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black mage

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Everything posted by black mage

  1. Lol, this one caught me off :v
  2. I'll be sad if that was true. And I was hoping that it was one of those April Fool's joke, and yes it was :v Great to see you back :)
  3. Here's the script : https://db.tt/8IiPG8w8 Enjoy. :)
  4. I'm suggesting a tactical battle system like Yggdra Union, since it fit most of the system everyone suggesting. @metaclaw Yes, Action-battle and Tactical-battle works that way.
  5. Hmm, when I check it, the tanketai script page also give me some error and won't load. Maybe Mark can do something about it.
  6. I'm requesting an separated thread for discussing character development/update, while this one will be used for developing the story by refering to the characters thread. As for where the game started, we need to introduce some main character first, so I think it would be better to start from a few time before Valentine accidentaly commits a crime. Put some plot as starter for introducing the main character, his activist group, and their surrounding. After the introduction, build some character development towards Valentine and Keida. Btw, we need to explain what does Keida activist group aims are for starting the story. Any ideas?
  7. I'll start with battle system. Question : Do we need a battle system that will be used in most of the game? If yes, then we gotta pick some battle system. - Action Based - Turn Based Normal Turn Based (The one rpg maker comes with) Strategy Turn Based (Final Fantasy Tactics) Active Turn Based (FF7, RM2K3 Battle System) If anyone want to add the choices for battle system, or giving some explanation about plus or minus of some battle system, feel free to do it.
  8. I'm rarely use enu tanketai sbs, but I think it's not normal to have an error whenever you use it. Specify your problem in some support thread and some of us will try and help you. Btw, welcome to GDU.
  9. It's for placeholder :) We can have an artist to redraw them later :p
  10. Hey, the design is great :v How many and various expresion it can get? We can have decent bust up pics without any graphic artist :p
  11. #============================================================================== # ** Window_ShopBuy By Black Mage #------------------------------------------------------------------------------ # This window displays buyable goods on the shop screen. #============================================================================== class Window_ShopBuy < Window_Selectable #-------------------------------------------------------------------------- # * Object Initialization # shop_goods : goods #-------------------------------------------------------------------------- def initialize(shop_goods) super(0, 128, 640, 128) @shop_goods = shop_goods refresh self.index = 0 end #-------------------------------------------------------------------------- # * Item Acquisition #-------------------------------------------------------------------------- def item return @data[self.index] end #-------------------------------------------------------------------------- # * Refresh #-------------------------------------------------------------------------- def refresh if self.contents != nil self.contents.dispose self.contents = nil end @data = [] for goods_item in @shop_goods case goods_item[0] when 0 item = $data_items[goods_item[1]] number = $game_party.item_number(@item.id) when 1 item = $data_weapons[goods_item[1]] number = $game_party.weapon_number(@item.id) when 2 item = $data_armors[goods_item[1]] number = $game_party.armor_number(@item.id) end if item != nil @data.push(item) end end # If item count is not 0, make a bit map and draw all items @item_max = @data.size if @item_max > 0 self.contents = Bitmap.new(width - 32, row_max * 32) for i in 0...@item_max draw_item(i) end end end #-------------------------------------------------------------------------- # * Draw Item # index : item number #-------------------------------------------------------------------------- def draw_item(index) item = @data[index] # Get items in possession case item when RPG::Item number = $game_party.item_number(item.id) when RPG::Weapon number = $game_party.weapon_number(item.id) when RPG::Armor number = $game_party.armor_number(item.id) end # If price is less than money in possession, and amount in possession is # not 99, then set to normal text color. Otherwise set to disabled color if item.price <= $game_party.gold and number < 99 self.contents.font.color = normal_color else self.contents.font.color = disabled_color end x = 4 y = index * 32 rect = Rect.new(x, y, self.width - 32, 32) self.contents.fill_rect(rect, Color.new(0, 0, 0, 0)) bitmap = RPG::Cache.icon(item.icon_name) opacity = self.contents.font.color == normal_color ? 255 : 128 self.contents.blt(x, y + 4, bitmap, Rect.new(0, 0, 24, 24), opacity) self.contents.draw_text(x + 28, y, 212, 32, item.name, 0) self.contents.draw_text(x + 260, y, 88, 32, "Price :") self.contents.draw_text(x + 300, y, 88, 32, item.price.to_s, 2) self.contents.draw_text(x + 470, y, 88, 32, "Owned :") self.contents.draw_text(x + 550, y, 32, 32, number.to_s, 2) end #-------------------------------------------------------------------------- # * Help Text Update #-------------------------------------------------------------------------- def update_help @help_window.set_text(self.item == nil ? "" : self.item.description) end end #============================================================================== # ** Window_ShopStatus #------------------------------------------------------------------------------ # This window displays number of items in possession and the actor's equipment # on the shop screen. #============================================================================== class Window_ShopStatus < Window_Base #-------------------------------------------------------------------------- # * Object Initialization #-------------------------------------------------------------------------- def initialize super(0, 256, 640, 224) self.contents = Bitmap.new(width - 32, height - 32) @item = nil refresh end #-------------------------------------------------------------------------- # * Refresh #-------------------------------------------------------------------------- def refresh self.contents.clear if @item == nil return end case @item when RPG::Item number = $game_party.item_number(@item.id) when RPG::Weapon number = $game_party.weapon_number(@item.id) when RPG::Armor number = $game_party.armor_number(@item.id) end if @item.is_a?(RPG::Item) return end # Equipment adding information for i in 0...$game_party.actors.size # Get actor actor = $game_party.actors[i] # If equippable, then set to normal text color. If not, set to # invalid text color. if actor.equippable?(@item) self.contents.font.color = normal_color else self.contents.font.color = disabled_color end # Get current equipment if @item.is_a?(RPG::Weapon) check = $data_weapons[actor.weapon_id] if check ==nil oldwpnstr = 0 oldwpndex = 0 oldwpnint = 0 oldwpnagi = 0 oldwpnpdf = 0 oldwpnmdf = 0 atkwpn = 0 else oldwpnstr = $data_weapons[actor.weapon_id].str_plus oldwpndex = $data_weapons[actor.weapon_id].dex_plus oldwpnint = $data_weapons[actor.weapon_id].int_plus oldwpnagi = $data_weapons[actor.weapon_id].agi_plus oldwpnpdf = $data_weapons[actor.weapon_id].pdef oldwpnmdf = $data_weapons[actor.weapon_id].mdef atkwpn = @item.atk end elsif @item.kind == 0 check = $data_armors[actor.armor1_id] if check ==nil oldwpnstr = 0 oldwpndex = 0 oldwpnint = 0 oldwpnagi = 0 oldwpnpdf = 0 oldwpnmdf = 0 atkwpn = 0 else oldwpnstr = $data_armors[actor.armor1_id].str_plus oldwpndex = $data_armors[actor.armor1_id].dex_plus oldwpnint = $data_armors[actor.armor1_id].int_plus oldwpnagi = $data_armors[actor.armor1_id].agi_plus oldwpnpdf = $data_armors[actor.armor1_id].pdef oldwpnmdf = $data_armors[actor.armor1_id].mdef atkwpn = 0 end elsif @item.kind == 1 check = $data_armors[actor.armor2_id] if check ==nil oldwpnstr = 0 oldwpndex = 0 oldwpnint = 0 oldwpnagi = 0 oldwpnpdf = 0 oldwpnmdf = 0 atkwpn = 0 else oldwpnstr = $data_armors[actor.armor2_id].str_plus oldwpndex = $data_armors[actor.armor2_id].dex_plus oldwpnint = $data_armors[actor.armor2_id].int_plus oldwpnagi = $data_armors[actor.armor2_id].agi_plus oldwpnpdf = $data_armors[actor.armor2_id].pdef oldwpnmdf = $data_armors[actor.armor2_id].mdef atkwpn = 0 end elsif @item.kind == 2 check = $data_armors[actor.armor3_id] if check ==nil oldwpnstr = 0 oldwpndex = 0 oldwpnint = 0 oldwpnagi = 0 oldwpnpdf = 0 oldwpnmdf = 0 atkwpn = 0 else oldwpnstr = $data_armors[actor.armor3_id].str_plus oldwpndex = $data_armors[actor.armor3_id].dex_plus oldwpnint = $data_armors[actor.armor3_id].int_plus oldwpnagi = $data_armors[actor.armor3_id].agi_plus oldwpnpdf = $data_armors[actor.armor3_id].pdef oldwpnmdf = $data_armors[actor.armor3_id].mdef atkwpn = 0 end else check = $data_armors[actor.armor4_id] if check ==nil oldwpnstr = 0 oldwpndex = 0 oldwpnint = 0 oldwpnagi = 0 oldwpnpdf = 0 oldwpnmdf = 0 atkwpn = 0 else oldwpnstr = $data_armors[actor.armor4_id].str_plus oldwpndex = $data_armors[actor.armor4_id].dex_plus oldwpnint = $data_armors[actor.armor4_id].int_plus oldwpnagi = $data_armors[actor.armor4_id].agi_plus oldwpnpdf = $data_armors[actor.armor4_id].pdef oldwpnmdf = $data_armors[actor.armor4_id].mdef atkwpn = 0 end end # Draw item x = 4 + 213*i y = 24 # Draw actor's name self.contents.draw_text(4 + 213*i, -8, 120, 32, actor.name) # Draw ATK = STR opacity = self.contents.font.color == normal_color ? 255 : 128 self.contents.draw_text(x, y-2, 212, 32, "ATK") act = actor.str wpn = @item.str_plus - oldwpnstr self.contents.draw_text(88 + 213*i, y-2, 112, 32, act.to_s(10)) self.contents.draw_text(64 + 213*i, y-2, 112, 32, sprintf("%+d", wpn), 2) # Draw DEF = DEX self.contents.draw_text(x, y+19, 212, 32, "DEF") act = actor.dex wpn = @item.dex_plus - oldwpndex self.contents.draw_text(88 + 213*i, y+19, 112, 32, act.to_s(10)) self.contents.draw_text(64 + 213*i, y+19, 112, 32, sprintf("%+d", wpn), 2) # Draw INT = INT self.contents.draw_text(x, y+40, 212, 32, "INT") act = actor.int wpn = @item.int_plus - oldwpnint self.contents.draw_text(88 + 213*i, y+40, 112, 32, act.to_s(10)) self.contents.draw_text(64 + 213*i, y+40, 112, 32, sprintf("%+d", wpn), 2) # Draw SPD = AGI self.contents.draw_text(x, y+61, 212, 32, "SPD") act = actor.agi wpn = @item.agi_plus - oldwpnagi self.contents.draw_text(88 + 213*i, y+61, 112, 32, act.to_s(10)) self.contents.draw_text(64 + 213*i, y+61, 112, 32, sprintf("%+d", wpn), 2) # Draw HIT = PDEF self.contents.draw_text(x, y+82, 212, 32, "HIT") act = actor.pdef wpn = @item.pdef - oldwpnpdf self.contents.draw_text(88 + 213*i, y+82, 112, 32, act.to_s(10)) self.contents.draw_text(64 + 213*i, y+82, 112, 32, sprintf("%+d", wpn), 2) # Draw PWR = ATK self.contents.draw_text(x, y+103, 212, 32, "PWR") act = actor.atk self.contents.draw_text(88 + 213*i, y+103, 112, 32, act.to_s(10)) self.contents.draw_text(64 + 213*i, y+103, 112, 32, sprintf("%+d", atkwpn), 2) # Draw RES = MDEF self.contents.draw_text(x, y+124, 212, 32, "RES") act = actor.mdef wpn = @item.mdef - oldwpnmdf self.contents.draw_text(88 + 213*i, y+124, 112, 32, act.to_s(10)) self.contents.draw_text(64 + 213*i, y+124, 112, 32, sprintf("%+d", wpn), 2) # Custom Stat : LUK self.contents.draw_text(x, y+145, 212, 32, "LUK") # act = actor current LUK # wpn = Equip LUK - current Equip LUK # self.contents.draw_text(88 + 213*i, y+124, 112, 32, act.to_s(10)) # self.contents.draw_text(64 + 213*i, y+124, 112, 32, sprintf("%+d", wpn), 2) end end #-------------------------------------------------------------------------- # * Set Item # item : new item #-------------------------------------------------------------------------- def item=(item) if @item != item @item = item refresh end end end There you go. I hope it's good enough :p I've made it to just show the status increase for just the top 3 party. It also showing all of your renamed statuses, including the custom one. Since you have a custom stat called LUK, I've left some instruction on how to figure the thing works inside the script. I'm not putting the equipment data like the script you reffered above, since I think it'll be enough with just showing the status increase, and I'm too lazy to do it :p And yes, I was too lazy too, to color some of the statuses and their names to make them more beautiful :v
  12. Well, this is rather easy :v $MAP = Game_Map.new $MAP.setup(mapId) mapWidth = $MAP.width mapHeight = $MAP.height And done. You can rename MAP to anything you'd like :) EDIT : Turns out that I've found an easier way :v $MAP = load_data("Data/MapXXX.rxdata") mapWidth = $MAP.width mapHeight = $MAP.height Change XXX with your map id. Remember that each X must represent a number, so if your map id is 1, change XXX into 001. EDIT 2 : My bad, I've found an easier way than before. mapWidth = load_data("Data/MapXXX.rxdata").width mapHeight = load_data("Data/MapXXX.rxdata").height I think it won't got easier than this.
  13. Since the time limit for voting is extended up to 15 March, and assuming voting means you can submit a new element to vote, I think it's still okay to submit a story now :)
  14. I like Enigma's story, that's why I didn't submit any :p
  15. Well then, welcome to the house, comet star Diamond Star, again :v
  16. Phew. At last I've finished it. Popup Window Script Features : - You can call an item name by just typing \\i[item number] in the text - You can call a weapon name by just typing \\w[weapon number] in the text - You can call an armor name by just using \\a[armor number] in the text - Customizable Window width - Icon Support :v Width is the window width. You need to specify it first. Icon name is the name of the icon that you want to use from the Icons folder. If you want to use the window without an icon, just put "" on the script call. To use it, do a script call like this : $popup = Window_Popup.new("text", width, "icon name") Example : If you want the window have a widht of 400, using 001-Weapon01 icon, and displaying text "You got 3 High Potion", Put this on the script call : $popup = Window_Popup.new("You got 3 \\i[2]", 400, "001-Weapon01") Note : yes, it use two backslash to perform the specific name calling in my script, not like the normal RMXP message window that only use one backslash. Maybe I'll pass on Zeriab's Quest Book, since any link on his site related to the script seems dead :)
  17. Welcome to the house, crazy_pocket.
  18. It has the almost same function as nut, but isn't nut. Nut have some bolt adjusment inside it (again, not sure what it's called :P ), This one is not. Bearing is used to reduce friction for a machine. Though both the thing in my pics and bearing are sometimes used together in a machine, my pics is not a bearing. Though they look similar. I was reffering to Ferrule, but since my pics are ambigous, I think bearing can go as the correct answer.
  19. About the pop up script, I think I can make this easily, I'll just need some free time from works. I'll take a look on Zeriab's quest book too. Perhaps I can do something about that. If not, I'll just work on the popup script :)
  20. The latest version (also the final one) are said to be released about 4 years ago. It said that almost every bugs are fixed, though the script was posted here in 2012 not 2010. And since there's no complain from the 2010 version (or I'm just never heard of them), I think that the script is not that outdated and have almost anything fixed, or at least can easily fixed by any scripter.
  21. I think it's the one with ice blocks in it, for cooling some drinks, bootled or canned. Cooling Box? Not sure how it's called in english :p
  22. Your script alone won't give the custom stat an option to have it value to be increased or decrease (The truth is, I think that it could, but not as simpel as how I do it). That's why i make a script so it can be increased manualy. And since your request is to have the value added via items, there goes point 2 and 3 in my previous post :) AFAIK it won't mess your code, but it'll still need some configuration. My script is just a base for the custom stat so it can be increased or decreased manualy (easily). EDIT : Forgot to answer this : How to "set the custom stat to be available for each actor". Just copy the script above main. It'll do the rest by itself.
  23. Here's some bases on how to have an item that can increase a custom stats 1. set the custom stat to be available for each actor class Game_Actor < Game_Battler def setup(actor_id) @customstat_plus = 0 end #-------------------------------------------------------------------------- # * Get HIT #-------------------------------------------------------------------------- def customstat n = [[base_customstat + @customstat_plus, 1].max, 999].min n = [[Integer(n), 1].max, 999].min return n end #-------------------------------------------------------------------------- # * Set customstat # customstat : new customstat #-------------------------------------------------------------------------- def customstat=(customstat) @customstat_plus += customstat - self.customstat @customstat_plus = [[@customstat_plus, -999].max, 999].min end #-------------------------------------------------------------------------- # * Get Basic customstat #-------------------------------------------------------------------------- def base_customstat n = 0 return [[n, 1].max, 999].min end end 2. Set so that when you use an item, you get the actor_id. Open the script editor, on scene item, find these line : # If single target if @target_window.index >= 0 # Apply item use effects to target actor target = $game_party.actors[@target_window.index] used = target.item_effect(@item) end modify it so it become like this : # If single target if @target_window.index >= 0 # Apply item use effects to target actor target = $game_party.actors[@target_window.index] $target2 = target used = target.item_effect(@item) end 3. Set the item that increase the custom stat - make an item that when used, it call a common event. - do a script call $target2.customstat += n There you go, it'll increase the custom stat for the certain actor whose had the item used on him/her by n. You can use the custom stat in damage calculation or anything else you'd like. Note : this is only for items that used on a single target. But I think it'll not be that hard to figure how to do this with an item that target all party members.
  24. I was walk across 3 tactical battle system a long time ago. They are GubiD, another one that I forgot the name, and another one that I heard it got removed from internet by the author itself, and I forgot the name. :v Anyway, here's the link for GubiDs Tactical Battle System. GubiDs Tactical Battle System I don't know if it still supported or not for now.
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