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.
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.
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
$data_weapons[id].gem1 = item_id
So if I had an editor that could do that for me than it'd be easier for me to get the script done and it'd also be easy to configure for people who use it.
You can do it much easier. :) No need to overcomplicate things.
class RPG::Weapon
def gem1
case @id
when 1 return 1
when 2 return 3
end
return 0
end
end
so then I could just use
[$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)
Slightly different, but you got the concept right.
$game_actors[id here].take_force_points(@skill_window.skill.forcepoints)
$game_actors[id here].take_force_points($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.
Thanks Blizzard Topic Marked resolved