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11
Script Requests / Re: Item menu organized by pag...
Last post by KK20 - May 21, 2020, 08:31:02 pm
Are you using any custom item scene script?
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RMXP Script Database / Re: [XP] Stat Distribution Sys...
Last post by Tedrainbow - May 21, 2020, 07:45:40 pm
Hello, I just wanted to say..
Add a variable for the number of combat points using this in code.
Game.Actor

value = (@level - old_level) * BlizzCFG::DP_PER_LEVEL

Replace to value = (@level - old_level) * BlizzCFG::DP_PER_LEVEL+ $game_variables[ID]

But it is add point to for each fight.

To not be too strong.

Add point variable id, only add buy items, to comment event for 120 Sc time to item not effet anymore.

The try is very nice work..

The new formula possible..
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Script Requests / [XP] Item menu organized by pa...
Last post by PrinceEndymion88 - May 21, 2020, 12:39:51 pm
Hi guys, I'm searching a way to edit the default Item menu and organyze it in pages. For example, if I have less than 8 item I can see them in a single page with a single column, otherwise the first 8 items will be shown in the first page an the other items in the other pages (with Q/W or LEFT/RIGHT I can navigate through the pages and each page can have only 8 items).

I hope that it's clear 😅 it would be possible to do this?

Thanks in advance
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Script Requests / Re: [XP]A Script to Configure ...
Last post by Wraith89 - May 21, 2020, 12:54:57 am
That is exactly the answer I was looking for. I'll test this out soon. I think using the "Chain Status Effect" of Blizzard's Tons of Addons Part 2, this information can help people make stacking buff skills on RMXP. Thank you very much for all your help!
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Script Requests / Re: [XP]A Script to Configure ...
Last post by KK20 - May 20, 2020, 11:55:45 pm
I can get you started on a possible script implementation.

If you look at Game_Battler, under the various stats (let's pick Strength for example), you'll see
  def str
    n = [[base_str + @str_plus, 1].max, 999].min
    for i in @states
      n *= $data_states[i].str_rate / 100.0   # <========= This line right here
    end
    n = [[Integer(n), 1].max, 999].min
    return n
  end
You can refer to the Help file for RPG::State for the various parameters you can access.

So you might be thinking "Cool, I can just manually set this value to whatever I want by doing"
$data_states[13].str_rate = 500
Which, yes, you can, but you must specifically make this call at some point after Scene_Title loads, as seen in its main method.

It's entirely up to you how you want to make these calls. You can alias Scene_Title#main and make your modifications at the end, like so:
class Scene_Title
  alias define_custom_state_params main
  def main
    define_custom_state_params
    $data_states[13].str_rate = 500
  end
end
Now, whenever you transition to a new scene after Scene_Title, you override the database values with your own custom values.
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RMXP Script Database / Re: [XP] Heretic's Collection ...
Last post by mickeyhere - May 20, 2020, 08:54:07 pm
KK20 gonna try it right now

EDIT: Awesome! It worked! Thank you
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Script Requests / [Resolved][XP]A Script to Conf...
Last post by Wraith89 - May 20, 2020, 01:53:38 am
In the default editor, there is the states editor, which allows one to create states for various purposes, including stat buffs and debuffs. However, I noticed the native editor can only allow a maximum value of 200% (for example, let's make Sharp raise actor's strength, but it cannot go over 200%, etc). Is there a way to raise this via a script? Of course, the editor would not allow it, but I was thinking more of a script call which can change the values of specific stats to override the editor's limitations. Thank you.
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RMXP Script Database / Re: [XP] Memory Font Loader
Last post by Blizzard - May 19, 2020, 03:37:49 am
I have over 30000 lines of code compared to the standard 9000 lines. That's how many custom scripts I had when porting. It took me about 3 work days to do the port and most of it was fixing cutscene timing of music and minigames. And that was because I switched to 60 FPS, not so much because of XPA. Except for some very specific bitmap handling issues and some other minor bugs, it was relatively easy to do. Actually the majority of bugs were either in the new windowing system and with the tilemap implementation. So KK20 fixed the tilemap bugs and I fixed the window system bugs directly in XPA.

Of course, I'm a programmer. If you're not one, you'll likely have a harder time with porting to XPA. In either case it was very worth it for me. This is why I'm suggesting to at least give it a go. Make a backup of your project, switch to XPA and maybe do 1-2h of testing to see how it works. If you run into issues you think you can't solve, you can always just delete it and keep using your normal XP backup.

I tried getting NSIS to install the font myself as well, but it didn't work. I'm not saying that you should give up right away (I used v2.46), but be aware that this will likely not be the solution.
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RMXP Script Database / Re: [XP] Heretic's Collection ...
Last post by mickeyhere - May 18, 2020, 10:54:23 pm
Hello! Should I do something? I've donwload the complete 2.4 version, but when I click to run, it freezes and close.
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