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Messages - ozoke

1
Script Requests / Re: Exp event/script
November 25, 2008, 06:11:27 pm
blizzards RO job/skill system will let have skills with levels.
http://forum.chaos-project.com/index.php?topic=115.0

as for getting better items at highef levels, u could use a conditional branch when calling a shop event that checks the players level first and gives better items the higher your level is.
2
Script Requests / Re: Leveling script
November 25, 2008, 05:53:39 pm
if you read through the first few lines you can set the parameters max, then a bit furher down you can give each player a mzx if you want, i cant see how a demo would help explain how it works better than reading it.
3
Script Requests / Re: Leveling script
November 25, 2008, 05:46:21 pm
the script in this link should do what you want.
it alos lets you change the max value for all the other parameters as well

http://rmrk.net/index.php/topic,11679.msg146202.html#msg146202
4
Script Troubleshooting / Re: Macro system UI
November 21, 2008, 07:33:26 pm
sorry thought id sorted this out,

im trying to disable an item in a window selectable

the window code is

 class Window_Potion < Window_Selectable
   
   def initialize
     super (260,160,254,254)
     self.contents = Bitmap.new(width - 32, height - 32)
     refresh
     self.index = 0
   end
   
   def refresh
     self.contents.clear
     @item_max = 7
     self.contents.draw_text(0,0,160,32, "Aid Potion +100")
     self.contents.draw_text(0,32,160,32, "Aid Potion +250")
     self.contents.draw_text(0,64,160,32, "Aid Potion +500")
     self.contents.draw_text(0,96,160,32, "Aid Potion +1000")
     self.contents.draw_text(0,128,160,32, "Aid Potion +2000")
     self.contents.draw_text(0,160,160,32, "Aid Potion +3000")
     self.contents.draw_text(0,192,160,32, "Aid Potion +4000")       
   end
end


i want to check the players items and disable an option if the player doesnt have any of those potions.

i think this will check the items, might be wrong
$game_party.item_number(i) = 0

but i dont know how to disable the option

i treid this
     if $game_party.item_number(1) !=0
       Window_Potion.disable_item(0)
       end

but that doesnt work.

any sugestions?

thanks
5
General Discussion / Re: RPG Maker XP vs VX
November 21, 2008, 06:55:28 pm
same with me, i tried VX when i heard about rpg maker, but found that the all round support was lacking, and from what ive seen so far most of the changes to VX can be scripted into XP.

XP just has alot more support and better scripts for it, thats why im using it.

VX is in the stage XP was 2-3 years ago, give it time and more ppl will start switching imo.
6
Script Requests / Re: Music Script
November 21, 2008, 06:01:56 pm
you could probably do this with a common event, like use a conditional branch to check what key is been pressed and then continue if the right key is pressed, then if they enter the right sequence of keys somet happens.
like this.

Spoiler: ShowHide


but i think this only works with the default keys.
7
Event System Database / Re: blizz abs add on V.01
November 21, 2008, 05:48:22 pm
ah, so its like a battle arena so blizz-abs dont have to be active on every map.
8
Event System Database / Re: blizz abs add on V.01
November 21, 2008, 12:01:38 pm
what does it do?,

my rmxp wont play it.
9
Script Troubleshooting / Macro system UI
November 21, 2008, 11:52:56 am
hey guys,

tryin some scripting again, this time just a UI for a macro system im working on.
heres the script

class Window_Macro < Window_Base

def initialize
    super(220, 100, 288, 230)
    self.contents = Bitmap.new(width - 32, height - 32)
    refresh
  end
 
def refresh
  self.contents.clear
  @actor = $game_party.actors[0]
  @phealth = $game_variables[4]
  @pforce = $game_variables[5]
  self.contents.draw_text(32,0,96,32, "Health Macro")
  self.contents.draw_text(32,32,128,32, "#{@phealth} / #{@actor.maxhp}")
  draw_bar_beginner(32, 64, @phealth, @actor.maxhp, 192, 10,bar_color = Color.new(150, 0, 0, 255) )
  self.contents.draw_text(32,96,96,32, "Force Macro")
  self.contents.draw_text(32,128,128,32, "#{@pforce} / #{@actor.maxsp}")
  draw_bar_beginner(32,160, @pforce, @actor.maxsp, 192, 10, bar_color = Color.new(0,0,150,255) )
  end
end

class Window_Potion < Window_Selectable
   
   def initialize
     super (220,160,220,198)
     self.contents = Bitmap.new(width - 32, height - 32)
     refresh
     self.active = false
     self.index = 0
   end
   
   def refresh
     self.contents.clear
     @item_max = 5
     self.contents.draw_text(0,0,96,32, "100")
     self.contents.draw_text(0,32,96,32, "250")
     self.contents.draw_text(0,64,96,32, "500")
     self.contents.draw_text(0,96,96,32, "1000")
     self.contents.draw_text(0,128,96,32, "2000")
   end
end

  class Window_PotionF < Window_Selectable
   
   def initialize
     super (220,160,220,198)
     self.contents = Bitmap.new(width - 32, height - 32)
     refresh
     self.active = false
     self.index = 0
   end
   
   def refresh
     self.contents.clear
     @item_max = 5
     self.contents.draw_text(0,0,96,32, "50")
     self.contents.draw_text(0,32,96,32, "125")
     self.contents.draw_text(0,64,96,32, "250")
     self.contents.draw_text(0,96,96,32, "500")
     self.contents.draw_text(0,128,96,32, "1000")
   end
end

class Scene_Macro
 
    def initialize(menu_index = 0)
    @menu_index = menu_index
    end
   
 
    def main
   
    s1 = "Change HP Pots"
    s2 = "Change FP Pots"
    @command1_window = Window_Command.new(160, [s1, s2])
    @command_window.index = @menu_index
  end
    @macro_window = Window_Macro.new
    @potion_window = Window_Potion.new
    @potion_window.visible = false
    @potionf_window = Window_Potionf.new
    @potionf_window.visible = false
   
    Graphics.transition
    loop do
      Graphics.update
      Input.update
      update
      if $scene != self
        break
      end
    end
   Graphics.freeze
    @command1_window.dispose
    @macro_window.dispose
    @potion_window.dispose
    @potionf_window.dispose
  end
 
  def update
    @command1_window.update
    @macro_window.update
    @potion_window.update
    @potionf_window.update
   
    if @command1_window.active
      update_command
    return
  end

      if @potion_window.active
      update_potion
    return
  end
 
        if @potionf_window.active
      update_potionf
    return
  end
end
 
  def update_command
    if Input.trigger?(Input::B)
      $game_system.se_play($data_system.cancel_se)
      $scene = Scene_Map.new
      return
    end
   
        if Input.trigger?(Input::C)
      if $game_party.actors.size == 0
        $game_system.se_play($data_system.buzzer_se)
        return
      end
      case @command1_window.index
      when 1
        $game_system.se_play($data_system.decision_se)
        @command_window.active = false
        @potion_window.active = true
        @potion_window.index = 0
      when 2
        $game_system.se_play($data_system.decision_se)
        @command_window.active = false
        @potionf_window.active = true
        @potion_window.index = 0
      end
      return
    end
   
  def update_potion
    if Input.trigger?(Input::B)
      $game_system.se_play($data_system.cancel_se)
      $scene = Scene_Map.new
      return
    end
   
    if Input.trigger?(Input::C)
      if $game_party.actors.size == 0
        $game_system.se_play($data_system.buzzer_se)
        return
      end
      case @potion_window.index
      when  1
        $game_system.se_play($data_system.decision_se)
        $game_variables[4] = 100
        $scene = Scene_Macro
      when 2
        $game_system.se_play($data_system.decision_se)
        $game_variables[4] = 250
        $scene = Scene_Macro
      when 3
        $game_system.se_play($data_system.decision_se)
        $game_variables[4] = 500
        $scene = Scene_Macro
      when 4
        $game_system.se_play($data_system.decision_se)
        $game_variables[4] = 1000
        $scene = Scene_Macro
      when 5
        $game_system.se_play($data_system.decision_se)
        $game_variables[4] = 2000
        $scene = Scene_Macro
      end
      return
    end
   
      def update_potionf
    if Input.trigger?(Input::B)
      $game_system.se_play($data_system.cancel_se)
      $scene = Scene_Map.new
      return
    end
  end
 
    if Input.trigger?(Input::C)
      if $game_party.actors.size == 0
        $game_system.se_play($data_system.buzzer_se)
        return
      end
      case @potionf_window.index
      when  1
        $game_system.se_play($data_system.decision_se)
        $game_variables[5] = 50
        $scene = Scene_Macro
      when 2
        $game_system.se_play($data_system.decision_se)
        $game_variables[5] = 125
        $scene = Scene_Macro
      when 3
        $game_system.se_play($data_system.decision_se)
        $game_variables[5] = 250
        $scene = Scene_Macro
      when 4
        $game_system.se_play($data_system.decision_se)
        $game_variables[5] = 500
        $scene = Scene_Macro
      when 5
        $game_system.se_play($data_system.decision_se)
        $game_variables[5] = 1000
        $scene = Scene_Macro
      end
      return
    end
  end
end


the windows work fine, but then when i put the scene in as well i get an error.

script window_base line 17 no methoderror occured.
undefined method for 'windowskin_name' for Nilclass

since i aint to used to scripting yet im sure there will be others.

im usin XP with blizz abs 1.99 and tons 6.71

thanks

edit.

taking out that end and putting it at the bottom worked, then i noticed a few other errors, sorted those out now and its working,
thanks.



10
RMXP Script Database / Re: [XP] Blizz-ABS
November 21, 2008, 06:12:58 am
alright then, ill just use numbers for now, cant wait for v2.0.

thanks blizz
11
RMXP Script Database / Re: [XP] Blizz-ABS
November 20, 2008, 07:03:22 am
i noticed while playing around with the custom stat system(ff2 style) that blizz-abs was able to show a text string instead of damage after a parameter leveled up.
is it possible to use a script call after an enemy is defeated to show a text string.

what i was lookng to do was after an enemy has died display a text string that says somet like "+1 buzz", so the player knows they have added 1 buzz to a quest count.

i know it can be done with show text, but the player cant move until they have pressed confirm and it takes you away from the action

thanks
12
Projects / Games / Re: Errant Journey [XP]
November 19, 2008, 11:02:59 am
you mean somet like this?

Spoiler: ShowHide


dont even know if that would be useful to you or not, or if you want different trees ill change em for you.
13
WOW, that was so easy. just had to edit window_base to add more parameters to the already defined ones like you said.

thanks blizz
14
this is a great script,
i modded it to still work with level ups, but i was wondering is it possible to show the value of an actors 'counter' in the status window

e.g
instead of showing the current equipment it showed the current values for xstr, xdex, xint and xagi

if i knew how to show the current value for each actors counter i could mod the status screen myself.

thanks.
15
New Projects / Re: Untitled Pokemon Project
November 17, 2008, 11:15:47 pm
tbh, you shuldnt really be to bothered about what other people say about your game/ideas before theres even a demo let alone while in the planning stages.
The game is somet that you wanted to make so you must have liked the idea, and to start with thats what matters the most is that you liked it.

i thought it was a good idea, and it would have give me the chance to put in the things that i would have liked to see while playing the games.
16
Script Troubleshooting / Re: 2 handed weapons
November 17, 2008, 10:32:22 pm
thanks aqua, ill try it out now with blizz abs.

and thanks winkio if i cant get this working i would really aprreciate that.

edit
this is working fine so far, just did a few tests with just the two handed weapon, i was alos looking to add extra armour slots so i will use this one.

thanks for your help aqua
17
Script Troubleshooting / Re: 2 handed weapons
November 17, 2008, 10:07:17 pm
yeah i changed those parts and now i cant equip the sheild with two handed weapons but when it updates the new equipment it updates in the wrong slot.

if theres already scripts like this it would save me alot of time and trial and error.

thanks again aqua
18
Script Troubleshooting / Re: 2 handed weapons
November 17, 2008, 09:37:56 pm
ok i changed the code and added a bit more to make the items and names line up properly but i can still equip a sheild. id assume that i would have to change scene_equip and disable the item window for sheilds, il play around with that and see what i can get.

thanks aqua
19
Script Troubleshooting / [resolved]2 handed weapons
November 17, 2008, 08:41:00 pm
heya guys,

im trying my hand at scripting and i decided to try and make or edit a script that prevents me wearing a sheild if im using a certain weapon, so for example, i have a player that can use all types of melee weapons but when he using a 1 handed wep he can equip a sheild, but when he is using a 2 handed wep he cant.

i thought that an edit to window_equipright was the way to do it and this is what i done.
#==============================================================================
# ** Window_EquipRight
#------------------------------------------------------------------------------
#  This window displays items the actor is currently equipped with on the
#  equipment screen.
#==============================================================================
HANDED_NAME = "2h"
  $data_system = load_data("Data/System.rxdata")
$h_element_id = $data_system.elements.index(HANDED_NAME)

class Window_EquipRight < Window_Selectable
  #--------------------------------------------------------------------------
  # * Object Initialization
  #     actor : actor
  #--------------------------------------------------------------------------
  def initialize(actor)
    super(272, 64, 368, 192)
    self.contents = Bitmap.new(width - 32, height - 32)
    @actor = actor
    refresh
    self.index = 0
  end
  #--------------------------------------------------------------------------
  # * Item Acquisition
  #--------------------------------------------------------------------------
  def item
    return @data[self.index]
  end
  #--------------------------------------------------------------------------
  # * Refresh
  #--------------------------------------------------------------------------
  def refresh
    if $data_weapons[@actor.weapon_id].element_set.include?($h_element_id)
    self.contents.clear
    @data = []
    @data.push($data_weapons[@actor.weapon_id])
    @data.push($data_armors[@actor.armor2_id])
    @data.push($data_armors[@actor.armor3_id])
    @data.push($data_armors[@actor.armor4_id])
    @item_max = @data.size
    self.contents.font.color = system_color
    self.contents.draw_text(4, 32 * 0, 92, 32, $data_system.words.weapon)
    self.contents.draw_text(4, 32 * 2, 92, 32, $data_system.words.armor2)
    self.contents.draw_text(4, 32 * 3, 92, 32, $data_system.words.armor3)
    self.contents.draw_text(5, 32 * 4, 92, 32, $data_system.words.armor4)
    draw_item_name(@data[0], 92, 32 * 0)
    draw_item_name(@data[2], 92, 32 * 2)
    draw_item_name(@data[3], 92, 32 * 3)
    draw_item_name(@data[4], 92, 32 * 4)
    end
  else if
    self.contents.clear
    @data = []
    @data.push($data_weapons[@actor.weapon_id])
    @data.push($data_armors[@actor.armor1_id])
    @data.push($data_armors[@actor.armor2_id])
    @data.push($data_armors[@actor.armor3_id])
    @data.push($data_armors[@actor.armor4_id])
    @item_max = @data.size
    self.contents.font.color = system_color
    self.contents.draw_text(4, 32 * 0, 92, 32, $data_system.words.weapon)
    self.contents.draw_text(4, 32 * 1, 92, 32, $data_system.words.armor1)
    self.contents.draw_text(4, 32 * 2, 92, 32, $data_system.words.armor2)
    self.contents.draw_text(4, 32 * 3, 92, 32, $data_system.words.armor3)
    self.contents.draw_text(5, 32 * 4, 92, 32, $data_system.words.armor4)
    draw_item_name(@data[0], 92, 32 * 0)
    draw_item_name(@data[1], 92, 32 * 1)
    draw_item_name(@data[2], 92, 32 * 2)
    draw_item_name(@data[3], 92, 32 * 3)
    draw_item_name(@data[4], 92, 32 * 4)
  end
  #--------------------------------------------------------------------------
  # * Help Text Update
  #--------------------------------------------------------------------------
  def update_help
    @help_window.set_text(self.item == nil ? "" : self.item.description)
  end
end


but it dont work and i get this error after unequiping a weapon,
Spoiler: ShowHide


My thinking was that if added a dummy element to '2handed' weapons i could get the window to not show the sheild eqiup option.
im probably just doing this all wrong.

im using RMXP, with Blizz ABS 1.99 and tons of addons 6.71
any advice and help is appreciated.

thanks
20
Script Requests / Re: Multi Palets
November 16, 2008, 05:59:40 am
im not a scripter but from the sounds of what your asking for, that would be a complete program change, not a script. in VX the maps are tabbed like that because thats how VX was programmed to work. you can get extra tilesets for VX that would go on each tab if you wanted more.

or if its because you want a really big map with different tilesets you can get maplink scripts that would seamlesly tile a region/group of maps together regardless of the tileset used.
if you want a script that does that then theres one in the request section.