xxultimaxx
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Everything posted by xxultimaxx
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Can anyone help modify this level and stat breaking script?
xxultimaxx replied to djskagnetti's topic in Requests
Have you tried to change the $FINAL_LVL constant and final_level method? #---------------------------------------------------------------------------- # here you can set the max hp,sp,,str,dex,agi and int #---------------------------------------------------------------------------- $FINAL_LVL = 100 $MAX_HP = 99999 $MAX_SP = 99999 $MAX_STR = 9999 $MAX_DEX = 9999 $MAX_AGI = 9999 $MAX_INT = 9999 def final_level # here you can set the max level for your characters based on their ID's... # i set it so that 3 characters have different levels and the rest # have max lvl of 9999 # # this settings is only to show you how to change the max setting for your # characters... same thing is for the parameters -> hp,sp,str,dex.agi,int case self.id when 1 level = 100 when 2 level = 100 when 8 level = 100 else level = $FINAL_LVL end return level end Try changing the 100s to 999s and see if that helps. -
I could look it over this weekend if that works. No luck... sorry.
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Add Elemental Gem to Weapons and Armors
xxultimaxx replied to xxultimaxx's topic in Archived RPG Maker XP Scripts (RGSS1)
Previously, while selecting elemental gems to equip, the element images did not convey what level of protection would occur if the gem was equipped or unequipped. Well, in the new version 1.1, I hope I have corrected this and made the system more intuitive for players of your game. If any errors occur or something appears as it should not, please post the issue and I will do my best to resolve it. I hope you like the improvement! Also, I decided to delete the Script section. I feel that errors on my part will be reduced that way, and it should be quite easy to import the scripts from the demo to your game. -
Add Elemental Gem to Weapons and Armors
xxultimaxx replied to xxultimaxx's topic in Archived RPG Maker XP Scripts (RGSS1)
Thank you neiljwd for pointing out the error. Completely forgot to update the Script section of the post, but it should be good now. And, welcome to the world of RMXP! I hope you find it to be an enjoyable and rewarding experience : ) -
Check this out: Leon's Encounter-List changer
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Well, I have made progress with the World Map, and it is almost what I want. But, there is one small problem I hope someone with scripting experience can help me with. The problem involves a cutback to the previous map before fading out and making the transition to the new map. I would like it to fade to black while the World Map is the current scene and then transition to the new map. Resolved quite easily with this code: $game_screen.start_tone_change(Tone.new(-255,-255,-255,0), 20)
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So I am finally making some progress with my game, and now find myself with the dilemma of how to have the player traverse from locale to locale. I like the way Final Fantasy 10 has a world map where the player can make a selection from a list of locations and then be transported there. I am posting an image of the concept below: So I guess I am looking for some discussion on the best way to implement this type of world map system. Would a script be most effective, or perhaps it could be accomplished with events? How could one go about actually doing this? Thanks for the insights!
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No problem : ) I will try my best to help you get it exactly like you want it.
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Not sure if this is exactly what you want, but maybe it is a start. Just place it above Main in your scripts. It will make a window pop up when casting a skill. The window shows the user's name and the skill name used, along with the skill's description. So, you can modify the description part in the Database to have it show what you want it to say. About the other parts: Showing if the skill was effective or not may be a bit redundant as damage is incurred and shown if a hit occurs and setting a state animation shows success as well. I feel confident that I could implement something though if those methods do not work, but you will have to make it extremely clear what exactly it should look like and do. For example, it would be possible for the word "Effective!" to display near the battler if a state change is imparted. I would try to limit how much information is shown at once because of how quickly it disappears and how battle flow can be affected with prolonged window displays. Just let me know if this is anywhere close to what you need or what changes should be made. Perhaps posting a screenshot of exactly what you need could improve the chances of getting it the way you like it.
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Add Elemental Gem to Weapons and Armors
xxultimaxx replied to xxultimaxx's topic in Archived RPG Maker XP Scripts (RGSS1)
Had to make a small edit to the script. An error would occur if an Enemy attempted to attack during battle (something like Game_Enemy doesn't have xx_element_set). I could have sworn I put an Actor check in for attack_effect, but I guess I only thought about it and then forgot. Whoops! Anyway, the demo has been fixed and should be good. But, if anyone runs into any problems while using it, please let me know. -
You may be able to do something like this in parts of the scripts that determine battle action: e.g. in Scene_Battle if @active_battler == $data_actors[id] do something end Hopefully, that will get you on track. Not exactly sure what you are going for, though. I think you would most likely edit Scene_Battle, Sprite_Battler, or Game_Battler. If you could possible give a specific example, maybe I could help more and identify what you need to do.
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There is a great quote I heard about golfing: "Golf incorporates two great American pasttimes; taking long walks and hitting things with sticks." Ha!
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Add Elemental Gem to Weapons and Armors
xxultimaxx replied to xxultimaxx's topic in Archived RPG Maker XP Scripts (RGSS1)
I completely forgot about putting the script into code format :sweatdrop: Thanks for the reminder, kellessdee. I'd also like to thank you for your previous help with adding the luck attribute; it really allowed me to be able to understand how this script may be possible. So, thanks again! About the picture files, I have been able to view them from various devices from my home. So I cannot see the problem from my end. I am new to using Dropbox, and I wonder if I am not using it right? Maybe someone can clue me in on the best way to rectify the problem. But yeah, this is my first publicly released script :) I am rather new to scripting (if the code did not give it away ;) ), but the process was fun and allowed me to learn new things about how the Ruby language works. It is very satisfying to struggle through the creation process and then see a finished product which resembles the vision. -
Got it : ) Dropbox is so awesome! Thanks for the recommendation
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Add Elemental Gems to Weapons & Armors Version: 1.1 Author: xxultimaxx Introduction Give your game the power of Gems! By attaching "Elemental Gems" to weapons and armors, players can experience: increased elemental protection, weapons forged with elements, and attribute boosting. Features Customize your Gems easily Add elements to weapons Add elemental defense to armors Increase/Decrease attributes Customized Equip and Status menus Screenshots Demo Instructions Place above Main Load 20x20 .png of each element in Database Reference Config and Setup section in script for full instructions Credits xxultimaxx
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Script is complete :biggrin_002: I plan on posting it, along with a demo and some screenies, some time tomorrow. Look for it in the user submitted scripts forum!
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I plan on signing up for Dropbox. Would you like me to use your referral link?
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Coming along nicely : ) I have completed the Armor attachment part, added an option to modify stats, and made an option to show Gems that are attached. I will be busy for the next couple days, but I hope to be back at it mid-week. Hopefully, I will be finished by the weekend... coming up with an efficient way to interpret how damage is resolved is givin' me a fit tonight. But, once I finish that, comment it with instructions, and do some debugging, it should be good to go! Until then : )
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Maybe next time I will try scrolling down a bit... : p Thanx for the help, Foreverzer0
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I see 3 options for the User Submitted Scripts forum: VX Archive, XP Archive, and Requests. Do I post to the XP Archive, then? If I select that one, I get an error that says 404 - Component not found???
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So, I am nearing the completion of my first script, and I am looking for advice on how to best introduce it and make it accessible for others. Also, some questions I have are: Is there a submission process? How to compile a demo? Best place to upload? Thanks! : )
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Just thought I would post an update on where I am at with the script. I have completed the Weapon portion allowing for an element to be set to a weapon based upon an attached Gem. I added a new command window to Scene_Equip rather than altering Scene_Menu commands or messing with a $scene call. (I had a couple pics I was going to post here, but I am not sure how to do that. When I click on the Insert image button, it wants a link. Maybe someone can give me a heads-up on how to do this???) Anyway, future modifications should include: completing the Armor portion of the script, setting images to weapons and armors to let you know a Gem is attached, giving Gems the ability to also increase Actor stats, and finally an option to set how effective element protection is on armor. If anyone can think of anything else that would be cool, post it!
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Nice work : ) The ambiance is very eerie. I now need to redo my maps after seeing this XP
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Okay, I have inserted comments in the code to hopefully make it more apparent what is going on with the script. I still do not have instructions or anything because it is not finished yet. I would assume the @data array for Window_Gem would be empty, therefore returning zero, but that is not happening. If, for example, I rename item 32 in the database "Ruby" and add to the inventory, it returns 65 to gem_id when it is selected, not 32 as I would expect. Here is the commented script: I was able to get it to change to the right number if a gem is already attached through initialized assignment or selection assignment in Window_Gems by altering line 271 to this: $data_weapons[@actor.weapon_id].gem_id = @new_gem But, if the index is empty (no items to be drawn from module Xx), a selection causes the values for @original_gem and @new_gem to become 4. Why??? I was able to come up with something to fix it : ) Now, back to work...