[XP] Tons of Add-ons

Started by Blizzard, January 09, 2008, 08:50:47 am

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Sase

k thanks, I'll take a look at the status stuff later. And I'm planning to do a mana system of my own that uses variables and modified Scene_Shop, until I'll learn more.
Thanks again ; )

Schwarzer Frost

Hi!
I only want the simple faces in the menue. But there sooo many scripts in this script. I dont no what i have to delete and what not.

I delete all but not the face script but then it came a error message... Give it a trick or the script simple anywhere?

Juan

Heres my code. I tried aliasing the face set script and it worked. I also looked on how blizzard did it so it can be compatable with tons This script goes under tons if you are using it.
face_sets: ShowHide
#==============================================================================
# module Juan_Configuration
#==============================================================================

module Juan_Configuration
Face_Sets = true # true/false if you want to use facesets
end

#==============================================================================
# Window_Base
#==============================================================================   
class Window_Base < Window
  alias draw_actor_graphic_juan_cms_later draw_actor_graphic
  def draw_actor_graphic(actor, x, y)
    if actor != nil && actor.character_name != ''
      if self.is_a?(Window_MenuStatus) && Juan_Configuration::Face_Sets
        bitmap = RPG::Cache.character("#{actor.character_name}_face", actor.character_hue)
        x -= bitmap.width / 2
        y -= bitmap.height
        draw_actor_face_juan_cms(actor, x, y)
      else
        draw_actor_graphic_juan_cms_later(actor, x, y)
      end
    end
  end


  def draw_actor_face_juan_cms(actor, x, y)
    if $tons_version == nil || $tons_version < 3.71 || !FACE_HUE
      hue = 0
    else
      hue = (FACE_HUE ? actor.character_hue : 0)
    end
    bitmap = RPG::Cache.character("#{actor.character_name}_face", hue)
    src_rect = Rect.new(0, 0, bitmap.width, bitmap.height)
    self.contents.blt(x, y, bitmap, src_rect)
    end 
  end
Dropbox Who need luck when you can make your own.
3ds Friend code: ShowHide
 4468 1422  6617

Blizzard

You don't have to delete anything, you can turn on/off in the script what you are using and what not.
Check out Daygames and our games:

King of Booze 2      King of Booze: Never Ever
Drinking Game for Android      Never have I ever for Android
Drinking Game for iOS      Never have I ever for iOS


Quote from: winkioI do not speak to bricks, either as individuals or in wall form.

Quote from: Barney StinsonWhen I get sad, I stop being sad and be awesome instead. True story.

Sase

With RTAB caterpillar script part errored even when it wasn't on.

Blizzard

Tons v6.4b is out. I hope I fixed the problematic bugs. :3
Check out Daygames and our games:

King of Booze 2      King of Booze: Never Ever
Drinking Game for Android      Never have I ever for Android
Drinking Game for iOS      Never have I ever for iOS


Quote from: winkioI do not speak to bricks, either as individuals or in wall form.

Quote from: Barney StinsonWhen I get sad, I stop being sad and be awesome instead. True story.

Sase

Well well :)

I'd like to know sum more about the "Some characters can't learn specific skills".

This too is similiar to FF9. How to  edit these lines so they prevent some classes from learning skills.
  #--------------------------------------------------------------------------
  # * Determine if Equippable
  #     item : item
  #--------------------------------------------------------------------------
  def equippable?(item)
    # If weapon
    if item.is_a?(RPG::Weapon)
      # If included among equippable weapons in current class
      if $data_classes[@class_id].weapon_set.include?(item.id)
        return true
      end
    end
    # If armor
    if item.is_a?(RPG::Armor)
      # If included among equippable armor in current class
      if $data_classes[@class_id].armor_set.include?(item.id)
        return true
      end
    end
    return false
  end

Blizzard

You mean for EQUAP? If yes, I'll remember to add that in the next version.
Check out Daygames and our games:

King of Booze 2      King of Booze: Never Ever
Drinking Game for Android      Never have I ever for Android
Drinking Game for iOS      Never have I ever for iOS


Quote from: winkioI do not speak to bricks, either as individuals or in wall form.

Quote from: Barney StinsonWhen I get sad, I stop being sad and be awesome instead. True story.

tSwitch

Death_Image bugs with RTAB even when it's value is set to false


FCF3a A+ C- D H- M P+ R T W- Z- Sf RLCT a cmn+++ d++ e++ f h+++ iw+++ j+ p sf+
Follow my project: MBlok | Find me on: tSwitch.us | Twitter | Tumblr

Sase

April 06, 2008, 05:31:05 am #109 Last Edit: April 06, 2008, 05:36:30 am by Tsurara
Yes it's still Equap :D Thanks

@Photi Do you use animated battlers? If you do, place that addon between =begin and =end.
If not it's out of my skills to fix :f

And hey
I'm getting an error on every Shaded Text-lines when choosing "Gradient opacity" in the ST Menu.. it's a 'cannot convert Nil into string' error (or Type Error... dunno how it changes)

Scripts I'm using are Tons of Add Ons, Analysis system, StormTronics menu and CPSaveLayout.

tSwitch

no, I'm not using animated battlers, or animated battlers for DBS
I'm using static battlers.

I don't even have Death pose on.


FCF3a A+ C- D H- M P+ R T W- Z- Sf RLCT a cmn+++ d++ e++ f h+++ iw+++ j+ p sf+
Follow my project: MBlok | Find me on: tSwitch.us | Twitter | Tumblr

Blizzard

I'll check that. I haven't tested Death Image with RTAB.

BTW, I noticed that a couple of the reported errors before were caused because you haven't read the instructions:

Quote#   add-ons here work with each other with a success rate of 99%. This add-on
#   collection itself WILL corrupt your old savegames.
May cause
Check out Daygames and our games:

King of Booze 2      King of Booze: Never Ever
Drinking Game for Android      Never have I ever for Android
Drinking Game for iOS      Never have I ever for iOS


Quote from: winkioI do not speak to bricks, either as individuals or in wall form.

Quote from: Barney StinsonWhen I get sad, I stop being sad and be awesome instead. True story.

nathmatt

is there a call script or somthing i could use to call the show map name script in the ring menu im useing
Join Dead Frontier
Sorry, I will no longer be scripting for RMXP. I may or may not give support for my scripts. I don't have the will to script in RGSS anymore.
My script


Juan

April 22, 2008, 07:26:20 pm #113 Last Edit: April 22, 2008, 07:26:55 pm by Juan
Its actually pretty easy to call the map name.
First use this mini script and call with $game_map.map_name
Spoiler: ShowHide
Code: Map_Name
#==============================================================================
# ** Juan's Map_Name
#------------------------------------------------------------------------------
# by Juan 
# Version 1.0
# Type: Mini Script
# Made 4/22/08
#==============================================================================
#
#
# Compatibility
# This is 100% perchant compatable with the sdk and any other script.
#
#
# Features
# Call the map name 
#
# Version History
#
# Version 1.0
# -> This script was first made.
#
#
# Instructions
# To call the map name use $game_map.map_name
# FAQ (Frequently Asked Questions):
# None yet
#
#
# Author's Notes
# Any bugs email me juanpena1111@yahoo.com or post in the topic
# Credit me and enjoy.
#
#
#==============================================================================
# Scene_Title
#==============================================================================

class Scene_Title

  alias main_juan_cms_later main
  def main
    $map_infos = load_data('Data/MapInfos.rxdata')
    $map_infos.keys.each {|key| $map_infos[key] = $map_infos[key].name}
    main_juan_cms_later
  end 
end

#==============================================================================
# Game_Map
#==============================================================================
class Game_Map
def map_name
return $map_infos[@map_id]
end
end
Dropbox Who need luck when you can make your own.
3ds Friend code: ShowHide
 4468 1422  6617

nathmatt

April 22, 2008, 09:34:59 pm #114 Last Edit: April 22, 2008, 11:00:50 pm by nathmatt
that now what i need exactly im using this script tring to make it in the exact spot as urs

Spoiler: ShowHide
#------------------------------------------------------------------------------
#  Ring_Menu
#------------------------------------------------------------------------------
#  By:  XRXS, Dubealex, and Hypershadow180
#------------------------------------------------------------------------------
class Scene_Menu
#------------------------------------------------------------------------------
#  Initialize
#------------------------------------------------------------------------------
  def initialize(menu_index = 0)
    @menu_index = menu_index
    $location_text=[]
    $gold_text=[]
    $window_size=[]
    $ring_menu_text=[]
    $chara_select=[]
    @window_opacity=[]
    @chara_select=[]
    @window_position=[]
    # create HUD if HUD_ENABLED is turned on and HUD active
    @hud = Hud.new if BlizzABS::Config::HUD_ENABLED && $game_system.hud
    $location_text[0]="Blackadder ITC" # Font Type
    $location_text[1]=42# Font Size
    $location_text[2]=9 # Location Title Color
    $location_text[4]=9 # Map Name Color
    $location_text[3]="" # Text
    @window_opacity[0]=0 # Border Opacity
    @window_opacity[1]=0 # Background Opacity
    $window_location_skin="001-Blue01" # Location Windowskin
    $window_gold_skin="001-Blue01" # Gold Windowskin
    @window_position[0]=478 # X Axis Position
    @window_position[1]=0 # Location Y Axis Position
    @window_position[2]=384 # Gold Y Axis Position
    $window_size[0]=160 # Length
    $window_size[1]=96 # Height
    $ring_menu_text[0]="Arial Black" # Font Type
    $ring_menu_text[9]=8 # Font Color
    $ring_menu_text[8]=20 # Font Size
    $ring_menu_text[1]="Items"
    $ring_menu_text[2]="Skills"
    $ring_menu_text[3]="Equip"
    $ring_menu_text[4]="Stats"
    $ring_menu_text[5]="Controls"
    $ring_menu_text[6]="Save"
    $ring_menu_text[7]="Quit"
    @chara_select[0]=408 # X Axis Position
    @chara_select[1]=0 # Y Axis Position
    $chara_select[0]="Arial Black" # Font Type
    $chara_select[1]=0 # Font Color
    $chara_select[5]=24 # Font Size
    $chara_select[2]=255 # Border Opacity
    $chara_select[3]=130 # Background Opacity
    $chara_select[4]="001-Blue01" # Windowskin
  end
#------------------------------------------------------------------------------
#  Main
#------------------------------------------------------------------------------
  def main
    @window_location = Window_Location.new
    @window_location.x = @window_position[0]
    @window_location.y = @window_position[1]
    @window_location.opacity = @window_opacity[0]
    @window_location.back_opacity = @window_opacity[1]
    @spriteset = Spriteset_Map.new
    px = 320
    py = 280
    @command_window = Window_RingMenu.new(px,py)
    @command_window.index = @menu_index
    if $game_party.actors.size == 0
      @command_window.disable_item(0)
      @command_window.disable_item(1)
      @command_window.disable_item(2)
      @command_window.disable_item(3)
    end
    @command_window.z = 100
    if $game_system.save_disabled
      @command_window.disable_item(4)
    end
    @status_window = Window_RingMenuStatus.new
    @status_window.x = @chara_select[0]
    @status_window.y = @chara_select[1]
    @status_window.z = 200
    @status_window.opacity=$chara_select[2]
    @status_window.back_opacity=$chara_select[3]
    @status_window.visible = false
    Graphics.transition
    loop do
      Graphics.update
      Input.update
      update
      if $scene != self
        break
      end
    end
    Graphics.freeze
    @spriteset.dispose
    @window_location.dispose
    @command_window.dispose
    @status_window.dispose
     # delete HUD if HUD exists
    @hud.dispose if @hud != nil
  end
#------------------------------------------------------------------------------
#  Update
#------------------------------------------------------------------------------
  def update
    @window_location.update
    @command_window.update
    @status_window.update
    if @command_window.active
      update_command
      return
    end
    if @status_window.active
      update_status
      return
    end
  end
#------------------------------------------------------------------------------
#  Update Comman
#------------------------------------------------------------------------------
  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 and @command_window.index < 4
        $game_system.se_play($data_system.buzzer_se)
        return
      end
    case @command_window.index
    when 0
      $game_system.se_play($data_system.decision_se)
      $scene = Scene_Item.new
        when 1
      if $game_party.actors[@status_window.index].restriction >= 2
        $game_system.se_play($data_system.buzzer_se)
        return
      end
      $game_system.se_play($data_system.decision_se)
      $scene = Scene_Skill.new(@status_window.index)
    when 2
      $game_system.se_play($data_system.decision_se)
      $scene = Scene_Equip.new(@status_window.index)
    when 3
      $game_system.se_play($data_system.decision_se)
      $scene = Scene_Status.new(@status_window.index)
    when 4
       $game_system.se_play($data_system.decision_se)
       $scene = Scene_Controls.new
    when 5
      if $game_system.save_disabled
        $game_system.se_play($data_system.buzzer_se)
        return
      end
      $game_system.se_play($data_system.decision_se)
      $scene = Scene_Save.new
    when 6
      $game_system.se_play($data_system.decision_se)
      $scene = Scene_End.new
    end
    return
  end
  return if @command_window.animation?
    if Input.press?(Input::UP) or  Input.press?(Input::LEFT)
      $game_system.se_play($data_system.cursor_se)
      @command_window.setup_move_move(Window_RingMenu::MODE_MOVEL)
      return
    end
    if Input.press?(Input::DOWN) or  Input.press?(Input::RIGHT)
      $game_system.se_play($data_system.cursor_se)
      @command_window.setup_move_move(Window_RingMenu::MODE_MOVER)
      return
    end
  end
#------------------------------------------------------------------------------
#  Update Status
#------------------------------------------------------------------------------
  def update_status
    if Input.trigger?(Input::B)
      $game_system.se_play($data_system.cancel_se)
      @command_window.active = true
      @status_window.active = false
      @status_window.visible = false
      @status_window.index = -1
      return
    end
    if Input.trigger?(Input::C)
    case @command_window.index
    when 1
      if $game_party.actors[@status_window.index].restriction >= 2
        $game_system.se_play($data_system.buzzer_se)
        return
      end
      $game_system.se_play($data_system.decision_se)
      $scene = Scene_Skill.new(@status_window.index)
    when 2
      $game_system.se_play($data_system.decision_se)
      $scene = Scene_Equip.new(@status_window.index)
    when 3
      $game_system.se_play($data_system.decision_se)
      $scene = Scene_Status.new(@status_window.index)
      end
      return
    end
  end
end

#------------------------------------------------------------------------------
#  Window_RingMenu
#------------------------------------------------------------------------------
class Window_RingMenu < Window_Base
  STARTUP_FRAMES = 20
  MOVING_FRAMES = 5 
  RING_R = 64       
  ICON_ITEM   = RPG::Cache.icon("034-Item03")
  ICON_SKILL  = RPG::Cache.icon("044-Skill01")
  ICON_EQUIP  = RPG::Cache.icon("001-Weapon01")
  ICON_STATUS = RPG::Cache.icon("050-Skill07")
  ICON_CONTROLS = RPG::Cache.icon("039-Item08")
  ICON_SAVE   = RPG::Cache.icon("038-Item07")
  ICON_EXIT   = RPG::Cache.icon("046-Skill03")
  ICON_DISABLE= RPG::Cache.icon("")
  SE_STARTUP = "056-Right02"
  MODE_START = 1
  MODE_WAIT  = 2
  MODE_MOVER = 3
  MODE_MOVEL = 4
  attr_accessor :index
#------------------------------------------------------------------------------
#  Initialize
#------------------------------------------------------------------------------
  def initialize( center_x, center_y )
    super(0, 0, 640, 480)
    self.contents = Bitmap.new(width-32, height-32)
    self.contents.font.name = $ring_menu_text[0]
    self.contents.font.color = text_color($ring_menu_text[9])
    self.contents.font.size = $ring_menu_text[8]
    self.opacity = 0
    self.back_opacity = 0
    s1 = $ring_menu_text[1]
    s2 = $ring_menu_text[2]
    s3 = $ring_menu_text[3]
    s4 = $ring_menu_text[4]
    s5 = $ring_menu_text[5]
    s6 = $ring_menu_text[6]
    s7 = $ring_menu_text[7]
    @commands = [ s1, s2, s3, s4, s5, s6, s7]
    @item_max = 7
    @index = 0
    @items = [ ICON_ITEM, ICON_SKILL, ICON_EQUIP, ICON_STATUS, ICON_CONTROLS, ICON_SAVE, ICON_EXIT ]
    @disabled = [ false, false, false, false, false, false, false]
    @cx = center_x - 16
    @cy = center_y - 16
    setup_move_start
    refresh
  end
#------------------------------------------------------------------------------
#  Update
#------------------------------------------------------------------------------
  def update
    super
    refresh
  end
#------------------------------------------------------------------------------
#  Refresh
#------------------------------------------------------------------------------
  def refresh
    self.contents.clear
    case @mode
    when MODE_START
      refresh_start
    when MODE_WAIT
      refresh_wait
    when MODE_MOVER
      refresh_move(1)
    when MODE_MOVEL
      refresh_move(0)
    end
    rect = Rect.new(@cx - 272, @cy + 24, self.contents.width-32, 32)
    self.contents.draw_text(rect, @commands[@index],1)
  end
#------------------------------------------------------------------------------
#  Refresh Start
#------------------------------------------------------------------------------
  def refresh_start
    d1 = 2.0 * Math::PI / @item_max
    d2 = 1.0 * Math::PI / STARTUP_FRAMES
    r = RING_R - 1.0 * RING_R * @steps / STARTUP_FRAMES
    for i in 0...@item_max
      j = i - @index
      d = d1 * j + d2 * @steps
      x = @cx + ( r * Math.sin( d ) ).to_i
      y = @cy - ( r * Math.cos( d ) ).to_i
      draw_item(x, y, i)
    end
    @steps -= 1
    if @steps < 1
      @mode = MODE_WAIT
    end
  end
#------------------------------------------------------------------------------
#  Refresh Wait
#------------------------------------------------------------------------------
  def refresh_wait
    d = 2.0 * Math::PI / @item_max
    for i in 0...@item_max
      j = i - @index
      x = @cx + ( RING_R * Math.sin( d * j ) ).to_i
      y = @cy - ( RING_R * Math.cos( d * j ) ).to_i
      draw_item(x, y, i)
    end
  end
#------------------------------------------------------------------------------
#  Refresh Move
#------------------------------------------------------------------------------
  def refresh_move( mode )
    d1 = 2.0 * Math::PI / @item_max
    d2 = d1 / MOVING_FRAMES
    d2 *= -1 if mode != 0
    for i in 0...@item_max
      j = i - @index
      d = d1 * j + d2 * @steps
      x = @cx + ( RING_R * Math.sin( d ) ).to_i
      y = @cy - ( RING_R * Math.cos( d ) ).to_i
      draw_item(x, y, i)
    end
    @steps -= 1
    if @steps < 1
      @mode = MODE_WAIT
    end
  end
#------------------------------------------------------------------------------
#  Draw Item
#------------------------------------------------------------------------------
  def draw_item(x, y, i)
    rect = Rect.new(0, 0, @items[i].width, @items[i].height)
    if @index == i
      self.contents.blt( x, y, @items[i], rect )
      if @disabled[@index]
        self.contents.blt( x, y, ICON_DISABLE, rect )
      end
    else
      self.contents.blt( x, y, @items[i], rect, 128 )
      if @disabled[@index]
        self.contents.blt( x, y, ICON_DISABLE, rect, 128 )
      end
    end
  end
#------------------------------------------------------------------------------
#  Disable Item
#------------------------------------------------------------------------------
  def disable_item(index)
    @disabled[index] = true
  end
#------------------------------------------------------------------------------
#  Setup Move Start
#------------------------------------------------------------------------------
  def setup_move_start
    @mode = MODE_START
    @steps = STARTUP_FRAMES
    if  SE_STARTUP != nil and SE_STARTUP != ""
      Audio.se_play("Audio/SE/" + SE_STARTUP, 80, 100)
    end
  end
#------------------------------------------------------------------------------
#  Setup Move Move
#------------------------------------------------------------------------------
  def setup_move_move(mode)
    if mode == MODE_MOVER
      @index -= 1
      @index = @items.size - 1 if @index < 0
    elsif mode == MODE_MOVEL
      @index += 1
      @index = 0 if @index >= @items.size
    else
      return
    end
    @mode = mode
    @steps = MOVING_FRAMES
  end
#------------------------------------------------------------------------------
#  Animation
#------------------------------------------------------------------------------
  def animation?
    return @mode != MODE_WAIT
  end
end
#------------------------------------------------------------------------------
#  Window_RingMenuStatus
#------------------------------------------------------------------------------
class Window_RingMenuStatus < Window_Selectable
#------------------------------------------------------------------------------
#  Initialize
#------------------------------------------------------------------------------
  def initialize
    super(204, 64, 232, 352)
    self.contents = Bitmap.new(width - 32, height - 32)
    self.contents.font.size = $chara_select[5]
    refresh
    self.active = false
    self.index = -1
  end
#------------------------------------------------------------------------------
#  Refresh
#------------------------------------------------------------------------------
  def refresh
    self.contents.clear
    self.windowskin = RPG::Cache.windowskin($chara_select[4])
    self.contents.font.name = $chara_select[0]
    self.contents.font.color = text_color($chara_select[1])
    @item_max = $game_party.actors.size
    for i in 0...$game_party.actors.size
      x = 80
      y = 80 * i
      actor = $game_party.actors[i]
      draw_actor_graphic(actor, x - 60, y + 65)
      draw_actor_name(actor, x, y + 2)
      draw_actor_hp(actor, x - 40, y + 26)
      draw_actor_sp(actor, x - 40, y + 50)
    end
  end
#------------------------------------------------------------------------------
#  Update Cursor Rect
#------------------------------------------------------------------------------
  def update_cursor_rect
    if @index < 0
      self.cursor_rect.empty
    else
      self.cursor_rect.set(0, @index * 80, self.width - 32, 80)
    end
  end
end
#------------------------------------------------------------------------------
#  Game_Map
#------------------------------------------------------------------------------
class Game_Map
#------------------------------------------------------------------------------
#  Name
#------------------------------------------------------------------------------
  def name
    $map_infos[@map_id]
  end
end
#------------------------------------------------------------------------------
#  Scene_Title
#------------------------------------------------------------------------------
class Scene_Title
  $map_infos = load_data("Data/MapInfos.rxdata")
  for key in $map_infos.keys
    $map_infos[key] = $map_infos[key].name
  end
end
#------------------------------------------------------------------------------
#  Window_Location
#------------------------------------------------------------------------------
class Window_Location < Window_Base
#------------------------------------------------------------------------------
#  Initialize
#------------------------------------------------------------------------------
  def initialize
    super(0, 0, $window_size[0], $window_size[1])
    self.contents = Bitmap.new(width - 32, height - 32)
    self.contents.font.name = $location_text[0]
    self.contents.font.size = $location_text[1]
    refresh
  end
#------------------------------------------------------------------------------
#  Refresh
#------------------------------------------------------------------------------
  def refresh
    self.contents.clear
    self.windowskin = RPG::Cache.windowskin($window_location_skin)
    self.contents.font.color = text_color($location_text[2])
    self.contents.draw_text(0, 0, 120, 32, $location_text[3])
    self.contents.font.color = text_color($location_text[4])
   self.contents.draw_text(0, -1, 130, 32, $game_map.name, 2)
   end
end
#------------------------------------------------------------------------------
#  Window_MenuGold
#------------------------------------------------------------------------------
class Window_MenuGold < Window_Base
#------------------------------------------------------------------------------
#  Initialize
#------------------------------------------------------------------------------
  def initialize
    super(0, 0, $window_size[0], $window_size[1])
    self.contents = Bitmap.new(width - 32, height - 32)
    self.contents.font.name = $gold_text[0]
    self.contents.font.size = $gold_text[1]
    refresh
  end
#------------------------------------------------------------------------------
#  Refresh
#------------------------------------------------------------------------------
  def refresh
    self.contents.clear
    self.windowskin = RPG::Cache.windowskin($window_gold_skin)
    self.contents.font.color = text_color($gold_text[2])
    self.contents.draw_text(4, 0, 120, 32, $gold_text[4])
    self.contents.font.color = text_color($gold_text[3])
    self.contents.draw_text(4, 32, 120, 32, $game_party.gold.to_s, 2)
  end
end



i have been messing with it alot its realy close to urs but not quit there
Join Dead Frontier
Sorry, I will no longer be scripting for RMXP. I may or may not give support for my scripts. I don't have the will to script in RGSS anymore.
My script


GAX

Alright, pitching this addon again because it's something that's kinda needed for any RPG.

Damage Limit:
Let the player set a primary damage limit and an "absolute" damage limit.  Also, the ability to setup specific skills that don't have a damage limit, and also the ability to configure weapons that can break damage limits (ones that can break the primary damage limit, and in some cases the "absolute" limit).  Also, there should be status effects that can do this, just to add functionality.

Example:
Final Fantasy's usual Damage Limit is 9999, the default HP limit for basic characters.  The absolute damage limit is always 99999 (avoids HOLY SH- Skills), the Break Damage Limit ability has always been a staple of the "Ultimate" weapons, and some attacks (albiet rare ones, usually the best skills in the game) are able to break the absolute damage limit.

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Blizzard

Isn't that now the third time you mentioned that? xD
As I said, I have all suggestions ever made in a file (even many of the bad suggestions), but I never have the time to actually add them.
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Quote from: winkioI do not speak to bricks, either as individuals or in wall form.

Quote from: Barney StinsonWhen I get sad, I stop being sad and be awesome instead. True story.

Memor-X

i get an error in battle, i get this error whenever i target an enemy with any status affect on, the error i get is

in Part 1 of Tons, one line 3354 there's a NameError
undefined local varible of method 'w' for #<Window_Help:0x3d00260>

and on that line i have

        x = self.contents.width/2 - w/2

when i delete the line, i don't get an erroe but the down side is that the enemies name doesn't show up unless they are affected by a status affect and really that's isn't a good thing to have

Calintz

So, why was this script split into 3 sections??

Blizzard

There seems to be a problem with RMXP that points to the wrong line when a bug happens if the script exceeds a specific number of lines. Same reason why Blizz-ABS got split up. The problem appear to happen somewhere after 7000 or 8000 lines since I never had problems with scripts less than that.

@Memor-X: I'll fix that as soon as I can.
Check out Daygames and our games:

King of Booze 2      King of Booze: Never Ever
Drinking Game for Android      Never have I ever for Android
Drinking Game for iOS      Never have I ever for iOS


Quote from: winkioI do not speak to bricks, either as individuals or in wall form.

Quote from: Barney StinsonWhen I get sad, I stop being sad and be awesome instead. True story.