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WorldDoubleFace

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About WorldDoubleFace

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    Jack of All Trades

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  1. WDF - Suikoden Battle Confirmation Box (SBCB) By: WorldDoubleFace Last Update: 21 October, 2016 This is my FIRST script ever for the community ! I've been working on rpg maker for years ! Can't really say how many (rpg maker 95 cough cough) ... but well yeah ! If you are happy with this one , I'll maybe think about doing many more haha . Ok let's talk about this script ! This script allows you to confirm your battle actions before processing.This is a pop-up window showing up like in Suikoden 2 . A Yes/No box that's it ! I have been looking for it for a long time and well I finally did it ! Screenshot Compatible With - Yanfly Auto Battle Script - Estriole Rune Script How to use it ? Place this script below "materials" and above "main" in the script editor. Demo No need DON'T EXPECT IT TO WORK WITH ANY OTHER BATTLE SCRIPT WITHOUT MODIFICATIONS!!! Script Link http://www.mediafire.com/file/0xigabi1iyosvkk/WDF-Suikoden_Battle_Confirmation.txt or here below WDF-Suikoden Battle Confirmation.txt
  2. WorldDoubleFace

    Eventing duel

    Bump
  3. WorldDoubleFace

    Theo - Smithing. Simply Upgrade Your Weapon

    Bump
  4. WorldDoubleFace

    Damage formula

    Bump
  5. WorldDoubleFace

    Theo - Smithing. Simply Upgrade Your Weapon

    Bump
  6. WorldDoubleFace

    Theo - Smithing. Simply Upgrade Your Weapon

    Bump
  7. Hey guys ! I have one question about an attack sequence . I want to create a monster attack by moving to the target but sliding left to right during its movement. (diagonal/isometric battle) Do you have any ideas ? If you don't understand I can put a link for a video I tried this but it doesn't work [:move_to_target, -50, -30, 100, 0], [:slide, -30, 0, 25, 0], [:slide, 60, 0, 25, 0], [:slide, -60, 0, 25, 0], [:slide, 60, 0, 25, 0], Second question : I want to make an idle sequence for the same enemy , I want him just to jump up . that's it . It works but it's buggy and I don't know why. This is like I can't put slide without putting something else . [:pose, 1, 0, 10], [:slide, 0, 0, 55, 3], [:pose, 1, 1, 40], [:pose, 1, 0, 15], ], thx !
  8. WorldDoubleFace

    Theo - Smithing. Simply Upgrade Your Weapon

    Hello Shaddow Thank you for ur quick answer , I know what you meant , maybe you can explain further if you think it can work . The issue with this , is the fact that when the script is called the player can upgrade as much as he wants depending how much money he got right ? So I don't think that I can do this that way About variables and conditional branches , maybe I need to find a way to implement them in the script itself... but I don't know how to do it .
  9. WorldDoubleFace

    Damage formula

    bump
  10. WorldDoubleFace

    Damage formula

    Sorry man I was in vacation for 2 weeks thank you very much for your reply I didn't really expect a reply lol That's really good tho So if I understand "D" could be a variable or something like that ? I dont really know the easiest way to implement it ... EDIT : I don't really get it , I mean what to put in the dmg calculation box
  11. WorldDoubleFace

    Yes No Confirmation window

    Yeah I checked and I tried to keep just that little part . But I didn't make it ... I'm using theolized battle system and I just need to create a confirm_window like he did . Just bad that I'm not good at scripting
  12. WorldDoubleFace

    Suikoden or Lunar fans ?

    Advertise in your signature only.
  13. WORLD DOUBLE FACE PROJECT (Topic In Progress) Abstract: Reproducing Rpg Games Systems Genre: Fan Games Development started: October 2014 Recruitment: I don't need to hire anybody , but help and ideas are always welcome ! Purpose: I'm trying to reproduce as similar as possible , rpg games systems (battle,menu,specific system,etc). I'm here to help you guys learning how to do things that you always wished to do. You want to know how I did something specific ? which script I used ? Can we do this or this ? You're more than welcome , this is why I'm creating this topic ! but... I'M NOT GOING TO GIVE ANYTHING BEFORE IS COMPLETELY DONE OR IF I DON'T WANT IT ! (PLEASE DON'T ASK). Why ???: Why I'm doing this ? Well.. many people are creating games just to show off right ? , I mean they'll never release any demo(they never thought about it) , they just want to show up their skills and what they have done , so they put videos on youtube or screenshots on websites. But is it really fair ? Well yes or no , people do what they want right ? But it won't help anybody . Sometimes I'm just sad when I saw people writing comments about a suikoden battle system , they think it is magic ! but IT IS NOT !!! This is so easy to do ! No need to know how to script , you just need some time to learn the basics and that's it ! Yeah you'll need scripts for sure , like for battle systems , but you can modified what you want . Finally , I'm here to show what I have done , to help you guys doing the same thing ! If you want to know which script I used , well all the information is right here ! So pick it or ask about it ! Is it that simple ? Yes it is ! About me: Hi guys ! I'm WorldDoubleFace but I had many nicknames (Sasuke,Punisher699,Vaynard,etc) since the very beginning. I'm a french Canadian , so yeah I don't speak English but I live in an English province though lol. I'm in the Rpg Maker community since 1997 (18 years) . Yeah it's been a very long time ! I started with Rpg Maker 95 and Sim Rpg Maker 95(tactical rpg). I'm not a scripter but I know what I'm doing . I wanted to start this topic for a main reason ... this is because during those 18 years , I always took everything from everybody , I mean help , ressources , etc . But I didn't help not as much as I should and I feel really bad about it ... I'm getting older (30) and I know that I'm not here for long(RpgMaker), maybe a few years , But I want to give my knowledge before I go . Because everything you have given to the community , stays forever . But everything you've done for yourself stays forever in your computer , only for yourself . So this is my way to live now and I wanted to share it with you guys Game Bios: - Lunar : Some parts of this game are really hard to reproduce (ex: battle system). The way characters move on battlefield is almost impossible for me to reproduce such a thing . So in that case , I added some extra features , like an ATB system , to make battles more enjoyable by adding a tactical feature. I'll try to do the menu as well . - Suikoden : Suikoden battles are easier to reproduce , but again , some features are almost impossible to do . I mean , the auto-battle function , the way characters attack almost all at the same time . But this is just a little issue , but it'll be cool to add it later on . I'm working on the menu and other systems as well . This is my biggest contribution as well. Games I'm thinking about : - Phantasy Star IV (battle) - Dragon Quest (battle) - more to come - Please give me your ideas Games Features: Battle: ATB System Completed Battle Commands *PAID* Battle System 70% Menu: Nothing for now Other Systems: Diagonal Movement Completed Pixel Movement Completed Caterpillar Completed Pet Follower(Nall) Completed more to come... Screenshots: Videos: Scripts List Credits: Battle: Battle System 80% Battle Commands 80% Rune/Magic Levels Completed Menu: Main Menu 90% Item Scene 90% Strength Scene 20% Rune Scene Not Started Formation Scene Not Started Equipment Scene Not Started Settings Scene 50% Characters: coming soon... Other Systems: Pixel Movement Completed Dash System 80% Blacksmith Completed Shops 80% Manage Party Not Started Music Room 80% more to come... Screenshots: Videos: Scripts List Credits:
  14. Hi William ! Have you found a way to remove the window just before battle actions ? (just like ff) You remember me asking this don't you ? Because when I jump towards the enemy , it hides some of my battle animations . Thank you !
  15. WorldDoubleFace

    Items and skills actors selection (Menu)

    Yeah I tried to figure out what is opening the Window_MenuStatus and trying change it . Here is my scene #============================================================================== # â– Scene_ItemBase #------------------------------------------------------------------------------ #  アイテム画é¢ã¨ã‚¹ã‚­ãƒ«ç”»é¢ã®å…±é€šå‡¦ç†ã‚’è¡Œã†ã‚¯ãƒ©ã‚¹ã§ã™ã€‚ #============================================================================== class Scene_ItemBase < Scene_MenuBase #-------------------------------------------------------------------------- # â— é–‹å§‹å‡¦ç† #-------------------------------------------------------------------------- def start super create_actor_window end #-------------------------------------------------------------------------- # ◠アクターウィンドウã®ä½œæˆ #-------------------------------------------------------------------------- def create_actor_window @actor_window = Window_MenuActor.new @actor_window.set_handler(:ok, method(:on_actor_ok)) @actor_window.set_handler(:cancel, method(:on_actor_cancel)) end #-------------------------------------------------------------------------- # â— ç¾åœ¨é¸æŠžã•ã‚Œã¦ã„るアイテムã®å–å¾— #-------------------------------------------------------------------------- def item @item_window.item end #-------------------------------------------------------------------------- # ◠アイテムã®ä½¿ç”¨è€…ã‚’å–å¾— #-------------------------------------------------------------------------- def user $game_party.movable_members.max_by {|member| member.pha } end #-------------------------------------------------------------------------- # ◠カーソルãŒå·¦åˆ—ã«ã‚ã‚‹ã‹ã®åˆ¤å®š #-------------------------------------------------------------------------- def cursor_left? @item_window.index % 2 == 0 end #-------------------------------------------------------------------------- # ◠サブウィンドウã®è¡¨ç¤º #-------------------------------------------------------------------------- def show_sub_window(window) width_remain = Graphics.width - window.width window.x = cursor_left? ? width_remain : 0 @viewport.rect.x = @viewport.ox = cursor_left? ? 0 : window.width @viewport.rect.width = width_remain window.show.activate end #-------------------------------------------------------------------------- # ◠サブウィンドウã®éžè¡¨ç¤º #-------------------------------------------------------------------------- def hide_sub_window(window) @viewport.rect.x = @viewport.ox = 0 @viewport.rect.width = Graphics.width window.hide.deactivate activate_item_window end #-------------------------------------------------------------------------- # ◠アクター[決定] #-------------------------------------------------------------------------- def on_actor_ok if item_usable? use_item else Sound.play_buzzer end end #-------------------------------------------------------------------------- # ◠アクター[キャンセル] #-------------------------------------------------------------------------- def on_actor_cancel hide_sub_window(@actor_window) end #-------------------------------------------------------------------------- # ◠アイテムã®æ±ºå®š #-------------------------------------------------------------------------- def determine_item if item.for_friend? show_sub_window(@actor_window) @actor_window.select_for_item(item) else use_item activate_item_window end end #-------------------------------------------------------------------------- # ◠アイテムウィンドウã®ã‚¢ã‚¯ãƒ†ã‚£ãƒ–化 #-------------------------------------------------------------------------- def activate_item_window @item_window.refresh @item_window.activate end #-------------------------------------------------------------------------- # ◠アイテムã®ä½¿ç”¨å¯¾è±¡ã¨ãªã‚‹ã‚¢ã‚¯ã‚¿ãƒ¼ã‚’é…列ã§å–å¾— #-------------------------------------------------------------------------- def item_target_actors if !item.for_friend? [] elsif item.for_all? $game_party.members else [$game_party.members[@actor2_window.index]] end end #-------------------------------------------------------------------------- # ◠アイテムã®ä½¿ç”¨å¯èƒ½åˆ¤å®š #-------------------------------------------------------------------------- def item_usable? user.usable?(item) && item_effects_valid? end #-------------------------------------------------------------------------- # ◠アイテムã®åŠ¹æžœãŒæœ‰åŠ¹ã‹ã‚’判定 #-------------------------------------------------------------------------- def item_effects_valid? item_target_actors.any? do |target| target.item_test(user, item) end end #-------------------------------------------------------------------------- # ◠アイテムをアクターã«å¯¾ã—ã¦ä½¿ç”¨ #-------------------------------------------------------------------------- def use_item_to_actors item_target_actors.each do |target| item.repeats.times { target.item_apply(user, item) } end end #-------------------------------------------------------------------------- # ◠アイテムã®ä½¿ç”¨ #-------------------------------------------------------------------------- def use_item play_se_for_item user.use_item(item) use_item_to_actors check_common_event check_gameover @actor_window.refresh end #-------------------------------------------------------------------------- # ◠コモンイベント予約判定 # イベントã®å‘¼ã³å‡ºã—ãŒäºˆç´„ã•ã‚Œã¦ã„ã‚‹ãªã‚‰ãƒžãƒƒãƒ—ç”»é¢ã¸é·ç§»ã™ã‚‹ã€‚ #-------------------------------------------------------------------------- def check_common_event SceneManager.goto(Scene_Map) if $game_temp.common_event_reserved? end end I tried a few things like changing this line @actor_window = Window_MenuActor.new to put Window_Actor instead of MenuActor but I think the MenuActor is linked to the MenuStatus So I tried to change this line class Window_MenuActor < Window_MenuStatus Changing MenuStatus for Actor instead . Nothing more I found that is in the ItemBase something that call a sub_window , and I don't really get it . So the story is , that my actor window is visible during item selection , and I just want to use that window for item selection . And I don't know how ... Here is my Window_Actor I'm using #============================================================================ # ** Actor Window #============================================================================ class Window_Actor < Window_Base #-------------------------------------------------------------------------- # * Object Initialization #-------------------------------------------------------------------------- def initialize if $game_party.members.size < 6 super(15,170,125 * $game_party.members.size,110) else super(15,170,125 * 2,270) end create_contents @actor1 = $game_party.members[0] @actor2 = $game_party.members[1] @actor3 = $game_party.members[2] @actor4 = $game_party.members[3] @actor5 = $game_party.members[4] @actor6 = $game_party.members[5] refresh end #---------------------------------------------------- # * Refresh #---------------------------------------------------- def refresh contents.clear draw_window_content #draw_horiz_line (line_height * ) end #---------------------------------------------------- # * Draw Window Contents #---------------------------------------------------- def draw_window_content # Face #if Jami_DQ_Menu::SHOW_FACE == true #draw_face(@actor1.face_name, @actor1.face_index, 0, 0, enabled = false) #if $game_party.members.size > 1 #draw_face(@actor2.face_name, @actor2.face_index, 110, 0, enable = false) #end # > 1 #if $game_party.members.size > 2 #draw_face(@actor3.face_name, @actor3.face_index, 220, 0, enable = false) #end # > 2 #if $game_party.members.size > 3 #draw_face(@actor4.face_name, @actor4.face_index, 330, 0, enable = false) #end # > 3 #end # if face # Actor Name draw_actor_name2(@actor1, 2, 0) # 1 if $game_party.members.size > 1 draw_actor_name2(@actor2, 130, 0) # 2 end # > 1 if $game_party.members.size > 2 draw_actor_name2(@actor3, 2, 80) # 3 end # > 2 if $game_party.members.size > 3 draw_actor_name2(@actor4, 130, 80) # 4 end # > 3 if $game_party.members.size > 4 draw_actor_name2(@actor5, 2, 160) # 5 end # > 3 if $game_party.members.size > 5 draw_actor_name2(@actor6, 130, 160) # 6 end # > 3 # Actor HP if Jami_DQ_Menu::SHOW_HP == true draw_actor_hp2(@actor1, 15, 20, 40) # 1 if $game_party.members.size > 1 draw_actor_hp2(@actor2, 144, 20, 40) # 2 end # > 1 if $game_party.members.size > 2 draw_actor_hp2(@actor3, 15, 100, 40) # 3 end # > 2 if $game_party.members.size > 3 draw_actor_hp2(@actor4, 144, 100, 40) # 4 end # > 3 if $game_party.members.size > 4 draw_actor_hp2(@actor5, 15, 180, 40) # 5 end # > 4 if $game_party.members.size > 5 draw_actor_hp2(@actor6, 144, 180, 40) # 6 end # > 5 end #if SHOW_HP # Actor MP if Jami_DQ_Menu::SHOW_MP == true # 1 draw_actor_mp(@actor1, 12, 38, 80) draw_actor_mp2(@actor1, 12, 38, 80) if $game_party.members.size > 1 # 2 draw_actor_mp(@actor2, 142, 38, 80) draw_actor_mp2(@actor2, 142, 38, 80) end # > 1 if $game_party.members.size > 2 # 3 draw_actor_mp(@actor3, 12, 118, 80) draw_actor_mp2(@actor3, 12, 118, 80) end # > 2 if $game_party.members.size > 3 # 4 draw_actor_mp(@actor4, 142, 118, 80) draw_actor_mp2(@actor4, 142, 118, 80) end # > 3 if $game_party.members.size > 4 # 5 draw_actor_mp(@actor5, 12, 198, 80) draw_actor_mp2(@actor5, 12,198, 80) end # > 4 if $game_party.members.size > 5 # 6 draw_actor_mp(@actor6, 142, 198, 80) draw_actor_mp2(@actor6, 142,198, 80) end # > 5 end #if SHOW_MP # Actor LV if Jami_DQ_Menu::SHOW_LEVEL == true draw_actor_level(@actor1, 5, 58) if $game_party.members.size > 1 draw_actor_level(@actor2, 130, 58) end # > 1 if $game_party.members.size > 2 draw_actor_level(@actor3, 5, 138) end # > 2 if $game_party.members.size > 3 draw_actor_level(@actor4, 130, 138) end # > 3 if $game_party.members.size > 4 draw_actor_level(@actor5, 5, 218) end # > 4 if $game_party.members.size > 5 draw_actor_level(@actor6, 130, 218) end # > 5 end #if SHOW_Level end # df draw_window_content end #end class Window_Location
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