solshadow 0 Report post Posted June 25, 2009 <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 Share this post Link to post Share on other sites
Leon 55 Report post Posted June 25, 2009 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. Share this post Link to post Share on other sites
solshadow 0 Report post Posted June 25, 2009 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? Share this post Link to post Share on other sites
Leon 55 Report post Posted June 25, 2009 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: code #=============================================================================== # * 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. Share this post Link to post Share on other sites
solshadow 0 Report post Posted June 25, 2009 Thanks so much! I appreciate this Share this post Link to post Share on other sites