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> Submission: Blue Magic, by Prexus
Prexus
post Oct 15 2005, 03:18 AM
Post #1


Level 3
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Group: Member
Posts: 31
Type: Event Designer
RM Skill: Masterful




I finally went back and made the edits to this code that were necessary for it to be a functional complete script.

Happy Hunting ^^

CODE
#-------------------------------#
# Blue Magic Script #
#-------------------------------#
# Written By: Prexus #
# http://prexus.rmxponline.com #
#-------------------------------#
# Instructions: #
# Read the comments and apply #
# changes where needed. #
#-------------------------------#

class Game_Battler
alias blm_game_battler_skill_effect skill_effect
def skill_effect(user, skill)
blm_game_battler_skill_effect(user, skill)
if user.is_a?(Game_Enemy) and self.is_a?(Game_Actor)
learn_chance = (rand(100) < 100) # X is the percentage chance (70, 20, etc.) Simply make x = 100 if you want it to work all the time.
if learn_chance == true
if self.class_id == 4 # Change this number with the class ID of your "Blue Mage"
#if skill.id == x or skill.id == y # etc. etc. replace x and y with ids of skills the mage can learn, if any skills just get rid of the line and the end, keep putting 'or skill.id = ' to add more.
self.learn_skill(skill.id, true) # Change true to false if you don't want a sound to play
#end
end
end
end
end
end

class Game_Actor < Game_Battler
def learn_skill(skill_id, play = false)
if skill_id > 0 and not skill_learn?(skill_id)
@skills.push(skill_id)
@skills.sort!
if play == true
Audio.me_play("Audio/ME/011-Item02") # Sound file to play when learning in battle.
end
end
end
end


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Rpgx
post Oct 31 2005, 05:06 PM
Post #2


lolwut?
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Group: Revolutionary
Posts: 924
Type: Event Designer
RM Skill: Undisclosed




What does Bluemagic do? It sounds cool!

Peace!


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Gamerman1322
post Nov 28 2005, 07:20 PM
Post #3


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Group: Member
Posts: 13
Type: None
RM Skill: Beginner




Blue Magic is the ability to use magic that was learned from other monsters. This type of mage was developed, and is still used, in Final Fantasy games. I'd love to implement this code in my stuff, but it would create more confusion for me with RPG Maker XP that I really don't need right now...

This post has been edited by Gamerman1322: Nov 28 2005, 07:22 PM


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CURRENT PROJECT:
Title: Unknown as of now.

Characters: 0%
Story: 0%
Maps: 0%
Skills: 90% (Will change some names)
Scripts: 100% (See below for credits)
Graphics: 100% (See below for credits)

Credits:
Special thanks to all of the following for submitting the materials I used to this site:

ATB System and Zoom script: Found by Rydain
Single Pixel Movement script: Found by Rydain
World Map tileset: Arramon
Title screen: Darkling05
Thank you all!
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Rpgx
post Nov 29 2005, 04:58 PM
Post #4


lolwut?
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Oh yah! Oh ya! I remeber that. its great!


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Jako Drako
post Jul 28 2006, 08:42 PM
Post #5


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Group: Member
Posts: 145
Type: Scripter
RM Skill: Advanced




Hey, this is my first script I'm posting here. It's just a simple icon based custom menu system with a window that shows the menu item you're selecting. Also shown in the screenshot are some simple bars that I might post later.

Screenshot:


Demos:
Custom Menu System HERE
Icon Command Window used in Battle HERE
(Added Window_Menu_Icon and Window_Menu_Icon_Reader classes, then modified Scene_Battle class. All changes in the Scene_Battle class are commented.)
Icon Command Window used in Title Screen HERE
(Added Window_Menu_Icon and Window_Menu_Icon_Reader classes, then modified Scene_Title class. All changes in the Scene_Title class are commented.)

Instructions for code numero uno: create a new script above Window_Help and call it Window_Menu_Icon. Paste the following code into this script.
CODE
#--------------------------------------------------------------
# CLASS: Window_Menu_Icon
# JAKO DRAKO
# Please give credit
# Summary: A command window with icons. To be used with class Window_Menu_Icon_Reader.
#--------------------------------------------------------------


class Window_Menu_Icon < Window_Selectable

attr_reader :disabled_items
attr_reader :commands

def initialize(x, y, commands)
  super(x, y, 32 * commands.size + 32, 64)
  @item_max = commands.size
  @commands = commands
  @column_max = commands.size
  self.contents = Bitmap.new(self.width - 32, self.height - 32)
  @disabled_items = Array.new(commands.size, false)
  self.index = 0
  refresh
end

#-------------------------------------------------------------
def refresh
  self.contents.clear
  for i in 0...@item_max
   draw_icon(i)
  end
end

#-------------------------------------------------------------
def draw_icon(index)
  temp_string = @commands[index]
  if temp_string.include? $data_system.words.item
   bitmap = RPG::Cache.icon("034-Item03")
  elsif temp_string.include? $data_system.words.skill
   bitmap = RPG::Cache.icon("044-Skill01")
  elsif temp_string.include? $data_system.words.attack or temp_string.include? $data_system.words.equip
   bitmap = RPG::Cache.icon("001-Weapon01")
  elsif temp_string.include? "Status" or temp_string.include? "New"
   bitmap = RPG::Cache.icon("050-Skill07")
  elsif temp_string.include? "Save"
   bitmap = RPG::Cache.icon("047-Skill04")
  elsif temp_string.include? "Quit" or temp_string.include? "End"
   bitmap = RPG::Cache.icon("046-Skill03")
  elsif temp_string.include? "Load" or temp_string.include? "Continue"
   bitmap = RPG::Cache.icon("048-Skill05")
  elsif temp_string.include? $data_system.words.guard
   bitmap = RPG::Cache.icon("009-Shield01")
  else
   bitmap = RPG::Cache.icon("049-Skill06")
  end
  
  x = 32 * index + 2
  self.contents.blt(x, 2, bitmap, Rect.new(0, 0, 24, 24))
end

#-------------------------------------------------------------
def update_cursor_rect
  if @index < 0
   self.cursor_rect.empty
   return
  end
  cursor_width = 28
  x = 32 * @index
  y = 0
  self.cursor_rect.set(x, y, cursor_width, 28)
end

#-------------------------------------------------------------
def disable_item(index)
  @disabled_items[index] = true
end
end


Instructions for code 2: create a new script below the previous one, name it Window_Menu_Icon_Reader, and paste the following code into it.
CODE
#--------------------------------------------------------------
# CLASS: Window_Menu_Icon_Reader
# Summary: Displays the command of the currently selected icon in a
# Window_Menu_Icon type object. The Window_Menu_Icon instance
# is supplied to the constructor method.
#--------------------------------------------------------------

class Window_Menu_Icon_Reader < Window_Base

def initialize(menu_window)
  @icon_window = menu_window
  @commands = @icon_window.commands
  super(@icon_window.x + @icon_window.width, @icon_window.y, 92, 64)
  self.contents = Bitmap.new(self.width - 32, self.height - 32)
  self.contents.font.name = $fontface
  self.contents.font.size = $fontsize
end

#--------------------------------------------------------------
def update
  super
  self.contents.clear
  draw_text(@icon_window.index)
end

#--------------------------------------------------------------
def draw_text(index)
  self.contents.clear
  if @icon_window.disabled_items[index] == false
   self.contents.font.color = normal_color
   self.contents.draw_text(0, 0, 60, 32, @commands[index])
  elsif @icon_window.disabled_items[index] == true
   self.contents.font.color = disabled_color
   self.contents.draw_text(0, 0, 60, 32, @commands[index])
  end
end
end


Instructions for code #3: Create a new code after Window_Gold and name it Window_Gold2 or something. Copy and paste...
CODE
#==============================================================================
# ¦ Window_Gold
#------------------------------------------------------------------------------
#  ????????????????
#==============================================================================

class Window_Gold2 < Window_Base
#--------------------------------------------------------------------------
#  ????????
#--------------------------------------------------------------------------
def initialize()
  super(0, 0, 162, 64)
  self.contents = Bitmap.new(width - 32, height - 32)
  self.contents.font.name = $fontface
  self.contents.font.size = $fontsize
  refresh
end
#--------------------------------------------------------------------------
#  ?????
#--------------------------------------------------------------------------
def refresh
  self.contents.clear
  cx = contents.text_size($data_system.words.gold).width
  self.contents.font.color = normal_color
  self.contents.draw_text(4, 0, 120-cx-2, 32, $game_party.gold.to_s, 2)
  self.contents.font.color = system_color
  self.contents.draw_text(124-cx, 0, cx, 32, $data_system.words.gold, 2)
end
end

(Yeah, I know it's almost exactly the same as Window_Gold, but if I said, "Copy the Window_Gold script and name the copy Window_Gold2. Then change the class definition line so that the class name is Window_Gold2. Now change the super method call under the constructor method so that the width local variable is 162." would you understand me?)

Another class that must be changed slightly: Window_Playtime. Paste this code into the Window_Playtime class.
CODE
#==============================================================================
# ¦ Window_PlayTime
#------------------------------------------------------------------------------
#  ????????????????????????
#==============================================================================

class Window_PlayTime < Window_Base
#--------------------------------------------------------------------------
#  ????????
#--------------------------------------------------------------------------
def initialize
  super(0, 0, 162, 64)
  self.contents = Bitmap.new(width - 32, height - 32)
  self.contents.font.name = $fontface
  self.contents.font.size = $fontsize
  refresh
end
#--------------------------------------------------------------------------
#  ?????
#--------------------------------------------------------------------------
def refresh
  self.contents.clear
  @total_sec = Graphics.frame_count / Graphics.frame_rate
  hour = @total_sec / 60 / 60
  min = @total_sec / 60 % 60
  sec = @total_sec % 60
  text = sprintf("%02d:%02d:%02d", hour, min, sec)
  self.contents.font.color = normal_color
  self.contents.draw_text(4, 0, 120, 32, text, 2)
end
#--------------------------------------------------------------------------
#  ?????
#--------------------------------------------------------------------------
def update
  super
  if Graphics.frame_count / Graphics.frame_rate != @total_sec
   refresh
  end
end
end


Okay, last script (sort of): Replace the code in your Window_MenuStatus script with this code:
CODE
#--------------------------------------------------------------
# CLASS: Winodw_MenuStatus
# Summary: Edited Window_MenuStatus class to be used with
# the Window_Menu_Icon class.
#--------------------------------------------------------------

class Window_MenuStatus < Window_Selectable

def initialize
  super(0, 0, 640, 416)
  self.contents = Bitmap.new(width - 32, height - 32)
  self.contents.font.name = $fontface
  self.contents.font.size = $fontsize
  refresh
  self.active = false
  self.index = -1
  @column_max = 4
end

#--------------------------------------------------------------
def refresh
  self.contents.clear
  @item_max = $game_party.actors.size
  for i in 0...$game_party.actors.size
   actor = $game_party.actors[i]
   text_x = 155 * i + 5
   text_y = 150
   bitmap = RPG::Cache.battler(actor.battler_name, actor.battler_hue)
   pic_x = 155 * i + (150 - bitmap.width) / 2
   pic_y = 5
   self.contents.blt(pic_x, pic_y, bitmap, Rect.new(0, 0, 150, bitmap.height))
   draw_actor_name(actor, text_x, text_y)
   draw_actor_class(actor, text_x, text_y + 32)
   draw_actor_level(actor, text_x - 1, text_y + 64)
   draw_actor_state(actor, text_x, text_y + 192)
   draw_actor_exp(actor, text_x - 1, text_y + 160)
   draw_actor_hp(actor, text_x, text_y + 96)
   draw_actor_sp(actor, text_x, text_y + 128)
  end
end

#--------------------------------------------------------------
def update_cursor_rect
  if @index < 0
   self.cursor_rect.empty
  else
   self.cursor_rect.set(155 * @index, 0, 148, 384)
  end
end
end


All right. Now to implement it. Open the Scene_Menu script. Replace all the code with this code:
CODE
#==============================================================================
# ¦ Scene_Menu
#------------------------------------------------------------------------------
#  ?????????????????
#==============================================================================

class Scene_Menu
#--------------------------------------------------------------------------
#  ????????
#   menu_index : ????????????
#--------------------------------------------------------------------------
def initialize(menu_index = 0)
  @menu_index = menu_index
end
#--------------------------------------------------------------------------
#  ????
#--------------------------------------------------------------------------
def main
  # ???????????
  s1 = $data_system.words.item
  s2 = $data_system.words.skill
  s3 = $data_system.words.equip
  s4 = "Status"
  s5 = "Save"
  s6 = "Quit"
  @command_window = Window_Menu_Icon.new(0, 0, [s1, s2, s3, s4, s5, s6])
  @command_window.index = @menu_index
  @command_window_text = Window_Menu_Icon_Reader.new(@command_window)
  # ?????? 0 ???
  if $game_party.actors.size == 0
   # ????????????????????
   @command_window.disable_item(0)
   @command_window.disable_item(1)
   @command_window.disable_item(2)
   @command_window.disable_item(3)
  end
  # ???????
  if $game_system.save_disabled
   # ????????
   @command_window.disable_item(4)
  end
  # ????????????
  @status_window = Window_MenuStatus.new
  @status_window.x = 0
  @status_window.y = 64
  @gold_window = Window_Gold2.new
  @gold_window.x = 316
  @gold_window.y = 0
  @time_window = Window_PlayTime.new
  @time_window.x = 478
  @time_window.y = 0
  # ????????
  Graphics.transition
  # ?????
  loop do
   # ???????
   Graphics.update
   # ??????
   Input.update
   # ?????
   update
   # ???????????????
   if $scene != self
    break
   end
  end
  # ????????
  Graphics.freeze
  # ???????
  @command_window.dispose
  @command_window_text.dispose
  @status_window.dispose
  @gold_window.dispose
  @time_window.dispose
end
#--------------------------------------------------------------------------
#  ?????
#--------------------------------------------------------------------------
def update
  # ???????
  @command_window.update
  @command_window_text.update
  @status_window.update
  @gold_window.update
  @time_window.update
  # ?????????????????: update_command ??
  if @command_window.active
   update_command
   return
  end
  # ??????????????????: update_status ??
  if @status_window.active
   update_status
   return
  end
end
#--------------------------------------------------------------------------
#  ????? (??????????????????)
#--------------------------------------------------------------------------
def update_command
  # B ?????????
  if Input.trigger?(Input::B)
   # ???? SE ??
   $game_system.se_play($data_system.cancel_se)
   # ?????????
   $scene = Scene_Map.new
   return
  end
  # C ?????????
  if Input.trigger?(Input::C)
   # ?????? 0 ?????????????????????
   if $game_party.actors.size == 0 and @command_window.index < 4
    # ?? SE ??
    $game_system.se_play($data_system.buzzer_se)
    return
   end
   # ??????????????????
   case @command_window.index
   when 0 # ???
    # ? SE ??
    $game_system.se_play($data_system.decision_se)
    # ??????????
    $scene = Scene_Item.new
   when 1 # ??
    # ? SE ??
    $game_system.se_play($data_system.decision_se)
    # ??????????????????
    @command_window.active = false
    @command_window_text.active = false
    @status_window.active = true
    @status_window.index = 0
   when 2 # ?
    # ? SE ??
    $game_system.se_play($data_system.decision_se)
    # ??????????????????
    @command_window.active = false
    @command_window_text.active = false
    @status_window.active = true
    @status_window.index = 0
   when 3 # ????
    # ? SE ??
    $game_system.se_play($data_system.decision_se)
    # ??????????????????
    @command_window.active = false
    @command_window_text.active = false
    @status_window.active = true
    @status_window.index = 0
   when 4 # ??
    # ???????
    if $game_system.save_disabled
     # ?? SE ??
     $game_system.se_play($data_system.buzzer_se)
     return
    end
    # ? SE ??
    $game_system.se_play($data_system.decision_se)
    # ?????????
    $scene = Scene_Save.new
   when 5
    # ? SE ??
    $game_system.se_play($data_system.decision_se)
    # "QUIT" CODE
    $scene = Scene_End.new()
   return
  end
end
#--------------------------------------------------------------------------
#  ????? (???????????????????)
#--------------------------------------------------------------------------
def update_status
  # B ?????????
  if Input.trigger?(Input::B)
   # ???? SE ??
   $game_system.se_play($data_system.cancel_se)
   # ?????????????????
   @command_window.active = true
   @command_window_text.active = true
   @status_window.active = false
   @status_window.index = -1
   return
  end
  # C ?????????
  if Input.trigger?(Input::C)
   # ??????????????????
   case @command_window.index
   when 1 # ??
    # ??????????? 2 ????
    if $game_party.actors[@status_window.index].restriction >= 2
     # ?? SE ??
     $game_system.se_play($data_system.buzzer_se)
     return
    end
    # ? SE ??
    $game_system.se_play($data_system.decision_se)
    # ?????????
    $scene = Scene_Skill.new(@status_window.index)
   when 2 # ?
    # ? SE ??
    $game_system.se_play($data_system.decision_se)
    # ????????
    $scene = Scene_Equip.new(@status_window.index)
   when 3 # ????
    # ? SE ??
    $game_system.se_play($data_system.decision_se)
    # ???????????
    $scene = Scene_Status.new(@status_window.index)
   end
   return
  end
end
end
end


Okay, you're done! Now when you call the menu in game, it will look something like the screenshot above.

If the experience text for the party members is a little off, replace the draw_actor_exp method in Window_Base with this:
CODE
def draw_actor_exp(actor, x, y)
self.contents.font.color = system_color
self.contents.draw_text(x, y, 40, 32, "Exp")
self.contents.font.color = normal_color
self.contents.draw_text(x , y, 84, 32, actor.exp_s, 2)  #x + 24
self.contents.draw_text(x + 85, y, 12, 32, "/", 1)  #x + 108
self.contents.draw_text(x + 97, y, 84, 32, actor.next_exp_s)  #x + 120
end


Added by Night_Runner
This script follows an archaic format, which allows custom font and custom fontsize. To run the code, you need to go into your script editor, along long the left scroll down to, and select, Main.
Just after begin, insert the code:
CODE
$fontface = Font.default_name
$fontsize = Font.default_size

Which sets the font & font size to follow default format.


For advanced scripters: You can use the Window_Menu_Icon and Window_Menu_Icon_Reader classes for any instance of Window_Command used in the script. If you need help implementing this, just PM me.
Examples:
In title screen (For script changes look in the demo)

In battle (Again, look in the demo for all the script changes)


Edited by Night_Runner - Fix all the ?'s in the code, and to append my footnote above..

This post has been edited by Night_Runner: Oct 10 2010, 12:51 AM


__________________________
-------------------
*thanks to rpgx for sig*
*I had to change my av, but still wanted the pic of Kaylee, lol*
I am Warder Dragon
Lawful good
Very magical
The warder dragon is a large and bulky dragon, with large strong legs and arms. The size of these mammoth dragons starts from birth at the size of a mature border collie! But don?t be fooled by these big dragons, they aren?t slow, but aren?t fast, and they tend to be more peaceful and talkative than most dragons. Warder dragons get their names from the fact that they radiate a holy magical aura from their large tattoo like markings that may be anywhere on their bodies, the aura destroys "pure evil" beings, but higher evil ones will just be phased. The warder dragon loves love, and enjoy being in relationships with mates, and they despise weight jokes and anti-self acceptance jokes. They will gladly fight when it comes to defending a homeland or their friends!
This Dragons favorite elements are: Love,Relationships,Food,Peace,Honor
Take the Inner Dragon quiz!

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Jako Drako
post Jul 31 2006, 11:24 AM
Post #6


Protector of life
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Group: Member
Posts: 145
Type: Scripter
RM Skill: Advanced




Okay, I fixed up some parts of the code, so it should work now (I don't know if anybody even noticed, lol). I also added a frew screenshots. I guess it always helps to see what's going on to decide if you want to try it out...


__________________________
-------------------
*thanks to rpgx for sig*
*I had to change my av, but still wanted the pic of Kaylee, lol*
I am Warder Dragon
Lawful good
Very magical
The warder dragon is a large and bulky dragon, with large strong legs and arms. The size of these mammoth dragons starts from birth at the size of a mature border collie! But don?t be fooled by these big dragons, they aren?t slow, but aren?t fast, and they tend to be more peaceful and talkative than most dragons. Warder dragons get their names from the fact that they radiate a holy magical aura from their large tattoo like markings that may be anywhere on their bodies, the aura destroys "pure evil" beings, but higher evil ones will just be phased. The warder dragon loves love, and enjoy being in relationships with mates, and they despise weight jokes and anti-self acceptance jokes. They will gladly fight when it comes to defending a homeland or their friends!
This Dragons favorite elements are: Love,Relationships,Food,Peace,Honor
Take the Inner Dragon quiz!

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jens009
post Jul 31 2006, 11:53 AM
Post #7


L Did you know? Death gods... only eat apples
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Group: +Gold Member
Posts: 2,976
Type: Scripter
RM Skill: Skilled




QUOTE
For advanced scripters: You can use the Window_Menu_Icon and Window_Menu_Icon_Reader classes for any instance of Window_Command used in the script. If you need help implementing this, just PM me.


Well, not exactly a advanced scripter but more like a script editor.. So yes I want to use the Window_Command used in your script to function in the battle system..

(Second example screen)


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Farewell RRR. =]
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Jako Drako
post Jul 31 2006, 02:00 PM
Post #8


Protector of life
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Group: Member
Posts: 145
Type: Scripter
RM Skill: Advanced




To do that you'll want to add the Window_Menu_Icon and Window_Menu_Icon_Reader classes to your scripts. Then in the Scene_Battle scripts change the constructor for @actor_command_window to Window_Menu_Icon.new(0, 256, [s1, s2, s3, s4]) instead of Window_Command.new(160, [s1, s2, s3, s4])... er. It's too confusing to explain in writing. I uploaded a demo with it so you can just look at the script and copy it if you need to. All the changes to the scripts were commented. happy.gif

This post has been edited by Jako Drako: Jul 31 2006, 04:07 PM


__________________________
-------------------
*thanks to rpgx for sig*
*I had to change my av, but still wanted the pic of Kaylee, lol*
I am Warder Dragon
Lawful good
Very magical
The warder dragon is a large and bulky dragon, with large strong legs and arms. The size of these mammoth dragons starts from birth at the size of a mature border collie! But don?t be fooled by these big dragons, they aren?t slow, but aren?t fast, and they tend to be more peaceful and talkative than most dragons. Warder dragons get their names from the fact that they radiate a holy magical aura from their large tattoo like markings that may be anywhere on their bodies, the aura destroys "pure evil" beings, but higher evil ones will just be phased. The warder dragon loves love, and enjoy being in relationships with mates, and they despise weight jokes and anti-self acceptance jokes. They will gladly fight when it comes to defending a homeland or their friends!
This Dragons favorite elements are: Love,Relationships,Food,Peace,Honor
Take the Inner Dragon quiz!

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+Quote Post
   
jens009
post Jul 31 2006, 05:20 PM
Post #9


L Did you know? Death gods... only eat apples
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Group: +Gold Member
Posts: 2,976
Type: Scripter
RM Skill: Skilled




I understand it, dont worry.. its not really confusing since I understand scripts, but I cant write them though.. But perhaps the demo you stated would elaborate your explanation to other members better


__________________________

My RMXP Project:


Farewell RRR. =]
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UltimaDude
post Aug 15 2006, 06:34 AM
Post #10


Level 2
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Posts: 27
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RM Skill: Undisclosed




Nice menu,The colour i dont really like it though.
But nice idea
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Jako Drako
post Aug 15 2006, 09:17 AM
Post #11


Protector of life
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Group: Member
Posts: 145
Type: Scripter
RM Skill: Advanced




The color depends on the window skin you pick, perhaps you are new and did not know that.


__________________________
-------------------
*thanks to rpgx for sig*
*I had to change my av, but still wanted the pic of Kaylee, lol*
I am Warder Dragon
Lawful good
Very magical
The warder dragon is a large and bulky dragon, with large strong legs and arms. The size of these mammoth dragons starts from birth at the size of a mature border collie! But don?t be fooled by these big dragons, they aren?t slow, but aren?t fast, and they tend to be more peaceful and talkative than most dragons. Warder dragons get their names from the fact that they radiate a holy magical aura from their large tattoo like markings that may be anywhere on their bodies, the aura destroys "pure evil" beings, but higher evil ones will just be phased. The warder dragon loves love, and enjoy being in relationships with mates, and they despise weight jokes and anti-self acceptance jokes. They will gladly fight when it comes to defending a homeland or their friends!
This Dragons favorite elements are: Love,Relationships,Food,Peace,Honor
Take the Inner Dragon quiz!

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Bazoo
post Aug 16 2006, 07:21 AM
Post #12


Level 25
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Group: Revolutionary
Posts: 556
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RM Skill: Beginner




I really like this CMS, it's pretty and it was really easy to customize (in terms of fonts; I got it to work for Postality Knights in a minute smile.gif ).

Thanks, Jako. :Thumbup:


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Bearrick
post Jun 24 2007, 11:43 AM
Post #13


Level 2
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Posts: 29
Type: Event Designer
RM Skill: Masterful




where do i add this script?
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Ty
post Jun 24 2007, 12:14 PM
Post #14


Level 38
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Posts: 1,007
Type: Scripter
RM Skill: Undisclosed




NECRO POST! Next time check the dates before posting. To answer your question simply add the script above 'Main' and follow the instructions.

CODE
#-------------------------------#
# ? ? ? Blue Magic Script ? ? ? #
#-------------------------------#
# Written By: Prexus ? ? ? ? ? ? #
# http://prexus.rmxponline.com #
#-------------------------------#
# Instructions: ? ? ? ? ? ? ? ? #
# Read the comments and apply ? #
# changes where needed. ? ? ? ? #
#-------------------------------#

class Game_Battler
alias blm_game_battler_skill_effect skill_effect
def skill_effect(user, skill)
blm_game_battler_skill_effect(user, skill)
if user.is_a?(Game_Enemy) and self.is_a?(Game_Actor)
learn_chance = (rand(100) < 100) # X is the percentage chance (70, 20, etc.) Simply make x = 100 if you want it to work all the time.
if learn_chance == true
if self.class_id == 1 # Change this number with the class ID of your "Blue Mage"
#if skill.id == x or skill.id == y # etc. etc. replace x and y with ids of skills the mage can learn, if any skills just get rid of the line and the end, keep putting 'or skill.id = ' to add more.
self.learn_skill(skill.id, true) # Change true to false if you don't want a sound to play
#end
end
end
end
end
end

class Game_Actor < Game_Battler
def learn_skill(skill_id, play = false)
if skill_id > 0 and not skill_learn?(skill_id)
@skills.push(skill_id)
@skills.sort!
if play == true
Audio.me_play("Audio/ME/011-Item02") # Sound file to play when learning in battle.
end
end
end
end


if you are lazy. Read the comments on each line to adjust the percent chance to learn a skill in battle. For example, it is set so class 1 has a certain chance to learn a skill if an enemy uses a skill on him/her.


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My Script Demo link broken? Looking for old scripts? Go here:
http://synthesize.4shared.com
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Ty
post Aug 15 2007, 02:00 PM
Post #15


Level 38
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Group: +Gold Member
Posts: 1,007
Type: Scripter
RM Skill: Undisclosed




Script Name: Maximum item Limits
Written by: Synthesize
Current Version: V.1.00
Release Date: August 15, 2007

What is it?
This script rewrites the gain_ methods in Game_Party allowing the designer to define maximum item, weapon and armor limits. Also, item IDs, weapon IDs, and Armor IDs can be defined allowing one to define custom item limits for specific items.

Screenshots
Look at the item screen, instead of '99' the value is x.

The Script
Place above Main
CODE
#============================================================================
#                            *Syn's Maximum Item Limits*
#----------------------------------------------------------------------------
# Written by Synthesize
# Version 1.00
# August 15, 2007
#============================================================================
#----------------------------------------------------------------------------
# Compatability
# Rewrites:
#   Game_Party::gain_item
#   Game_Party::gain_weapon
#   Game_Party::gain_armor
#----------------------------------------------------------------------------
# Begin Customization Section
#----------------------------------------------------------------------------
module SynItemMax
  # Format = {item_id => maximum amount}
  Max_item = {32 => 100}
  # Default Max Item Storage
  Max_item.default = 100
  # Format = {weapon_id => maximum amount}
  Max_weapon = {}
  # Maximum Weapon storage
  Max_weapon.default = 99
  # Format = {armor_id => maximum amount}
  Max_armor = {}
  # Maximum storage space
  Max_armor.default = 99
end
#----------------------------------------------------------------------------
# Begin Game_Party rewrite
#----------------------------------------------------------------------------
class  Game_Party
  #--------------------------------------------------------------------------
  # Rewrite gain_item
  #--------------------------------------------------------------------------
  def gain_item(item_id,n)
    if item_id > 0
      @items[item_id] = [[item_number(item_id) + n, 0].max, SynItemMax::Max_item[item_id]].min
    end
  end
  #--------------------------------------------------------------------------
  # Rewrite gain_weapon
  #--------------------------------------------------------------------------
  def gain_weapon(weapon_id,n)
    if weapon_id > 0
      @weapons[weapon_id] = [[weapon_number(weapon_id) + n, 0].max, SynItemMax::Max_weapon[weapon_id]].min
    end
  end
  #--------------------------------------------------------------------------
  # Rewrite gain_armor
  #--------------------------------------------------------------------------
  def gain_armor(armor_id,n)
    if armor_id > 0
      @armors[armor_id] = [[armor_number(armor_id) + n, 0].max, SynItemMax::Max_armor[armor_id]].min
    end
  end
end
#============================================================================
# Written by Synthesize
# Version 1.00
# August 15, 2007
#----------------------------------------------------------------------------
#                   *Syns Maximum Item Limits*
#============================================================================


Usage:
This script may be used in either a commercial project or a free ware project free of charge. However, credit must be present somewhere in the project.

Editing/Distribution:
Feel free to redistribute this post to other boards/websites. Just keep the wording the same. As for editing the script to suite your tastes feel free. Just keep the original header/footer in tact.

If you have any questions or you found a bug, please PM me or make a post with the following:
1.) SDK Version
2.) Other Scripts
3.) Factors of the bug (What did you do to make it happen?)
4.) version
5.) Error Line

Cheers,

Syn


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http://synthesize.4shared.com
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Roderick
post Aug 16 2007, 05:19 AM
Post #16


Level 4
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Posts: 47
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RM Skill: Undisclosed




The script is good but if you say make the potion's limit to 5 and you buy ten you lose the money and the other 5 potions.
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Ty
post Aug 16 2007, 12:45 PM
Post #17


Level 38
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Group: +Gold Member
Posts: 1,007
Type: Scripter
RM Skill: Undisclosed




Find the following line in Scene_Shop:

number == 99

Change 99 to the number you want.


__________________________
My Script Demo link broken? Looking for old scripts? Go here:
http://synthesize.4shared.com
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FlyingHamsta
post Aug 16 2007, 04:33 PM
Post #18



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Group: Member
Posts: 2
Type: None
RM Skill: Undisclosed




How would you change "number == 99" in Scene Shop so that the limit is always equal to the item that you put on the item minus the number in your inventory.
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Ty
post Aug 16 2007, 06:56 PM
Post #19


Level 38
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Group: +Gold Member
Posts: 1,007
Type: Scripter
RM Skill: Undisclosed




SynItemMax::Max_item

Change Max_item to Max_weapon / Max_armor


__________________________
My Script Demo link broken? Looking for old scripts? Go here:
http://synthesize.4shared.com
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Roderick
post Aug 20 2007, 03:02 AM
Post #20


Level 4
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Group: Member
Posts: 47
Type: None
RM Skill: Undisclosed




QUOTE (Synthesize @ Aug 16 2007, 12:45 PM) *
Find the following line in Scene_Shop:

number == 99

Change 99 to the number you want.


But if you make like that all the items maximum will be the number you will write is there a way(show me too because i'm not that good at scripting) so in shop all items get their limit value?
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