Dust Collector
Member-
Content Count
786 -
Joined
-
Last visited
-
Days Won
11
Content Type
Profiles
Forums
Blogs
Downloads
Calendar
Gallery
Everything posted by Dust Collector
-
-
286 downloads
This script lets you call shops that only allow buying or selling. The default shop type is a normal shop that allows both buying and selling. To get a shop that only allows buying or selling, you need to directly change the value of the variable $game_temp.shop_type using the "Script" event command. Valid values are 0 for a normal shop, 1 for a buy-only shop, and 2 for a sell-only shop. $game_temp.shop_type will automatically be changed back to 0 once the shop is cancelled. -
-
-
636 downloads
Features: * * Assign Monsters into Groups, for quicker searching * * Counts Times Seen and Defeated for Each Enemy * * After Seeing an Enemy, it Unlocks the Basic Stats. * * After Defeating the enemy, see the Amount of Gold Dropped, Items Dropped, and Experience Recieved * * Test Battling (If you've seen a monster, you can test battle that monster) * * Animated Bestairy (Uses Sprites) (Press Right or Left to change the stance) Instructions: * * To add an enemy to a group, in the database add (Name of Group) after each enemy's name. (All Enemies not assigned to a group will be classified into a Unassigned Group. * * For Each Enemy you create, you need to make a Enemy Troop, named the same as your enemy, with only your enemy in it. (I tried adding troops to the $data_troops class, but this is just easier) * * Insert Script Above Main, but below Scene Battle (The script re-writes a few methods from the default battle system) * * Call the bestairy with: $scene = Scene_Beastairy.new The Script: #============================================================================== # Beastairy System #-------------------------------------------------------------------------- # Created By SephirothSpawn (11.18.05) # Last Updated: 11.18.05 #============================================================================== #============================================================================== # ** Class Scene Title #============================================================================== class Scene_Title #-------------------------------------------------------------------------- # * Alias' New Game Method #-------------------------------------------------------------------------- alias new_game command_new_game #-------------------------------------------------------------------------- # * Adds Beastairy Game Variables #-------------------------------------------------------------------------- def command_new_game # Sets Up Smithery List $game_beastairy = Game_Beastairy.new new_game end end #============================================================================== # ** Game_Temp #============================================================================== class Game_Temp #-------------------------------------------------------------------------- # * Public Instance Variables #-------------------------------------------------------------------------- attr_accessor :beastairy_return #-------------------------------------------------------------------------- # * Alias Initialization #-------------------------------------------------------------------------- alias beastairy_initialize initialize #-------------------------------------------------------------------------- # * Object Initialization #-------------------------------------------------------------------------- def initialize beastairy_initialize @beastairy_return = false end end #============================================================================== # ** Class Game Beastairy #============================================================================== class Game_Beastairy #-------------------------------------------------------------------------- # * Public Instance Variables #-------------------------------------------------------------------------- attr_accessor :monster_groups #-------------------------------------------------------------------------- # * Object Initialization #-------------------------------------------------------------------------- def initialize @monster_groups = [] for i in 1...$data_enemies.size $data_enemies[i].beastairy_setup unless @monster_groups.include?($data_enemies[i].group) @monster_groups.push($data_enemies[i].group) end end end end #============================================================================== # ** Module RPG #============================================================================== module RPG #========================================================================= # ** Class Enemy #========================================================================= class Enemy #-------------------------------------------------------------------------- # * Public Instance Variables #-------------------------------------------------------------------------- # Detectors attr_accessor :seen, :defeated, :group # Counters attr_accessor :seen_times, :defeated_times #-------------------------------------------------------------------------- # * Setup Beastairy #-------------------------------------------------------------------------- def beastairy_setup @seen_times, @defeated_times = 0, 0 @seen, @defeated = false, false if @name.include?('(') a, b = @name.index('('), @name.index(')') @group = @name.slice!(a..b) @group.delete!('(') @group.delete!(')') else @group = "Unclassified" end end #-------------------------------------------------------------------------- # * See Enemy #-------------------------------------------------------------------------- def see @seen = true @seen_times += 1 end #-------------------------------------------------------------------------- # * Defeat Enemy #-------------------------------------------------------------------------- def defeat @defeated = true @defeated_times += 1 end end end #============================================================================== # ** Scene_Save #============================================================================== class Scene_Save < Scene_File #-------------------------------------------------------------------------- # * Alias Save Data #-------------------------------------------------------------------------- alias new_save write_save_data #-------------------------------------------------------------------------- # * Write Save Data #-------------------------------------------------------------------------- def write_save_data(file) new_save(file) Marshal.dump($game_beastairy, file) end end #============================================================================== # ** Scene_Load #============================================================================== class Scene_Load < Scene_File #-------------------------------------------------------------------------- # * Alias Read Save Data #-------------------------------------------------------------------------- alias new_load read_save_data #-------------------------------------------------------------------------- # * Read Save Data #-------------------------------------------------------------------------- def read_save_data(file) new_load(file) $game_beastairy = Marshal.load(file) end end #============================================================================== # ** Class Window Base #============================================================================== class Window_Base < Window #-------------------------------------------------------------------------- # * Draw Enemy Sprite #-------------------------------------------------------------------------- def draw_enemy_sprite(x, y, enemy_name, enemy_hue, pose, frame) bitmap = RPG::Cache.character(enemy_name, enemy_hue) cw = bitmap.width / 4 ch = bitmap.height / 4 # Facing Direction case pose when 0 ;a = 0 # Down when 1 ;a = ch # Left when 2 ;a = ch * 3 # Up when 3 ;a = ch * 2 # Right end # Current Animation Slide case frame when 0 ;b = 0 when 1 ;b = cw when 2 ;b = cw * 2 when 3 ;b = cw * 3 end # Bitmap Rectange src_rect = Rect.new(b, a, cw, ch) # Draws Bitmap self.contents.blt(x - cw / 2, y - ch, bitmap, src_rect) end end #============================================================================== # Window Monster Group Info #============================================================================== class Window_Monster_Group_Info < Window_Base #-------------------------------------------------------------------------- # * Object Initialization #-------------------------------------------------------------------------- def initialize super(200, 0, 440, 480) self.contents = Bitmap.new(width - 32, height - 32) refresh(0, 0, 0) end #-------------------------------------------------------------------------- # * Refresh # index : Index of Group From Game_Beastairy.Groups # pose : Enemy Character Pose # frame : Frame of Pose #-------------------------------------------------------------------------- def refresh(index, pose, frame) # Clears Window contents.clear # Sets Up Group Name group_name = $game_beastairy.monster_groups[index] # Sets Up Enemies In Group enemies = [] for i in 1...$data_enemies.size if $data_enemies[i].group == group_name enemies.push($data_enemies[i]) end end group_name = "Exit" if index == $game_beastairy.monster_groups.size # Draws Enemy Group Name contents.font.color = system_color contents.draw_text(0, 0, self.width - 32, 32, group_name, 1) unless index == $game_beastairy.monster_groups.size # Offsets Graphics X Position graphics_offset = contents.width / (enemies.size + 1) # Draws Enemies Graphics for i in 0...enemies.size draw_enemy_sprite(graphics_offset * (i + 1), 124, enemies[i].battler_name , enemies[i].battler_hue , pose, frame) end # HP, SP, and Gold Word hp_word = $data_system.words.hp sp_word = $data_system.words.sp gold_word = $data_system.words.gold # Draws Table Headings contents.draw_text(4, 128, width, 24, "Name") contents.draw_text(0, 128, 200, 24, "Max #{hp_word}", 2) contents.draw_text(0, 128, 300, 24, "Max #{sp_word}", 2) contents.draw_text(-4, 128, contents.width, 24, "#{gold_word} Award", 2) # Draws Enemies Stats contents.font.color = normal_color for i in 0...enemies.size # Sets Enemy Stats name, hp, sp, gold = "??????????", "???", "???", "?????" name, hp, sp = enemies[i].name, enemies[i].maxhp, enemies[i].maxsp if enemies[i].seen gold = enemies[i].gold if enemies[i].defeated # Draws Stats contents.draw_text(4, 152 + (i * 24), width, 24, name) contents.draw_text(0, 152 + (i * 24), 200, 24, "#{hp}", 2) contents.draw_text(0, 152 + (i * 24), 300, 24, "#{sp}", 2) contents.draw_text(-4, 152 + (i * 24), contents.width, 24, "#{gold}", 2) end end end end #============================================================================== # Window Monster Info #============================================================================== class Window_Monster_Info < Window_Base #-------------------------------------------------------------------------- # * Object Initialization #-------------------------------------------------------------------------- def initialize super(200, 0, 440, 480) self.contents = Bitmap.new(width - 32, height - 32) end #-------------------------------------------------------------------------- # * Refresh # index : Index of enemy From $data_enemies # pose : Enemy Character Pose # frame : Frame of Pose #-------------------------------------------------------------------------- def refresh(index, pose, frame) # Clears Window contents.clear # Enemy enemy = $data_enemies[index] # Graphic Image draw_enemy_sprite(52, 100, enemy.battler_name , enemy.battler_hue, pose, frame) # Default Stats Set name = "??????????" maxhp = maxsp = str = dex = agi = int = atk = pdef = mdef = eva = "???" exp = gold = item_id = weapon_id = armor_id = treasure_prob = "?????" item_icon = weapon_icon = armor_icon = "049-Skill06" armor_type = 2 # If the Enemy has been seen if enemy.seen name = enemy.name maxhp = enemy.maxhp.to_s maxsp = enemy.maxsp.to_s str = enemy.str.to_s dex = enemy.dex.to_s agi = enemy.agi.to_s int = enemy.int.to_s atk = enemy.atk.to_s pdef = enemy.pdef.to_s mdef = enemy.mdef.to_s eva = enemy.eva.to_s end # If the Enemy has been Defeated if enemy.defeated exp = enemy.exp.to_s gold = enemy.gold.to_s if enemy.item_id == 0 item_id = "Nothing" item_icon = "032-Item01" else item_id = $data_items[enemy.item_id].name item_icon = $data_items[enemy.item_id].icon_name end if enemy.weapon_id == 0 weapon_id = "Nothing" weapon_icon = "032-Item01" else weapon_id = $data_weapons[enemy.weapon_id].name weapon_icon = $data_weapons[enemy.weapon_id].icon_name end if enemy.armor_id == 0 armor_id = "Nothing" armor_icon = "032-Item01" else armor_id = $data_armors[enemy.armor_id].name armor_icon = $data_armors[enemy.armor_id].icon_name armor_type = $data_armors[enemy.armor_id].type end treasure_prob = enemy.treasure_prob.to_s end # System Words g_word = $data_system.words.gold hp_word = $data_system.words.hp sp_word = $data_system.words.sp str_word = $data_system.words.str dex_word = $data_system.words.dex agi_word = $data_system.words.agi int_word = $data_system.words.int atk_word = $data_system.words.atk pdef_word = $data_system.words.pdef mdef_word = $data_system.words.mdef weapon_word = $data_system.words.weapon case armor_type when 0 ;armor_type = $data_system.words.armor1 when 1 ;armor_type = $data_system.words.armor2 when 2 ;armor_type = $data_system.words.armor3 when 3 ;armor_type = $data_system.words.armor4 end item_word = $data_system.words.item # Draws Name contents.font.color = normal_color contents.draw_text(116, 0, contents.width - 116, 32, name) # Draws Times Seen & Defeated contents.font.color = system_color contents.draw_text(116, 32, contents.width - 116, 32, "Times Seen:") contents.draw_text(116, 64, contents.width - 116, 32, "Times Defeated:") contents.font.color = normal_color contents.draw_text(0, 32, contents.width, 32, "#{enemy.seen_times}", 2) contents.draw_text(0, 64, contents.width, 32, "#{enemy.defeated_times}", 2) # Organizes Stats colomn_a_left = ["Max #{hp_word}", "Max #{sp_word}", str_word, dex_word, agi_word, int_word, atk_word, pdef_word, mdef_word, "Evasion"] colomn_a_right = [maxhp, maxsp, str,dex , agi, int, atk, pdef, mdef, eva] # Organized Victory Settings column_b_left = ["Experience Given:", "#{g_word} Dropped:", "#{item_word} Dropped:", "", "#{weapon_word} Dropped:", "", "#{armor_type} Dropped:", "", "Drop Pobabilty:"] column_b_right = [exp, gold, "", item_id, "", weapon_id, "", armor_id, treasure_prob] # Draws Stats for i in 0...colomn_a_left.size contents.font.color = system_color contents.draw_text(4, 160 + i * 32, 160, 32, colomn_a_left[i]) contents.font.color = normal_color contents.draw_text(-4, 160 + i * 32, 160, 32, colomn_a_right[i], 2) end # Draws Victory Settings for i in 0...column_b_left.size contents.font.color = system_color contents.draw_text(168, 160 + i * 32, contents.width, 32, column_b_left[i]) x = -4 x = -30 if i == 3 or i == 5 or i == 7 contents.font.color = normal_color contents.draw_text(x, 160 + i * 32, contents.width, 32, column_b_right[i], 2) end # Draws Item Icons bitmap = RPG::Cache.icon(item_icon) self.contents.blt(contents.width - 24, 260, bitmap, Rect.new(0, 0, 24, 24)) bitmap = RPG::Cache.icon(weapon_icon) self.contents.blt(contents.width - 24, 324, bitmap, Rect.new(0, 0, 24, 24)) bitmap = RPG::Cache.icon(armor_icon) self.contents.blt(contents.width - 24, 388, bitmap, Rect.new(0, 0, 24, 24)) end end #============================================================================== # Window Beastairy Controls #============================================================================== class Window_Beastairy_Controls < Window_Base #-------------------------------------------------------------------------- # * Object Initialization #-------------------------------------------------------------------------- def initialize super(0, 288, 200, 192) self.contents = Bitmap.new(width - 32, height - 32) self.z = 999 refresh(0) end #-------------------------------------------------------------------------- # * Refresh #-------------------------------------------------------------------------- def refresh(phase) # Clears Window contents.clear disabled_system_color = Color.new(192, 224, 255, 128) contents.font.color = normal_color contents.draw_text(0, 0, contents.width, 24, "L / R : Change Pose") # Main Phase Controls contents.font.color = phase == 0 ? system_color : disabled_system_color contents.draw_text(4, 24, contents.width, 24, "Main") contents.font.color = phase == 0 ? normal_color : disabled_color contents.draw_text(8, 48, contents.width, 24, "B : Return to Map") contents.draw_text(8, 72, contents.width, 24, "C : Select Group") # Enemy Select Controls contents.font.color = phase == 1 ? system_color : disabled_system_color contents.draw_text(4, 96, contents.width, 24, "Enemy Select") contents.font.color = phase == 1 ? normal_color : disabled_color contents.draw_text(8, 120, contents.width, 24, "B : Return to Main") contents.draw_text(8, 140, contents.width, 24, "C : Test Battle") end end #============================================================================== # ** Class Scene Beastairy #============================================================================== class Scene_Beastairy #-------------------------------------------------------------------------- # * Main Processing #-------------------------------------------------------------------------- def main # Sets Main Phase @phase = 0 # Enemies Graphic Animation @pose, @frame, @counting_frame= 0, 0, 0 # Current Phase Window @phase_window = Window_Base.new(0, 0, width = 200, height = 64) @phase_window.contents = contents = Bitmap.new(width - 32, height - 32) @phase_window.contents.draw_text(0, 0, 168, 32, "Main Phase", 1) # Main Window (Enemy Groups) commands = $game_beastairy.monster_groups.dup commands.push("Exit") @enemy_groups = Window_Command.new(200, commands) @enemy_groups.y = 64 @enemy_groups.height = 224 # Controls Window @controls = Window_Beastairy_Controls.new # Monster Group Information Window @monster_window = Window_Monster_Group_Info.new @monster_window.refresh(0, 0, 0) # Enemy Information Window @enemy_window = Window_Monster_Info.new @enemy_window.visible = false # Scene Objects @objects = [@phase_window, @enemy_groups, @controls, @monster_window, @enemy_window] # Execute transition Graphics.transition # Main loop loop do # Update game screen Graphics.update # Update input information Input.update # Update Objects Information @objects.each {|x| x.update} # Frame update update # Abort loop if screen is changed break if $scene != self end # Prepare for transition Graphics.freeze # Dispose of Objects @objects.each {|x| x.dispose unless x.disposed?} end #-------------------------------------------------------------------------- # * Frame Update #-------------------------------------------------------------------------- def update # Visiblity Changes Between Methods case @phase # Main Phase when 0 [@enemy_window].each {|x| x.visible = false if x.visible} [@enemy_groups, @monster_window].each {|x| x.visible = true unless x.visible} @enemy_groups.active = true when 1 [@enemy_window].each {|x| x.visible = true unless x.visible} [@enemy_groups, @monster_window].each {|x| x.visible = false if x.visible} @enemy_groups.active = false end # Updates Enemy Animation @counting_frame += 1 if @counting_frame == 8 @counting_frame = 0 @frame += 1 @frame = 0 if @frame == 4 if @phase == 0 @monster_window.refresh(@enemy_groups.index, @pose, @frame) else enemy_id = @enemies[@groups_enemies.index].id @enemy_window.refresh(enemy_id, @pose, @frame) end end # Current Phase Update case @phase when 0; main_update when 1; enemy_select end end #-------------------------------------------------------------------------- # * Main Frame Update #-------------------------------------------------------------------------- def main_update # Exit Scene if Input.trigger?(Input::B) $game_system.se_play($data_system.cancel_se) $game_temp.beastairy_return = false $scene = Scene_Map.new # Enemy Select elsif Input.trigger?(Input::C) $game_system.se_play($data_system.decision_se) if @enemy_groups.index == $game_beastairy.monster_groups.size $game_temp.beastairy_return = false $scene = Scene_Map.new else commands, @enemies = [], [] group = $game_beastairy.monster_groups[@enemy_groups.index] for i in 1...$data_enemies.size if $data_enemies[i].group == group commands.push($data_enemies[i].name) @enemies.push($data_enemies[i]) end end @groups_enemies = Window_Command.new(200, commands) @groups_enemies.y = 64 @groups_enemies.height = 224 # Phase Window Update @phase_window.contents.clear @phase_window.contents.draw_text(0, 0, 168, 32, "Enemy Select", 1) # Adds Object (For Updating) @objects.push(@groups_enemies) # Updates Controls Window @controls.refresh(1) enemy_id = @enemies[@groups_enemies.index].id @enemy_window.refresh(enemy_id, @pose, @frame) # Changes Phase @phase = 1 end # Changes Pose elsif Input.trigger?(Input::LEFT) $game_system.se_play($data_system.cursor_se) @pose == 0 ? @pose = 3 : @pose -= 1 elsif Input.trigger?(Input::RIGHT) $game_system.se_play($data_system.cursor_se) @pose == 3 ? @pose = 0 : @pose += 1 end end #-------------------------------------------------------------------------- # * Enemy Frame Update #-------------------------------------------------------------------------- def enemy_select # Exit Phase if Input.trigger?(Input::B) $game_system.se_play($data_system.cancel_se) @groups_enemies.dispose @objects.delete(@groups_enemies) # Phase Window Update @phase_window.contents.clear @phase_window.contents.draw_text(0, 0, 168, 32, "Main Phase", 1) # Updates Controls Window @controls.refresh(0) # Changes Phase @phase = 0 # Enemy Select elsif Input.trigger?(Input::C) enemy = @enemies[@groups_enemies.index] if enemy.seen $game_system.se_play($data_system.decision_se) enemy_name = enemy.name for i in 1...$data_troops.size if $data_troops[i].name == enemy_name $game_temp.beastairy_return = true $game_temp.battle_troop_id = i $game_temp.battle_can_escape = true $game_temp.battle_can_lose = false $game_temp.battle_proc = nil # Memorize map BGM and stop BGM $game_temp.map_bgm = $game_system.playing_bgm $game_system.bgm_stop # Play battle start SE $game_system.se_play($data_system.battle_start_se) # Play battle BGM $game_system.bgm_play($game_system.battle_bgm) # Straighten player position $game_player.straighten # Switch to battle screen $scene = Scene_Battle.new end end else $game_system.se_play($data_system.buzzer_se) end elsif Input.trigger?(Input::LEFT) $game_system.se_play($data_system.cursor_se) @pose == 0 ? @pose = 3 : @pose -= 1 elsif Input.trigger?(Input::RIGHT) $game_system.se_play($data_system.cursor_se) @pose == 3 ? @pose = 0 : @pose += 1 end end end #============================================================================== # ** Scene_Battle #============================================================================== class Scene_Battle #-------------------------------------------------------------------------- # * Alias Main Processing #-------------------------------------------------------------------------- alias beastairy_main main #-------------------------------------------------------------------------- # * Main Processing #-------------------------------------------------------------------------- def main unless $game_temp.beastairy_return @beastairy_troop = [] troop = $data_troops[$game_temp.battle_troop_id] for i in 0...troop.members.size enemy = $data_enemies[troop.members[i].enemy_id] @beastairy_troop.push(enemy) enemy.see end else @beastairy_troop = [] end beastairy_main end #-------------------------------------------------------------------------- # * Battle Ends # result : results (0:win 1:lose 2:escape) #-------------------------------------------------------------------------- def battle_end(result) # Clear in battle flag $game_temp.in_battle = false # Clear entire party actions flag $game_party.clear_actions # Remove battle states for actor in $game_party.actors actor.remove_states_battle end # Clear enemies $game_troop.enemies.clear # Call battle callback if $game_temp.battle_proc != nil $game_temp.battle_proc.call(result) $game_temp.battle_proc = nil end if $game_temp.beastairy_return $scene = Scene_Beastairy.new else if result == 0 for enemy in @beastairy_troop enemy.defeat end end $scene = Scene_Map.new end end #-------------------------------------------------------------------------- # * Frame Update #-------------------------------------------------------------------------- def update # If battle event is running if $game_system.battle_interpreter.running? # Update interpreter $game_system.battle_interpreter.update # If a battler which is forcing actions doesn't exist if $game_temp.forcing_battler == nil # If battle event has finished running unless $game_system.battle_interpreter.running? # Rerun battle event set up if battle continues unless judge setup_battle_event end end # If not after battle phase if @phase != 5 # Refresh status window @status_window.refresh end end end # Update system (timer) and screen $game_system.update $game_screen.update # If timer has reached 0 if $game_system.timer_working and $game_system.timer == 0 # Abort battle $game_temp.battle_abort = true end # Update windows @help_window.update @party_command_window.update @actor_command_window.update @status_window.update @message_window.update # Update sprite set @spriteset.update # If transition is processing if $game_temp.transition_processing # Clear transition processing flag $game_temp.transition_processing = false # Execute transition if $game_temp.transition_name == "" Graphics.transition(20) else Graphics.transition(40, "Graphics/Transitions/" + $game_temp.transition_name) end end # If message window is showing if $game_temp.message_window_showing return end # If effect is showing if @spriteset.effect? return end # If game over if $game_temp.gameover # Switch to game over screen if $game_temp.beastairy_return $scene = Scene_Beastairy.new else $scene = Scene_Gameover.new end end # If returning to title screen if $game_temp.to_title # Switch to title screen $scene = Scene_Title.new return end # If battle is aborted if $game_temp.battle_abort # Return to BGM used before battle started $game_system.bgm_play($game_temp.map_bgm) # Battle ends battle_end(1) return end # If waiting if @wait_count > 0 # Decrease wait count @wait_count -= 1 return end # If battler forcing an action doesn't exist, # and battle event is running if $game_temp.forcing_battler == nil and $game_system.battle_interpreter.running? return end # Branch according to phase case @phase when 1 # pre-battle phase update_phase1 when 2 # party command phase update_phase2 when 3 # actor command phase update_phase3 when 4 # main phase update_phase4 when 5 # after battle phase update_phase5 end end #-------------------------------------------------------------------------- # * Start After Battle Phase #-------------------------------------------------------------------------- def start_phase5 # Shift to phase 5 @phase = 5 # Play battle end ME $game_system.me_play($game_system.battle_end_me) # Return to BGM before battle started $game_system.bgm_play($game_temp.map_bgm) # Initialize EXP, amount of gold, and treasure exp = 0 gold = 0 treasures = [] # Loop for enemy in $game_troop.enemies # If enemy is not hidden unless enemy.hidden unless $game_temp.beastairy_return # Add EXP and amount of gold obtained exp += enemy.exp gold += enemy.gold # Determine if treasure appears if rand(100) < enemy.treasure_prob if enemy.item_id > 0 treasures.push($data_items[enemy.item_id]) end if enemy.weapon_id > 0 treasures.push($data_weapons[enemy.weapon_id]) end if enemy.armor_id > 0 treasures.push($data_armors[enemy.armor_id]) end end end end end # Treasure is limited to a maximum of 6 items treasures = treasures[0..5] # Obtaining EXP for i in 0...$game_party.actors.size actor = $game_party.actors[i] if actor.cant_get_exp? == false last_level = actor.level actor.exp += exp if actor.level > last_level @status_window.level_up(i) end end end # Obtaining gold $game_party.gain_gold(gold) # Obtaining treasure for item in treasures case item when RPG::Item $game_party.gain_item(item.id, 1) when RPG::Weapon $game_party.gain_weapon(item.id, 1) when RPG::Armor $game_party.gain_armor(item.id, 1) end end # Make battle result window @result_window = Window_BattleResult.new(exp, gold, treasures) # Set wait count @phase5_wait_count = 100 end end -
-
2,291 downloads
RPG Maker XP Tools 2007 You can import your own names with this version, all you have to do is create a "new line" seperated text file which you then compress with the tools utility. And you then can place it in any of the folders in the data folder. Features * Project management. * Name generation. * Ability to create and share new name definition files. * Ability to launch selected projected into game editor or for a test run. How to Import Custom Names 1. Create a name text file with each name seperated by a new line. For example: 2. Once saved, open up these tools and click on the Tools menu, and click Compress/Decompress. 3. Click the button Compress File, locate the text file you saved and click the Ok button on the dialog. 4. Then select a location to save the compressed file, for example: 5. With it now saved in that path, if you go onto the character name generation, there should be an item called New which you can select which it will use to generate names from. [info=Website Version]http://www.rmxpunlimited.net/index.php/too...s-2007-v20.html[/info] -
File Name: RPG Maker XP Tools 2007 File Submitter: DustCollecter File Submitted: 20 May 2008 File Updated: 31 Aug 2008 File Category: Tools & Utilities RPG Maker XP Tools 2007 You can import your own names with this version, all you have to do is create a "new line" seperated text file which you then compress with the tools utility. And you then can place it in any of the folders in the data folder. Features * Project management. * Name generation. * Ability to create and share new name definition files. * Ability to launch selected projected into game editor or for a test run. How to Import Custom Names 1. Create a name text file with each name seperated by a new line. For example: 2. Once saved, open up these tools and click on the Tools menu, and click Compress/Decompress. 3. Click the button Compress File, locate the text file you saved and click the Ok button on the dialog. 4. Then select a location to save the compressed file, for example: 5. With it now saved in that path, if you go onto the character name generation, there should be an item called New which you can select which it will use to generate names from. [info=Website Version]http://www.rmxpunlimited.net/index.php/too...s-2007-v20.html[/info] Click here to download this file
-
-