Then when I go to subtract points I would use this right?
$game_actors[id here].take_force_points($data_skills[@skill_window.skill].forcepoints)

Blizzard

April 26, 2009, 08:01:46 am #5 Last Edit: April 26, 2009, 08:03:23 am by Blizzard
Slightly different, but you got the concept right.

$game_actors[id here].take_force_points(@skill_window.skill.forcepoints)

Code: kinda pointless, though
$game_actors[id here].take_force_points($data_skills[@skill_window.skill.id].forcepoints)


Or this, depending on how you implemented it.

$game_actors[id here].fp -= @skill_window.skill.forcepoints


Or

$game_actors[id here].fp -= @skill_window.skill.fp_cost


It depends all on how you named the variables. I would have done it like in the last example.

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King of Booze 2      King of Booze: Never Ever
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Quote from: winkioI do not speak to bricks, either as individuals or in wall form.

Quote from: Barney StinsonWhen I get sad, I stop being sad and be awesome instead. True story.

G_G

Thanks Blizzard Topic Marked resolved