i got a idea for ya if u feel like makeing it its a party script for EXP share creator can change the % of exp the characters get from finishing the fight between 1-100%
2nd part would be for the character that finishs the fight gets +10% exp from the fight
think it would be possible?
Yes it would be possible. My work computer is with problems, and i will fix it only at the end of the year (Make HD backups, and buy new parts). I'm only with a notebook. I will have to ask you to ask someone else. I'm sorry.
oh, well, I think that before posting something here again I own apologies for this whole community. When I used to make these scripts, I was the worst kind of person someone could be. Selfish, ignorant and I wasn't open to criticism, thinking I was the best and all that stuff. I, I'm sorry for all that. I'm sorry for all the dicussions I had with some users, with all mistakes I made. I couldn't take all that guilty at the time, so I just ran away from all this. I hope i'm ready to take it now, I hope i'm ready to be not only a better member, but a better person. So, I decided to get back here, and, try to help were I'm able to. I'm really sorry and I hope you guys take me back as a friend.
Now, @ASCIIgod , I'll look foward for that, I'm kind without practice in scripting hehe, but i'm downloading RPG maker again and I'll make that special algorithim for you as soon as it installs ^^
EDIT: Ok, I tweaked it the way you said:
script
CODE
#============================================= # ** Oni Monetary System #--------------------------------------------- # Developed by Onidsouza # Do not redestribute without permission # Remember: MAX_GOLD always is 999.999 # Do not make a item that costs more than that #==============================================
module OnidsouzaGold
# ▼ OPTIONAL ▼
#If not using icons GOLD = "G" SILVER = "S" BRONZE = "B"
USE_ICON = true
#If using icons, icon ID GOLD_ICON = 102 SILVER_ICON = 98 BRONZE_ICON = 97
end
class Game_Party < Game_Unit
alias onidsouzagoldinit initialize
def initialize onidsouzagoldinit @gold = [0, 0, 0] end
def gold_array return @gold end
def gold return total_gold end
def gain_gold(n) @gold[2] += n update_gold end
def lose_gold(n) gain_gold(-n) end
def total_gold return (@gold[2] + (@gold[1]*500) + (@gold[0]*5000000)) end
def gold_to_silver return (@gold[2]/500) + (@gold[1]) + (@gold[0]*10000) end
def gold_to_gold return @gold[0] + (@gold[1]/10000) + (@gold[2]/5000000) end
def update_gold times = @gold[2] / 500 @gold[2] -= times * 500 @gold[1] += times times = @gold[1] / 10000 @gold[1] -= times * 10000 @gold[0] += times if @gold[0] > 99 @gold[0] = 99 @gold[1] = 9999 @gold[2] = 499 end end
def make_gold_text return to_monetary_system(total_gold) end
end
class Window_Base < Window
def draw_currency_value(value, x, y, width, gold = true) if not OnidsouzaGold::USE_ICON self.contents.font.color = normal_color self.contents.draw_text(x, y, width, WLH, to_monetary_system(value), 2) elsif OnidsouzaGold::USE_ICON and gold self.contents.font.color = normal_color xx = 20 draw_icon(OnidsouzaGold::GOLD_ICON, x, y) self.contents.draw_text(x + 20, y, xx, WLH, $game_party.gold_array[0]) x += 40 draw_icon(OnidsouzaGold::SILVER_ICON, x, y) self.contents.draw_text(x + 20, y, xx, WLH, $game_party.gold_array[1]) x += 40 draw_icon(OnidsouzaGold::BRONZE_ICON, x, y) self.contents.draw_text(x + 20, y, xx, WLH, $game_party.gold_array[2]) else arr = to_monetary_array(value) self.contents.font.color = normal_color xx = 20 draw_icon(OnidsouzaGold::GOLD_ICON, x, y) self.contents.draw_text(x + 20, y, xx, WLH, arr[0]) x += 40 draw_icon(OnidsouzaGold::SILVER_ICON, x, y) self.contents.draw_text(x + 20, y, xx, WLH, arr[1]) x += 40 draw_icon(OnidsouzaGold::BRONZE_ICON, x, y) self.contents.draw_text(x + 20, y, xx, WLH, arr[2]) end end
def to_monetary_system(integ) data = [0, 0, 0] data[2] = integ times = data[2] / 500 data[2] -= times * 500 data[1] += times times = data[1] / 10000 data[1] -= times * 10000 data[0] += times return "#{data[0]} #{OnidsouzaGold::GOLD} - #{data[1]} #{OnidsouzaGold::SILVER} - #{data[2]} #{OnidsouzaGold::BRONZE}" end
def to_monetary_array(integ) data = [0, 0, 0] data[2] = integ times = data[2] / 500 data[2] -= times * 500 data[1] += times times = data[1] / 10000 data[1] -= times * 10000 data[0] += times return data end
just two details:
1. The limit number of silver coins is very high (up to 9999 displayed, 499 to bronze), wich may cause some visual disturb. I tested it, and those big numbers (above 99) get stretched to fit the screen. Well, just test it yourself and see if you mind.
2. Don't you think its kind unbalanced? 500 to silver, 5000000/10000 to gold, well, it really depends on how fast you gain money on your game, but I think it's something to think about ^^
Well, Glad to Help, reply and ask more if you need ^^ Onidsouza
oh, well, I think that before posting something here again I own apologies for this whole community. When I used to make these scripts, I was the worst kind of person someone could be. Selfish, ignorant and I wasn't open to criticism, thinking I was the best and all that stuff. I, I'm sorry for all that. I'm sorry for all the dicussions I had with some users, with all mistakes I made. I couldn't take all that guilty at the time, so I just ran away from all this. I hope i'm ready to take it now, I hope i'm ready to be not only a better member, but a better person. So, I decided to get back here, and, try to help were I'm able to. I'm really sorry and I hope you guys take me back as a friend.
Now, @ASCIIgod , I'll look foward for that, I'm kind without practice in scripting hehe, but i'm downloading RPG maker again and I'll make that special algorithim for you as soon as it installs ^^
EDIT: Ok, I tweaked it the way you said:
script
CODE
#============================================= # ** Oni Monetary System #--------------------------------------------- # Developed by Onidsouza # Do not redestribute without permission # Remember: MAX_GOLD always is 999.999 # Do not make a item that costs more than that #==============================================
module OnidsouzaGold
# ▼ OPTIONAL ▼
#If not using icons GOLD = "G" SILVER = "S" BRONZE = "B"
USE_ICON = true
#If using icons, icon ID GOLD_ICON = 102 SILVER_ICON = 98 BRONZE_ICON = 97
end
class Game_Party < Game_Unit
alias onidsouzagoldinit initialize
def initialize onidsouzagoldinit @gold = [0, 0, 0] end
def gold_array return @gold end
def gold return total_gold end
def gain_gold(n) @gold[2] += n update_gold end
def lose_gold(n) gain_gold(-n) end
def total_gold return (@gold[2] + (@gold[1]*500) + (@gold[0]*5000000)) end
def gold_to_silver return (@gold[2]/500) + (@gold[1]) + (@gold[0]*10000) end
def gold_to_gold return @gold[0] + (@gold[1]/10000) + (@gold[2]/5000000) end
def update_gold times = @gold[2] / 500 @gold[2] -= times * 500 @gold[1] += times times = @gold[1] / 10000 @gold[1] -= times * 10000 @gold[0] += times if @gold[0] > 99 @gold[0] = 99 @gold[1] = 9999 @gold[2] = 499 end end
def make_gold_text return to_monetary_system(total_gold) end
end
class Window_Base < Window
def draw_currency_value(value, x, y, width, gold = true) if not OnidsouzaGold::USE_ICON self.contents.font.color = normal_color self.contents.draw_text(x, y, width, WLH, to_monetary_system(value), 2) elsif OnidsouzaGold::USE_ICON and gold self.contents.font.color = normal_color xx = 20 draw_icon(OnidsouzaGold::GOLD_ICON, x, y) self.contents.draw_text(x + 20, y, xx, WLH, $game_party.gold_array[0]) x += 40 draw_icon(OnidsouzaGold::SILVER_ICON, x, y) self.contents.draw_text(x + 20, y, xx, WLH, $game_party.gold_array[1]) x += 40 draw_icon(OnidsouzaGold::BRONZE_ICON, x, y) self.contents.draw_text(x + 20, y, xx, WLH, $game_party.gold_array[2]) else arr = to_monetary_array(value) self.contents.font.color = normal_color xx = 20 draw_icon(OnidsouzaGold::GOLD_ICON, x, y) self.contents.draw_text(x + 20, y, xx, WLH, arr[0]) x += 40 draw_icon(OnidsouzaGold::SILVER_ICON, x, y) self.contents.draw_text(x + 20, y, xx, WLH, arr[1]) x += 40 draw_icon(OnidsouzaGold::BRONZE_ICON, x, y) self.contents.draw_text(x + 20, y, xx, WLH, arr[2]) end end
def to_monetary_system(integ) data = [0, 0, 0] data[2] = integ times = data[2] / 500 data[2] -= times * 500 data[1] += times times = data[1] / 10000 data[1] -= times * 10000 data[0] += times return "#{data[0]} #{OnidsouzaGold::GOLD} - #{data[1]} #{OnidsouzaGold::SILVER} - #{data[2]} #{OnidsouzaGold::BRONZE}" end
def to_monetary_array(integ) data = [0, 0, 0] data[2] = integ times = data[2] / 500 data[2] -= times * 500 data[1] += times times = data[1] / 10000 data[1] -= times * 10000 data[0] += times return data end
just two details:
1. The limit number of silver coins is very high (up to 9999 displayed, 499 to bronze), wich may cause some visual disturb. I tested it, and those big numbers (above 99) get stretched to fit the screen. Well, just test it yourself and see if you mind.
2. Don't you think its kind unbalanced? 500 to silver, 5000000/10000 to gold, well, it really depends on how fast you gain money on your game, but I think it's something to think about ^^
Well, Glad to Help, reply and ask more if you need ^^ Onidsouza
for that i thank you oni my good man. and about your question on my money system. well you see, my monster on level 1 only drops 1 bronze. the bronze gain is this algorithm. enemy.level(using yerd enemy level) x (1 + actor.level % 10) so it might look a bit low but thats how i make player suffer for low money hahahahahah and your doing a great job so keep it up. and oh i loved your stuffs. make some more. i already made mine. check out consume ite Zelda style and FF1 hit style
Group: Member
Posts: 11
Type: None
RM Skill: Undisclosed
This looks like a very cool way to get a better monetary system and i will be using it in my game (giving you credit of course). I was wondering though if you could help me out by modifying it for my game. Would it be possible to use a wotc monetary system. Something more like...
If you could help out to make this that would be awesome. I don't need icons or anything though. I'll just use the letters. If its not possible because of a 4 coin system then thats cool.
Otherwise i modified your current code to fit my game. Hope that that is cool with you. (I'm not going to take any creadit for it.) to make it a 10-1 money ratio for the three coins then just switched the letters to SP, GP, and PP. but i would very much like to have copper in my game. unfortunatly my coding skills are very basic which is why i would like your help as the creator of the code.
Please PM me or Post a comment with the code if you feel like you want to help. otherwise i will just use the modded code i have.
Thanks again for this awesome code.
[edit] Uh Oh i just realized that if im still restricted to a price of under 999999 silver (i.e. Bronze) I still can't get the item prices i need to put certain high priced items in my game. So essentialy this script only allows me to hold more money in my party. would there be a way to set the price in the comments of the item. Basically if i set the item price at 1 silver (i.e. Bronze). Then put a comment in that would call a script and adjust the price of the item accordingly? [edit]
This post has been edited by Tacoghandi: Jun 24 2011, 11:40 AM
I was thinknig before seeing tacoghandi's reply that it should be editable. By this I mean the ammount each type is worth, how many types, you know things like that.
Group: Member
Posts: 3
Type: None
RM Skill: Undisclosed
Heya buddy, it's my 2nd day being a trainee script editor (self study), can't believe I learn so quickly. I posted this to help out on something. I hope this isn't much of a necro-post.
While I was trying something out with your monetary script (I can't believe it exists ), I found some cash error.
Also you haven't configured something with Window_ShopNumber (or in Window_Base, I think)... yet; whenever you buy something, instead of showing how much an item costs, it shows the current gold of the party.
I found the error on the first post, I'm not sure if you already edited it.
here's the typo code:
CODE
def total_gold return (@gold[2] + (@gold[1]*100) + (@gold[0]*1000000)) end
def gold_to_silver return (@gold[2]/100) + (@gold[1]) + (@gold[0]*100) end
def gold_to_gold return @gold[0] + (@gold[1]/100) + (@gold[2]/100000) end
here's what it should be:
CODE
def total_gold return (@gold[2] + (@gold[1]*100) + (@gold[0]*10000)) end
def gold_to_silver return (@gold[2]/100) + (@gold[1]) + (@gold[0]*100) end
def gold_to_gold return @gold[0] + (@gold[1]/100) + (@gold[2]/10000) end
I found this error when I was buying something expensive (I had 1 g), the item count reaches 99, which means you can buy more. The result cash (change) becomes negative.
I hope this help the other RPG Makers!
This post has been edited by KJ55: Aug 21 2011, 08:38 AM