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> Almagest Battle Modifications, adds a zodiac compatibility system like that of Final Fantasy Tactics
Andrelvis
post Jul 24 2009, 07:02 AM
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Almagest Battle Modifications

Version: 1.3
Author: Andrelvis
Release Date: 07/26/09


This script adds a zodiac compatibility modifier that is applied to attacks and skills, enhancing or reducing their effect; it also affects curative skills. The higher the compatibility between the signs of the attacker/skill user and that of the target, the higher the effect.

The compatibility between signs is easily customizable.

EDIT: Updated to include an option for having a new skill, Numerology (functions somewhat like the one from Final Fantasy XII). It is deactivated in default. It does damage as per this equation: Damage 2 ^ N, where N is the number of times it has been used before without missing. The Hit Chance also decreases over time; more details in the customization section below.

Hope you enjoy!

[Show/Hide] Updates

1.1: Fixed a bug in the attack damage formula that made the zodiac modifier be multiplied by four.
1.2: Fixed a bug in the attack and skill damage formulae that could cause problems if either user or target didn't have a zodiac sign. Fixed the zodiac compatibility for those with non-specified sign.
1.3: Added the Numerology skill option.


[Show/Hide] Customizations

CODE
####   CUSTOMIZATION   ####  
  
   #if this is set to true, actors and enemies with unspecified zodiac sign will
   #be assigned a random sign instead of no sign at all
   RANDOM_ZODIAC = false
  
   #if this is set to true, actors with unspecified gender will be assigned a
   #random gender instead of no gender at all
   ACTOR_RANDOM_GENDER = false
  
   #if this is set to true, enemies with unspecified gender will be assigned a
   #random gender instead of no gender at all
   ENEMY_RANDOM_GENDER = false

   #if this is set to true, the actor's zodiac sign will show up at his status
   #screen
   SHOW_ZODIAC_STATUS = true
  
   #if this is set to true, the actor's gender will show up at his status
   #screen
   SHOW_GENDER_STATUS = false

  
   ACTOR_ZODIAC_TABLE = {  # <--- Do not remove
   # set from 1 to 12, each number representing a zodiac sign, from Aries to Pisces
   # ActorID   Sign
    2  => [  3],        #Sign is Gemini
    3  => [  1],        #Sign is Aries
    4  => [  8],        #Sign is Scorpio
  } # Do not remove this.

  
  
   ACTOR_GENDER_TABLE = {  # <--- Do not remove
   # set gender as 5 for male and 10 for female
   # ActorID   Gender  
      1  => [  5],
      2  => [  10],
  } # Do not remove this.


    ENEMY_ZODIAC_TABLE = {  # <--- Do not remove
  # EnemyID   Sign
     1  => [  2],          #Sign is Taurus
    13  => [  11],          #Sign is Aquarius
  } # Do not remove this.

  
  
  
   ENEMY_GENDER_TABLE = {  # <--- Do not remove
   # set gender as 5 for male and 10 for female
   # EnemyID   Gender  
      1  => [  10],
      13  => [  5],
  } # Do not remove this.
  
  
  

  ZODIAC_COMPATIBILITY_TABLE = {  # <--- Do not remove
#  Sign     ARI TAU GEM CNC LEO VIR LIB SCO SGT CPR AQA PSC
     0  => [  0,  0,  0, -1,  1,  0,  2,  0,  1, -1,  0,  0],   #Non-specified, do not remove
     1  => [  0,  0,  0, -1,  1,  0,  2,  0,  1, -1,  0,  0],   #Aries
     2  => [  0,  0,  0,  0, -1,  1,  0,  0,  0,  1, -1,  0],   #Taurus
     3  => [  0,  0,  0,  0,  0, -1,  1,  0,  2,  0,  1, -1],   #Gemini
     4  => [ -1,  0,  0,  0,  0,  0, -1,  1,  0,  2,  0,  1],   #Cancer
     5  => [  1, -1,  0,  0,  0,  0,  0, -1,  1,  0,  2,  0],   #Leo
     6  => [  0,  1, -1,  0,  0,  0,  0,  0, -1,  1,  0,  2],   #Virgo
     7  => [  2,  0,  1, -1,  0,  0,  0,  0,  0, -1,  1,  0],   #Libra
     8  => [  0,  2,  0,  1, -1,  0,  0,  0,  0,  0, -1,  1],   #Scorpio
     9  => [  1,  0,  2,  0,  1, -1,  0,  0,  0,  0,  0, -1],   #Sagittarius
    10  => [  -1, 1,  0,  2,  0,  1, -1,  0,  0,  0,  0,  0],   #Capricorn
    11  => [  0, -1,  1,  0,  2,  0,  1, -1,  0,  0,  0,  0],   #Aquarius
    12  => [  0,  0, -1,  1,  0,  2,  0,  1, -1,  0,  0,  0],   #Pisces
  } # Do not remove this.

    # What the compatibility numbers do:
    # 0 means the attack formula works as usual
    # 1 means 125% damage
    # -1 means 75% damage
    # 2 means 150% damage if opposite sexes and 50% if same sex


#if this is set to true, one skill will be assigned to function like the "Numerology"
#from Final Fantasy XII; the exact functionality is explained below
   NUMEROLOGY = false

#this is the skill id for the numerology skill. Ignore if NUMEROLOGY = false
   NUMEROLOGY_SKILL = 90

#For each time the Numerology skill has been used, it's damage will
#increase exponentially.
#Damage = 2 ^ N, where n is the number of times Numerology has
#been used before without missing (once it misses the counter will be set to 0.
#So, the damage will go in this order: 1, 2, 4, 8, 16, 32, 64, 128 and so on, until
#it reaches 65,536. At 65,536 damage, it will always miss.

#The hit chance also decreases with each Numerology that doesn't miss, as per
#this equation:
#Hit Chance for Nth time = 85 - (N/2) ^ 2, where N is again the number of times
#Numerology has been used before without missing.

####   CUSTOMIZATION ENDS HERE   ####



[Show/Hide] The script itself

CODE
#==============================================================================
# ** Almagest Battle Modifications for VX 1.3, by Andrelvis
#==============================================================================


#This script adds a zodiac compatibility modifier to the effect of attacks and
#skills (including curative ones). The higher the compatibility between the
#signs of the attacker/skill user and that of the target, the higher the effect.


module ALMAGEST

  
####   CUSTOMIZATION   ####  
  
   #if this is set to true, actors and enemies with unspecified zodiac sign will
   #be assigned a random sign instead of no sign at all
   RANDOM_ZODIAC = false
  
   #if this is set to true, actors with unspecified gender will be assigned a
   #random gender instead of no gender at all
   ACTOR_RANDOM_GENDER = false
  
   #if this is set to true, enemies with unspecified gender will be assigned a
   #random gender instead of no gender at all
   ENEMY_RANDOM_GENDER = false

   #if this is set to true, the actor's zodiac sign will show up at his status
   #screen
   SHOW_ZODIAC_STATUS = true
  
   #if this is set to true, the actor's gender will show up at his status
   #screen
   SHOW_GENDER_STATUS = false

  
   ACTOR_ZODIAC_TABLE = {  # <--- Do not remove
   # set from 1 to 12, each number representing a zodiac sign, from Aries to Pisces
   # ActorID   Sign
    2  => [  3],        #Sign is Gemini
    3  => [  1],        #Sign is Aries
    4  => [  8],        #Sign is Scorpio
  } # Do not remove this.

  
  
   ACTOR_GENDER_TABLE = {  # <--- Do not remove
   # set gender as 5 for male and 10 for female
   # ActorID   Gender  
      1  => [  5],
      2  => [  10],
  } # Do not remove this.


    ENEMY_ZODIAC_TABLE = {  # <--- Do not remove
  # EnemyID   Sign
     1  => [  2],          #Sign is Taurus
    13  => [  11],          #Sign is Aquarius
  } # Do not remove this.

  
  
  
   ENEMY_GENDER_TABLE = {  # <--- Do not remove
   # set gender as 5 for male and 10 for female
   # EnemyID   Gender  
      1  => [  10],
      13  => [  5],
  } # Do not remove this.
  
  
  

  ZODIAC_COMPATIBILITY_TABLE = {  # <--- Do not remove
#  Sign      NO ARI TAU GEM CNC LEO VIR LIB SCO SGT CPR AQA PSC
     0  => [  0,  0,  0,  0,  0,  0,  0,  0,  0,  0,  0,  0,  0],   #Non-specified, do not remove
     1  => [  0,  0,  0,  0, -1,  1,  0,  2,  0,  1, -1,  0,  0],   #Aries
     2  => [  0,  0,  0,  0,  0, -1,  1,  0,  0,  0,  1, -1,  0],   #Taurus
     3  => [  0,  0,  0,  0,  0,  0, -1,  1,  0,  2,  0,  1, -1],   #Gemini
     4  => [  0, -1,  0,  0,  0,  0,  0, -1,  1,  0,  2,  0,  1],   #Cancer
     5  => [  0,  1, -1,  0,  0,  0,  0,  0, -1,  1,  0,  2,  0],   #Leo
     6  => [  0,  0,  1, -1,  0,  0,  0,  0,  0, -1,  1,  0,  2],   #Virgo
     7  => [  0,  2,  0,  1, -1,  0,  0,  0,  0,  0, -1,  1,  0],   #Libra
     8  => [  0,  0,  2,  0,  1, -1,  0,  0,  0,  0,  0, -1,  1],   #Scorpio
     9  => [  0,  1,  0,  2,  0,  1, -1,  0,  0,  0,  0,  0, -1],   #Sagittarius
    10  => [  0, -1, 1,  0,  2,  0,  1, -1,  0,  0,  0,  0,  0],   #Capricorn
    11  => [  0,  0, -1,  1,  0,  2,  0,  1, -1,  0,  0,  0,  0],   #Aquarius
    12  => [  0,  0,  0, -1,  1,  0,  2,  0,  1, -1,  0,  0,  0],   #Pisces
  } # Do not remove this.

    # What the compatibility numbers do:
    # 0 means the attack formula works as usual
    # 1 means 125% damage
    # -1 means 75% damage
    # 2 means 150% damage if opposite sexes and 50% if same sex


#if this is set to true, one skill will be assigned to function like the "Numerology"
#from Final Fantasy XII; the exact functionality is explained below
   NUMEROLOGY = false

#this is the skill id for the numerology skill. Ignore if NUMEROLOGY = false
   NUMEROLOGY_SKILL = 90

#For each time the Numerology skill has been used, it's damage will
#increase exponentially.
#Damage = 2 ^ N, where n is the number of times Numerology has
#been used before without missing (once it misses the counter will be set to 0.
#So, the damage will go in this order: 1, 2, 4, 8, 16, 32, 64, 128 and so on, until
#it reaches 65,536. At 65,536 damage, it will always miss.

#The hit chance also decreases with each Numerology that doesn't miss, as per
#this equation:
#Hit Chance for Nth time = 85 - (N/2) ^ 2, where N is again the number of times
#Numerology has been used before without missing.

####   CUSTOMIZATION ENDS HERE   ####

  
  end  #closes module


class Game_Actor < Game_Battler
  
  #--------------------------------------------------------------------------
  # * Get Zodiacal Sign
  #--------------------------------------------------------------------------
  def zodiac
    if ALMAGEST::ACTOR_ZODIAC_TABLE.include?(actor.id)
      actor_zodiac = ALMAGEST::ACTOR_ZODIAC_TABLE[actor.id][0]
     else
      if ALMAGEST::RANDOM_ZODIAC
          if $data_actors[actor.id].zodiac == nil
            actor_zodiac = 1 + rand(12 - 1 + 1)
          end
         else
        actor_zodiac = 0
      end
      end
      return actor_zodiac
    end
    
    
    
#--------------------------------------------------------------------------
  # * Get Gender
  #--------------------------------------------------------------------------
  def gender
    if ALMAGEST::ACTOR_GENDER_TABLE.include?(actor.id)
      actor_gender = ALMAGEST::ACTOR_GENDER_TABLE[actor.id][0]
     else
      if ALMAGEST::ACTOR_RANDOM_GENDER
          if $data_actors[actor.id].gender == nil
            actor_gender = (1 + rand(2 - 1 + 1)) * 5
           end
         else
        actor_gender = 0
      end
      end
      return actor_gender
end

end #end class



class Game_Enemy < Game_Battler
  
  #--------------------------------------------------------------------------
  # * Get Zodiacal Sign
  #--------------------------------------------------------------------------
  def zodiac
    if ALMAGEST::ENEMY_ZODIAC_TABLE.include?(enemy.id)
      enemy_zodiac = ALMAGEST::ENEMY_ZODIAC_TABLE[enemy.id][0]
     else
      if ALMAGEST::RANDOM_ZODIAC
          if $data_enemies[enemy.id].zodiac == nil
            enemy_zodiac = 1 + rand(12 - 1 + 1)
          end
         else
        enemy_zodiac = 0
      end
      end
      return enemy_zodiac
    end
    
    
    
#--------------------------------------------------------------------------
  # * Get Gender
  #--------------------------------------------------------------------------
  def gender
    if ALMAGEST::ENEMY_GENDER_TABLE.include?(enemy.id)
      enemy_gender = ALMAGEST::ENEMY_GENDER_TABLE[enemy.id][0]
     else
      if ALMAGEST::ENEMY_RANDOM_GENDER
          if $data_enemies[enemy.id].gender == nil
            enemy_gender = (1 + rand(2 - 1 + 1)) * 5
           end
         else
        enemy_gender = 0
      end
      end
      return enemy_gender
end

end #end class



class Game_Battler
  
  #--------------------------------------------------------------------------
  # * Calculation of Damage From Normal Attack
  #     attacker : Attacker
  #    The results are substituted for @hp_damage
  #--------------------------------------------------------------------------
  def make_attack_damage_value(attacker)
    compatibility = ALMAGEST::ZODIAC_COMPATIBILITY_TABLE[attacker.zodiac][self.zodiac]
    opposite_sex = attacker.gender + self.gender
      if compatibility == -1
        compatibility_modifier = -attacker.atk / 4
        end
      if compatibility == 1
        compatibility_modifier = attacker.atk / 4
        end
      if compatibility == 2
        if opposite_sex == 15
        compatibility_modifier = attacker.atk / 2
      else
        compatibility_modifier = -attacker.atk / 2        
        end
        end
      if compatibility == 0
        compatibility_modifier = 0
        end
    damage = (attacker.atk + compatibility_modifier) * 4 - self.def * 2        # base calculation
    damage = 0 if damage < 0                        # if negative, make 0
    damage *= elements_max_rate(attacker.element_set)   # elemental adjustment
    damage /= 100
    if damage == 0                                  # if damage is 0,
      damage = rand(2)                              # half of the time, 1 dmg
    elsif damage > 0                                # a positive number?
      @critical = (rand(100) < attacker.cri)        # critical hit?
      @critical = false if prevent_critical         # criticals prevented?
      damage *= 3 if @critical                      # critical adjustment
    end
    damage = apply_variance(damage, 20)             # variance
    damage = apply_guard(damage)                    # guard adjustment
    @hp_damage = damage                             # damage HP
  end
  #--------------------------------------------------------------------------
  # * Calculation of Damage Caused by Skills or Items
  #     user : User of skill or item
  #     obj  : Skill or item (for normal attacks, this is nil)
  #    The results are substituted for @hp_damage or @mp_damage.
  #--------------------------------------------------------------------------
  def make_obj_damage_value(user, obj)
    compatibility = ALMAGEST::ZODIAC_COMPATIBILITY_TABLE[user.zodiac][self.zodiac]
    opposite_sex = user.gender + self.gender
      if compatibility == -1
        compatibility_modifier = -user.atk / 4
        end
      if compatibility == 1
        compatibility_modifier = user.atk / 4
        end
      if compatibility == 2
        if opposite_sex == 15
        compatibility_modifier = user.atk / 2
      else
        compatibility_modifier = -user.atk / 2        
        end
        end
      if compatibility == 0
        compatibility_modifier = 0
      end
      mod_user_atk = user.atk + compatibility_modifier
      mod_user_spi = user.spi + compatibility_modifier
      damage = obj.base_damage                        # get base damage
    if damage > 0                                   # a positive number?
      damage += mod_user_atk * 4 * obj.atk_f / 100      # Attack F of the user
      damage += mod_user_spi * 2 * obj.spi_f / 100      # Spirit F of the user
      unless obj.ignore_defense                     # Except for ignore defense
        damage -= self.def * 2 * obj.atk_f / 100    # Attack F of the target
        damage -= self.spi * 1 * obj.spi_f / 100    # Spirit F of the target
      end
      damage = 0 if damage < 0                      # If negative, make 0
    elsif damage < 0                                # a negative number?
      damage -= mod_user_atk * 4 * obj.atk_f / 100      # Attack F of the user
      damage -= mod_user_spi * 2 * obj.spi_f / 100      # Spirit F of the user
    end
    damage *= elements_max_rate(obj.element_set)    # elemental adjustment
    damage /= 100
    damage = apply_variance(damage, obj.variance)   # variance
    damage = apply_guard(damage)                    # guard adjustment
if ALMAGEST::NUMEROLOGY
  #Final Fantasy XII Numerology Formula
      if obj == $data_skills[ALMAGEST::NUMEROLOGY_SKILL]  #Numerology
      damage = 2 ** @Numerology
      @Numerology += 1
    end  
    end  
    if obj.damage_to_mp  
      @mp_damage = damage                           # damage MP
    else
      @hp_damage = damage                           # damage HP
    end
  end

if ALMAGEST::NUMEROLOGY
#--------------------------------------------------------------------------
  # * Calculation of Final Hit Ratio
  #     user : Attacker, or user of skill or item
  #     obj  : Skill or item (for normal attacks, this is nil)
  #--------------------------------------------------------------------------
  def calc_hit(user, obj = nil)
    if obj == nil                           # for a normal attack
      hit = user.hit                        # get hit ratio
      physical = true
    elsif obj.is_a?(RPG::Skill)             # for a skill
      if obj != $data_skills[ALMAGEST::NUMEROLOGY_SKILL]           #Numerology
      hit = obj.hit                         # get success rate
      physical = obj.physical_attack
      else
       physical = false
       if @Numerology == nil
         @Numerology = 0
         hit = 85
       elsif @Numerology == 16
         hit = 0
       else
         hit = 85 - (@Numerology / 2 ** 2)
       end
      end
    else                                    # for an item
      hit = 100                             # the hit ratio is made 100%
      physical = obj.physical_attack
    end
    if physical                             # for a physical attack
      hit /= 4 if user.reduce_hit_ratio?    # when the user is blinded
    end
    return hit
  end

  #--------------------------------------------------------------------------
  # * Apply Skill Effects
  #     user  : Skill user
  #     skill : skill
  #--------------------------------------------------------------------------
  def skill_effect(user, skill)
    clear_action_results
    unless skill_effective?(user, skill)
      @skipped = true
      return
    end
    if rand(100) >= calc_hit(user, skill)         # determine hit ratio
      if skill == $data_skills[ALMAGEST::NUMEROLOGY_SKILL]  #Numerology
        @Numerology = 0
      end
      @missed = true
      return
    end
    if skill != $data_skills[ALMAGEST::NUMEROLOGY_SKILL]  #Numerology
    if rand(100) < calc_eva(user, skill)          # determine evasion rate
      @evaded = true
      return
    end  
    end
    make_obj_damage_value(user, skill)            # calculate damage
    make_obj_absorb_effect(user, skill)           # calculate absorption effect
    execute_damage(user)                          # damage reflection
    if skill.physical_attack and @hp_damage == 0  # physical no damage?
      return                                    
    end
    apply_state_changes(skill)                    # state change
  end


  end #closes Numerology "if"

  
end  #closes class

if ALMAGEST::SHOW_ZODIAC_STATUS
  #==========================================================================
====
  # ** Window_MenuStatus
  #==========================================================================
====
  class Window_Status < Window_Base
  #--------------------------------------------------------------------------
  # * Draw Zodiac Sign
  #     actor : actor
  #     x     : draw spot x-coordinate
  #     y     : draw spot y-coordinate
  #--------------------------------------------------------------------------
  def draw_actor_zodiac(actor, x, y)
    self.contents.font.color = system_color
    self.contents.draw_text(x, y, 120, WLH, "Zodiac Sign")
    self.contents.font.color = normal_color
     if actor.zodiac == 1
    self.contents.draw_text(x + 134, y, 108, WLH, "Aries")
     end
     if actor.zodiac == 2
    self.contents.draw_text(x + 134, y, 108, WLH, "Taurus")
     end
     if actor.zodiac == 3
    self.contents.draw_text(x + 134, y, 108, WLH, "Gemini")
     end
     if actor.zodiac == 4
    self.contents.draw_text(x + 134, y, 108, WLH, "Cancer")
     end
     if actor.zodiac == 5
    self.contents.draw_text(x + 134, y, 108, WLH, "Leo")
     end
     if actor.zodiac == 6
    self.contents.draw_text(x + 134, y, 108, WLH, "Virgo")
     end
     if actor.zodiac == 7
    self.contents.draw_text(x + 134, y, 108, WLH, "Libra")
     end
     if actor.zodiac == 8
    self.contents.draw_text(x + 134, y, 108, WLH, "Scorpio")
     end
     if actor.zodiac == 9
    self.contents.draw_text(x + 134, y, 108, WLH, "Sagittarius")
     end
     if actor.zodiac == 10
    self.contents.draw_text(x + 134, y, 108, WLH, "Capricorn")
     end
     if actor.zodiac == 11
    self.contents.draw_text(x + 134, y, 108, WLH, "Aquarius")
     end
     if actor.zodiac == 12
    self.contents.draw_text(x + 134, y, 108, WLH, "Pisces")
     end
     if actor.zodiac == 0
    self.contents.draw_text(x + 134, y, 108, WLH, "Unknown")
    end
    end

  def draw_actor_gender(actor, x, y)
    self.contents.font.color = system_color
    self.contents.draw_text(x, y, 120, WLH, "Gender")
    self.contents.font.color = normal_color
     if actor.gender == 5
    self.contents.draw_text(x + 134, y, 108, WLH, "Male")
     end
     if actor.gender == 10
    self.contents.draw_text(x + 134, y, 108, WLH, "Female")
     end
     if actor.gender == 0
    self.contents.draw_text(x + 134, y, 108, WLH, "Unknown")
    end
    end    


  def draw_parameters(x, y)
    if ALMAGEST::SHOW_GENDER_STATUS    
    draw_actor_zodiac(@actor, x, y + WLH * 0)
    draw_actor_gender(@actor, x, y + WLH * 1)
    draw_actor_parameter(@actor, x, y + WLH * 3, 0)
    draw_actor_parameter(@actor, x, y + WLH * 4, 1)
    draw_actor_parameter(@actor, x, y + WLH * 5, 2)
    draw_actor_parameter(@actor, x, y + WLH * 6, 3)

      else
    draw_actor_zodiac(@actor, x, y + WLH * 0)
    draw_actor_parameter(@actor, x, y + WLH * 2, 0)
    draw_actor_parameter(@actor, x, y + WLH * 3, 1)
    draw_actor_parameter(@actor, x, y + WLH * 4, 2)
    draw_actor_parameter(@actor, x, y + WLH * 5, 3)
   end
  end
end
end




DEMO
Almagest Demo.rar

Installation
Plug and play.

Credits
Thanks to aerostar and Maltzsan for their excellent guides on the mechanics of (respectively) Final Fantasy Tactics and Final Fantasy XII.

This post has been edited by Andrelvis: Jul 26 2009, 05:38 AM
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platipus
post Jul 24 2009, 05:38 PM
Post #2


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wat does it look like? no screenshots?


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Khev
post Jul 24 2009, 06:45 PM
Post #3


I'm sorry.. What?
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Yeah, use the Template for posting new scripts .. the way you did is just messy.


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wltr3565
post Jul 24 2009, 09:32 PM
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I can't force you to put screenshots. This thing can't be shown by screenshots because it's related to damage calculations. A demo would work.


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My simple scripting tutorial:


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Andrelvis
post Jul 25 2009, 03:36 AM
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First post edited to adhere to the template, put up a demo and update the script to version 1.1.
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Khev
post Jul 25 2009, 08:21 AM
Post #6


I'm sorry.. What?
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Wow, great job ! smile.gif

It's A LOT better now :B


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ASCIIgod
post Aug 28 2009, 02:59 AM
Post #7


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QUOTE (Khev @ Jul 26 2009, 01:21 AM) *
Wow, great job ! smile.gif

It's A LOT better now :B


hey dude its me ASCII. you didnt tell me you used multiple script for the Requiem ABS 8 to make it work. can you send me the location of the script you used so i can also make it work... thanks alot.


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QuoVadis
post Jan 6 2011, 11:34 AM
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I just have a question...How can I make my chat be a Gemeni (example)?
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Kread-EX
post Jan 6 2011, 11:36 AM
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Like said in the script instructions...
CODE
   ACTOR_ZODIAC_TABLE = {  # <--- Do not remove
   # set from 1 to 12, each number representing a zodiac sign, from Aries to Pisces
   # ActorID   Sign
    2  => [  3],        #Sign is Gemini
    3  => [  1],        #Sign is Aries
    4  => [  8],        #Sign is Scorpio
  } # Do not remove this.

You set the actor ID and then a zodiac sign.


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QuoVadis
post Jan 6 2011, 11:53 AM
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QUOTE (Kread-EX @ Jan 6 2011, 11:36 AM) *
Like said in the script instructions...
CODE
   ACTOR_ZODIAC_TABLE = {  # <--- Do not remove
   # set from 1 to 12, each number representing a zodiac sign, from Aries to Pisces
   # ActorID   Sign
    2  => [  3],        #Sign is Gemini
    3  => [  1],        #Sign is Aries
    4  => [  8],        #Sign is Scorpio
  } # Do not remove this.

You set the actor ID and then a zodiac sign.

Sorry, I'm quite tired of trying to make another script work and didn't see that
(yeh, I passed the whole night awake trying to find out what's wrong with the other script)
Thanks...And also, would you happen to know how can I make the player choose his sign?
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Kread-EX
post Jan 6 2011, 12:00 PM
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The script doesn't allow you to do that. You can bypass that by making 11 clones of the same actor though.


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QuoVadis
post Jan 6 2011, 12:03 PM
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QUOTE (Kread-EX @ Jan 6 2011, 12:00 PM) *
The script doesn't allow you to do that. You can bypass that by making 11 clones of the same actor though.

I didn't think of that, thanks a lot, I'm quite new to all this of game making and such...so yeh..
Thanks a lot, also, do you think you could help me with the other script?
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