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A few script requests

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A few script requests Empty A few script requests

Post by Dezz123 Thu Oct 07, 2010 4:43 am

Hey, all scripters out there. Wink
I'm needing a few scripts which I can't make.
I'm in development on a game, Zephyr, which is in need for custom scripts. This is because I'm trying to pull off as much uniqueness as possible and make the game independant.
The following are what I need:
Script #1:
Completed.
Thanks, IMP1!

Script #2:
For script 2, I require a Chronolysis system. This is generally the same as the Crystogen system from FFXIII, but with a few edits. You should be able to select the character you want to use for Chronolysis in the Main Menu, and once chosen it would take them to the Class System. These would be:
Healer
Spellcaster
Swordsman
Protecter
Saboteur
Shield
Archmage

Each character would start off with 2 classes to choose from, and would do that by having <class N> in the notetag. N being the initial class. You would need to be able to add a class as you go throughout the game via a code string, and in battle you would need to be able to change class. In the initial chronolysis scene, you can 'purchase' parameter upgrades or skills with CP (Chronos Points). There would be split paths, with icons for the nodes and crystals, along with a background image and images for the path.

For the amount of CP obtained by a fight, you gain the amount from the respected enemy, which has this inserted in the Notesbox:
<CP N> N being the amount of CP gained.

Script #3
The third script is a battle results screen. I want to remove the initial end message and have it display a window showing these:
Items Obtained: Characters: (Show images of charas)
Chara 1 (Show exp bar)
Chara 2 (Show exp bar)
Chara 3 (Show exp bar)
Chara 4 (Show exp bar)
Experience Obtained:
Show the amount of experience gained, and when the experience goes onto the bar, the number decreases here, as if it's adding onto the bar. (Plays decreasing SE)

CP Obtained:

Zol Obtained:

I would prefer if the battle results window was like FFVIII.

That's all.


Last edited by Landargon on Thu Oct 21, 2010 1:04 pm; edited 1 time in total
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Post by IMP1 Fri Oct 08, 2010 1:01 pm

Script 1 should be easy...
Script 2... I've never played FFVIII or any FF whatsoever, so I don't get what you want.
Script 3 I don't know about. Could be easy, could be hard. I haven't looked at post-battle stuff.

What happened to you scripting?
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Post by Dezz123 Fri Oct 08, 2010 1:44 pm

I can script, but I don't know how to do those yet. I know basic scripting, along with making a menu with a categoric command box, but I've done it different to how I want it, as I can't get the categories to go like that. Instead I have 4 different command boxes, which don't do as I ask.
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Post by Dezz123 Sat Oct 16, 2010 6:26 am

Bump.
I don't need the third one now. Wink
And I tried the first one. I can't do the categories the way I want - instead I have to add seperate command windows.
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Post by IMP1 Sat Oct 16, 2010 6:04 pm

I think I've done what you wanted for the first one.
http://www.files.evoxy.net/users/imp1/RMVX%20Scripts/Collapsable%20Command%20Window.txt

Example Scene to Test:
Code:
# Test Scene to check working-ness of Window_Collapsable.

class Scene_TestWindow < Scene_Base
 
  Hash = {
 
  "Party"  => ["  Equip", "  Status"],
  "Items"  => ["  Use"  , "  Optimiseize"],
  "System" => ["  Save" , "  Quit"],
 
  } # </Hash>
 
  Commands = [ "Party", "Items", "System"] # These must be IDENTICAL to the
                                          # Hash's keys. This is just to maintain
                                          # the order of the commands.
 
  def start
    @window = Window_Collapsable.new(0, 0, 272, 480, Hash, Commands)
  end
 
  def update
    @window.update
    if Input.trigger?(Input::B)
      $scene = Scene_Map.new
    end
    if Input.trigger?(Input::C)
      case @window.entry
      when "  Save"
        p "save"
      when "Equip"
        #ghjk
      end
    end
  end
 
  def terminate
    @window.dispose
  end
 
end
Just make an event, and put in its event commands the script line $scene = Scene_TestWindow.new and you'll see what it does
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Post by Dezz123 Sun Oct 17, 2010 4:53 pm

Tried it out and recieved syntax errors. I think some of the Window_Collapse is missing, as it starts off with
)%@commands.size
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Post by IMP1 Mon Oct 18, 2010 2:53 am

Well then you've clearly copied and pasted it wrong. I'm looking at the link I posted right now, and the whole script is there...
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Post by Dezz123 Mon Oct 18, 2010 6:03 am

Ah, it shows up fully now.
Maybe I made an error with the link? (I clicked on it on my phone, so that could be the problem.)
I'll test it out when I get back home.
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Post by Dezz123 Mon Oct 18, 2010 11:29 am

Script 'Window_Collapse[IMP1]' line 67: NoMethodError occured.

Undefined method 'insert' for nil:NilClass.
On the line it says @commands.insert(@index+1, item).
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Post by Dezz123 Thu Oct 21, 2010 1:03 pm

Bump.

Thanks, IMP1! The script now works, and it works as perfect as I hoped. Smile
That's exactly what I asked for, and I managed to make the Menu using it.
Again, thanks.

*Script #1 has been made. I will take the request for it down now.*
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