Show posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.

Messages - AresWarrior

1
I looked at the demo but I still don't understand how you did it. Can someone explain how? Thanks
2
RMXP Script Database / Re: [XP] Zer0 CMS
July 09, 2010, 12:28:28 pm
this cms looks great i'll try to figure out how you added the latest map name in the save screen.  :) thanks
3
under the conditional branch (if ctrl is pressed), make another conditional branch (if C is pressed)
4
ok i will wait for that demo  :)
5
idk what i'm doing wrong. i've tried $game_map.name and @game_map.name but still getting the "undefined method for 'name'" error.
6
i will try game_guy's script. i think i can add $game_map.name to the draw_text code after inserting his script.  i can modify window_safefile by myself. thanks

edit: i get an error whenever i try to save/load. it says something like "undefined method for 'name'"
7
Script Requests / Latest map name in Save Screen?
June 29, 2010, 08:43:09 pm
Since there's a way to have the timestamp and playtime, shouldn't there be a way to add the map name too? I don't know exactly what script to add that shows the file's map. $game_map.name doesn't work because that shows the map you are currently on, and not the map that you were on when you saved to the file. Is there a way to show the last map? Thanks.  :)
8
Hi I just wanted to share this little script that I figured out myself. It changes the critical damage depending on what weapon you have equipped.

Go to Game_Battler 3 and find this:

# Critical correction
if rand(100) < 4 * attacker.dex / self.agi
self.damage *= 2
self.critical = true
end


Change that to this:

 # Critical correction
if rand(100) < 4 * attacker.dex / self.agi
if attacker.weapon_id == WEAPON_ID
self.damage *= CRIT
else
self.damage *= 2
end
self.critical = true
end


WEAPON_ID is the ID of the weapon, and CRIT is how much you want to multiply by. If you want to see a big difference, try changing CRIT to 5 or 10. This can work for a weapon called Critical Blade or somethin.

By the way, I'm not a master scripter so this may look easy to some of you guys who are master scripters.  :P
9
Script Requests / Re: Extra in-game Menu choices.
June 02, 2010, 11:51:06 am
don't erase anything. go to Scene_Menu and where it says like "s1 =" and all those, just add another s. so like this:

if you had 3 options in your menu, and you want to add a 4th option, then:

    s1 = $data_system.words.item
    s2 = $data_system.words.skill
    s3 = $data_system.words.equip
    s4 = 'FOURTH OPTION TEXT'

then underneath that there is a part that says "@command_window = Window_Command.new(160, [s1, s2, s3, s4, s5, s6, s7])"

so if you had 4 options, then it would only go up to 4. so like this:

@command_window = Window_Command.new(160, [s1, s2, s3, s4])

then scroll down to "case @command_window.index". underneath that it displays what each option does if you press C button on it. just add a new "when #" and under that type in what scene it goes to.
10
hey this is a really nice script. i was wondering if you could add an option to increase enemy item drop probability?
11
wow thankyou! that's EXACTLY what i needed!
12
the map item goes to a new scene and if i use events then the picture only shows on the main screen (where the player moves around on)

i'm not talking about the map the player moves around on. i am talking about an item that shows the world map
13
 Okay so I am making an item that calls upon a new scene which shows a big picture of the world map. Already have that, but then I want to make another picture (prefferably an icon) that will act like a cursor. What I want to do is be able to press or hold the UP, DOWN, LEFT, RIGHT arrow keys to be able to move the cursor around.

This is the current script I use:

def refresh
self.contents.clear
bitmap = RPG::Cache.panorama('001-Sky01', 0)
src_rect = Rect.new(0, 0, bitmap.width, bitmap.height)
self.contents.blt(0, 0, bitmap, src_rect, 255)

player = RPG::Cache.character('001-Fighter01', 0)
player_src_rect = Rect.new(0, 0, player.width / 4, player.height / 4)
player_x = 0
player_y = 0
case $game_map.name
when 'MAP_NAME' then player_x = 100 and player_y = 100
end
self.contents.blt(player_x, player_y, player, player_src_rect, 255)
end

The first part shows the panorama as the map. The second part shows the character sprite. Depending on what map you are on, the character sprite's coordinates change. So I'm planing on making another image just like the ones in that script which will use a cursor instead. Does anyone know how to move an image upon pressing arrow keys?  :huh:
14
http://www.rmxp.tigerseye.uk.com/tutorial_system2.shtml

He shows you how to add more people (scroll) and how to swap during battle.
15
RMXP Script Database / Re: [XP] Spike Damage
May 07, 2010, 11:52:02 pm
but doesnt that make the enemy have the state and not the actor using it?
16
RMXP Script Database / Re: [XP] Spike Damage
May 07, 2010, 10:53:21 pm
This a great script! I have one question though. You say this works if the actor has the state inflicted. Well if I wanted to make a skill do this, how would I make it so that the skill adds the state to the actor? btw, the Demo link isn't working for me.
17
RPG Maker Scripts / Re: Auto-States for Weapons
May 01, 2010, 11:44:23 pm
i dont mind. i'd want to see a better looking script than mine cuz its too much work to insert the same id numbers for each battler.
18
nice i might use this for my game. ^_^ in Digimon there is a weapon/attack that destroys "Dramon", so this script will come in handy. nice for your first script.
19
RPG Maker Scripts / Auto-States for Weapons
April 27, 2010, 10:27:59 pm
In RPG Maker XP, there is no option to add an Auto-State to weapons. Well with this little script, you can.
(An Auto-State is a state that affects the user of the weapon.)

In the Scene_Battle 2 script, under @phase = 1, add this:

    # Weapon Auto-State
    if $game_party.actors.size >= 1
    if $game_party.actors[0].weapon_id == WEAPON_ID
      $game_party.actors[0].add_state(STATE_ID)
    end
    end
    if $game_party.actors.size >= 2
    if $game_party.actors[1].weapon_id == WEAPON_ID
      $game_party.actors[1].add_state(STATE_ID)
    end
    end
    if $game_party.actors.size >= 3
    if $game_party.actors[2].weapon_id == WEAPON_ID
      $game_party.actors[2].add_state(STATE_ID)
    end
    end
    if $game_party.actors.size == 4
    if $game_party.actors[3].weapon_id == WEAPON_ID
      $game_party.actors[3].add_state(STATE_ID)
    end
    end

^^Change WEAPON_ID to the weapon that gives the state. Change STATE_ID to the state that the weapon gives. For each of the $game_party.actors, the IDs have to be the same if you want it to work. So if I wanted to make weapon #44 inflict state #55 then it would look like:
    # Weapon Auto-State
    if $game_party.actors.size >= 1
    if $game_party.actors[0].weapon_id == 44
      $game_party.actors[0].add_state(55)
    end
    end
    if $game_party.actors.size >= 2
    if $game_party.actors[1].weapon_id == 44
      $game_party.actors[1].add_state(55)
    end
    end
    if $game_party.actors.size >= 3
    if $game_party.actors[2].weapon_id == 44
      $game_party.actors[2].add_state(55)
    end
    end
    if $game_party.actors.size == 4
    if $game_party.actors[3].weapon_id == 44
      $game_party.actors[3].add_state(55)
    end
    end


I know this script isn't much, but it can help a lot if you want weapons with special effects. (ie. Sharp Claw: Gives the user Sharpness.)
or if you simply want an animation to appear while wearing a certain weapon. (ie. a Gold Sword would show glowing animation)

Side Note: I know the script looks messy. I don't know how to make it look nice like "case blahblahblah when 1 then 2" etc.
20
okay i found a bug in the script. use the chaos drive to change the actor. then go to skills and select a skill but do not use it on an enemy. just go to where you select an enemy to use a skill on. now press back and try reverting. you will use your skill instead of reverting. is there a way to fix this? (no, i did not misplace any part of the script. this bug is shown in the demo too)