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Melosx

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Melosx last won the day on April 29 2012

Melosx had the most liked content!

About Melosx

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    Retired Scripter
  • Birthday 04/22/1992

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    b-carmelo-92@live.it

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  1. SOLVED!! Can close this topic. Not an elegant solution and forced to touch script but is what I exactly want. ^-^ class Game_Battler < Game_BattlerBase def make_damage_value(user, item) value = item.damage.eval(user, self, $game_variables) value *= item_element_rate(user, item) value *= pdr if item.physical? value *= mdr if item.magical? value *= rec if item.damage.recover? value = apply_critical(value) if @result.critical value = apply_variance(value, item.damage.variance) value = apply_guard(value) #=-=-=-=-=-=-=NEW CODE=-=-=-=-=-=-=# @value = value #=-=-=-=-=-=-=END CODE=-=-=-=-=-=-=# @result.make_damage(value.to_i, item) end def item_apply(user, item) @result.clear @result.used = item_test(user, item) @result.missed = (@result.used && rand >= item_hit(user, item)) @result.evaded = (!@result.missed && rand < item_eva(user, item)) if @result.hit? unless item.damage.none? @result.critical = (rand < item_cri(user, item)) make_damage_value(user, item) execute_damage(user) #=-=-=-=-=-=-=NEW CODE=-=-=-=-=-=-=# reg = @value * 0.2 if user.actor? user.mp += reg.to_i end #=-=-=-=-=-=-=END CODE=-=-=-=-=-=-=# end item.effects.each {|effect| item_effect_apply(user, item, effect) } item_user_effect(user, item) end end end
  2. Melosx

    MSX - Scene_Menu MOD

    And the new version is out. Unfortunately it is not complete because there aren't the configurations of the string but not knowing when I finish it I posted this version. The configuration module contains many options including 3 new styles of HP and MP gauge(taken from my script not in this forum)... Have fun and see you next... ^.^
  3. Melosx

    MSX - Scene_Menu MOD

    MSX - Scene_Menu MOD New Version -> Coming Soon ^.^
  4. Melosx

    MSX - Scene_Menu MOD

    I would like to help with the face but does not seem fair to SuperNurse, who has done this by himself... Observe the code of the window where are the face and find the line that shows the face. Copy the line in the script of the menu and change it. Do not be afraid to make trouble in the script ^.^
  5. Melosx

    MSX - Name Input

    use the normal event to change the actor name(third page, third event)... ^.^
  6. Melosx

    MSX - Scene_Menu MOD

    I think he cut the face...
  7. Melosx

    MSX - Scene_Menu MOD

    Sure, you can do that ... Send me a PM with the script and I edit it...
  8. Melosx

    MSX - Scene_Menu MOD

    Beautiful screen ... comes from your project? @Chaos17: I've not this problem... Other script for the menu or for the save system cause this problem... Ok I've see this probloem... Now I fix it... ^.^ EDIT: At line 156 of the menu script there is def draw_actor_graphic(actor, x, y, enabled) replace the line with def draw_actor_graphic(actor, x, y, enabled=true)
  9. Melosx

    MSX - Scene_Menu MOD

    for the name in draw_actor_name(actor, x, y) add + n at x and y draw_actor_name(actor, x + n, y + n) for example draw_actor_name(actor, x + 56, y + 22) the same for other element to shrink the exp bar in def draw_actor_exp_gauge(actor, x, y, width = 100) change 100...
  10. Melosx

    MSX - Window_Grid

    @edgewing: no I'm sorry... but I see that you have created the clone anyway
  11. In a normal windowskin you have only 32 color squares... Now you can use 128 color squares... The index of the color is 0->127... if you put 128 you have an error...
  12. Melosx

    KMS Cursor Animation

    I've found a bug... When I press ESC to go to Menu from End Game I receive an error message line 318: RGSSError occurred. disposed viewport I've tried to fix it but I failed... EDIT: The new version fix the bug...
  13. At page 3 of this discussion you can found the skin in english...
  14. I've updated the first post with a second script...
  15. it have the default slots number... 16 slots...
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