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1
RMXP Script Database / Re: [XP] Journal
July 26, 2011, 12:48:44 am
Great! Thanks.
2
RMXP Script Database / Re: [XP] Journal
July 25, 2011, 11:15:46 pm
I have a suggestion for an addition: have the journal recognize an actor's name after it has been changed by the player.

For instance, let's say actor 1 is named Serge, and I set up a journal entry for Serge when the game begins. Now, however, if I give the player the option to change Serge's name, and they rename him Bubba, the journal (of course) still says "Serge."

Don't know how possible it is, but It would be really cool if there was a way within the journal to recognize a name input change and change the journal entry.
3
RMXP Script Database / Re: [XP] Bestiary
July 18, 2011, 12:26:11 am
I'd like to use the Bestiary in conjunction with the Advanced Analyze System, and maybe I'm missing something, but I think the ANALYZE_IDS array is missing from the Bestiary script linked in this thread.

Or do you only have to identify your analyze skills in the array in the Advanced Analyze System script?

Thanks for the help.

EDIT: Resolved with some trial and error.
4
. . . and a couple others.

I'm creating an "Actor" class in my game and my ideas surpass my skill to make them happen, so here's a request for anyone to take a shot at one or all of the below skill requests.

Script-wise, the game will use among other things the RO Skills/Class Changing Script found here at CP, as well as the Tankentai sideview system, and several features from tons and Zer0's addons.

Skills I'd like to see in my game are listed below. Help/ideas/suggestions for any or all would be appreciated!

Death Scene
Effect: The character fakes his own death, and enemies ignore him completely. Taking an action (other than defend) will break the effect and enemies "notice" him again.
Notes: I love the skill name, so I'm open to many variations on this theme if one script method works better than another. Perhaps the effect only goes away when the character takes a hostile action.


Improvise
Effect: The actor makes something up on the spot, resulting in a random effect.
Notes:This is sort of like a gambling or roulette skill from old games. You select "improvise" (for relatively low SP) and any one of a number of effects could occur, some helpful, some harmful, some just plain silly.


Impersonate
Effect: The actor can mimic the skills of one of the other party members.
Notes: Again, I'm open to variations. Maybe an an FF "Mimic" style skill where the Actor repeats the last action. More desirable would be the ability to choose from among his fellow party member's skills. Given that the player can change classes with the RO script, the list of fellow party members' skills would change from game to game.


Give Alms
Effect: Damage foes by throwing gold at them.
Notes:Like the old Samurai "Toss" skill. Throw gold, either a flat rate or a percentage of the party's gold, and bad guys get hurt by such amazing generosity.  ;)


Taunt
Effect: Enrage an enemy into focusing his attacks upon the taunter.
Notes:Standard taunty-ness. I insult you, and you can't think about anything else but attacking me.


Impale - Working Title
Effect: A powerful melee attack that comes with a chance your weapon might break.
Notes: Not really one of the actor classes' skills, but one I'd like to include. For DII fans the concept comes from the Amazon's skill of the same name. I would be satisfied with a system that caused the weapon to "break" (ie, be lost completely from your inventory), but an even cooler system would be one that leaves the weapon in shards that must be taken to a smith and reforged.

Thanks in advance for any scripts or tips!
5
Quote from: The Niche on January 01, 2011, 07:57:17 pm
By default, that system won't let you have a two handed weapon and a shield or other weapon. Unless you give your characters multiple hands.


Well, then obviously I wasn't doing things correctly there . . .

BUT. . .

ForeverZer0's add-on pack has exactly what I was looking for! I had not delved into it before. RESOLVED!
6
Script Requests / Re: Help - Two-Hand Weapons
January 01, 2011, 07:46:47 pm
Quote from: The Niche on January 01, 2011, 05:49:08 pm
Y'know you can have shields regularly using Guillame's script, right?


Right, but the problem was I couldn't configure it in a way that made sense to me, i.e., I didn't want the player to have shield use while wielding a two-handed weapon. I tried several things with the config in the script, but didn't have success. So I came up with this workaround.

It actually opens up a nice new option, in that I'm using a skills system limited by weapon (i.e., you can't do a slashing sword move with your rapier), so I can add some skills that use a shield as a weapon, which will only be active if the player is using a shield.
7
Script Requests / Re: Help - Two-Hand Weapons
January 01, 2011, 04:49:48 pm
I think I figured out a workaround for the problem. In the Guillaume script, I just took out the default shield slot, created a shield that was technically a weapon, but had no attack and boosted def just like a shield. Now, the player can use a shield and sword or a two-hander without a shield. They will still be able to dual wield, which I didn't really want, but I'll take it. Plus, I could create a couple of "shield bash" skills for certain shields, and that would be pretty cool.

Not the ideal fix, but I'm satisfied, as long as no one pipes in and says, "Whoa, that will mess up the whole time-space continuum to have a "shield" in a weapon slot!
8
RMXP Script Database / Re: [XP] Journal
January 01, 2011, 02:46:53 am
Awesome, man. It now works perfectly. Thanks!
9
Script Requests / Re: Help - Two-Hand Weapons
December 31, 2010, 01:01:54 pm
That's the script I was tinkering with. I can see myself using that for a different project, but for this one, I was unable to enable two-handed weapons and get rid of dual wielding at the same time. Maybe I didn't understand the config right, but if I only gave one weapon slot, I couldn't use two-hand-marked weapons at all. If I kept two weapon slots, the character could dual wield or use a two-hander AND have a shield at the same time.

Any advice on configuration there?
10
Script Requests / Help - Two-Hand Weapons
December 31, 2010, 10:00:10 am
I'd like to have a simple two-hand weapon system that won't allow a user to equip a two-hand weapon and a shield at the same time.

I'm pretty much a novice, and have tried accomplishing this through events but have not been successful. Maybe I'm just not grasping the right way to do it.

Other mult-equipment scripts I've seen (such as one I saw in Blizz's tons tester in the script development pack) are beyond what I'm looking for. I don't want actors to be able to dual wield, for instance, so I don't need multiple weapon hands or multi-hit weapons.

The simple choice for players in my game should be for greater defense with a shield, or more offense with a two-hander. They either have a two-hand weapon without shield or a one-hander and a shield.

Any tips? Thanks!
11
RMXP Script Database / Re: [XP] Journal
December 31, 2010, 02:16:14 am
OK! That error seems to be fixed.

Here's another issue, when I have the auto updates set to "true" in the config of the script, I'm getting a method error on the line that relates to whatever equipment I'm trying to change. (such as 332 for weapons).

This was happening with the default items equipped on Aluxes and the gang, so I thought maybe that's because I hadn't defined anything in the lower journal entries.  So, I deleted everyone but aluxes and gave him only a single sword. I had an event call that journal addition and it was so far, so good. Then I added another event to give him a second sword to test the auto-update, the method error came up again.

When I set the auto updates to false, and called the scripts for each of those two individual swords, everything worked smoothly. Let me know if you'd like me to upload my little testing demo for you to check out.

Thanks for your quick responses! This is such a useful and versatile script!
12
RMXP Script Database / Re: [XP] Journal
December 31, 2010, 12:04:42 am
Thanks for the fix - that did it for the weapons, but not for the other equipment slots. Sorry to be a pain!
13
RMXP Script Database / Re: [XP] Journal
December 30, 2010, 01:14:26 am
Hi ForeverZer0.

This is a great script! Exactly what I've been looking for. Easy to configure and looks great!

However, something odd is happening . . . when a weapon, armor, shield, etc. is unequipped, it vanishes, and nothing else shows up that is available for the player to equip--even the sword/shield/etc. you just unequipped.

For instance, I started a new game just by copying and pasting the journal script into the editor. No other scripts involved in this test. I started the game, unequipped Aluxes's bronze sword and it vanished. It can no longer be seen on the equip screen. You can't see it even on the "item" menu.

I'm a novice, and managed to find a way to add a your journal to the default menu before I realized what was happening. That's when I tested it on a generic game start and still saw the same "vanishing de-equipped item" effect.

Am I doing something wrong?