Naze the Eternal
Member
Naze's Grab Bag of Script Requests
Introduction:
While I'm making my RPG in RPG Maker XP, I frequently find myself stuck due to rather minor issues which are beyond my knowledge to overcome. I find myself considerably good with eventing, so I'm 98% sure these can't be done with events. So, after getting frustrated and discouraged, I decided that I should just post some requests. Since I think these scripts should be small, I compiled them into one request thread. I've checked several sites for similar scripts, but haven't found any. Also, I don't lay claim to these scripts, so feel free to use them if they become incarnate. To avoid a huge first post, I've put them in spoilers. Remember that these scripts are ALL for RPG Maker XP.
Revert to Unequipped
(Completed by shadow32o*)
Targeting With Common-Event Attacks
In-Game Class Modifications
*The system used does not update the inventory until the menu is exited. This should be solvable by allowing common events to run behind the menu. Help for this is appreciated, but not required.
Introduction:
While I'm making my RPG in RPG Maker XP, I frequently find myself stuck due to rather minor issues which are beyond my knowledge to overcome. I find myself considerably good with eventing, so I'm 98% sure these can't be done with events. So, after getting frustrated and discouraged, I decided that I should just post some requests. Since I think these scripts should be small, I compiled them into one request thread. I've checked several sites for similar scripts, but haven't found any. Also, I don't lay claim to these scripts, so feel free to use them if they become incarnate. To avoid a huge first post, I've put them in spoilers. Remember that these scripts are ALL for RPG Maker XP.
Revert to Unequipped
(Completed by shadow32o*)
Revert to Unequipped:
To install this, read it as a common event.
This should make it so when a character has no equipment in a particular slot, a replacement equipment is automatically put in it's place.
To install this, read it as a common event.
Code:
@>Conditional Branch:Script: $game_party.actors[0].weapon_id == 0
@>Change Weapons: [Weapon Name] + 1
@>Change Equipment: [Actor Name], Weapon = [Weapon Name]
@>
: Else
@>Change Weapons [Weapon Name] - 1
@>
: Branch End
@>
This should make it so when a character has no equipment in a particular slot, a replacement equipment is automatically put in it's place.
Targeting With Common-Event Attacks
Targeting With Common-Event Attacks
What I mean is, I like to make effects for skills, using common events. The only problem with this is that you can't target an enemy with a common event. Allow me to explain:
Hope that you understand... Here's a common event I made that demonstrates how I would write the spell. A lot of it needs scripts to affect the target, since the normal events don't allow the target to be a variable.
http://img266.imageshack.us/img266/2697/capturedyz0.jpg[/img]
What I mean is, I like to make effects for skills, using common events. The only problem with this is that you can't target an enemy with a common event. Allow me to explain:
- So, I want to make an attack called gravity. This attack should deal damage to one enemy, depending on his weight.
- First, we need to target an enemy for the attack. I can't do this with events.
- Next, we find out how much damage that attack does. We do this by identifying what type of enemy we're attacking. I can't do this either.
- Then we set conditional branches to check what type of enemy we're fighting. We set the damage for each one.
- We deal the damage to the enemy we targeted. Uh-oh, I can't do that either!
- Finally, we need to display the damage done. Once again, I can't do this.
Hope that you understand... Here's a common event I made that demonstrates how I would write the spell. A lot of it needs scripts to affect the target, since the normal events don't allow the target to be a variable.
http://img266.imageshack.us/img266/2697/capturedyz0.jpg[/img]
In-Game Class Modifications
In-Game Class Modifications
In my game, the player can "Create his class." This means that he can name his class, and add or remove any weapon and armor proficiencies. (A "Proficiency" is an ability to use that weapon or armor. You set these on the "Classes" tab of the database) I can't do either of these in-game!
Naming the Class:
When the character names his class, it should look like the "Name Input Processing" window. that is, like this:
http://img523.imageshack.us/img523/4712/nipqp1.th.jpg[/img]http://img523.imageshack.us/images/thpix.gif[/img]
His class should be able to have an eight-symbol name.
Setting the Proficiencies:
Setting the proficiencies has no visual component. It's all done behind-the-scenes. What happens is, he selects a skill on level-up (No scripts involved) that's called "Sword Proficiency." This turns on a variable that tells the game that the class can use swords! The class doesn't change, so it's always the same number in the database.
In my game, the player can "Create his class." This means that he can name his class, and add or remove any weapon and armor proficiencies. (A "Proficiency" is an ability to use that weapon or armor. You set these on the "Classes" tab of the database) I can't do either of these in-game!
Naming the Class:
When the character names his class, it should look like the "Name Input Processing" window. that is, like this:
http://img523.imageshack.us/img523/4712/nipqp1.th.jpg[/img]http://img523.imageshack.us/images/thpix.gif[/img]
His class should be able to have an eight-symbol name.
Setting the Proficiencies:
Setting the proficiencies has no visual component. It's all done behind-the-scenes. What happens is, he selects a skill on level-up (No scripts involved) that's called "Sword Proficiency." This turns on a variable that tells the game that the class can use swords! The class doesn't change, so it's always the same number in the database.
*The system used does not update the inventory until the menu is exited. This should be solvable by allowing common events to run behind the menu. Help for this is appreciated, but not required.