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solshadow

Set based on money [Request]

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<Weapon based on money>

 

Summary

<Well I wish to make a set like the Genji set except each piece's bonus stat depends on the amount of money the player has.>

 

Features Desired

 

Weapon = Attack

Armor = Defense

Gloves = Magic

Helmet = Magic Def

Boots = Evasion

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okay... so you want equipment to add to stats based on money. Not a bad idea, really. I kind of like it. and it shouldn't be too hard. Maybe i'll do this tonight, to give me something to do.

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Yup yup :D thanks for the interest. I just had a thought about having there be intervals to the bonus that each piece gives with 1mil giving the most (hence the name Millionaire's Set) but i dunno how much work that would be but i think that would also be cool, no?

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okay... so you want equipment to add to stats based on money. Not a bad idea, really. I kind of like it. and it shouldn't be too hard. Maybe i'll do this tonight, to give me something to do.

 

okay, here is a basic one:

#===============================================================================
#  *  Genji Equipment by Leon_Westbrooke
#-------------------------------------------------------------------------------
# Instructions:
#  Place script above 'Main' and below the other default scripts.
#  Where it says 'Genji_Weapons', inside the array, put every id of the weapons
#   that will be affected by gold [1, 2..etc]
#  Where it says Genji_Armors, specify by using:  id => 'type',..etc like this:
#	1 => 'pdef', 2 => 'mdef',...etc
#
#  The Atk_Percent, PDef_Percent, MDef_Percent, and Eva_Percent regulate how 
#	much the gold affects it.  1.0 = for every 1 gold, 1 point is added, so if
#	you want ten percent, you put in the value: 0.1.  Change these as needed.
#
#
#===============================================================================

module Genji
 #-----------------------------------------------------------------------------
 # Genji_Weapons = (id => 'atk'
 #-----------------------------------------------------------------------------
 Genji_Weapons = [1]
 #-----------------------------------------------------------------------------
 # Genji_Armors = (id => stat}
 #   stat = 'pdef'. 'mdef', 'eva'
 #-----------------------------------------------------------------------------
 Genji_Armors = {1 => 'pdef'}

 Atk_Percent = 1.0
 PDef_Percent = 1.0
 MDef_Percent = 1.0
 Eva_Percent = 1.0
end


class Game_Actor
 alias leon_genji_ga_batk base_atk
 alias leon_genji_ga_bpdef base_pdef
 alias leon_genji_ga_bmdef base_mdef
 alias leon_genji_ga_beva base_eva

 def base_atk
n = leon_genji_ga_batk
if Genji::Genji_Weapons.include?(weapon_id)
  n += ($game_party.gold * Genji::Atk_Percent)
end
return n
 end

 def base_pdef
n = leon_genji_ga_bpdef
gj = Genji
if gj::Genji_Armors[@armor1_id] != nil and gj::Genji_Armors[@armor1_id] == 'pdef'
  n += ($game_party.gold * Genji::PDef_Percent)
end
if gj::Genji_Armors[@armor2_id] != nil and gj::Genji_Armors[@armor1_id] == 'pdef'
  n += ($game_party.gold * Genji::PDef_Percent)
end
if gj::Genji_Armors[@armor3_id] != nil and gj::Genji_Armors[@armor1_id] == 'pdef'
  n += ($game_party.gold * Genji::PDef_Percent)
end
if gj::Genji_Armors[@armor4_id] != nil and gj::Genji_Armors[@armor1_id] == 'pdef'
  n += ($game_party.gold * Genji::PDef_Percent)
end
return n
 end

 def base_mdef
n = leon_genji_ga_bmdef
gj = Genji
if gj::Genji_Armors[@armor1_id] != nil and gj::Genji_Armors[@armor1_id] == 'mdef'
  n += ($game_party.gold * Genji::MDef_Percent)
end
if gj::Genji_Armors[@armor2_id] != nil and gj::Genji_Armors[@armor1_id] == 'mdef'
  n += ($game_party.gold * Genji::MDef_Percent)
end
if gj::Genji_Armors[@armor3_id] != nil and gj::Genji_Armors[@armor1_id] == 'mdef'
  n += ($game_party.gold * Genji::MDef_Percent)
end
if gj::Genji_Armors[@armor4_id] != nil and gj::Genji_Armors[@armor1_id] == 'mdef'
  n += ($game_party.gold * Genji::MDef_Percent)
end
return n
 end

 def base_eva
n = leon_genji_ga_beva
gj = Genji
if gj::Genji_Armors[@armor1_id] != nil and gj::Genji_Armors[@armor1_id] == 'eva'
  n += ($game_party.gold * Genji::Eva_Percent)
end
if gj::Genji_Armors[@armor2_id] != nil and gj::Genji_Armors[@armor1_id] == 'eva'
  n += ($game_party.gold * Genji::Eva_Percent)
end
if gj::Genji_Armors[@armor3_id] != nil and gj::Genji_Armors[@armor1_id] == 'eva'
  n += ($game_party.gold * Genji::Eva_Percent)
end
if gj::Genji_Armors[@armor4_id] != nil and gj::Genji_Armors[@armor1_id] == 'eva'
  n += ($game_party.gold * Genji::Eva_Percent)
end
return n
 end
end

 

Now, making multiple sets, that gets complicated, but do-able. This right here is what you first asked for. If i am feeling well enough to do the other later, I will. Until then, later.

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