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pencilcase27 last won the day on August 15 2014
pencilcase27 had the most liked content!
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66 ✦About pencilcase27

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So, I can write anything I want here... right?
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CardGame inspired skill and battle system
pencilcase27 replied to pencilcase27's topic in Completed Scripts/Plugins/etc.
Currently I'm not able to do much but I really hope that I'll find some time to look at my old project in the next two months. There are still some things I am not very happy with and I'd like to change. But hey, I'm not dead -
Do you want the shop or the item to determine its cost? (Do you want the item to have a note tag that determines it cost or is this cost dependend on the shop you are visiting?) Your mockup has no selling feature. Do you want this removed for those kind of shops?
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Oh, I kinda forgot about this. Sorry I'll take a look right away. Edit: You find the switch to turn this script on and off at the top of the script. Just replace the 1 with whatever number you want. I hope I fixed the bug.
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I wrote something like this some time ago. I'll see if I find it. Edit: http://www.rpgmakervxace.net/topic/27075-script-mp-points-used-spell-power/ Not the most beautifull script, but if you need some changes, feel free to ask.
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$game_variables[x..y] is an array containing all variables between x and y (including both of them). Now you can check them for values using .include?() $game_variables[5..8].include?(11) #=> true if either 5 or 6 or 7 or 8 equals 11. You should be able to use this in the script option of conditional branches.
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Like this?
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Trying to figure out how to make the damage formula's Dragon Quest style
pencilcase27 replied to GethN7's topic in Editor Support and Discussion
I don't understand this line 15 + 23 MATK x 2 = 76 - 23 MDEF x 2 = 30 DMG You can type anything you want into that window. If you want your skill deal 15 damage, write 15. -
class Window_BattleLog < Window_Selectable def normal_color Color.new(255, 255, 255) end end This would be the easiest way to change the color in a vanilla project without any scripts. Try placing this beneath all other scripts. If it doesn't work, please post the script you already use that changes your color.
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@dbchest Yeah, thats mostly it. (http://en.wikipedia.org/wiki/Pseudocode)
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Looking good! If you need help with those too, just send me a pm.
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He, glad you like it. I enjoy helping and teaching people as long as they really want to learn. If the texts placement is off, you'll have to look at the thing that determines the location of your text: rect. Rect.new(0, 24, 155, 210 - 24) is a rectangle of width = 155 and height = 186. It's upper right corner is located at x = 0 and y = 24 of the bitmap, in this case the windows contents. Spelling out rect.x, rect.y, rect.width, line_height is equivalent to Rect.new(0, 24, 155, 24) since line_height = 24. And since now your rect has the same height as your text, it will be placed correct. "old rect with text" "new rect with text"
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You still have two for - loops. This @actors.skills.each do |skill| ... end and this for skill in @actor.skills ... end means the same thing. When you write it twice, it will happen twice.
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if you have an array like [1, 2, 3] and then use an each method on it, it looks like this: [1, 2, 3].each { |x| ...do stuff... } And in this case, "x" is the current number you use for what you do something. Now when you have an array of skills, like @actor.skills, and you use the each method on it, it looks like this: @actor.skills.each { |skills| ...do something } (or each_with_index, however I don't see why you need the index) and then, "skills" is the current skill you want to do something with (therefore I'd rather name it skill). And now you take that skill and use another each method on it. But the thing you named skills is not an array, its an element out of that array. So all you need to do is to remove the second if - loop and name the array item skill (or you could change the method arguments to skills,name and skills.icon).
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Yes, but what IS skills? http://www.ruby-doc.org/core-2.1.4/Array.html#method-i-each