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91
Script Requests / Re: RESOLVED Stat gain based o...
Last post by Jaiden - August 23, 2019, 10:32:42 am
Alright, took a crack at it. Range config is a little bit ugly, but it should do the job.

I can't test it, so let me know how it works out:

Regular
Spoiler: ShowHide

#==============================================================================
# Job-based Level Up Stats                                            Ver 1.0
# By KK20                                                             Dec 14 18
#------------------------------------------------------------------------------
# Purpose:
#  Allows actors to gain bonus stats based on their class/job upon leveling up.
#  For example, a Warrior gains more STR and Max HP while Mages gain more INT
#  and Max MP.
#
# Instructions:
#  Place below default scripts but above Main (the usual). The lower the better.
#  Configure the stat bonuses below (instructions provided there).
#
#==============================================================================
module JobLevelUp
  def self.level_up_stats(id)
    case id
    #-------------------------------------------------------------------------
    # Configure:
    #
    #   when CLASS_ID
    #     [MAX_HP, MAX_SP, STR, DEX, AGI, INT]
    #
    # where CLASS_ID is the database index of the class and each range in the
    # array indicates a random value in which the stat will increase per level up.
    #
    # When a single integer is used, it will select between 1 and the value selected
    # Otherwise, use a range. For example:
    # [2..5, 3, 5..7, 4, 8, 3..10]
    # On level up, they'll get between 2 and 5 HP points, 1 and 3 SP points...etc.
    #-------------------------------------------------------------------------
    #  MAX_HP   MAX_SP   STR      DEX      AGI      INT
    # [low..hi, low..hi, low..hi, low..hi, low..hi, low..hi]
    # If a low value is ommited, selects a value between
    when 1 # Fighter
      [2..7, 2, 3..5, 2..6, 3..8, 2]
    when 2 # Lancer
      [8, 3, 4, 3, 2, 3]
    when 3 # Warrior
      [10, 1, 7, 1, 4, 1]
    when 4 # Thief
      [4, 3, 2, 6, 6, 4]
    else # Classes not defined will use this default value
      [5, 5, 5, 5, 5, 5]
    end
  end
end

class Game_Actor
  alias job_level_up_stats_level level=
  def level=(val)
    start_level = @level
    job_level_up_stats_level(val)
    level_difference = @level - start_level
   
    stat_array = JobLevelUp.level_up_stats(self.class_id)
    level_difference.times {
        self.maxhp += stat_array[0].is_a?(Range) ? rand(stat_array[0]) : stat_array[0]
        self.maxsp += stat_array[1].is_a?(Range) ? rand(stat_array[1]) : stat_array[1]
        self.str   += stat_array[2].is_a?(Range) ? rand(stat_array[2]) : stat_array[2]
        self.dex   += stat_array[3].is_a?(Range) ? rand(stat_array[3]) : stat_array[3]
        self.agi   += stat_array[4].is_a?(Range) ? rand(stat_array[4]) : stat_array[4]
        self.int   += stat_array[5].is_a?(Range) ? rand(stat_array[5]) : stat_array[5]
    }
  end
 
  alias job_level_up_stats_exp exp=
  def exp=(val)
    start_level = @level
    job_level_up_stats_exp(val)
    level_difference = @level - start_level
   
    stat_array = JobLevelUp.level_up_stats(self.class_id)
    level_difference.times {
        self.maxhp += stat_array[0].is_a?(Range) ? rand(stat_array[0]) : stat_array[0]
        self.maxsp += stat_array[1].is_a?(Range) ? rand(stat_array[1]) : stat_array[1]
        self.str   += stat_array[2].is_a?(Range) ? rand(stat_array[2]) : stat_array[2]
        self.dex   += stat_array[3].is_a?(Range) ? rand(stat_array[3]) : stat_array[3]
        self.agi   += stat_array[4].is_a?(Range) ? rand(stat_array[4]) : stat_array[4]
        self.int   += stat_array[5].is_a?(Range) ? rand(stat_array[5]) : stat_array[5]
    }
  end
end


RO Edit
Spoiler: ShowHide

#==============================================================================
# Job-based Level Up Stats (RO Edit)                                    Ver 1.0
# By KK20                                                             Jul 10 19
#------------------------------------------------------------------------------
# Purpose:
#  Allows actors to gain bonus stats based on their class/job upon leveling up.
#  For example, a Warrior gains more STR and Max HP while Mages gain more INT
#  and Max MP.
#
# Instructions:
#  Place below default scripts but above Main (the usual). The lower the better.
#  Place below RO Job/Skill System.
#  Configure the stat bonuses below (instructions provided there).
#
#==============================================================================
module JobLevelUp
  def self.level_up_stats(id)
    case id
    #-------------------------------------------------------------------------
    # Configure:
    #
    #   when CLASS_ID
    #     [MAX_HP, MAX_SP, STR, DEX, AGI, INT]
    #
    # where CLASS_ID is the database index of the class and each range in the
    # array indicates a random value in which the stat will increase per level up.
    #
    # When a single integer is used, it will select between 1 and the value selected
    # Otherwise, use a range. For example:
    # [2..5, 3, 5..7, 4, 8, 3..10]
    # On level up, they'll get between 2 and 5 HP points, 1 and 3 SP points...etc.
    #-------------------------------------------------------------------------
    #  MAX_HP   MAX_SP   STR      DEX      AGI      INT
    # [low..hi, low..hi, low..hi, low..hi, low..hi, low..hi]
    # If a low value is ommited, selects a value between
    when 1 # Fighter
      [2..7, 2, 3..5, 2..6, 3..8, 2]
    when 2 # Lancer
      [8, 3, 4, 3, 2, 3]
    when 3 # Warrior
      [10, 1, 7, 1, 4, 1]
    when 4 # Thief
      [4, 3, 2, 6, 6, 4]
    else # Classes not defined will use this default value
      [5, 5, 5, 5, 5, 5]
    end
  end
end

class Game_Actor
  def level_up_stat_gain(levels, class_id)
    stat_array = JobLevelUp.level_up_stats(class_id)
    # Perform random selection per level gained
    levels.times {
        self.maxhp += stat_array[0].is_a?(Range) ? rand(stat_array[0]) : stat_array[0]
        self.maxsp += stat_array[1].is_a?(Range) ? rand(stat_array[1]) : stat_array[1]
        self.str   += stat_array[2].is_a?(Range) ? rand(stat_array[2]) : stat_array[2]
        self.dex   += stat_array[3].is_a?(Range) ? rand(stat_array[3]) : stat_array[3]
        self.agi   += stat_array[4].is_a?(Range) ? rand(stat_array[4]) : stat_array[4]
        self.int   += stat_array[5].is_a?(Range) ? rand(stat_array[5]) : stat_array[5]
    }
  end

  #----------------------------------------------------------------------------
  # job_level_change
  #  val  - new level value
  #  id   - class ID
  #  flag - determines whether EXP should be updated or not
  #  This method processes change of a job level.
  #----------------------------------------------------------------------------
  alias get_job_level_change_diff job_level_change
  def job_level_change(val, id = @class_id, flag = true)
    old_level = job_level(id)
    get_job_level_change_diff(val, id, flag)
    level_diff = job_level(id) - old_level
    level_up_stat_gain(level_diff, id)
  end

end



92
Script Requests / Re: RESOLVED Stat gain based o...
Last post by Spoofus - August 23, 2019, 10:12:07 am
QuoteHow do you want to manage this? Do you want a configuration where you set each actor to get 1-5 points per stat per level?


pretty much as you just said, but depending on what class the actor is currently, the random stat ranges would be varied

class: hp/sp/str/dex/agi/int       

Warrior gains: 3-6/1-3/4-8/1-4/2-5/1-4
Wizard gains: 1-3/4-7/1-3/2-4/2-5/4-8

basically I am looking to have it is that when a actor gains a level or class level depending on the version used,
the ranges set, would give a random stat increase, like if the actor is a warrior his HP would increase randomly based on the
set number range shown above   say one level the actor gained 4 hp at level/class up, and the next gained 3 hp, then 6 hp upon the third level up
this way the player will never know how much stats would increase, much like those of the old SNES rpg days.
93
Script Requests / Re: RESOLVED Stat gain based o...
Last post by Jaiden - August 23, 2019, 08:42:40 am
How do you want to manage this? Do you want a configuration where you set each actor to get 1-5 points per stat per level?
94
Script Requests / Re: RESOLVED Stat gain based o...
Last post by Spoofus - August 23, 2019, 04:42:22 am
Is there a chance a edit of both versions of this could be done where you can set a stat range increases?
i.e. at level up hp increase 1-5, mp 1-4, str. 1-3, etc., etc. instead of set numbers for each actor?
I am trying to do some balancing and trying to see what would work best, and using this method would keep each actor on par with one another but still allow for their stats to still be varied enough for their respective roles.

the regular  based on actor level version
Spoiler: ShowHide
#==============================================================================
# Job-based Level Up Stats                                            Ver 1.0
# By KK20                                                             Dec 14 18
#------------------------------------------------------------------------------
# Purpose:
#  Allows actors to gain bonus stats based on their class/job upon leveling up.
#  For example, a Warrior gains more STR and Max HP while Mages gain more INT
#  and Max MP.
#
# Instructions:
#  Place below default scripts but above Main (the usual). The lower the better.
#  Configure the stat bonuses below (instructions provided there).
#
#==============================================================================
module JobLevelUp
  def self.level_up_stats(id)
    case id
    #-------------------------------------------------------------------------
    # Configure:
    #
    #   when CLASS_ID
    #     [MAX_HP, MAX_SP, STR, DEX, AGI, INT]
    #
    # where CLASS_ID is the database index of the class and each stat in the
    # array indicates how much that stat will increase per level up.
    #-------------------------------------------------------------------------
    when 1 # Fighter
      [7, 2, 5, 2, 3, 2]
    when 2 # Lancer
      [8, 3, 4, 3, 2, 3]
    when 3 # Warrior
      [10, 1, 7, 1, 4, 1]
    when 4 # Thief
      [4, 3, 2, 6, 6, 4]
    else # Classes not defined will use this default value
      [3, 3, 3, 3, 3, 3]
    end
  end
end

class Game_Actor
  alias job_level_up_stats_level level=
  def level=(val)
    start_level = @level
    job_level_up_stats_level(val)
    level_difference = @level - start_level
   
    stat_array = JobLevelUp.level_up_stats(self.class_id)
    self.maxhp += stat_array[0] * level_difference
    self.maxsp += stat_array[1] * level_difference
    self.str   += stat_array[2] * level_difference
    self.dex   += stat_array[3] * level_difference
    self.agi   += stat_array[4] * level_difference
    self.int   += stat_array[5] * level_difference
  end
 
  alias job_level_up_stats_exp exp=
  def exp=(val)
    start_level = @level
    job_level_up_stats_exp(val)
    level_difference = @level - start_level
   
    stat_array = JobLevelUp.level_up_stats(self.class_id)
    self.maxhp += stat_array[0] * level_difference
    self.maxsp += stat_array[1] * level_difference
    self.str   += stat_array[2] * level_difference
    self.dex   += stat_array[3] * level_difference
    self.agi   += stat_array[4] * level_difference
    self.int   += stat_array[5] * level_difference
  end
end



based on class level (for the RO script)
Spoiler: ShowHide
#==============================================================================
# Job-based Level Up Stats (RO Edit)                                    Ver 1.0
# By KK20                                                             Jul 10 19
#------------------------------------------------------------------------------
# Purpose:
#  Allows actors to gain bonus stats based on their class/job upon leveling up.
#  For example, a Warrior gains more STR and Max HP while Mages gain more INT
#  and Max MP.
#
# Instructions:
#  Place below default scripts but above Main (the usual). The lower the better.
#  Place below RO Job/Skill System.
#  Configure the stat bonuses below (instructions provided there).
#
#==============================================================================
module JobLevelUp
  def self.level_up_stats(id)
    case id
    #-------------------------------------------------------------------------
    # Configure:
    #
    #   when CLASS_ID
    #     [MAX_HP, MAX_SP, STR, DEX, AGI, INT]
    #
    # where CLASS_ID is the database index of the class and each stat in the
    # array indicates how much that stat will increase per level up.
    #-------------------------------------------------------------------------
    when 1 # Fighter
      [7, 2, 5, 2, 3, 2]
    when 2 # Lancer
      [8, 3, 4, 3, 2, 3]
    when 3 # Warrior
      [10, 1, 7, 1, 4, 1]
    when 4 # Thief
      [4, 3, 2, 6, 6, 4]
    else # Classes not defined will use this default value
      [3, 3, 3, 3, 3, 3]
    end
  end
end

class Game_Actor
  def level_up_stat_gain(levels, class_id)
    stat_array = JobLevelUp.level_up_stats(class_id)
    self.maxhp += stat_array[0] * levels
    self.maxsp += stat_array[1] * levels
    self.str   += stat_array[2] * levels
    self.dex   += stat_array[3] * levels
    self.agi   += stat_array[4] * levels
    self.int   += stat_array[5] * levels
  end

  #----------------------------------------------------------------------------
  # job_level_change
  #  val  - new level value
  #  id   - class ID
  #  flag - determines whether EXP should be updated or not
  #  This method processes change of a job level.
  #----------------------------------------------------------------------------
  alias get_job_level_change_diff job_level_change
  def job_level_change(val, id = @class_id, flag = true)
    old_level = job_level(id)
    get_job_level_change_diff(val, id, flag)
    level_diff = job_level(id) - old_level
    level_up_stat_gain(level_diff, id)
  end

end

95
RMXP Script Database / Re: [XP] Blacksmith System (Ne...
Last post by the newguy - August 22, 2019, 08:57:50 am
Sorry for the bump. If anyone needs the config program. here it is
https://www.sendspace.com/file/evfloi
96
Script Requests / [RMXP] Limit party members in ...
Last post by Shadi - August 15, 2019, 03:17:52 am
Hello.
I making my own pokemon game without using starter kits. I making it with a combination of events and scripts.
I want to make battle system from rpg maker similar to original pokemon games. I already set trainer throwing pokeball animation by events, add hp bars to enemies by somebody script and add enemy trainer challenging player animation by events.
I look for posibility to battle 1 vs 1 with present party of gamer. So i need script, which would make possible limiting creatures (rpg maker heroes) used simultaneously in combat to one, making window to select this creature possible to select from the fight menu instead of a physical attack and by calling the menu selection script when the opponent changes the pokemon (monster) - this is done on events
The last thing that is important is that the order of the team after the fight remains unchanged (I use the catepillar script and only the first hero / pokemon has human character graphics on map)
Avaible party switchers for rpg maker xp are not for me, because they are making possible change from all heroes avaibles in database, not only those who are already on the team, they are not limiting party members possible to use in battle to one and in majority causes they are not working in battle, only on map.
I'm from Poland, so i register at this forum mainly for searching this and other help. There is topic of my game for these of us, who know polish language:
http://tsukuru.pl/forum/viewtopic.php?f=1&t=3693
It is all. Hear you soon!
97
Script Troubleshooting / [RMMV]Trouble with SRD's Battl...
Last post by jayje - August 04, 2019, 07:12:11 pm
I'm using SRD to redo the Battle status display for my game. I got  advice to use Yanfly's Battle core in addition to it to achieve the effect I wanted.

IT WORKED!!


My question now is how do I get the rest of the party to look like the first party member? Any ideas or thoughts would be great! T.I.A.

(PS: The reason for using Yanfly's battle Core was to use a function that related to the party member's positions)
98
Script Troubleshooting / Getting a 2x2 battle status an...
Last post by Spoofus - July 31, 2019, 09:43:12 am
Okay it is about time I put this up I have tried to accomplish this and have failed miserably with my skills.
I am trying to get a 2x2 battle status grid setup kind of like the Lufia games on SNES and have that actor's battler sprite to move with that actor's status depending how ever many members are in the party ( see picture below best way I can show it ) , but I suck at scripting and I am not ashamed to admit that.
( actor 1 starting from bottom right of the screen and so on , again picture should help )

Another thing I have been trying to do is getting the actor battler to move to a location when it is said actor's turn and return to it's default position after selecting what action that actor is going to do.
Battlers are just plan ol' boring default style battlers too nothing animated.
( notice red lines in picture to help visualize in my crappy way )

project:
http://www.mediafire.com/file/rvr7w8iq11w2w0u/Project2.7z/file

picture:
Spoiler: ShowHide
99
Script Troubleshooting / Re: Can't Transfer between map...
Last post by CriticalHit - July 28, 2019, 12:47:59 pm
Thank you, that solved it. This is my first time using the UMS so I am not that familiar with it yet.
100
Script Troubleshooting / Re: Can't Transfer between map...
Last post by winkio - July 26, 2019, 09:59:13 pm
The problem is the UMS overrides Interpreter.execute_command without calling the original method.  BlizzABS uses an alias on this method to temporarily set the $game_temp.in_battle flag to false while running commands, but the UMS stops that from happening.  Try moving the UMS above BlizzABS in your script order.
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