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Messages - Duckaiser

1
Script Requests / Re: [XP] Two separate MP meters
March 26, 2011, 05:17:45 am
Thank you very much!

TP System huh? Doesn't sound too farfetched, but I don't think I would of thought of that still. And I've heard of Moghunter before, but all anyone else ever seemed to mention were the custom menu scripts (which are cool, admittedly)

It does look like what I'm looking for. Not being able to give it to monsters is kind of a drag, but most RPGs make monsters use different stats a bit anyway...My only worry is how much it might interfere with other scripts...(I mean, if it DOES show up on the menus, then...it would probably interfere with some other scripts...hmm...) I guess I'll find out once I test it out (unfortunately, I can't now)
2
Script Requests / Re: [XP] Two separate MP meters
March 18, 2011, 05:10:46 am
This is a bump (not that that's really necessary, I mean, second topic and all), but I'm also adding more information.

I don't know much about scripting, but I'd imagine that this would be set up to interact with each tab in the Database.

Actors - Set up what each characters secondary MP base and growth is.
Items - Set which items restore or damage the secondary MP.
Skills - Set which skills consume the secondary MP option. The possibility of skills that consume both MPs would be nice, but certainly not necessary.
Monsters - Set each monsters starting secondary MP.
States - Set which states alter your secondary MP and by how much.

Again, I have no idea how hard this would be to implement. I feel though that this script would add an interest layer to some games. Any help would be greatly appreciated. I might even be able to offer something in return...A simple picture maybe? Maybe a simple sprite (by simple, I mean human-sized without any super unique hair or whatever)
3
Script Requests / [XP] Two separate MP meters
March 10, 2011, 08:16:56 am
What I'm looking for is a script that will enable me to give characters two MP meters. The most obvious use would be one for techniques and one for spells.

Let's call the technique MP, "TP". And the spell MP, "SP".

So, every character would have TP and SP. Right by their HP. The script would need to make the second MP meter function like the normal one, just use a different "pool" of MP. One example of this would be the PS1 RPG, SaGa Frontier, every character has WP and JP, the in-world equivalent of my proposal for TP and SP. Techniques, such as martial arts, sword techniques, as well as monster attacks consume WP. Various spells, such a healing magic, attack magic, and support magic consume JP. This gives you more options, if you run out of JP using spells, you still have WP left to use techniques. But not every character would have the same ratio of JP to WP, so...even if two characters have the same moves, they will still function differently.

There'd have to be script calls that increase the second MP stat, mainly for level gaining. There would need to be a way to signal with the script which techniques consume which MP. And there would have to be a way to "heal" or "damage" the second MP too. Also, various menus would have to be adjusted to accommodate for the extra meters. The battle menu for one, but also the status menu screen, and the individual status screen. I seem to think other menus show your current MP, but I don't have XP on hand to confirm.

If anything needs clarifying, let me know. If this has already been made, I apologize (I tried searching, but part of the problem was that I didn't know what to search for, what would someone else call this kind of script?) Any help would be greatly appreciated.
4
Script Requests / Re: Multiple currencies script?
January 05, 2011, 05:08:25 am
That does sound like what I'm looking for (mostly)...thanks.

Hmmm...Save-Point? So that's what happened to RMVXP...I hadn't been there in a while, didn't know what happened. See, I've been to an older version of that site and I've seen several of DerVVulfman's scripts...but I've never seen that one.

Still, I cannot currently test the script as I don't have RPG Maker XP at the moment. Once I do, I'll try this out and see how it works. (I asked now because I want to have these ready once I get it back)
5
Script Requests / Re: Multiple currencies script?
January 04, 2011, 05:23:00 am
It's been almost a month. I take it that a bump is alright?

I can provide some more specific details and/or mock-ups if it would help.
6
Script Requests / Re: Character "fusion" script?
December 23, 2010, 05:24:19 am
Thanks, I appreciate it! I think it's worth mentioning that I was just looking at a picture of Gogeta before I came here! Now I can put him in a game, even using that particular picture, lol. But more seriously, this gives me ideas I never thought about before when designing my own characters. Sure, maybe making characters fuse together is a tad peculiar, but it opens up lots of possibilities, some simple, some more complex.
7
Event System Database / Re: Character Fusion
December 23, 2010, 05:20:09 am
Oh wow, I wasn't expecting this! Thank you!

It sounds like it does everything I asked for (and more!) but unfortunately I can't test it out right now, probably not for a while. Once I do try it out though, I'll let you know how it works out.
8
Script Requests / Multiple currencies script?
December 07, 2010, 05:58:19 am
Hi, I'm looking for a script that would allow me to put multiple currencies into an RPG Maker XP project. These currencies could be used just like the normal currency, find in chests, get from monsters, use to buy items in shops, etc.

I've heard of using variables for stuff like this, and I even tried a script that was supposed to do what I was looking for, but it just didn't work.

The best example for what I'm looking for is something like Secret of Evermore. In Secret of Evermore, there are 4 currencies: Talons, Jewels, Gold, and Credits. On the main status menu, the currency used in your current location (Talons for the Prehistoric place for example) is displayed. When you go to a different region, the displayed currency changes (call script?) But there is also a menu to access that displays all of your current currencies. For example:
Talons: 325
Jewels: 17,000
Gold: 50
Credits: 0


(Perhaps as a menu item, "Money" or something)

Now I want it to be able to accommodate several currencies! Like...over 10!

I also plan to include some kind of currency exchange, but I think I know how to do that with events. It would be nice to have some kind of way to get more than one kind of currency from the same battle (the Goomba drops Coins, the Stalfos drops Rupees, and the Behemoth drops Gil, all in the same fight!) but that isn't quite necessary yet.

I've searched this site and found some ways to get another currency, but they aren't quite what I'm looking for, and I don't think they work with letting enemies drop them after battle. Any help would be appreciated.
9
Script Requests / Re: [XP]weapon atributes request
December 02, 2010, 03:42:55 am
Quote from: Lanzer on December 01, 2010, 08:03:31 pm
What i want :
- a script via skill, items events , shops, etc...  that let`s user change the characteristics of equiped weapon
like elemental attack or state added , damage of weap , etc.


If I understand correctly, you want a method (call script) to make skills, items, shops, etc. that give extra effects to weapons. Like, you have a Bronze Sword with an attack power of 30 and no elemental. You use the skill "Thunderbrand" and suddenly your Bronze Sword is now thunder elemental. You also use the item "Sword Sharpener" which increases the same Bronze Sword's attack power by 10, so now it's a thunder elemental weapon with an attack of 40. But you want more so you go into town to the blacksmith, who you pay to reinforce the hilt to boost the Bronze Sword's defense by 10. So, finally that old Bronze Sword now is thunder elemental and raises your attack by 40 and defense by 10. But it's still a Bronze Sword. You can buy another Bronze Sword in town, but it has 30 attack power, no elemental, and no defense boost.

Is that what you mean? Or am I off?

Anyway, I can't help beyond helping explain things.
10
Welcome! / Re: Hi there
November 29, 2010, 04:38:43 am
Thanks for the welcomes!
11
Script Requests / Re: Character "fusion" script?
November 29, 2010, 03:57:28 am
Thanks for your help. I guess I'll wait until I get RPG Maker XP again to try working this out. I thought it would be good to request the script before I got it back, knowing I'd have to wait. But, perhaps I can do most of this with events? I shall see.
12
Script Requests / Re: Character "fusion" script?
November 26, 2010, 06:41:34 am
Thanks for setting that up. I guess I could use something like that even with a party member changing script as long as I put it right after the script call event for changing party members.

But what if I want Fusion Dance to work with more than one character? Say I want Goku to be able to use Fusion Dance with Hercule, to get Gokule? (I don't want to do that, just an example!) Perhaps I could give Goku three different versions of "Fusion Dance"? Or maybe I could make the Fusion Dance skill just use a common event (have to anyway) but with conditional branches that determines who is in the party? And if you didn't have to pick right when you activate it, you could have it so it happens when he actually uses the skill?

I'm not actually sure. The main thing I don't think I could figure out with events is still the experience point thing, but I might just go with the Fusion have it's own level.
13
Script Requests / Re: Character "fusion" script?
November 25, 2010, 05:45:37 am
I admit it was probably confusing.

Here's an example: Goku and Vegeta are both in the party. Goku is on level 30 and Vegeta is on level 20. Goku uses the skill "Fusion Dance", and since Vegeta is in the party, they fuse into Gogeta. Gogeta gets their average level, and is level 25. Gogeta proceeds to finish the battle, but Gogeta doesn't get the experience points, Goku and Vegeta do. This method involves the fused form always going to the average level of the fused characters, so, Gogeta getting experience points wouldn't actually do anything.

But, if I wanted the fused character (Gogeta) to have his own experience and levels, then I wouldn't need to worry about him getting the battle experience (and I know how to make events trigger automatically after a battle to turn back, so that part is easy)

Thinking about it more, using events I'd still have the problem of the skill being usable but not doing anything. Goku can only turn into Gogeta by fusing with Vegeta, so if Vegeta isn't in the party, "Fusion Dance" wouldn't work. But how would I disable the skill if Vegeta isn't in the party? I could only do that if I had a very specific party member changing event/script. I want Goku's "Fusion Dance" skill to not even work unless Vegeta is in the party, but if he IS in the party, then the two would fuse into Gogeta. Otherwise, Goku would be able to waste his turn selecting "Fusion Dance" nothing happening, I want the skill disabled!

I hope I made it more clear by using names rather than "Monster A" and "Monster B"...(if not, I'll try again!)
14
Script Requests / Re: Character "fusion" script?
November 24, 2010, 05:23:43 am
Thanks for replying.

I figured I could probably get something going, but this part bothers me:
"fused character reverts at end of battle and reverted characters gain experience points"

I have no idea how to make an event trigger after the last enemy is defeated, before experience points, money, and items are received. I mean, it's not absolutely necessary, the characters who fused not getting experience points could be a drawback of the powerful ability...and the experience would be wasted on the fused character because their level would always be reset to the average of the characters who would be fusing. Or, I could make it so the fused characters are on a specific level, and need the experience to get any stronger (so you have to actually use the fusion to make it stronger).

I guess I could go with one of those options. I think I could figure it out somehow, everything else seems like something I know how to do. I don't have RMXP right now so I'll have to wait a while to try it out.

I'm going to leave this request open if anyone wants to try some fancy character fusion script with extra features or something. It seems like it could be cleaner with a script than events (then again, sometimes scripts make things messier)
15
Welcome! / Re: Hi there
November 22, 2010, 07:40:22 am
Thanks for the welcome. What's drawing people to the site? The desire to oppose order. People are drawn to chaos.
16
Script Requests / Character "fusion" script?
November 22, 2010, 07:09:50 am
Hi, I'm looking for a script that will allow two or more characters to "fuse" by means of a call script to put in an event. I actually requested this on another forum about a year and a half ago, with no response whatsoever!

As a matter of fact, my request should still be helpful:
-The closest I can think of to what I am looking for is featured in Yu-Gi-Oh! The Falsebound Kingdom. In this game, there is an item called "Polymerization". When used you can fuse 2 or more monsters together so long as there is a possible combination. For example, Monster A can fuse with Monster B, but Monster A cannot fuse with Monster C. While Monsters D, E, and F can all fuse together at the same time. After fusing, a new monster appears in the same spot as the monster that activated the event (via Item or Skill or other).
-The new monster is it's own character, and it's level is the average of the monsters who fused. So, if Monster A (level 10) fuses with Monster B (level 20) then the new monster will be on level 15. If the new monster is defeated, both original monsters are defeated as well. After the battle is ended, all fused monsters revert to normal and gain experience as normal, the fused monster does not gain Experience points!
-I figure I might be able to do some of this with events, but I'm pretty sure I can't do the "replace character who activated fusion with new character" nor the "fused character reverts at end of battle and reverted characters gain experience points" things. Also, while not present in the game I mentioned, I want to disable the fusion skill/item if no possible combinations exist in the current party, and if more than one combination exists in the party, then bring up a menu to select from the possible choices. If I didn't make it clear (I probably didn't) I'd like this to work with more than 2 characters. 2, 3, 4, or more if a custom script is used (not a priority for me, but someone might like this)

This could be used for a number of purposes. Two characters literally fusing together, like in Yu-Gi-Oh or Dragon Ball Z. A rider-like character getting on their animal mount, like getting on a Chocobo in Final Fantasy Tactics, or the animal riding characters in Suikoden 3. Or something a bit different, like one character turning into a weapon for another, (character A turns into a sword for his comrade, character B, now they are one character, character B holding character A's sword form) something like Disgaea 3 with monsters turning into weapons actually, I think.

Sorry if this wasn't descriptive enough, too confusing, already exists, or is completely possible with events. Any help would be appreciated.
17
Welcome! / Hi there
November 22, 2010, 06:57:08 am
Duckaiser here. Been working with RPG Maker a while, XP in particular. Haven't done anything with it in a while, but I want to get back into it.

As you might guess from my avatar and signature, Ayla is awesome, Chrono Trigger is cool, and dinosaurs are rad. Yup.