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Maliki

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Maliki last won the day on June 14 2015

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About Maliki

  • Rank
    Kinda Script Editor
  • Birthday November 19

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  • Gender
    Male
  • Location
    Northern New Jersey, USA

RPG Maker Information

  • RM Skill -
    Jack of All Trades
  1. Maliki's Variable Buy and Sell Rates ver 1.2 Features: This Plugin allows developers to set group item buy and sell costs. Items can be added into groups via notetags and the group's prices can be altered via percentages. Buy and sell percentages can be altered independently via Script calls. There is no limit to the number of groups you can have. HowTo: To start, item group tags must be created in your item notetags. <itemGroup: x> with x being the number of the group you wish to add this item to. To set group rates, use the Script Call:$gameParty.setShopRates(x, y, z); With x being the group number, y being the buying percentage and z being the cost percentage. You can also set "region rates" with the script call: $gameParty.setRegionRate(x, y); These rates will apply to all items being bought or sold at all shops encountered until the next region rate call. (Detailed instructions can be found in the plugin's help section.) Plugin Conflicts: There shouldn't be any conflicts with this plugin, however let me know if any are found and I'll try to correct them. Permissions: This plugin can be used in any project, commercial or otherwise, as long as credit is given. Updated: Now when buying price is set to 0, the item group will NOT appear in the shop's inventory. Also, when selling price is 0, the item group cannot be sold to that shop. Also added colors to item names/prices in shops so players can more easily tell how prices are generally affecting items. Download: http://pastebin.com/XjNdXFad
  2. I'm working on it now, but all the edits I have to do are insane! MIDI to OGG (the MP3s are much easier to change), Script conversion, and waiting for plugins for scripts I don't have the know-how to covert (which is currently ALL of em. Even the snippets I wrote myself!), not to mention remapping and editing events... I really enjoy MV, but the learning curve compared to Ace is high.
  3. Maliki

    Changing Formulas Dynamically

    Depending on how much you wish to do beforehand, this task can be simple. Now, setting the hp regen is a bit tricky and likely needs an external script anyway, so I'll focus on custom skill forms. Since you said you know how custom formulas work, I'll just expand that knowledge a little bit to help you here. So say you create a skill with a custom form called Power. In the damage form, you'd put something like b.power(a, then go into the scripts and define power. Well you can define pretty much anything battler related the exact same way. So now, let's say, we want Power to use ATK normally and MAG if the user has a state on them. The simple way to do it would be to use a conditional within the custom form. def power(a, dam = a.atk * 4 - b.def *2 if a.state?(x) dam = a.mat * 4 - b.def*2 end dam end Now if you only want a few skills to do this, no real problem, but if you need pretty much all of them to change, you'd need to prep a bit first. Basically, you'd have to make a def that generally defines your attacks and then applies the stat you need. You can do this the same way you make your custom forms. (In fact, I put all the custom attacks and the like together for ease of editing and location) So now let's redefine our power attack: def power(a, dam = a.force *4 - b.shield * 2 end We added to new methods that now need defining themselves. This is where you would apply your conditionals def force if self.state?(x) return self.mat else return self.atk end def shield if self.state?(x) return self.mdf else return self.def end Now every time you call force or shield, the formula will automatically use the proper stat. This is a simple explanation, as they're lots of potential things that may muddy this formula up, but I hope you get the general idea and can use it to get the results you need.
  4. Maliki

    Basic Quest System

    Hey Vlue. Just installed this script after having to abandon an older one I was using. For the most part, it works great. I made some changes to the script to restrict some objectives from showing up right away as well as changing color when the obj count reaches max. This works ok until I save and quit the game. Upon returning, the obj variables all reset to 0 and no longer update in the quest menu. (They do on the log, but don't change color properly anymore) If this is somehow caused by my edits, I'll try to fix it myself, but I have feeling my edits didn't cause this. If you're willing to take a look at what I did, I will post my version of the script here with your ok, otherwise I could PM it to you. Thanks in advance for your help. Edit: I confirmed that obj.current in both Window_QuestLog and Window_SceneDetail resets to 0 and stops updating after loading a save.
  5. Man... Sometimes trying to help others can be frustrating...

    1. Seriel

      Seriel

      Sometimes.

      Most of the time not.

    2. Maliki

      Maliki

      True enough. That's why I continue to help when I can.

      The occasional lack of appreciation is grating is all.

  6. Maliki

    always update the status window in Scene_equip

    You can try adding a refresh under the draw_text call at the end of the Window script.
  7. Maliki

    always update the status window in Scene_equip

    which script? (Link please.)
  8. Maliki

    Armour & Elements

    http://stackoverflow.com/questions/2054217/rounding-float-in-ruby
  9. Maliki

    Armour & Elements

    Well, It'll be hard for me to test for this as I don't have VX, but I think we're on the right track. Try making ALL the figures the same. result = [100,100,100,100,100,100,100][rank] And check to see if element values don't change from what you're expecting.
  10. Maliki

    Setting parameters to 0

    Ok. While you cannot set parameters (other than MMP) to 0, I'll give you a snippet so you can set them to 0 in-game. class Game_BattlerBase def param_min(param_id) return 0 if param_id != 0 # MHP return 1 end end #class Just drop that snip in your script materials, then, in your opening event, manually set each actor's stats via a parameter change event.
  11. Maliki

    Armour & Elements

    And thus the proof that I learned to script in Ace and not VX. LoL They had a letter grade system for elements if I recall... The array you first posted result = [0,200,150,100,50,0,-100][rank] looks to be what you might want to change. The numbers represent the amount of damage as a percent. (100 being normal damage and 200 being double damage.) This clearly will limit the amount of variance you can use, but you can change the values to hopefully reflect what you want. Try fiddling around with those numbers and see if you find a set you like. (So, for 25% resistance, you'll want to change one of the numbers to 75.) Just remember to keep them in order or you'll have problems with adding states and the like.
  12. Maliki

    Setting parameters to 0

    There are likely lots of ways you can get around this issue, but it will depend on exactly how you plan to use the stats. So for example, say you wanted luck to act as a lock-pick stat. 0 would have no chance of success and 10 would have 100%. Since the program won't let you set luck to 0 you could just set it to 0 when doing the check. You would save the value into a variable first. After that, you can change it to whatever you need. So in this case, your stat variable would start at 1 and then be reduced by 1 turning the variable from 1 to 0. If you need more precise examples, I'll need to have a better idea of what you are planning to do with the stats.
  13. Maliki

    Armour & Elements

    you're getting the decimals because you changed the integer 2 to a float 1.5. I'm not sure how to round up, but to get rid of the extra number you can add the method .to_i to the result. So you would change return result to return result.to_i And to help follow up with the actual question you asked, which script are you using and can you provide a link to it? If I could look over the rest of the script, I could see more or less how to edit the results to get the numbers you want.
  14. What non-default scripts are you using? find_first is not a default method?
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