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Full Version: Disabling options and recoil damage
RPG RPG Revolution Forums > Scripting > Script Development and Support > Script Requests
RyarioDarkstar
Hello, I have been working with the rpg maker xp for a little while, and I guess my question qualifies as a script request for I do have to make changes to the script for it. If it is something as simple as deleting it can you tell me where it is and the line please

I would like to disable the a few options in several screens without messing up the game itself

1. I would like to disable the option to change the party in the menu, It is impertive that depending which story your playing as Mario, Luigi, Peach or Bowser that any of those are the party leaders and can not be changed. (Each character will be teamed up with there own special team until final story.)

2. I dont need a fancy diffrent battle style but Id like to disable the attack option as well, I want it where certain enemies can only take damage by certain wepons and styles, I just plan to use the skill box for everything and if I leave the attack option there about 7 out 10 times youll forget attacks do nothing. Or if someone has a script with a semi custom battle menu of what I need that be nice too but Ill settle for finding out how to disable the attack option

3: as for why this is important, I want to do a recoil damage for like jumping on a fire or spiked enemy like in paper mario where the attack would take small damage leaving the enemy undamaged I know how to make the damage 0 for the enemy its the recoil Im having trouble figuring out, If any of these are too complex I apologize. This one might need a script if so i have a back up plan so no worries.
Night_Runner
Hello there

  • By default there isn't an option to change the party party in the pause menu, you would have had to downloaded a script that allowed this functionality.
    Have you downloaded any script that have allowed this?
  • Have a script!
    CODE
    #==============================================================================
    # ** XP: Night_Runner's Remove Attack Option
    #------------------------------------------------------------------------------
    # History:
    #  Date Created: 5/Mar/2012
    #  Created for: RyarioDarkstar
    #   @> http://www.rpgrevolution.com/forums/index.php?showtopic=55616
    #
    # Description:
    #  This script removes the attack toption from the default battle system.
    #
    # How to Install:
    #  Copy this entire script. In your game editor select Tools >> Script
    #  Editor. Along the left hand side scroll to the bottom, right click on
    #  'Main' and select 'Insert'. Past on the right.
    #==============================================================================



    #==============================================================================
    # ** Window_Command
    #------------------------------------------------------------------------------
    #  Edited to have extra options
    #==============================================================================

    class Window_Command
      #--------------------------------------------------------------------------
      # * Size
      #--------------------------------------------------------------------------
      def size
        return @item_max
      end
      #--------------------------------------------------------------------------
      # * Temporarily increase the index
      #--------------------------------------------------------------------------
      def nr_temp_increase_index
        @orig_index = @index
        @index += 1
      end
      #--------------------------------------------------------------------------
      # * Restore the index
      #--------------------------------------------------------------------------
      def nr_temp_restore_index
        @index = @orig_index
      end
    end



    #==============================================================================
    # ** Scene_Battle
    #------------------------------------------------------------------------------
    #  Edited to remove the attack option
    #==============================================================================

    class Scene_Battle
      #--------------------------------------------------------------------------
      # * Alias Methods
      #--------------------------------------------------------------------------
      alias nr_aB_start_phase1                 start_phase1                unless $@
      alias nr_aB_update_phase3_basic_command  update_phase3_basic_command unless $@
      alias nr_aB_end_enemy_select             end_enemy_select            unless $@
      #--------------------------------------------------------------------------
      # * Start Pre-Battle Phase
      #--------------------------------------------------------------------------
      def start_phase1(*args)
        # If it still has attack
        if @actor_command_window.size > 3
          # Remove the old actor command window
          @actor_command_window.dispose
          # Make actor command window
          s2 = $data_system.words.skill
          s3 = $data_system.words.guard
          s4 = $data_system.words.item
          @actor_command_window = Window_Command.new(160, [s2, s3, s4])
          @actor_command_window.y = 160 + 32
          @actor_command_window.back_opacity = 160
          @actor_command_window.active = false
          @actor_command_window.visible = false
        end
        return nr_aB_start_phase1(*args)
      end
      #--------------------------------------------------------------------------
      # * Frame Update (actor command phase : basic command)
      #--------------------------------------------------------------------------
      def update_phase3_basic_command(*args)
        start_index = @actor_index
        # Increase the index; so it looks like it's highlighting the right option
        @actor_command_window.nr_temp_increase_index
        # Run the original end_enemy_select
        nr_aB_update_phase3_basic_command(*args)
        # If the actor hasn't changed
        if @actor_index == start_index
          # Decrease the index, return to normal
          @actor_command_window.nr_temp_restore_index
        end
      end
      #--------------------------------------------------------------------------
      # * End Enemy Selection
      #--------------------------------------------------------------------------
      def end_enemy_select(*args)
        # Increase the index; so it looks like it's highlighting the right option
        @actor_command_window.nr_temp_increase_index
        # Run the original end_enemy_select
        nr_aB_end_enemy_select(*args)
        # Decrease the index, return to normal
        @actor_command_window.nr_temp_restore_index
      end
    end



    #==============================================================================
    # ** End of Script.
    #==============================================================================
  • How have you got the damage to reduce to zero? Whatever changes you've made will affect the script I need to make happy.gif
    I haven't played paper mario (well, not for a few years anyway), so the enemy attacks, the hero jumps, and the enemy takes a small amount of damage and the hero is unscathed?
RyarioDarkstar
Thank you so much! I didnt think some one would actually make a script for me :As far as your question I was just going to make Jump and element and thus it be effected by the elemental efficaintcy so any Jump type attacks wouldnt affect certian enemies as well as melee on flying enemies,

In paper mario say there was a spiked goomba and mario jumped well instead of the goomba recieving damage Mario takes 1 point of damage for landing on the spike, but the attack disabling was the big thing thank you again
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