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erosthanatos

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  • Content Count

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erosthanatos last won the day on February 4 2010

erosthanatos had the most liked content!

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About erosthanatos

  • Rank
    Member
  • Birthday 01/08/1990

Other

  • Referer
    David

Profile Information

  • Gender
    Male
  • Location
    GA

Engines

  • Prefered Engine
    RPG Maker XP
  • Engine Level
    Expert
  • Class Title
    Programmer / Scripter
  • Other Skills
    RPG Maker. :)
  • Project(s)
    Fading Aura
  1. ....*pokes with a stick* You die or something? lol

    Haven't heard from you in a while...:(

  2. There is an "If Actor has _______ Armor Equipped" in the conditional branch option of events...does this not work for what you are trying to do?
  3. There is, wow can't believe I left out a period :/
  4. I don't think there is another way to do this...I don't know what is wrong with using $data_armors, the default scripts reference it in multiple places, why can't I? It seems as if this is a problem with the script command in an event. If you put the code into a script, say in the main of Scene_Menu like so: print($data_armors[$game_party.actors[0]armor1_id].id), it works fine. I don't know what to tell you, except can it be placed in a standalone script?
  5. Can you spot me the money, order 2, and then let me pay you back later? Damn, looks like they are out of stock!
  6. Sorry, I got your PM, but I'm currently at work, and can't recall the exact syntax...try $data_armors[$game_party.actors[0]armor1_id].id
  7. The only problem with this is that I don't know how you are going to read the currently selected item index or the actor index without making both global variables. If would like, I could make these changes in your Scene_Item, and Scene_Command/Scene_Selectable, and then I could simply provide you with a scriptlet. However, by doing this, I could possibly cause incompatabilites with other scripts you are using (or may use in the future), and it would be much more time efficient to just create common events ^^^
  8. 1. You do not want it ticked, unless you DO want there stats to reset 2. Are you using any custom scripts? I am going to test this myself and see what my results are EDIT: I tested this in a new game. Removed Aluxes after I leveled him to 47, then leveled my party to 56, then added him back. Because "Initialize" was not marked, he came back at level 47 like he was supposed to!
  9. In the event, where you used the "Change Party" command, you should see it at the bottom
  10. That's interesting...It normally works for me. Do you accidentally have the Initialize check-box marked when you add the members back? If so, that is reseting all of their states, items, et cetera to what you have in the database!
  11. I don't think there would be a way to do this with a small script inside a common event. I could script you something for game_battler, which is where item effects and targets are defined, but if you don't mind using a status and conditional statement: Create an new status named "Item Buff," or the like. Make your item, Bunny, apply this status, and run a common event. The common event should: Check each character for the status inflicted flag, and if the character has the "Item Buff" status, then raise that characters stats, and remove the buff.
  12. Sorry, I'm still kind of unclear. What is the difference between the items that you want, and items 17-22 in a default RMXP game?
  13. Could you be more specific? Is this a permanent or temporary stat change? I would assume temporary, only because you don't want to change parameters. However, if you wanted it to be temporary, why would you just not apply status affect +Sharp, +Blink, etc
  14. Because rgss counts each line as a separate command, the following must be placed as is: index = $game_party.actors[insert party index here].id $game_party.remove_actor(index) You cannot send the second half of the first line as a parameter for the second line, or it won't fit on one line and the game will error out! Remember, index should be from 0-3
  15. $game_variable[index of variable] = $game_party.actors[index of actor in party].id Remember that an index starts with 0 not 1
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