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Bob423

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Everything posted by Bob423

  1. No I don't. Well at least not that part. i already have a script that has an option for that, and I don't like it. What I want is, not to change the base ATK stat, when unarmed, but to divide the damage by 2 after everything else has been calculated, if the attacker is unarmed. in the battle system I'm using, enemies can also have weapons. because of the way my damage formula works, that would do no good at all.
  2. Nope. and I've realized that setting the super class to Game_Actor only made it worse. And even if what you gave me worked, it still only checks if the first actor has a weapon. if an enemy attacks, and the actor in the first slot has no weapon, the enemy's damage will be halfed. same goes with any other actor that has a weapon while actor 0 in unarmed.
  3. that didn't work. this is frustrating >.<
  4. but wouldn't that only check if the first character is unarmed? It didn't do anything anyway though :( hm... YAY! I figured it out! Don't know why I couldn't before. I used some of the code from the Advanced Status system I'm using. I ended up with this: class Game_Battler < Game_Actor def weapons result = [] for i in 0...@equip_kind.size id = @equip_kind[i] if id == 0 or (id == 1 and two_swords_style) result << $data_weapons[@equip_id[i]] end end return result.compact end # If actor is unarmed if weapons.empty? self.damage /= 2 self.critical = false end edit: this isn't working right...hold on... edit: fixed above edit: ok maybe not...this is weird. the damage is always between 0 and 3 now. It should be around 5-8 i think. and for some reason it does it even when the actor is armed. edit: now it's around 5-8, but with a weapon it's lower >.> edit: ok im lost...
  5. Was I not clear? I just need to know what to put in an if statement, and to know if there's anything i need to define. so something like... if actor_weapon == nil self.damage = atk / 2 end
  6. in Megaman 64, the crappy version of megaman legends, which is one of the N64 games I grew up with, the camera controls are terrible and you can beat nearly any enemy by running in circles while shooting them and jumping. in megaman legends 2, the camera controls are much better, and running in circles like that can sometimes get you killed. this game is so much better :D

  7. This topic is from 2011, just so you know.
  8. how does dropbox have anything to do with it? im confused
  9. The review button is broken in, it seems, all forums
  10. DANG IT! I guess BlizzABS isn't done f**king with me >.>

    1. Bob423

      Bob423

      If no one can help me (I posted on the BlizzABS thread on chaosproject) I'll just make the mini project thing give you a password.

    2. Broken Messiah

      Broken Messiah

      BlizzABS ripped me apart back when I used XP lol.

    3. Bob423

      Bob423

      it's also forced me to get better at using the program lol

  11. like dolarmak said, you could just make the sprites bigger. the only requirement for a sprite sheet is the proportions, not the size.
  12. I'm thinking of making something that will check if you've beaten THCoA. If you have, it will unlock secret endgame stuff.

    1. Bob423

      Bob423

      in Arcatis II that is

  13. added 2 characters. spoiler and horizontal rule tags dont seem to want to work >.>
  14. I'm using a customized battle formula and I want there to make fighting without a weapon a very bad idea without making it impossible (the default battle system makes unarmed attacks do 0 damage) since the default battle system calculates damage in a weird way, it doesn't check if the character has a weapon, only their ATK stat, which, without a weapon, is 0 of course. I want to make damage dealt without a weapon do either half as much, or 1/4 as much (haven't decided) so I need to know how to say, in the Game_Battler class... "if the attacker is not an enemy and has no weapon, divide self.damage by 2" All I need is the simplest way to do it. please dont try to explain how everything works, because i wont understand. here is my battle formula script if you need it:
  15. BBcode seems really glitchy. :(

  16. Added character descriptions...but the bbcode seems really glitchy
  17. Just saw MIB 3. Was pretty good :)

    1. Marked

      Marked

      The main villain is a New Zealander D:

    2. Marked
  18. This is so awesome! Can't wait for you to finish!
  19. Hm...I think I know what the problem is. One sec... Try this. The edit is on line 8 if it doesn't work, try making Z even higher. If that doesn't work then I probably can't help you. module Gold_Window #to hide just make a script call Gold_Window.hide # Window's horizontal position WINDOW_X = 250 # Window's vertical position WINDOW_Y = -20 # Everything is on it's own layer. changing this will put it behind or in # front of other things created via scripts WINDOW_Z = 1000 #------------------------------------------------------------------------- # Window's width WINDOW_WIDTH = 160 # Window's height WINDOW_HEIGHT = 64 # Default hide status of the window (true = hidden, false = visible) DEFAULT_HIDE = false @hide = DEFAULT_HIDE def self.hidden? return @hide end def self.hide @hide = !@hide end end #============================================================================== # ** Window_Gold_HUD #------------------------------------------------------------------------------ # This window displays amount of gold. #============================================================================== class Window_Gold_HUD < Window_Base #-------------------------------------------------------------------------- # * Object Initialization #-------------------------------------------------------------------------- def initialize super(Gold_Window::WINDOW_X, Gold_Window::WINDOW_Y, Gold_Window::WINDOW_WIDTH, Gold_Window::WINDOW_HEIGHT) self.contents = Bitmap.new(width - 32, height - 32) @old_gold = -1 @old_hide = Gold_Window.hidden? self.opacity = Gold_Window.hidden? ? 0 : 0 @text_opacity = Gold_Window.hidden? ? 0 : 255 refresh end #-------------------------------------------------------------------------- # * Refresh #-------------------------------------------------------------------------- def refresh if @old_gold != $game_party.gold || @old_hide != Gold_Window.hidden? self.contents.clear self.opacity = Gold_Window.hidden? ? 0 : 0 @text_opacity = Gold_Window.hidden? ? 0 : 255 color_normal = Color.new(255, 255, 255, @text_opacity) color_system = Color.new(192, 224, 255, @text_opacity) cx = contents.text_size($data_system.words.gold).width self.contents.font.color = color_normal self.contents.draw_text(4, 0, 120-cx-2, 32, $game_party.gold.to_s, 2) self.contents.font.color = color_system self.contents.draw_text(124-cx, 0, cx, 32, $data_system.words.gold, 2) @old_gold = $game_party.gold @old_hide = Gold_Window.hidden? end end end #============================================================================== # ** Scene_Map #------------------------------------------------------------------------------ # This class performs map screen processing. #============================================================================== class Scene_Map #-------------------------------------------------------------------------- # * Main Processing #-------------------------------------------------------------------------- alias gold_hud_main main def main @gold_window = Window_Gold_HUD.new gold_hud_main @gold_window.dispose end #-------------------------------------------------------------------------- # * Frame Update #-------------------------------------------------------------------------- alias gold_hud_update update def update @gold_window.refresh gold_hud_update end end
  20. Eminem is a candy rapper

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