djskagnetti
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BOMBERPOT Version: 1.0 Type: Destroy Pots With Bombs For Money! Introduction Grab those bombs and hold on to your seats - DADDY NEEDS A NEW PAIR OF SHOES! MORE INFO Features Pots! Bombs! Bombing of Pots! Hot Gambling Action! Amazing Special Effects and Sound Effects! A Cheat Mode! Custom Artwork and Music Included! Screenshots Demo BomberPot .zip (5117KB) Instructions The only thing that may suck is setting your own variables and switches. If you change the variables and switches to numbers that you want, you have to change them to that number on all the pots and the girl as well. They are all labeled well and easy to decipher, though. The 'coding' of the pot events are a bit sloppy, but it works. One small note: The pots make the girl turn up when you win or lose, and that movement is attached to her event id. Depending on the sequence you put the events into a new map, or how many events you already have on that map, her id could change, and then the pots won't make her look up when you win or lose anymore. So you'd have to change both the winning and losing turning of upness to her new id for each pot on the map. Not a big deal, just there for icing. Credits and Thanks DJSkagnetti Author's Notes Made 2 maps, one with the normal game, and the other is a cheat game. She will tell you the number of the pot the doll is in, this is numbered from the left. For the 10 pots, it goes 1-6 from the left on the top row and 7-10 from the left on the bottom row. Custom title screen and music. Title screen and music included in .zip =) or listen to the song on my soundcloud Don't miss out on my other stuff:
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A SEXY RAINSTORM! (ASR!) Version: 1.0 Type: Rainstorm Event Parallel Process Introduction A sexy rainstorm! Random lightning, thunder and rain/storm changes via parallel process, random variables and conditional branches. MORE INFO Features Random Lightning! Random Thunder! Random Changes from Rain to Storm! Custom Artwork and Music Included! Screenshots Demo A Sexy Rainstorm Download .zip (5955KB) Instructions First you need 3 variables: WeatherTime, WeatherSelect, and RandomNumber. Set them to whatever variable you wish, but for this example they are 0001, 0002, and 0003. If you have different variable numbers, you will have to change every instance in these examples to your variable numbers. There are 2 maps in the game, the first, SexyLand, says when you start the game, "The skies darken and a rainstorm begins in SexyLand", then gets dark, the rain starts and the fx "fade in" (rather crappily) In SexyLand2, the map's BGS "Rain3" is already going and it's already dark and storming when you start the game. Going by everything listed in the parallel process located in SexyLand2, as that will be the one you will most likely use, here is a step by step explanation: Credits and Thanks DJSkagnetti Author's Notes I made 2 small maps called SexyLand and SexyLand2 to wander about in the rainstorm! I made a title screen which is Hawt! I made a song for it called, you guessed it, "A Sexy Rainstorm!" Title screen and music included in .zip =) or listen to the song on my soundcloud Don't miss out on my other stuff:
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That map is incredible! Is laggy at all while walking around? Can you go in all the houses?
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Can anyone help me modify this script? I know how to set the limits, but would like to set the rates that stats increase to those limits. I currently have in my game max level 99, 9999 HPs and SPs, and STR, INT, DEX, AGI at 100. I have it set up as follows: at level 1 you have 20 HPs, no SPs (you gain 5 at level 6 and then it goes up from there), and 5 in each stat STR, INT, AGI, DEX. at 25 you have 619 HPs, 600 SPs, and 11 in each stat. at 50 you have 2515 HPs, 2500 SPs, and 29 in each stat. at 75 you have 5710 HPs, 5702 SPs, and 60 in each stat. and at 99 you have 9999 HPs, 9999 SPs, and 100 in each stat. All rates are set with the slider to the far right, for the slowest gain in all stats. The EXP needed bar is set for 13 Basis (13 XP to reach level 2) and Inflation 50 (you need 2175991 XP to reach level 99.) Unfortunately, with the kind of game I'm making I believe this will not be high enough and the characters will reach level 99 far before the end of the game. What I would like is to have it set for level 999, max HPs and SPs at 99,999, and max stats STR, INT, DEX and AGI at 999 - with the EXP needed to reach that level raising at the same pace (Inflation 50), so it would be: at level 1 you have 20 HPs, no SPs (you gain 5 at level 6 and then it goes up from there (i would still like to do this if possible)), and 5 in each stat STR, INT, AGI, DEX. at 25 you have 619 HPs, 600 SPs, and 11 in each stat. at 50 you have 2515 HPs, 2500 SPs, and 29 in each stat. at 75 you have 5710 HPs, 5702 SPs, and 60 in each stat. at level 99 you have 9999 HPs, 9999 SPs, and 100 in each stat. at level 250 (guesstimating) you have 25000 HPs, 25000 SPs, and 250 in each stat. at level 500 - 50000 HPs and SPs, 500 in stats. at level 999 - 99999 HPs and SPs, 999 in stats. This way the player does not necessarily have to keep leveling past 99, but if they hit it way before the end of the game, they're not just cut off. Or if they have a lot of time on their hands they can see if they can get to 999. From testing the script below out, I used max lvl 999, max hps and sps 99,999, and max stats 999. I then made a ghost have max XP in a new game and 1 hp and made 8 of them in an battle process event, so killing 8 gave me 799992 XP. And it did indeed break lvl 99, I shot to 118 after the first battle, but the HPs and MPs increased to 96000, along with all of the stats hitting 999 as well. I want it to be around 11800 HPs and MPs and stats at 118 (so generally 100 HPs and MPs and 1 point added to stats for every level past 99.) Can anyone look at the code below and see if they can change the rate of the increases to be accordance to what I need? I would really appreciate it!! Thanks much in advance! I tried the ghost with max XP scenario in a brand new game. In my game I will be using Tons of Addons, an enemy health bar script, Easy Level Addon, Skill Shop addon, and a small script that adds "when X return Y" which means when monster ID is X then return Variable ID which adds 1 to that specific variable - it's for monster hunting jobs - go out and kill X amount of a specific monsters kind of thing - each kill of a specific kind of monster adds 1 to that monster's specific variable.
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can somebody please help me with this? I have a simple job system where you get xp and gold when you kill a set amount of a certain type of monster. I have a variable for each type of monster. I have, on the troop screen, When [monster]'s HP < 0 then [monster]'s variable increase +1. I have it set to Turn for the span. I realized after a while that the Turn span is flawed, as it checks each turn, and, for every turn that that specific monster's hp is below 0, it adds +1. Which is great if it lasts only 1 turn after it dies. But if, say, it lasts 10 turns more as you kill the other monsters in it's group, you get +1 for every turn. So it registers as 10 kills. So I tried this instead in the troop screen. I added a conditional branch. If self switch A is on [do nothing] Else Increase [monster]'s variable +1 self switch A = on So this seems to work for stopping it from counting 10 or whatever number of turns it is after it dies. EDIT: ^^ The above conditional doesn't work after all. I guess self switches don't work in the troop window? because it's still registering for every turn it is dead, which, I assume, is because self switch A is not turning on and thus not triggering the conditional branch of A=on... But, let's say I'm fighting 2 Goblins. If I kill both in the same turn, ending the battle, it only registers 1. If I use a skill that attacks all monsters at once, and it kills everything on the screen on the first turn, it doesn't register at all! I tried setting it to moment and it froze the battle screen. I tried setting it to battle and it only registers 1. Please somebody help! EDIT: Thanks to ForeverZero for making me this script. This adds 1 to the variable at the end of battle to whatever enemy is specified, completely fixing all my problems! Thanks again ForeverZero! "Place the script anywhere below Game_Enemy and fill out the simple configuration at the top of the script." class Game_Enemy #------------------------------------------------------------------------------- # CONFIGURATION #------------------------------------------------------------------------------- # Define the variable used for each enemy here. Follow this pattern: # # when ENEMY_ID then VARIABLE_ID # # If more than one eneky share the same variable, you can define multiple # IDs on one line. For example, say you had a Goblin whose ID was 1, and an # Orc whose ID was 17. You wanted both of them to be of the same "type", and # use the variable with ID of 6: # # when 1, 17 then 6 # #------------------------------------------------------------------------------- def enemy_variable(enemy_id) return case enemy_id when 1 then 1 when 2 then 2 when 3 then 3 when 4 then 4 when 5 then 5 end end #------------------------------------------------------------------------------- # END CONFIGURATION #------------------------------------------------------------------------------- def increase_count(enemy_id) var_id = enemy_variable(enemy_id) if var_id != nil $game_variables[var_id] += 1 end end alias zer0_enemy_type_attack attack_effect def attack_effect(attacker) result = zer0_enemy_type_attack(attacker) if self.dead? && @counted == nil increase_count(@enemy_id) @counted = true end return result end alias zer0_enemy_type_skill skill_effect def skill_effect(user, skill) result = zer0_enemy_type_skill(user, skill) if self.dead? && @counted == nil increase_count(@enemy_id) @counted = true end return result end alias zer0_enemy_type_item item_effect def item_effect(item) result = zer0_enemy_type_item(item) if self.dead? && @counted == nil increase_count(@enemy_id) @counted = true end return result end end
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Hiya! Thanks for looking I have a long hallway. This hallway contains 1 creature, who will show up 1/999 steps. I want it that after the creature appears (finally), and is defeated, a switch is turned on or a variable is increased to 1. It's a crazy 99,999 hp monster that is like a 'bonus' or 'easter egg'. The step value of the hall will be set to 999. After defeat, I want it to not show up again, and a door to open at the end of the hall that leads to another area. I've checked youtube and every tutorial is a #@$#@!@$ fetch quest... Thanks! as a test i did Everything in this tutorial here http://rmrk.net/index.php?topic=42986.0 It just simply does not INCREASE the variable at the end of battle. I have it the Span set to turn. I have it's hps set to 0% or below. I have the control variable set to add 1 upon it's death. I have a guy who tells me to kill 1 and that i have killed \v[0001] of the monsters. I kill a monster, and go back, and he still says i'm set to 0 and not 1 and will not give the award for killing 1. even if the text is wrong it's set to a conditional branch saying if 1 or greater than i've completed the quest. It simply just does Not add 1 to the variable at the end of battle like i tell it to. Can somebody please tell me how to add an Add 1 to Variable when I kill a monster? tearing my hair out.... i added a crystal that increases the variable +1. That works! so the guy tells me congratz i did it and gives award. so it's just not going up after i actually kill a monster like it's supposed to. i tried it for 2 monsters instead of 1, and that worked fine. wtf? i changed it back to 1 monster and it didn't work again. wtf? i just made a brand new game, with a battle process for 1 ghost. did the same thing, set it up so the variable would go up 1 upon the ghost's death. set up a guy to tell me, 'you did it!' if the variable equaled 1 or more. it never equaled 1 or more =( killed the ghost 5 times and nothing =(
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Haha, thanks! Lol, in anything you program there always seems to be some super simple code that clustercusses everything up hahaha. Thanks again for your help =)
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I FIGURED IT OUT!! For anybody who has a similar problem, here is what you do Open the Ruby Editor Go to Scene_Battle 1 on lines 244-248, add a # so it looks like # If timer has reached 0 # if $game_system.timer_working and $game_system.timer == 0 # Abort battle # $game_temp.battle_abort = true # end this completely resolves all my problems with it kicking me out of battle when timer hits 0:00!! one slight aggravation, very minute in comparison to what was happening before, is that the 0:00 stays on the screen until the end of your current battle - But Hey, Who Cares!? It works awesome now, exactly how I wanted it to! Thanks to all that helped me !
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Ok, so Bob423 said that it was a normal gameplay mechanic that when the timer hits 0:00 that a battle ends. Can anyone give me a ruby script to change this so that when the timer hits 0:00 that battles do not end? Thanks so much in advance! =) {Also maybe move this to Script Requests now?}
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Ok so I logged into the chatroom on this site and Dragon324 was kind enough to help me with a suggestion - to delete the Control Switches: [0121: GREYFARR Bosses]=OFF on the second page to see if that what was doing it. It still booted me out battles when timer hit 0. So, based off that, I tried having the Control Switches: [0121: GREYFARR Bosses]=OFF and deleting the Control Timer: Stop. Still boots out of battle when timer hits 0. So, not knowing what to do, I deleted the whole Page 2. And it Still boots me out of a battle. So it must be that when the Timer hits 0:00, whatever battle I'm currently engaged in just ends, no matter what. Any way around this? Thanks for any help =)!!
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Greetings. First post. Thanks for viewing =) I am not using any outside scripts or anything other than generic RMXP. I have not modified the Ruby script in any way. Anyways, I have a large area that is filled with 7 or 8 troops of enemies. They attack at around 20 steps, simple generic stuff. I also have 4 bosses in the area. When you kill one, all disappear and a timer shows up. The timer shows up for different intervals based upon which boss you kill. If you kill the weakest, it's 5 minutes. If you kill the strongest it's 12:30 minutes. (7:30 for second weakest, 10 for second strongest) The timer runs down to zero and the bosses return to the screen. You can then choose which one you want to kill again. It is basically a 'hunting area', a place where the enemies are slightly stronger than the enemies in adjacent areas, but give more xp and gold than the 'normal' areas. The timer uses a parallel process that has a conditional branch that when the timer hits 0, the bosses return. It works splendidly. No problems with that. So you kill a boss, get some phat xp and lewt, and then go out to kill some typical mob troops whilst you wait for the bosses to show themselves once again. But!!! - here's the problem - If the timer runs out While you are in a battle with a typical troop mob, it simply stops the battle and you return to the 'walking around the map' screen. I want it to Not do this. Here is the event page setup that I have. I will post the 2nd hardest boss's event pages. Page 1 (Event pic: Big orange dragon, Trigger: Action) @>Battle Processing: Orange Dragon @>Control Switches: [0121: GREYFARR Bosses]=ON @>Control Timer: Startup (10min, 0 sec.) @> Page 2 (Switch 0121: GREYFARR Bosses is ON (no event pic) Trigger: Parallel Process) @>Conditional Branch: Timer 0 min 0 sec or less @>Control Timer: Stop @>Control Switches: [0121: GREYFARR Bosses]=OFF @> : Else @> : Branch End @> All the bosses have the exact same event pages except for the 'battle processing', 'event picture' and 'control timer' bits, which correspond to whichever boss you fight and how long it's timer is. What should I add to make it that when the timer hits 0 and the bosses return to the map you don't get booted out of the battle you are currently in? Thank you very much for your time and help. -dj.sk