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Topics - Siffers

1
I'm attempting to make my own equipment menu, and I would like the number that display the stat changes to change color depending on whether the stat rises or lowers.
Also, I can't figure out how to get it to show the Max HP/SP changes either. It took me while just to figure out how to get the Max HP/SP to even show.

Here's the altered Window_EquipLeft
Spoiler: ShowHide

#==============================================================================
# ** Window_EquipLeft
#------------------------------------------------------------------------------
#  This window displays actor parameter changes on the equipment screen.
#==============================================================================

class Window_EquipLeft < Window_Base

 #--------------------------------------------------------------------------
 # * Object Initialization
 #     actor : actor
 #--------------------------------------------------------------------------
 def initialize(actor)
   super(0, 64, 272, 416)
   self.contents = Bitmap.new(width - 32, height - 32)
   @actor = actor
   refresh
 end
 #--------------------------------------------------------------------------
 # * Refresh
 #--------------------------------------------------------------------------
 def refresh
   self.contents.clear
   draw_actor_name(@actor, 4, 0)
   self.contents.font.color = system_color
   self.contents.draw_text(4 , 32, 64, 32, "HP")
   self.contents.font.color = normal_color
   self.contents.draw_text(128 , 32, 64, 32, @actor.maxhp.to_s)
   self.contents.font.color = system_color
   self.contents.draw_text(4, 64, 64, 32, "SP")
   self.contents.font.color = normal_color
   self.contents.draw_text(128, 64, 64, 32, @actor.maxsp.to_s)
   draw_actor_parameter(@actor, 4, 96, 0)
   draw_actor_parameter(@actor, 4, 128, 3)
   draw_actor_parameter(@actor, 4, 160, 6)
   draw_actor_parameter(@actor, 4, 192, 4)
   draw_actor_parameter(@actor, 4, 224, 5)
   draw_actor_parameter(@actor, 4, 256, 1)
   draw_actor_parameter(@actor, 4, 288, 2)
   if @new_atk != nil
     self.contents.font.color = system_color
     self.contents.draw_text(160, 96, 40, 32, "→", 1)
     self.contents.font.color = normal_color
     self.contents.draw_text(200, 96, 36, 32, @new_atk.to_s, 2)
     end
   if @new_str != nil
     self.contents.font.color = system_color
     self.contents.draw_text(160, 128, 40, 32, "→", 1)
     self.contents.font.color = normal_color
     self.contents.draw_text(200, 128, 36, 32, @new_str.to_s, 2)
   end
   if @new_int != nil
     self.contents.font.color = system_color
     self.contents.draw_text(160, 160, 40, 32, "→", 1)
     self.contents.font.color = normal_color
     self.contents.draw_text(200, 160, 36, 32, @new_int.to_s, 2)
   end
   if @new_dex != nil
     self.contents.font.color = system_color
     self.contents.draw_text(160, 192, 40, 32, "→", 1)
     self.contents.font.color = normal_color
     self.contents.draw_text(200, 192, 36, 32, @new_dex.to_s, 2)
   end
   if @new_agi != nil
     self.contents.font.color = system_color
     self.contents.draw_text(160, 224, 40, 32, "→", 1)
     self.contents.font.color = normal_color
     self.contents.draw_text(200, 224, 36, 32, @new_agi.to_s, 2)
   end
   if @new_pdef != nil
     self.contents.font.color = system_color
     self.contents.draw_text(160, 256, 40, 32, "→", 1)
     self.contents.font.color = normal_color
     self.contents.draw_text(200, 256, 36, 32, @new_pdef.to_s, 2)
   end
   if @new_mdef != nil
     self.contents.font.color = system_color
     self.contents.draw_text(160, 288, 40, 32, "→", 1)
     self.contents.font.color = normal_color
     self.contents.draw_text(200, 288, 36, 32, @new_mdef.to_s, 2)
   end
 end
 #--------------------------------------------------------------------------
 # * Set parameters after changing equipment
 #     new_atk  : attack power after changing equipment
 #     new_pdef : physical defense after changing equipment
 #     new_mdef : magic defense after changing equipment
 #--------------------------------------------------------------------------
 def set_new_parameters(new_atk, new_str, new_int, new_dex, new_agi, new_pdef, new_mdef)
   if @new_atk != new_atk or @new_str != new_str or @new_int != new_int or @new_dex != new_dex or @new_agi != new_agi or @new_pdef != new_pdef or @new_mdef != new_mdef
     @new_atk = new_atk
     @new_str = new_str
     @new_int = new_int
     @new_dex = new_dex
     @new_agi = new_agi
     @new_pdef = new_pdef
     @new_mdef = new_mdef
     refresh
   end
 end
end
2
Script Requests / [RMXP] New Inventory
July 24, 2013, 04:48:36 pm
What I'm looking for.
I'm looking for a new inventory system, one that let's me sort the items into categories like Usable, Combat, Materials, Equipment, and Key Items. Don't really need anything fancy, just a sorting function is all. I liked ACE's Item System, but it was lagging the game for me.

Example
Spoiler: ShowHide
Something like this.


Scripts I am using right now.
GG's EXP Reset
GG's Actor Specific Equipment Names
Zeriab's Pausing
Blizz's Easy LvlUp Notifier
Valdred's Maps Before Title
Kread's AI Packages
Jens009's SP Pop Up
Jens009's SP increase on Defend
Nathmatt's Simple Event Ai
Zer0's Blacksmith Shop
RPG Advocate's Advanced Shop Status Window
Zer0's Expanded Choices
GG's Enemy Elemental Attack
Zer0's Advanced Title
ToA
MGC's FPLE Engine
Blizz's Easy Overdrive
3
I want to make some events accessible only if a certain party member is in the first slot of the party. Problem is, I don't know how to make the game check the ID of the Actor in the first slot of the party.
4
Okay, so I had the idea of making my characters battle graphic change to a dying state when their health reached 40%
I planned to use an auto state change to just cover the graphic with the dying one, but it'll be over powered by other states due to it's rating set to zero to avoid showing it as a status.

Is there a way to have their graphic change in mid battle upon reaching low health?
5
I have a character that is meant to join the party later in the game, so I had it set to average his level with the rest of the party. The issue I'm having is after his level is changed, he didn't learn any of the skills he should have. How do I fix this?


I'm using a variable set with his level and a conditional branch to learn the skills, but I'd like an easier method if there is one.
6
I know how to make a chest that requires a combination to open, but I want to stop players from learning the code once and always knowing the code. Is there a way I can make the code random and be able to have an NPC give the code to the player?