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Messages - darkelite

1
RMXP Script Database / Re: [XP] Tons of Add-ons
December 28, 2011, 06:44:30 pm
Hello guys,
I have a small problem here. I've activated the @ENEMY_STATUS script (Tons of Add-ons part 2) but when I chose 'ATTACK' prior of using a skill, it does not show the Enemy status in the Help Window. Anyone knows how to fix this please? :)

Here is the scripts:


For @ENEMY_STATUS:

Spoiler: ShowHide
#:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=
# Enemy Status in Battle by Blizzard
# Version: 1.0b
# Type: Information Display Alteration
# Date: 17.2.2007
#:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=
#
# Compatibility:
#
#   99% compatible with SDK v1.x. 90% compatible with SDK v2.x. Might cause
#   incompatibility issues with exotic CBS-es, CMS-es and custom enemy status
#   displays.
#
#
# Explanation:
#
#   This add-on will not only show enemies' names, but even HP, SP and status
#   in the help window during battle.
#:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=

#==============================================================================
# Window_Help
#==============================================================================

class Window_Help
 
 alias set_enemy_status_later set_enemy
 def set_enemy(enemy)
   $game_system.ENEMY_STATUS ? set_actor(enemy) : set_enemy_status_later(enemy)
 end
 
end

#:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=
# Passive Skills by Blizzard
# Version: 1.2b
# Type: Game Alteration
# Date: 13.7.2008
# Date v1.0b: 21.7.2008
# Date v1.1b: 19.10.2008
# Date v1.2b: 18.4.2009
#:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=
#
#   This add-on allows that skills passively change attributes and gold/exp
#   rates. It is recommended that you make those skills be never usable.
#:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=

module BlizzCFG
 
#::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::
# START Configuration
#::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::
 # will cause skills to only be effective during battle
 BATTLE_ONLY = false
#::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::
# END Configuration
#::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::

 def self.passkl_database(id)
   case id
#::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::
# START Passive Skills Database
#  
#   Use following template to configure your database below:
#    
#     when ID then return [HP, SP, STR, DEX, AGI, INT, ATK, PD, MD, EVA, G, EXP]
#  
#   ID  - ID of the skill
#   HP  - change of max HP (added)
#   SP  - change of max SP (added)
#   STR - change of STR (added)
#   DEX - change of DEX (added)
#   AGI - change of AGI (added)
#   INT - change of INT (added)
#   ATK - change of ATK (added)
#   PD  - change of PDEF (added)
#   MD  - change of MDEF (added)
#   EVA - change of EVA (added)
#   G   - change of gold (multiplied)
#   EXP - change of EXP (multiplied)
#::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::
   when 1 then return [100, 100, 10, 10, 10, 10, 0, 0, 0, 0, 1.0, 1.0]
   when 2 then return [0, 0, 0, 0, 0, 0, 10, -10, -10, 10, 1.0, 1.0]
   when 3 then return [0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1.5, 1.0]
   when 4 then return [0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1.0, 1.2]
#::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::
# END Passive Skills
#::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::
   end
   return [0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1.0, 1.0]
 end
 
end

#==============================================================================
# Game_Actor
#==============================================================================

class Game_Actor
 
 alias base_maxhp_passkl_later base_maxhp
 def base_maxhp
   result = base_maxhp_passkl_later
   if $game_system.PASSIVE_SKILLS &&
       (!BlizzCFG::BATTLE_ONLY || $game_temp.in_battle)
     @skills.each {|id| result += BlizzCFG.passkl_database(id)[0]}
   end
   return result
 end
 
 alias base_maxsp_passkl_later base_maxsp
 def base_maxsp
   result = base_maxsp_passkl_later
   if $game_system.PASSIVE_SKILLS &&
       (!BlizzCFG::BATTLE_ONLY || $game_temp.in_battle)
     @skills.each {|id| result += BlizzCFG.passkl_database(id)[1]}
   end
   return result
 end
 
 alias base_str_passkl_later base_str
 def base_str
   result = base_str_passkl_later
   if $game_system.PASSIVE_SKILLS &&
       (!BlizzCFG::BATTLE_ONLY || $game_temp.in_battle)
     @skills.each {|id| result += BlizzCFG.passkl_database(id)[2]}
   end
   return result
 end
 
 alias base_dex_passkl_later base_dex
 def base_dex
   result = base_dex_passkl_later
   if $game_system.PASSIVE_SKILLS &&
       (!BlizzCFG::BATTLE_ONLY || $game_temp.in_battle)
     @skills.each {|id| result += BlizzCFG.passkl_database(id)[3]}
   end
   return result
 end
 
 alias base_agi_passkl_later base_agi
 def base_agi
   result = base_agi_passkl_later
   if $game_system.PASSIVE_SKILLS &&
       (!BlizzCFG::BATTLE_ONLY || $game_temp.in_battle)
     @skills.each {|id| result += BlizzCFG.passkl_database(id)[4]}
   end
   return result
 end
 
 alias base_int_passkl_later base_int
 def base_int
   result = base_int_passkl_later
   if $game_system.PASSIVE_SKILLS &&
       (!BlizzCFG::BATTLE_ONLY || $game_temp.in_battle)
     @skills.each {|id| result += BlizzCFG.passkl_database(id)[5]}
   end
   return result
 end
 
 alias base_atk_passkl_later base_atk
 def base_atk
   result = base_atk_passkl_later
   if $game_system.PASSIVE_SKILLS &&
       (!BlizzCFG::BATTLE_ONLY || $game_temp.in_battle)
     @skills.each {|id| result += BlizzCFG.passkl_database(id)[6]}
   end
   return result
 end
 
 alias base_pdef_passkl_later base_pdef
 def base_pdef
   result = base_pdef_passkl_later
   if $game_system.PASSIVE_SKILLS &&
       (!BlizzCFG::BATTLE_ONLY || $game_temp.in_battle)
     @skills.each {|id| result += BlizzCFG.passkl_database(id)[7]}
   end
   return result
 end
 
 alias base_mdef_passkl_later base_mdef
 def base_mdef
   result = base_mdef_passkl_later
   if $game_system.PASSIVE_SKILLS &&
       (!BlizzCFG::BATTLE_ONLY || $game_temp.in_battle)
     @skills.each {|id| result += BlizzCFG.passkl_database(id)[8]}
   end
   return result
 end
 
 alias base_eva_passkl_later base_eva
 def base_eva
   result = base_eva_passkl_later
   if $game_system.PASSIVE_SKILLS &&
       (!BlizzCFG::BATTLE_ONLY || $game_temp.in_battle)
     @skills.each {|id| result += BlizzCFG.passkl_database(id)[9]}
   end
   return result
 end
 
 def gold_rate
   return 1 if BlizzCFG::BATTLE_ONLY && !$game_temp.in_battle
   result = 1.0
   @skills.each {|id| result *= BlizzCFG.passkl_database(id)[10]}
   return result
 end
 
 def exp_rate
   return 1 if BlizzCFG::BATTLE_ONLY && !$game_temp.in_battle
   result = 1.0
   @skills.each {|id| result *= BlizzCFG.passkl_database(id)[11]}
   return result
 end
 
end

#==============================================================================
# Window_BattleResult
#==============================================================================

class Window_BattleResult
 
 attr_accessor :gold
 attr_accessor :exp
 
end

#==============================================================================
# Window_BattleStatus
#==============================================================================

class Window_BattleStatus
 
 attr_accessor :level_up_flags
 
end

#==============================================================================
# Scene_Battle
#==============================================================================

class Scene_Battle
 
 alias start_phase5_passkl_later start_phase5
 def start_phase5
   unless $game_system.PASSIVE_SKILLS
     start_phase5_passkl_later
     return
   end
   old_gold, old_exp, old_levels = $game_party.gold, [], []
   $game_party.actors.each {|actor|
       old_exp.push(actor.exp)
       old_level.push(actor.level)}
   start_phase5_passkl_later
   new_gold = $game_party.gold - old_gold
   $game_party.lose_gold(new_gold)
   gold_rate = 100
   $game_party.actors.each {|actor| gold_rate *= actor.gold_rate}
   @result_window.gold = (new_gold * gold_rate / 100).to_i
   $game_party.gain_gold(@result_window.gold)
   new_exp = 0
   $game_party.actors.each_index {|i|
       if $game_party.actors[i].exp - old_exp[i] > 0
         new_exp = $game_party.actors[i].exp - old_exp[i]
       end
       $game_party.actors[i].exp = old_exp[i]}
   exp_rate = 100
   $game_party.actors.each {|actor| exp_rate *= actor.exp_rate}
   @result_window.exp = (new_exp * exp_rate / 100).to_i
   @result_window.refresh
   $game_party.actors.each_index {|i|
       @status_window.level_up_flags[i] = false
       unless $game_party.actors[i].cant_get_exp?
         $game_party.actors[i].exp += @result_window.exp
         @status_window.level_up(i) if $game_party.actors[i].level > old_level[i]
       end}
 end
 
end




For Window_Help:
(Maybe this is where the problem is)

Spoiler: ShowHide

#==============================================================================
# ** Window_Help
#------------------------------------------------------------------------------
#  This window shows skill and item explanations along with actor status.
#==============================================================================

class Window_Help < Window_Base
 #--------------------------------------------------------------------------
 # * Object Initialization
 #--------------------------------------------------------------------------
 def initialize
   super(0, 0, 640, 64)
   self.contents = Bitmap.new(width - 32, height - 32)
 end
 #--------------------------------------------------------------------------
 # * Set Text
 #  text  : text string displayed in window
 #  align : alignment (0..flush left, 1..center, 2..flush right)
 #--------------------------------------------------------------------------
 def set_text(text, align = 0)
   # If at least one part of text and alignment differ from last time
   if text != @text or align != @align
     # Redraw text
     self.contents.clear
     self.contents.font.color = normal_color
     self.contents.draw_text(4, 0, self.width - 40, 32, text, align)
     @text = text
     @align = align
     @actor = nil
   end
   self.visible = true
 end
 #--------------------------------------------------------------------------
 # * Set Actor
 #     actor : status displaying actor
 #--------------------------------------------------------------------------
 def set_actor(actor)
   if actor != @actor
     self.contents.clear
     draw_actor_name(actor, 4, 0)
     draw_actor_state(actor, 140, 0)
     draw_actor_hp(actor, 284, 0)
     draw_actor_sp(actor, 460, 0)
     @actor = actor
     @text = nil
     self.visible = true
   end
 end
 #--------------------------------------------------------------------------
 # * Set Enemy
 #     enemy : name and status displaying enemy
 #--------------------------------------------------------------------------
 def set_enemy(enemy)
   text = enemy.name
   state_text = make_battler_state_text(enemy, 112, false)
   if state_text != ""
     text += "  " + state_text
   end
   set_text(text, 1)
 end
end


class Window_Help
 
 alias set_enemy_status_later set_enemy
 def set_enemy(enemy)
   $game_system.ENEMY_STATUS ? set_actor(enemy) : set_enemy_status_later(enemy)
 end
 
end



Please use [code][/code] tags when posting code. ~ G_G
2
Welcome! / Zup geeks! :)
December 18, 2011, 01:48:07 pm
My name is Michel (Darkelite) and i'm new to the forums.
I am making a nice game, and i'm open for help and contributions. I'm working on it since the last 3 years!

http://www.youtube.com/watch?v=rhioSC8bmLQ

3
Resources / Re: Title Screens / Gameover Screens Shop
December 18, 2011, 11:52:14 am
Name of Game:

Memories of A Vagadond:
       Broken Destiny


Colors

Any dark colors


Theme

Hell, Lava, Souls.
Example (from my game - ingame):



Logo

DarkElite


PM me as soon as possible to let me know if you're taking my request, it will be greatly appreciated!
4
Still Accepting requests?
5
Hi,
Your script is great and I've adapted it to my game. I have 1 hero at the beginning of the game but when someone joins my team and I save, the level of each character overlaps in the save menu. How can I fix this? I am not very good with Ruby scripts.
Thanks a lot!

Here is a screenshot