hi searching for a script to change the string of "SP" to "TP" or whatelse by "ClassID".
means warrior have tp and mage have mp...
the script by moghunter adds tp to every actor and not just rename the string, in his script actors have both...
i want just rename by classID is that possible ?
EDIT:
http://rmrk.net/index.php/topic,42164.0.html
this script can do this but its vx....
you can change all that in the database under system
no just 1 i need for every class a specific string/vocab
sry when i confuse you ^^
edit: and sry that i forgot the [xp] :shy:
Something like... edit the ## Magic Users line to include the class ids of all magic user classes
class Window_Base
#--------------------------------------------------------------------------
# * Draw SP
# actor : actor
# x : draw spot x-coordinate
# y : draw spot y-coordinate
# width : draw spot width
#--------------------------------------------------------------------------
def draw_actor_sp(actor, x, y, width = 144)
# Draw "SP" text string
self.contents.font.color = system_color
case actor.class_id
when 7, 8 ## Magic Users
sp_word = "SP"
else
sp_word = "TP"
end
self.contents.draw_text(x, y, 32, 32, sp_word)
# Calculate if there is draw space for MaxSP
if width - 32 >= 108
sp_x = x + width - 108
flag = true
elsif width - 32 >= 48
sp_x = x + width - 48
flag = false
end
# Draw SP
self.contents.font.color = actor.sp == 0 ? knockout_color :
actor.sp <= actor.maxsp / 4 ? crisis_color : normal_color
self.contents.draw_text(sp_x, y, 48, 32, actor.sp.to_s, 2)
# Draw MaxSP
if flag
self.contents.font.color = normal_color
self.contents.draw_text(sp_x + 48, y, 12, 32, "/", 1)
self.contents.draw_text(sp_x + 60, y, 48, 32, actor.maxsp.to_s)
end
end
end
thx this is great !
but can i ask you 2 things to add?
one is easy the other not ^^
first thing i want to use a color and maybe more than 2 strings
second thing is hard i believe to make it really a new state like i mogs script but every class have only the one i want not more.
this must have a ability to create items they restore the new points....
like i said this a bit harder...
youre in my credits and thx in advance
To use different colors for each string, just add a
self.contents.font.color = Color.new(255,0,0,255) ## Red
statement under each sp_word = "" statement
To add another string, just add another 'when' statement
class Window_Base
#--------------------------------------------------------------------------
# * Draw SP
# actor : actor
# x : draw spot x-coordinate
# y : draw spot y-coordinate
# width : draw spot width
#--------------------------------------------------------------------------
def draw_actor_sp(actor, x, y, width = 144)
# Draw "SP" text string
self.contents.font.color = system_color
case actor.class_id
when 7, 8 ## Magic Users
sp_word = "SP"
self.contents.font.color = Color.new(255,0,0,255) # Red
when 9, 10 ## Something Else
sp_word = "EP"
self.contents.font.color = Color.new(0,255,0,255) # Green
else
sp_word = "TP"
self.contents.font.color = Color.new(0,0,255,255) # Blue
end
self.contents.draw_text(x, y, 32, 32, sp_word)
# Calculate if there is draw space for MaxSP
if width - 32 >= 108
sp_x = x + width - 108
flag = true
elsif width - 32 >= 48
sp_x = x + width - 48
flag = false
end
# Draw SP
self.contents.font.color = actor.sp == 0 ? knockout_color :
actor.sp <= actor.maxsp / 4 ? crisis_color : normal_color
self.contents.draw_text(sp_x, y, 48, 32, actor.sp.to_s, 2)
# Draw MaxSP
if flag
self.contents.font.color = normal_color
self.contents.draw_text(sp_x + 48, y, 12, 32, "/", 1)
self.contents.draw_text(sp_x + 60, y, 48, 32, actor.maxsp.to_s)
end
end
end
[/quote]
I don't really understand the 2nd thing. You want only certain items to restore SP, and others to restore TP?
You can do that with a common event for the healing/restoring items.
Not sure what you mean about "new state". I haven't looked at MOG's script.
thx again brewmeister (sag ma biste deutsch ?)
yeah i want that i have independent potions for mp,tp,ap and wtf else.
but i have the problem that i cant use common events in battle because i use gtbs tactical battle system which not allow common events, at least in battle...
so i need that by script :huh:
thx in advance
I think what we need to do is talk to Gubid & see if we can't get a battle interpreter implemented so at least common events for skills & items will work.
Does GTBS use Troops?
Quote(sag ma biste deutsch ?)
1/16
yeah it works with troops.
i can ask in the gtbs thread of creation asylum, if you tell me what i should ask ?!
fixing that would be nice because i need a stealing system as well and it doesnt work for me beacuse i cant use common events...
edit: ok we need a battle interpreter for common events that will work in battle at least for skills and items ?!
edit2: i allready asked him but if you want heres a link to the thread:
http://www.creationasylum.net/forum/index.php?showtopic=20353&st=1560&gopid=331563entry331563
ok gubid answered me
Quote
Yes, it uses troops. And yeah, I see what you mean. I can certainly update that to support them better.
This should do the trick. This should update common events, just like normal. Although, keep in mind a couple things. I do not stop a scene when running a common event. This meaning that if your event has message boxes and the like, they might be accompanied by other actors/enemies taking their turns etc. Why is this, because if I stopped, then parallel process event would stop the battle from happening. It can probably be implemented better, but this will suffice for now. Let me know if it doesnt work.
Heres the script he made:
#-------------------------------------------------------------------------------
# Common Event Patch for GTBS
#-------------------------------------------------------------------------------
class Scene_Battle_TBS
#----------------------------------------------------------------------------
# tbs_phase_9 - updated to refresh common events (allowing them to launch if needed)
#----------------------------------------------------------------------------
alias tbs_Phase_9_common_event_refresh tbs_phase_9
def tbs_phase_9
if @step == 5
for common_event in @common_events
common_event.refresh
end
end
tbs_Phase_9_common_event_refresh
end
#----------------------------------------------------------------------------
# Update Event Queue
#----------------------------------------------------------------------------
alias upd_evnt_q_com_fix update_event_queue
def update_event_queue
for common_event in @common_events
common_event.update
end
upd_evnt_q_com_fix
end
end
thx brewmeister for your help but i asked LoganForrest if he will make an XP version of his Different SP notifications script, and he does !
so i think resolved...
ok it is now resolved !
logan finished the XP version of his script :naughty:
idk if he posted it allready public but whenyou can probably find it on rmrk.net
its called "LoganForrests' Different SP Notations Script (for RPG Maker XP)"