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Topics - syldocaine

1
Script Requests / [XP] Individual Element Defense Values
September 06, 2015, 09:33:51 am
Hi CP,

I'm just looking for a simple script which gives me the option to decide by how much an armor piece will affect an elemental resistance.
Atm I'm just able to tell an armor to increase the resistance by 10% (changed it in the standard script from /= 2 to -= 10)

But that's not complex at all. If I want to create a ring which gives 30% fire resistance but only 10% ice resistance I'm hitting my limits hard.

Not sure how to make that work so I'm asking here. :)
2
RPG Maker Scripts / Item Upgrade Systems and Item IDs
August 06, 2015, 07:31:39 am
I'm posting this because i'm just interested in it.

Yesterday I had the idea to make it possible to upgrade weapons and armors like in several MMOs so they become +1, +2, +3 and so on, which increases the stats.
So I've looked around and found some interesting upgrade scripts. Not really the one of my idea, but nevermind.

So let's take for example the Equipment Upgrade System by Charlie Fleed (http://save-point.org/thread-2299.html)

I experienced that this and all the others i found, use new entrys in the database to create the upgraded items. So if I have other scripts which use static item IDs (e.g. Blizzards HP/MP script) it will mess up. The upgraded weapon or armor wouldn't have the additional HP and MP because it's another ID in the database.

So I'm asking me if it's possible to change the stats of individual items with an upgrade system although there are static IDs used in custom scripts without reworking the whole method RMXP is handling items.

Just a few thoughts.
3
Script Requests / Flying Script
April 26, 2015, 06:50:01 pm
Hi guys

I'm just looking for a script like this http://galvs-scripts.com/galvs-superman-ability/ for RM XP

If anyone knows a good one or can make this XP compatible pls let me know.
4
Script Requests / Element and State Efficiency for States
February 20, 2015, 09:40:26 pm
Hi all,

Im looking for a script for RMXP to change the efficieny of elements and states with a state.
For example a state such as the oil state in final fantasy where fire spells inflicted more damage.

Or an protection against poison, which lowers succes rate for poison attacks.

Is there something like that available?

5
General Discussion / Longer Names
September 30, 2014, 01:39:37 pm
Hi guys

is there a way to make longer names for items,actors,monsters and so on?
The field of the editor is very limited.

Maybe a script or something?

For example: i want to create a weapon named " Legendary Greatsword of the Endless Dragonslayers"

I already edited my menu scripts for enough space to show such a name but the database of RMXP is messing up...
6
Hi guys

I just wanted to ask if there is a way to make Blizzards Weapon/Armor HP/SP Plus Script compatible with GUILLAUME777's Multi-Slot Script.
Atm it can't "see" if there are more slots as the usual ones: weapon_id and armor1_id, armor2_id, armor3_id, armor4_id.

Thx in advance.
7
General Discussion / RPG Maker XP Games and FRAPS
January 26, 2013, 09:33:56 am
Hi guys

i have a problem
i wanna make some videos of my RPG XP Game and i have Fraps but it seems that it doesn't work.
Fraps does not "see" my game running and i cant make a video

Is there a solution or does somebody knows another good free programm to record RPG XP Games?
8
Script Troubleshooting / Critical Error C0000005
December 16, 2012, 05:55:46 pm
Hi guys

First at all : I'm not the ultimate scripting pro

I have one problem with one of my scripts.
Its for enemy HP Bars and i want to show two bitmaps at the same place.One for the remaining bar and one for the empty bar.
With only one bar it works fine but when i activate the second bar,the game crashes at the end of a battle with a critical error at C000005 and a adress,dunno atm.

Can anyone help me or knows a reason for that?

Here is my script

Spoiler: ShowHide


class Window_EnemyHP < Window_Base

  def initialize(enemys)
    @enemys = enemys
    @picture = RPG::Cache.picture("hpbar.png")
    super(498, 0, 142, 190)
    self.opacity = 180
    self.contents = Bitmap.new(width - 32, height - 42)
    @pictures = RPG::Cache.picture("hpbarempty.png")
    super(498, 0, 142, 190)
    self.opacity = 180
    self.contents = Bitmap.new(width - 32, height - 42)
    refresh
  end

  def refresh
    self.contents.clear
    self.contents.font.color = normal_color
    self.contents.font.size = 14
    for enemy in @enemys   
      if enemy != nil and enemy.hp > 0
        cut_X = 110 * enemy.hp / enemy.maxhp
        src_rect = Rect.new(0, 0, 110, 20)
        src_rect2 = Rect.new(0, 0, cut_X, 20)
        self.contents.blt(0, enemy.index * 38 + 8, @picture, src_rect)
        self.contents.blt(0, enemy.index * 38 + 8, @pictures, src_rect2)
        src_rect2 = Rect.new(0, 0, cut_X, 20)
        text =  enemy.name   
        #(1 + enemy.index).to_s + ". " +
        self.contents.draw_text(0, enemy.index * 38, 200, 27, text)
        text2 = "HP: " + enemy.hp.to_s + " / " + enemy.maxhp.to_s
        self.contents.draw_text(0, enemy.index * 38, 200, 56, text2)
        end 
    end 
    self.contents.font.size = 32
  end

end


#===============================================================================
# Changes at  Scene_Battle
#===============================================================================

class Scene_Battle

  def main
    # Initialize each kind of temporary battle data
    $game_temp.in_battle = true
    $game_temp.battle_turn = 0
    $game_temp.battle_event_flags.clear
    $game_temp.battle_abort = false
    $game_temp.battle_main_phase = false
    $game_temp.battleback_name = $game_map.battleback_name
    $game_temp.forcing_battler = nil
    # Initialize battle event interpreter
    $game_system.battle_interpreter.setup(nil, 0)
    # Prepare troop
    @troop_id = $game_temp.battle_troop_id
    $game_troop.setup(@troop_id)
    # Make actor command window
    s1 = $data_system.words.attack
    s2 = $data_system.words.skill
    s3 = $data_system.words.guard
    s4 = $data_system.words.item
    @actor_command_window = Window_Command.new(160, [s1, s2, s3, s4])
    @actor_command_window.y = 160
    @actor_command_window.back_opacity = 160
    @actor_command_window.active = false
    @actor_command_window.visible = false
    # Make other windows
    @enemy_hp_window = Window_EnemyHP.new($game_troop.enemies)       #Changed
    @party_command_window = Window_PartyCommand.new
    @help_window = Window_Help.new
    @help_window.back_opacity = 160
    @help_window.visible = false
    @status_window = Window_BattleStatus.new
    @message_window = Window_Message.new
    # Make sprite set
    @spriteset = Spriteset_Battle.new
    # Initialize wait count
    @wait_count = 0
    # Execute transition
    if $data_system.battle_transition == ""
      Graphics.transition(20)
    else
      Graphics.transition(40, "Graphics/Transitions/" +
        $data_system.battle_transition)
    end
    # Start pre-battle phase
    start_phase1
    # Main loop
    loop do
      # Update game screen
      Graphics.update
      # Update input information
      Input.update
      # Frame update
      update
      # Abort loop if screen is changed
      if $scene != self
        break
      end
    end
    # Refresh map
    $game_map.refresh
    # Prepare for transition
    Graphics.freeze
    # Dispose of windows
    @enemy_hp_window.dispose                                         #Changed
    @actor_command_window.dispose
    @party_command_window.dispose
    @help_window.dispose
    @status_window.dispose
    @message_window.dispose
    if @skill_window != nil
      @skill_window.dispose
    end
    if @item_window != nil
      @item_window.dispose
    end
    if @result_window != nil
      @result_window.dispose
    end
    # Dispose of sprite set
    @spriteset.dispose
    # If switching to title screen
    if $scene.is_a?(Scene_Title)
      # Fade out screen
      Graphics.transition
      Graphics.freeze
    end
    # If switching from battle test to any screen other than game over screen
    if $BTEST and not $scene.is_a?(Scene_Gameover)
      $scene = nil
    end
  end

  def update_phase4_step5
    # Hide help window
    @help_window.visible = false
    # Refresh status window
    @status_window.refresh
    @enemy_hp_window.refresh                                         #Changed
    # Display damage
    for target in @target_battlers
      if target.damage != nil
        target.damage_pop = true
      end
    end
    # Shift to step 6
    @phase4_step = 6
  end

end