Amethystcape
Member
Ok, so I'm brand new here so if I put this in the wrong spot please don't kill me. :please02:
I really need these eight scripts for my game......they may or may not already exist. If they do, I cant find them >_<
Anyway, here they are. I'll try to include as much information as I can.
1. Animated Neutral and hit stances
I'll try to explain what i mean by this. Is it possible for player sprites to be animated? For example, can the player sprites be given the appearance that they are breathing rather than the appearance of a cardboard cutout like the default RMXP battle system?
The second part of this question is that is there a script that makes it so after a target/s is hit by an attack, (Player or enemy) it will flinch? For example, like in just about any of the Final Fantasy Games, when the player is hit by an attack, they look like they were just hit by attack?
2. Attacks with Different Outcomes
Again, as with every script I am requesting, I will try to explain.
Instead of a player attack coming out like:
*Player chooses the 'attack' option, selcts an enemy.*
*Sword animation hits and opponent takes damage*
*enemy attacks*
*Player chooses the 'attack' option, selcts an enemy.*
*Sword animation hits and opponent takes damage*
....is there a script that makes an attack come out like this?:
*Player chooses the 'attack' option, selcts an enemy.*
*Sword animation hits and opponent takes damage*
*enemy attacks*
*Player chooses the 'attack' option, selcts an enemy.*
*Sword animation appears to hit the opponent TWICE and the and opponent takes damage*
*enemy attacks*
*Player chooses the 'attack' option, selcts an enemy.*
*Sword animation appears to hit the opponent 5 TIMES and the and opponent takes damage*
This is of couse a rather rough explanation, so let me explain further. First off, please dont confuse this with a critical hit. What I just mean is like a 'Percentage outcome'.
Lets say there is a weapon that changes form in its attacks. Lets call it a "Morph Sword".
For example, the attack command (Using the Morph Sword) has...
A 10% chance of becoming an axe, then hitting. (Uses the axe animation)
A 10% chance of becoming a spear, then hitting. (Uses the spear animation)
A 10% chance of becoming a cane, then hitting. (Uses the cane animation)
A 10% chance of becoming a flamethrower, then hitting. (Uses a fire animation)
A 60% chance of becoming a longsword, then hitting. (Uses sword animation)
I hope this gets my message accross.
3. Weapon Change in battle
I am not entirely sure this is possible, but is there a script that allows you to change weapons mid-battle?
EXAMPLE: You enter a battle with a ghost only to find that your equipped weapon (Handgun) is ineffective. You could then go to 'items' then switch out a different weapon from your inventory that works (Like a holy blade for example) I beleive a system like this was used in FF3, correct me if I'm wrong.
4. Critical Hits having a different animation than normal attacks.
Pretty self explanaory, but I'll explain anyway.
EXAMPLE: In Chrono Trigger, when Chrono scored a critical hit, his sword hit twice rather than once. For those who have never played Chrono Trigger, In Fire emblem: the sacred stones, when a General performed a critical, he would spin the spear before attacking. I dont beleive this requires much more explanation.
5. Password entering system.
EXAMPLE: There is door in your game somewhere that when you try to open, the words 'Enter password' would appear. You would then have to enter the correct password (Via a keyboard input) to get it to open.
One thing however, you would actually type in the code with the keyboard, not with a ingame text selector type thing used to give your character a name.
Pretty self explanatory.
6. Party/Items leaving then coming back
EXAMPLE: A thief comes by and steals all your items, but you find him later in the game and he gives all the same items he stole back to you. (Without replacing the items you currently have in your inventory.)
EXAMPLE No.2: Bob the assassin leaves your party towards the begining of the game, but much later he joins you again, WITH ALL THE SAME STATS AND ITEMS HE HAD BEFORE.
7. Different Skills depending on equipment
This probably has not been done before, so I will explain.
EXAMPLE: Lets say that when you have a "chef's butcher knife" equipped, you have access to the special move: 'CHOP-SUEY'
HOwever.......when you unequip the weapon, you no longer have acces to the move 'CHOP-SUEY'. (It doesnt even show up grayed out in your skill screen.)
EXAMPLE 2: If you a wearing a "Winged platebody" You have access to the special move: "Sky attack". But when you remove the "winged Platebody", you cant use "Sky attack" anymore.
EXAMPLE 3 (A bit more compicated example): Let's say that there is an armor called 'Red Armor'. There is a helmet, plate, and Shield in the set. When all 3 Red items are equipped, you have access to the move 'Red Rage'. However, if you DO NOT have all 3 red items equipped, you cannot use 'Red Rage'
Is a script like this even possible?
8. Different Weapon Animations Depending on Wielder.
This one may be a bit hard to explain, but I'm going to try to anyway.
EXAMPLE: Let's say there are 2 different classes, which are 'Mage' and 'Pimp'. Both of these classes can use canes, but each class has their own attack animation with it. For example, the Mage may just make the default cane hitting animation, while the pimp has a attack animation where the cane hits the enemy, then gold falls all over the place. (For lack of a better example)
Keep in mind, these are the EXACT same weapon, just the animation for it is different for different classes.
Whew, those are all the questions I have to ask, sorry the post is so long. I would be very thankful if someone could direct me to where I could find these scripts, they are absolutely essential to my game! (I'm not kidding)
Much thanks, and long live RMXP.org! This place is awesome!<3
I really need these eight scripts for my game......they may or may not already exist. If they do, I cant find them >_<
Anyway, here they are. I'll try to include as much information as I can.
1. Animated Neutral and hit stances
I'll try to explain what i mean by this. Is it possible for player sprites to be animated? For example, can the player sprites be given the appearance that they are breathing rather than the appearance of a cardboard cutout like the default RMXP battle system?
The second part of this question is that is there a script that makes it so after a target/s is hit by an attack, (Player or enemy) it will flinch? For example, like in just about any of the Final Fantasy Games, when the player is hit by an attack, they look like they were just hit by attack?
2. Attacks with Different Outcomes
Again, as with every script I am requesting, I will try to explain.
Instead of a player attack coming out like:
*Player chooses the 'attack' option, selcts an enemy.*
*Sword animation hits and opponent takes damage*
*enemy attacks*
*Player chooses the 'attack' option, selcts an enemy.*
*Sword animation hits and opponent takes damage*
....is there a script that makes an attack come out like this?:
*Player chooses the 'attack' option, selcts an enemy.*
*Sword animation hits and opponent takes damage*
*enemy attacks*
*Player chooses the 'attack' option, selcts an enemy.*
*Sword animation appears to hit the opponent TWICE and the and opponent takes damage*
*enemy attacks*
*Player chooses the 'attack' option, selcts an enemy.*
*Sword animation appears to hit the opponent 5 TIMES and the and opponent takes damage*
This is of couse a rather rough explanation, so let me explain further. First off, please dont confuse this with a critical hit. What I just mean is like a 'Percentage outcome'.
Lets say there is a weapon that changes form in its attacks. Lets call it a "Morph Sword".
For example, the attack command (Using the Morph Sword) has...
A 10% chance of becoming an axe, then hitting. (Uses the axe animation)
A 10% chance of becoming a spear, then hitting. (Uses the spear animation)
A 10% chance of becoming a cane, then hitting. (Uses the cane animation)
A 10% chance of becoming a flamethrower, then hitting. (Uses a fire animation)
A 60% chance of becoming a longsword, then hitting. (Uses sword animation)
I hope this gets my message accross.
3. Weapon Change in battle
I am not entirely sure this is possible, but is there a script that allows you to change weapons mid-battle?
EXAMPLE: You enter a battle with a ghost only to find that your equipped weapon (Handgun) is ineffective. You could then go to 'items' then switch out a different weapon from your inventory that works (Like a holy blade for example) I beleive a system like this was used in FF3, correct me if I'm wrong.
4. Critical Hits having a different animation than normal attacks.
Pretty self explanaory, but I'll explain anyway.
EXAMPLE: In Chrono Trigger, when Chrono scored a critical hit, his sword hit twice rather than once. For those who have never played Chrono Trigger, In Fire emblem: the sacred stones, when a General performed a critical, he would spin the spear before attacking. I dont beleive this requires much more explanation.
5. Password entering system.
EXAMPLE: There is door in your game somewhere that when you try to open, the words 'Enter password' would appear. You would then have to enter the correct password (Via a keyboard input) to get it to open.
One thing however, you would actually type in the code with the keyboard, not with a ingame text selector type thing used to give your character a name.
Pretty self explanatory.
6. Party/Items leaving then coming back
EXAMPLE: A thief comes by and steals all your items, but you find him later in the game and he gives all the same items he stole back to you. (Without replacing the items you currently have in your inventory.)
EXAMPLE No.2: Bob the assassin leaves your party towards the begining of the game, but much later he joins you again, WITH ALL THE SAME STATS AND ITEMS HE HAD BEFORE.
7. Different Skills depending on equipment
This probably has not been done before, so I will explain.
EXAMPLE: Lets say that when you have a "chef's butcher knife" equipped, you have access to the special move: 'CHOP-SUEY'
HOwever.......when you unequip the weapon, you no longer have acces to the move 'CHOP-SUEY'. (It doesnt even show up grayed out in your skill screen.)
EXAMPLE 2: If you a wearing a "Winged platebody" You have access to the special move: "Sky attack". But when you remove the "winged Platebody", you cant use "Sky attack" anymore.
EXAMPLE 3 (A bit more compicated example): Let's say that there is an armor called 'Red Armor'. There is a helmet, plate, and Shield in the set. When all 3 Red items are equipped, you have access to the move 'Red Rage'. However, if you DO NOT have all 3 red items equipped, you cannot use 'Red Rage'
Is a script like this even possible?
8. Different Weapon Animations Depending on Wielder.
This one may be a bit hard to explain, but I'm going to try to anyway.
EXAMPLE: Let's say there are 2 different classes, which are 'Mage' and 'Pimp'. Both of these classes can use canes, but each class has their own attack animation with it. For example, the Mage may just make the default cane hitting animation, while the pimp has a attack animation where the cane hits the enemy, then gold falls all over the place. (For lack of a better example)
Keep in mind, these are the EXACT same weapon, just the animation for it is different for different classes.
Whew, those are all the questions I have to ask, sorry the post is so long. I would be very thankful if someone could direct me to where I could find these scripts, they are absolutely essential to my game! (I'm not kidding)
Much thanks, and long live RMXP.org! This place is awesome!<3