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Everything posted by Descendant of Orr
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Need help with Caterpillar system 1.3 Fotz!baerchen
Descendant of Orr replied to Teddysharons's question in Support
I agree with kellessdee, not a big fan of the SDK. Also, I will jump in and help if you are still having issues after trying kellessdee's code. I do have a request though: could you please use the code tags from now on when inserting code into a thread. It makes it easier to read online, and after copying and pasting into RMXP! -
Raises hand for Chocobo!
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I agree with Polraudio! Much nicer than the default!
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I was accepted into GAs ACCEL program, so I went to college my senior year instead of high school. It is, to this day, one of my biggest regrets. Enjoy your time there while it lasts, man. Oh, and welcome to the forums!
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This may be a month late, but yes - you are correct. Subclass < Class < Superclass shows proper inheritance
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Here is version 1.1. It grays out all pieces of equipment that do not have their requirements met. It also fixes a bug that would have been inadvertently caused by Accessories using the same IDs as Armors (since I thought they were different for some reason -.-) Please report all bugs:
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See if this works for you. Just make sure you fill the arrays to completion for each armor, weapon, accessory you have. If you have any issues, please let me know. NOTE: All numbers are random except for the first one, which should be left as one, or lower. #=============================================================================== # Equipment Level Requirements # By Descendant of Orr # Version 1.0 #------------------------------------------------------------------------------- # This script adds the ability to give weapons, armors. and accessories a level # requirement. It rewrites Scene_Equip's update_item method. If another script # you use calls this method, there may be compatibility issues. #------------------------------------------------------------------------------- # This script is free to publish, repurpose, reuse, and change, but please give # credit when due #------------------------------------------------------------------------------- # Begin Scene_Equip #------------------------------------------------------------------------------- class Scene_Equip #----------------------------------------------------------------------------- #FINAL VARIABLES # Requirements for weapons/armors/accessories #----------------------------------------------------------------------------- WEAPON_REQ = [ 1, # LEVEL REQUIREMENT TO UNEQUIP - LEAVE AS IS 10, # LEVEL REQUIREMENT FOR WEAPON ID 1 5, # LEVEL REQUIREMENT FOR WEAPON ID 2 6, # LEVEL REQUIREMENT FOR WEAPON ID 3 5 # ETC ] ARMOR_REQ = [ 1, # LEVEL REQUIREMENT TO UNEQUIP - LEAVE AS IS 1, # LEVEL REQUIREMENT FOR ARMOR ID 1 5, # LEVEL REQUIREMENT FOR ARMOR ID 2 6, # LEVEL REQUIREMENT FOR ARMOR ID 3 5 # ETC ] ACC_REQ = [ 1, # LEVEL REQUIREMENT TO UNEQUIP - LEAVE AS IS 3, # ETC 7, 6, 9 ] #--------------------------------------------------------------------------- # Scene_Equip.update_item #--------------------------------------------------------------------------- # As update_item from the default scene equip, except compares selected # actors level to the requirements set in the variables above #--------------------------------------------------------------------------- def update_item # If B button was pressed if Input.trigger?(Input::B) # Play cancel SE $game_system.se_play($data_system.cancel_se) # Activate right window @right_window.active = true @item_window.active = false @item_window.index = -1 return end # If C button was pressed if Input.trigger?(Input::C) # Get currently selected data on the item window item = @item_window.item # Compares actor level to requirement returned by get_req if @actor.level < get_req(@right_window.index, item == nil ? 0 : item.id) # Play buzzer SE $game_system.se_play($data_system.buzzer_se) return end # Play equip SE $game_system.se_play($data_system.equip_se) # Change equipment @actor.equip(@right_window.index, item == nil ? 0 : item.id) # Activate right window @right_window.active = true @item_window.active = false @item_window.index = -1 # Remake right window and item window contents @right_window.refresh @item_window.refresh return end #--------------------------------------------------------------------------- # get_req(equipment_type, equipment_id #--------------------------------------------------------------------------- # Returns level requirement from given id's respective array #--------------------------------------------------------------------------- def get_req(equip_type, id) case equip_type when 0 # Weapon if id == 0 or $game_party.weapon_number(id) > 0 return (WEAPON_REQ[id] == nil) ? 1 : WEAPON_REQ[id] end when 1 # Shield if id == 0 or $game_party.armor_number(id) > 0 return (ARMOR_REQ[id] == nil) ? 1 : ARMOR_REQ[id] end when 2 # Head if id == 0 or $game_party.armor_number(id) > 0 return (ARMOR_REQ[id] == nil) ? 1 : ARMOR_REQ[id] end when 3 # Body if id == 0 or $game_party.armor_number(id) > 0 return (ARMOR_REQ[id] == nil) ? 1 : ARMOR_REQ[id] end when 4 # Accessory if id == 0 or $game_party.armor_number(id) > 0 return (ACC_REQ[id] == nil) ? 1 : ACC_REQ[id] end end end end end #------------------------------------------------------------------------------- # End Scene_Equip #------------------------------------------------------------------------------- EDIT: I changed the code so that if you do not define a level requirement for any given piece of equipment, instead of receiving ARRAY_INDEX_OUT_OF_BOUNDS, the script assumes a level requirement of 1
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Ok, so - I have a couple of questions about what you need. 1) Will you earn 1 TP after EVERY BATTLE in the game? Will some battle award none, will bosses award more? 2) Is TP a party wide shared currency, like gold? If your answers to 1a and 2 are yes then the following should work for you: class Window_BattleResult TP = 1 alias battleRefresh refresh def refresh battleRefresh x = contents.text_size(@exp.to_s + "EXP" + @gold.to_s + $data_system.words.gold).width + 44 self.contents.font.color = normal_color cx = contents.text_size(TP.to_s).width self.contents.draw_text(x, 0, cx, 32, TP.to_s) x += cx + 4 self.contents.font.color = system_color cx = contents.text_size("TP").width self.contents.draw_text(x, 0, cx, 32, "TP") $game_variables[1] += 1 end end class Window_Steps < Window_Base def refresh self.contents.clear self.contents.font.color = system_color self.contents.draw_text(4, 0, 44, 32, "TP") self.contents.font.color = normal_color self.contents.draw_text(4, 32, 120, 32, $game_variables[1].to_s, 2) end end Just note that this is code would not fall under best program practices...it would be more like fewest lines possible. I would not recommend overwriting Windows_Steps if you are changing its purpose, I would simply create a new class. I also would not put any calculation in the Window class like I did. However, not knowing what battle system you are using, and if you are using a custom menu system or not, I did not want to inadvertently hose both of those! Also, I will look at the script you linked and get back to you!
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Windows XP vs Windows 7
Descendant of Orr replied to Marked's topic in Computers, Internet and Tech Talk
Yes - I love everything about Win7. I have been using it since its RTM version. I am a system administrator, and dislike all of our WinXP system now. Easier to use, higher security, prettier XD Homegroups are a plus as well -
Windows XP vs Windows 7
Descendant of Orr replied to Marked's topic in Computers, Internet and Tech Talk
Sorry for double post, but yeah, what kellessdee said too! -
That's exactly what it is!!! My initialize never gets called because my script is above the Caterpillar one! I alias Spriteset_Map's intialize, but then mine doesn't get called so @light_effects is never created. Because of that there is no each (for the effects) on line 71 for the nil class @light_effects(because it doesn't exist).
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That's the reason I asked you to open the script editor and tell me what Script it was on after the error. That will tell you if it is my script causing the error or not. This is a standalone script that doesn't overwrite any default class. Unless you have another script that completely reworks Spriteset_Map, I doubt it is a compatibility issue! Also, yeah - I should have probably put SIZE, BRIGHTNESS, etc. as parts of my Light object class...don't know what I was thinking :)
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By all means, play with it, change it, use it, I don't care. Tenoukii, would you be willing to put this script in a brand new game and see if it works? If it doesn't, could you package that game, unencrypted, and send it to me?
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It makes it seem like @light_effects isn't defined in your instance of the script, which is strange. Try this new version. It flickers automatically (contracts/expands). I need to work on the speed/amount, and add it to commenting as well. I need to re-comment some other parts, and the coding is sloppy, but I'm still at work...I should probably get some work done ;D EDIT: Changed the expand rate and iterations to make it smoother. Play around with the numbers to find what you like best
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Line 71 doesn't have any methods in it...Can you attempt to run the game again, and then when it fails open up the script editor - then tell me what line it stopped on and of what script. See, I learn something I didn't know. I have always included file extensions in my scripts. I will attempt an expanding/contracting effect and see how it looks. And I don't mind you dissecting my code at all! Feel free to do so whenever!
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Alright, I'll take this one on! So far I have brightness and radius as variables within the script. I'll change this to being in a comment in just a second. For now (since I'm at work :D), here is what I have. Play around with it if you'd like - feel free to make any changes. And if you would like me to continue and add flicker/shadows, let me know! Also, please note that I tend to use too many comments with my code. I do this for both my benefit and anyone who is a beginner and would like to learn a thing or two. EDIT: Attached Light file...silly me :D
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I am - and PM sent to joman195!
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Thanks for all of the quick replies, guys. I'm so glad I made this topic now. I will look at the Mini-Games topic as soon as I get home from work! Can't wait to finally put my rusty skills to good use. Also, I would love to work on a new set of defaults for either RMXP or RMVX! Let me know when you decide to start work on this! I'm definitely interested.
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So, RMXP Community - I have been a part of the forums for a couple weeks now and, as the title suggests, I feel as if I've done a whole lot of nothing to benefit the anyone here. I love scripting! I really do. So, I would like to extend an invitation to everyone on the forums. If you have ANY scripts you want written/modified/or help with, please let me know. My reaction time seems to be subpar when compared to kellessdee (henceforth known as rival), and I never seem to be able to beat him to a topic. Maybe if someone posts here, I can help them and finally feel as if I have contributed to the community :) No hard feelings towards kellessdee. You're a really awesome scripter (I've browsed the topics where you have helped people and have also looked over your tutorials), I just wish there was more for me (us) to do around here! EDIT: Grammar
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So, I am firing up a 3.5e campaign based on the amazing lore and locales of Guild Wars. I have decided that I will give every class 2 skills from the game (reworked into D&D class abilities), one basic and one elite. The skills that I am basing mine on are not important (if you didn't play Guild Wars this is ok), I was just wondering if I could get some feedback/help balancing my abilities from the people here at RMXP! I have already had my players wipe once during my campaign. No one created a healer class, so they died fairly easily (I don't throw my rolls to make my players happy. If they fail it is generally their fault.) So, here are my reworked abilities - let me know what you think! ==================================================================================== Warrior ------------------------------------------------------------------------------------------------------------------------------------------------------------------------ Bull's Charge (Con Modifier) times per day (Must declare before charging) Charge an enemy at 2 and 2/3 times normal movement speed - on successful hit, the enemy is Staggered (able to take a single move or standard action) for one turn and pushed back 5' - if the enemy cannot be pushed back, it takes 1d6 damage, and must pass a balance check (DC 5 + damage taken during this action) in order to avoid becoming prone ------------------------------------------------------------------------------------------------------------------------------------------------------------------------ Healing Signet (Con Modifier) times per day Heals the user (Level * (Con Modifier + 2)) hit points - for the remainder of that players turn, they receive a -4 penaly to AC and take 4 extra damage when hit ==================================================================================== Monk ------------------------------------------------------------------------------------------------------------------------------------------------------------------------ Boon Signet (Cha Modifier) times per day Heals the user (Level * (Cha Modifier +2) / 2) hit points - your next healing spell that targets an ally heals that ally for extra hit points equal to the amount gained by this ability (lasts for 1 hour) ------------------------------------------------------------------------------------------------------------------------------------------------------------------------ Martyr Once per day at level 1 and one more user every 4th level (must declare before damage is rolled) Whenever an ally would take damage, negate that damage - you take damage equal to the damage your ally would take minus your (Class Level + Cha Modifier) ==================================================================================== Assassin ------------------------------------------------------------------------------------------------------------------------------------------------------------------------ Shroud of Silence Once per day Target touched enemey may not cast spells for (1d4 - 1, minimum 1) rounds - you are unable to act for 3 rounds but receive total concealment- when this ends you may shadowstep to the target enemies current position as long as the total distance shadowstepped does not exceed double your base movement speed (you may chose on which side of the enemy you appear) ------------------------------------------------------------------------------------------------------------------------------------------------------------------------ Sadist's Strike (Passive) If you strike a foe who is at full HP, who is either unaware or otherwise flatfooted, you deal extra damage equal to the foes hit die count - after a successful hit, you may choose to forgo this damage to be insterted first in the initative list and receive an extra attack at your highest basic attack bonus during the first round of combat ==================================================================================== Mesmer ------------------------------------------------------------------------------------------------------------------------------------------------------------------------ Illusionary Weaponry Once per day As a swift action, all attacks for (Base Attack Bonus / 2, minumum 1) rounds become touch attacks. These attacks ignore concealment and ethereal while dealing flat damage (average weapon damage plus strength) and do not apply any effects that require the attacker to hit their target. Damage reduction is ignored for the sake of this ability. ------------------------------------------------------------------------------------------------------------------------------------------------------------------------ Energy Surge Once per day As a full round action, you call upon a surge of energy at target opponents location. The area effected by this ability is a (15' + 10' per 4 caster levels) diameter circle. This ability does not move even if opponents do. Opponents move 1/2 speed while in this zone and take (Int Modifier * (1 + caster level / 5)) damage whenever they attack, cast, or use any activated class ability. This can only effect an enemy 1 time per turn. It lasts a number of turns equal to the casters (Int Modifier). Allies in the area also receive damage reduction (Int Modifier * (1 + caster level / 5))/- ====================================================================================
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Welcome to the forums! I'm glad you are interested in scripting. I learned most of the basics of Ruby by reading through the default scripts in RMXP. This may not be a fun and interactive way to learn, but it's done well for me. If you need any help let me know. I find Ruby to be my favorite language ever since I learned it a few years ago. I now program for school and hate every language I've used thus far, because it isn't ruby. It feels natural and intuitive once you've played with it enough, so don't give up! Again, welcome. I look forward to seeing your project finish!
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Read Marked's post above. ProjectTrinity does not have 63 EDIT: Ok, so far you have told me that in my second guess, I didn't get any right! If that is the case, ProjectTrinity does not have 76 AND Marked does not have 83! Because you told kat.dea that the two she got right were adjacent, that eliminates her being correct on (Marked/ProjectTrinity), (ProjectTrinity/Enigma) and (Polraudio/Marked). This means her (Bob423/Polraudio). Let us assume this to be the case. Bob423 has 138 and Polraudio has 86. This leaves Marked, ProjectTrinity, and Enigma with the values 83, 76, and 63 (in no particular order). Because we know that kellessdee also got two right, one of which must be Bob423 (because we assumed this to be true), we must now determine the other. It cannot be Polraudio, because we already have him down for 86. It cannot be Enigma, because 86 has already been used. It cannot be marked, because his answer matches kat.dea, and that would giver her 3 right. Finally, it cannot be Project Trinity because you clearly stated that "What everyone is getting wrong, is that ProjectTrinity has 63." So what does this mean? Either my logic has slipped up (probably), Marked has slipped up (not possible), or my logic has a fallacy (probably caused by kat.dea not using the same ordering Marked does in his original post - I assume Marked graded on name not order, but this may not be the case). EDIT2: Might as well toss some more confusion into the mix! Bob423 138 Enigma 86 Marked 76 Polraudio 63 ProjectTrinity 83
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My two guesses...I don't know if we get two guesses Bob423 63 Polraudio 86 Marked 83 ProjectTrinity 63 Enigma 138 Bob423 63 Polraudio 138 Marked 83 ProjectTrinity 76 Enigma 86
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Banned for being a Brett Favre fan!
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This RSS feed shows recently created topics. Anyway we could get one that shows most recent post? I would definitely find it a lot more beneficial!