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Topics - AresWarrior

1
Script Requests / Latest map name in Save Screen?
June 29, 2010, 08:43:09 pm
Since there's a way to have the timestamp and playtime, shouldn't there be a way to add the map name too? I don't know exactly what script to add that shows the file's map. $game_map.name doesn't work because that shows the map you are currently on, and not the map that you were on when you saved to the file. Is there a way to show the last map? Thanks.  :)
2
Hi I just wanted to share this little script that I figured out myself. It changes the critical damage depending on what weapon you have equipped.

Go to Game_Battler 3 and find this:

# Critical correction
if rand(100) < 4 * attacker.dex / self.agi
self.damage *= 2
self.critical = true
end


Change that to this:

 # Critical correction
if rand(100) < 4 * attacker.dex / self.agi
if attacker.weapon_id == WEAPON_ID
self.damage *= CRIT
else
self.damage *= 2
end
self.critical = true
end


WEAPON_ID is the ID of the weapon, and CRIT is how much you want to multiply by. If you want to see a big difference, try changing CRIT to 5 or 10. This can work for a weapon called Critical Blade or somethin.

By the way, I'm not a master scripter so this may look easy to some of you guys who are master scripters.  :P
3
 Okay so I am making an item that calls upon a new scene which shows a big picture of the world map. Already have that, but then I want to make another picture (prefferably an icon) that will act like a cursor. What I want to do is be able to press or hold the UP, DOWN, LEFT, RIGHT arrow keys to be able to move the cursor around.

This is the current script I use:

def refresh
self.contents.clear
bitmap = RPG::Cache.panorama('001-Sky01', 0)
src_rect = Rect.new(0, 0, bitmap.width, bitmap.height)
self.contents.blt(0, 0, bitmap, src_rect, 255)

player = RPG::Cache.character('001-Fighter01', 0)
player_src_rect = Rect.new(0, 0, player.width / 4, player.height / 4)
player_x = 0
player_y = 0
case $game_map.name
when 'MAP_NAME' then player_x = 100 and player_y = 100
end
self.contents.blt(player_x, player_y, player, player_src_rect, 255)
end

The first part shows the panorama as the map. The second part shows the character sprite. Depending on what map you are on, the character sprite's coordinates change. So I'm planing on making another image just like the ones in that script which will use a cursor instead. Does anyone know how to move an image upon pressing arrow keys?  :huh:
4
RPG Maker Scripts / Auto-States for Weapons
April 27, 2010, 10:27:59 pm
In RPG Maker XP, there is no option to add an Auto-State to weapons. Well with this little script, you can.
(An Auto-State is a state that affects the user of the weapon.)

In the Scene_Battle 2 script, under @phase = 1, add this:

    # Weapon Auto-State
    if $game_party.actors.size >= 1
    if $game_party.actors[0].weapon_id == WEAPON_ID
      $game_party.actors[0].add_state(STATE_ID)
    end
    end
    if $game_party.actors.size >= 2
    if $game_party.actors[1].weapon_id == WEAPON_ID
      $game_party.actors[1].add_state(STATE_ID)
    end
    end
    if $game_party.actors.size >= 3
    if $game_party.actors[2].weapon_id == WEAPON_ID
      $game_party.actors[2].add_state(STATE_ID)
    end
    end
    if $game_party.actors.size == 4
    if $game_party.actors[3].weapon_id == WEAPON_ID
      $game_party.actors[3].add_state(STATE_ID)
    end
    end

^^Change WEAPON_ID to the weapon that gives the state. Change STATE_ID to the state that the weapon gives. For each of the $game_party.actors, the IDs have to be the same if you want it to work. So if I wanted to make weapon #44 inflict state #55 then it would look like:
    # Weapon Auto-State
    if $game_party.actors.size >= 1
    if $game_party.actors[0].weapon_id == 44
      $game_party.actors[0].add_state(55)
    end
    end
    if $game_party.actors.size >= 2
    if $game_party.actors[1].weapon_id == 44
      $game_party.actors[1].add_state(55)
    end
    end
    if $game_party.actors.size >= 3
    if $game_party.actors[2].weapon_id == 44
      $game_party.actors[2].add_state(55)
    end
    end
    if $game_party.actors.size == 4
    if $game_party.actors[3].weapon_id == 44
      $game_party.actors[3].add_state(55)
    end
    end


I know this script isn't much, but it can help a lot if you want weapons with special effects. (ie. Sharp Claw: Gives the user Sharpness.)
or if you simply want an animation to appear while wearing a certain weapon. (ie. a Gold Sword would show glowing animation)

Side Note: I know the script looks messy. I don't know how to make it look nice like "case blahblahblah when 1 then 2" etc.
5
This is my first Tutorial!!!

Okay, I have just figured out how to remove that window at the start of each of your turns. The window says Fight and Escape. In some RPGs, there is no window like that and at the start of each turn it switches to the Actor Command WIndow (Fight, Skill, Guard, Item).

Step 1: Go to Scene_Battle 1 and where it says "# Make Actor Command Window", add a new option called "Escape". So it should look like this:
    # Make actor command window
    s1 = $data_system.words.attack
    s2 = $data_system.words.skill
    s3 = $data_system.words.guard
    s4 = $data_system.words.item
    s5 = "Run"
    @actor_command_window = Window_Command.new(150, [s1, s2, s3, s4, s5)

^^ Ignore 150. That is whatever the width of your command window is.

Then, right under that code add this script:
    # If it's not possible to escape
    if $game_temp.battle_can_escape == false
    @actor_command_window.disable_item(4)
    end

^^ If Escape is disabled for a certain battle, disable the Escape command.

Step 2: Go to Scene_Battle 2 and where it says "# Start Party Command Phase", change it to this:
    # Start party command phase (phase2 = PartyCommand, phase3 = ActorCommand)
    start_phase3
    #start_phase2

^^ If you would like to change back to the normal way, just delete "start_phase3" and delete the "#" behind "start_phase2".

Step 3: Go to Scene_Battle 3 and where it says "def update_phase3_basic_command", under that change it to this:
    if Input.trigger?(Input::B) and not @actor_index == 0 # And if not 1st Actor

^^ If it's the 1st Battler's turn, pressing Back is disabled.

Step 4: Go to Scene_Battle 3 and where it says "# Branch by actor command window cursor position", add a new option and add this code so it looks like this:
      when 4 # escape
        # If it's not possible to escape
        if $game_temp.battle_can_escape == false
          # Play buzzer SE
          $game_system.se_play($data_system.buzzer_se)
        # Actor blink effect OFF
        if @active_battler != nil
          @active_battler.blink = false
        end
          return
        end
        # Play decision SE
        $game_system.se_play($data_system.decision_se)
        # Actor blink effect OFF
        if @active_battler != nil
          @active_battler.blink = false
        end
        # Escape processing
        update_phase2_escape

^^ The Actor blink effect OFF parts of the code are very important. Without them, the actor will still be flashing white when you fail to escape.

Step 5: Go to Scene_Battle 4 and where it says "# Start Party Command Phase", change it to this:
      # Start party command phase (phase2 = PartyCommand, phase3 = ActorCommand)
      start_phase3
      #start_phase2
      return

^^ If you would like to change back to the normal way, just delete "start_phase3" and delete the "#" behind "start_phase2".

And there you have it. The Party Command Window is removed and at the start of each of your turns it switches to the Actor Command Window.  :)
6
 okay so in my game, I display the elements of the characters on the status screen. I was just wondering if there was a script that can let me color code each element to a different color. like:

Fire
Water

etc. etc. I think it has something to do with this:

case blahblahblah
when 1 then return self.contents.font.color = Color.new(255, 0, 0, 255)
when 2 then return self.contents.font.color = Color.new(0, 0, 255, 255)
end

I don't know what the exact script is but If anyone can help, then thanks.  ;)

EDIT: Oh yeah, and for States too. Like this:

Poison
Paralyzed
7
Whenever a character levels up, it comes up with an error saying "Stack level too deep". This also happened in the demo I downloaded.
8
Script Requests / Chaos Drive menu help
March 11, 2010, 11:22:40 pm
I was told to post a request about this instead of asking in its own topic so please don't get mad if this is in the wrong section.

In the Chaos Rage/Drive script, is it possible to move the ">>" down? I would like the option be available at the last spot in the command window, instead of being on "Guard".

Fight
Tech
Guard                         pressing Right Button on this will not do anything.
Item
Last Spot >>               pressing Right Button on this will switch the command.
9
Script Requests / Change Battle Results?
March 07, 2010, 06:01:17 pm
Is there a script where at the end of a battle, the whole scene changes so that it displays a huge battle results window? the gained exp also calculates by adding to the character's exp, instead of just showing how much exp you got. i remember seeing a video like that on youtube, but i can't find the link.
10
Script Troubleshooting / Chaos Drive HELP!
February 20, 2010, 02:02:08 pm
When my character transforms and loses HP, then after battle I check the menu status, the original character's HP isn't harmed. I want them to share the same HP, SP, and EXP. how can I fix this? i have looked at the script and i can't find out how to fix it.

Script: http://downloads.chaos-project.com/scripts/Chaos%20Rage%20Limit%20System.txt
11
Script Requests / A Digivolving Script?
February 17, 2010, 11:10:02 pm
I want to know if a digivolving script is possible and if anyone can make one. I plan on making a digimon game, but it will need a digivolving system. If you've played Digimon World 3 you should know what I'm talking about.

Instead of switching party members, you'd be able to "Digivolve". Like a change in actors/class, except when it changes, Agumon will gain exp instead of Greymon. To Digivolve you will need a certain amount of SP.

It would be great if someone can make a script like this.  :)
12
I use RPG Maker XP
Problem: Need to get rid of Reserve Window and the one above it (the windows on the right)

I'm using Blizzard's Easy Party Switcher script and it works fine, but is there a way to get rid of the Reserve Window on the bottom right? I have tried looking through the script but whenever I tried changing something I always get an error. I just want to be able to switch the current party members (the window on the left).

Also, I want to get rid of the window on the top right too which shows the status of the characters in the reserve window. If anyone can help, thankyou.

also there is a glitch where if you switch a party member with one of those blank spaces in the reserve window, and you check their status an error will pop up.