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Messages - Lanzer

1
Yeah they are right it can be done by common events plus I use it for "Epic loot" for dungeons.
and for the other enemies already exist a script to do that , i think it was in blizz tons of addons
Yep the multi_drop script is in blizz tons opf addons.
2
Script Requests / Re: Element Defence and more
February 19, 2012, 05:52:40 pm
Well I suck at making scripts but I have no problems in modifying them, so you must search for

Game_Actor around line 105, you will find "def element_rate(element_id)"

paste this and modify the script according the instructions.Tell me if you find bugs or compatibility issues.

Spoiler: ShowHide
  #--------------------------------------------------------------------------
  # - Uso del valor compensado del atributo
  #     element_id : ID de elemento
  #--------------------------------------------------------------------------
  def element_rate(element_id)
    # Uso del valor numerico que correspondiente al grado de atributo
    table = [0,200,150,100,50,0,-100]           ## <== these are for initial(default) elemental defenses for your professions (from A to F)
                                                ## can`t add or sustract the values because i don`t know how to modify the rpg maker
                                                ## that are C, A, B, C, D ,E, F
    result = table[$data_classes[@class_id].element_ranks[element_id]]
    # Partir en 2 cuando se defiende con el protector
    for i in [@armor1_id, @armor2_id, @armor3_id, @armor4_id]
      armor = $data_armors                    ## these are for armor elemental defense
                                                 ## compatible with Guillame`s multislot system
      if armor != nil and armor.guard_element_set.include?(element_id)
        result = (result*98)/100     ## this is the formula used for elemental damage
                                     ## actually this custom formula gives 2% elemental reduction per piece of armor
                                     ## ending in a 22% "insert element" reduction cuz i`m using multislot system
      end
    end
    # Partir en 2 cuando se defiende con el estado
    for i in @states
      if $data_states.guard_element_set.include?(element_id)
        result = (result*80)/100   ## same here but this is for states I can get up to 42% elem defense
                                  ## fully compatible with my elemental attack state.
      end
    end
    # Fin del Metodo
    return result
  end
#--------------------------------------------------------------------------
# - Uso del grado de estado
#--------------------------------------------------------------------------



and for the another request i am pretty sure that it already exist i think it was named " oil states " or something like that and it should be in blizz ton`s of addons.
3
Script Requests / Re: Element Defence and more
February 17, 2012, 08:56:40 pm
Working on it!
4
Script Requests / Re: [XP] help with elements
July 26, 2011, 08:44:45 pm
ok thanks that should be fine to start making the proper code
5
Script Requests / Re: [XP] help with elements
July 25, 2011, 09:52:14 pm
BUMP! =( any hint clue on where i should search to make this possible??
6
Script Requests / [XP] help with elements
July 17, 2011, 08:26:40 pm
hi guys this time i was wondering about a way to change the custom elemental resistances calculation , change it from A-F system to a customizable percentual system via equipment
any idea if this can be done by scripting?? or any hint of how i should make this??
EX: have a fire resistant armor marked with fire resistance in the database that should halve fire based damage, but i want to change it to lets say... 5%.

scripts using: guillame`s multislot system , remake final fantasy 7 materia system, tons of addons and passive augments. default battle system.
7
Scripting School / Re: Second Lesson, Break it down.
April 24, 2011, 06:34:48 pm
OK guys here is it:
Spoiler: ShowHide
Start:
            
  *Skill Evolution System      "4 branches and 4 or 3 levels"
    *ALL SKILLS database
      *Create the DB of all possible skills. "Upgrade means that the skill in higher levels will do a bit more damage, cost less Sp and maybe have a better cooldown (if using a CD system)"
        "this include the specific mechanics of the 4 types of branches"
      *Kinds of skill branches =[physical, magical,support, upgrade]  "this makes 16 or 12 possible new upgraded skills per skill in DB"
    *Kinds of Skill experiencie points "SEP" =[physical, magical, support] "upgrade be posible if none of the requeriments are meet"
      *Make a DB of monster and their kind of SEP that they give "like AP system this will include a list of NON SEP monsters"
    *Upgrading system
      *SEP gathering
        *Check a ? / X amount of SEP required  "Ex: a skill have a limit of SEP lets say 1000 but actor gains 300,300 and 400 of types A,B,C; in order to get a branch it must be at least 50% of the type that you want if requeriments aren`t meet then will be an auto-upgrade (type D)"
          "Type D (upgrade) will be always available when the skill reaches maximum EXP required"
          "Skills will need at least 50% of a kind of SEP in order to evolve"
        *Able or diable the possible evolutions depending of the amount SEP gathered.
      *Evolution window
        *make a window that contains
          *The desired character
          *list of his/her skills
          * X of Y amount of SEP
          *Make selectable or not the next skill on branch by the SEP checking.
    *Forget current skill and learn the selected one.
    *Make items for increase/decrease a especific kind of SEP.
NOTE: once selected the type of evolution of skill in level 1 it can`t be changed to another type.
8
Quote from: GrieverSoft on April 11, 2011, 02:23:01 pm
Here's what I propose:

*System is configureable; the user can determine what skills lead to what and how many 'uses' are required
*You can make it to where you either learn a new skill that replaces the old, or another skill that compliments the old
(For example, you can make a "Cross Cut" skill that when used enough, can be replaced with a "Cross Cut+" skill automatically, or make a "Fire" skill that when used enough, allows you to learn a "Mass Fire" to go along with it)
*A script call that allows adding or subtracting the number of uses for any skill for any actor

Possible additions:
*Display the number of uses needed toward the next learned skill in the description


when i read this i think "why should skills have only a branch of upgrade?"
then what i propose is to make skills follow optional branchs like (more powerfull same skill , mass version of skill, changing form physical to magical and viceversa and maybe a support variance) but once one is choosen it cant be changed only upgraded more and more (need a NPC for this)
9
it should be a skill upgrading via skill replacing,
and for the sp cost of skill , i think that it must a fixed % of base sp (+ or - INT or another stat to make it power dependant)
also if it will be automatic skill upgrade the thing changes a bit
10
*signs up*
11
Script Requests / Re: Script needed [XP]
February 14, 2011, 04:11:58 pm
ok thanks i will try it
12
Script Requests / Re: Script needed [XP]
February 11, 2011, 06:38:31 pm
BUMO, any hint??
13
Quote from: Bernkastel on January 30, 2011, 02:39:50 am
Quote from: The Niche on January 29, 2011, 04:51:33 pm
Common event, force use of a hp recovery skill.


I don't think that works when it's a roulette skill.


so you want a skill ( and maybe a sript ) that works like and overdrive, and a roulette?
this skill MUST fully recover the user/target , right?
also you charas have more than 9999 hp or you are using some addon that modifies atributes and stats??
14
Script Requests / Script needed [XP]
February 07, 2011, 07:54:20 pm
Hi guys , it`s me again
This time i wonder if someone can make a script that let me overwrite skills with higer rank skills
like Wow.It should be work with all the actors, no particular scripts currently used.

EX: level 5 learned fireball 1 , when reach level 10 fireball 2 is learned and fireball 1 is forgotten.

thanks :3
15
where :3???
16
Feedback needed plz =I
17
Well i`m happy cuz this is my first intermediate difficult level script :3 cheers
but the problem is that my format  is quite "WEIRD" but still works (It`s a "usable demo")
i`m a bit busy to convert it into a script so just follow the instructions in the Script section of the demo

PD: I will make the script version only if truly needed ( i think that only 2 o 3 users will need the system and with the usable demo is enough and is kindda easy to set up to work)

DEMO: http://www.mediafire.com/?b8ds09jjubk3fsc

here some screenshots :

Spoiler: ShowHide


Spoiler: ShowHide
18
Script Troubleshooting / Re: [XP]chaos drive system
December 30, 2010, 08:06:03 pm
ok whta this script does is:
character A transforms into(summon) another character"B" and when this "B" is summoned it comes with default equipment  settled in the database , but what i want is to link (equipment of A = equipment of B) the caster`s equipment "character A" to the equipment of "B".
19
i think i will lurk more in this, plus the first one CAN be done, but for the second you should ask god blizzard :3.anyway i will work on this.

correct me if i am wrong.

you want that character A (player) , everytime that he uses ATTACK ( basic command 0 ) he MUST lose MP = to weapon attack damage. and each turn the battlers recover a amount of "stamina" mmm

-this will need merging of 2 o 3 scripts to work, ok i will try-
20
RPG Maker Scripts / Re: [XP]simple question[REsolved]
December 30, 2010, 05:35:06 pm
OMFG blizz is wrong?!??!
Actually is possible to make skills, spells and maybe buffs(?) and items ,be capable of a critcal strike by only
searching these lines in Game_Battler 3 "def skill_effect(user, skill)" (around line 103) once found this,
try searching for :

      if self.damage > 0
        # Correccion de Defensa
        if self.guarding?
          self.damage /= 2
        end
      end


Next you should add (below "if self.damage > 0"):

        # Correccion de ataque critico
        if rand(100) < 4 * attacker.dex / self.agi
          self.damage *= 2
          self.critical = true
        end



Which is the default critical formula, plus if you are using Xelias Passive Augments script , you can add a whole lot of critical formulas for each actor ,enemy ,etc.

Maybe this should go in tutorials?? script maybe neededfor this .