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  Tetris Attack
Posted by: Trickster - 03-01-2008, 05:09 AM - Forum: Scripts Database - No Replies

Tetris Attack
Version: 1.75

Introduction
A partially done clone of the game Tetris Attack (Panel De Pon)


Demo
Savefile


Script
Only available by demo


Instructions
To add this to your project
1) Copy the Five scripts (Scene_Panel(1-3) Scene_Result Window_Result)
2) Note the changes I've made in class Game_System)
3) In a call script event command see using this script
4) If you did it correctly then you will be playing the minigame
5) If not then take a look at how I did it in the demo (Before bugging me)


Tutorial mode
$scene = Scene_PanelAttack.new(special, false, 1, 100, 5, false, type)
or
$scene = Scene_PanelAttack.new(special, false)
where special is the number in Scene_PanelAttack 3 that correspond to the panels you want
and type is the mode that will appear in the Results Window if you use the second one the Standard will appear as the mode


Endless mode
$scene = Scene_PanelAttack.new(nil, true, speed, inc_speed, colors, false, type)
speed is the starting speed
inc_speed is the number of panels needed to clear before speed increase
colors is the number of colors
type is the name of the mode that will appear in the results window


Timed mode
$scene = Scene_PanelAttack.new(nil, true, speed, inc_speed, colors, true, type)
where the time_left is stored in $game_system.time_left
speed is the starting speed
inc_speed is the number of panels needed to clear before speed increase
colors is the number of colors
type is the name of the mode that will appear in the results window


Extra Stuff
Music is stored in $game_system.music
Background is stored in $game_system.background
Panels is stored in $game_system.panels
Time for Time mode is stored in $game_system.time_left


FAQ
Note: Permission granted by Trickster to post:
Quote:And if you post what you have now of my stuff then you don't have the latest versions. I'm too lazy/busy to post stuff.
As this is his material, it is deletable upon his request. Due to his current absense, no support is available. Please do not PM or eMail him for support.


Compatibility
Should be 100% compatible with everything


Credits and Thanks
People who created Tetris Attack/Panel De Pon/Puzzle League - Original Panels are an edit of their panels (added a gradient feel to them)
Sir Lord Biowulve -- Panel Design


Author's Notes
This is a repost from .net before It goes down again.


Terms and Conditions
Hey, I posted this publicly. You can use it. What do you expect? But if you do use it, I do expect you to spell my name correctly in your game. And yes you can use it in commercial games too.

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  Bestiary
Posted by: Trickster - 03-01-2008, 05:08 AM - Forum: Scripts Database - No Replies

Bestiary Script
Version: 1.1


Introduction
This is a new bestiary script based on the Scan Window I created for my Stealing/Mugging/Scanning script. It works both with or without that script (Although the secondary and rare items will appear if you use it in conjunction with that script). It also shows Enemy Hp, Sp, Stats, Enemy Weaknesses and Resistance Elements, Number of times Encontered, Number of times Killed, Maps Found, and a Description.


Screenshots
You got lucky this time >:(
[Image: screenve4.png]


Demo
Download Here


Script
Sorry the families should not be looking at a Bestiary


Instructions
Add above main

See the Setup Script, its pretty much self-explanatory


FAQ
Note: Permission granted by Trickster to post:
Quote:And if you post what you have now of my stuff then you don't have the latest versions. I'm too lazy/busy to post stuff.
As this is his material, it is deletable upon his request. Due to his current absense, no support is available. Please do not PM or eMail him for support.


Compatibility
Requires SDK Part 1, but it really requires SDK Part III (Required Scripts)


Credits and Thanks
Kurisu, Panda, Yeyinde, for commenting on the screenies :D


Terms and Conditions
Hey, I posted this publicly. You can use it. What do you expect? But if you do use it, I do expect you to spell my name correctly in your game. And yes you can use it in commercial games too.

Print this item

  Battle Help Window
Posted by: Trickster - 03-01-2008, 05:04 AM - Forum: Scripts Database - No Replies

Battle Help Window
Version: 1.0


Introduction
This script seriously adds a Battle Help Window for Phase 4, this replaces the original help window and it looks a bit more neat in my serious opinion


Serious Screenshots
It's SERIOUS


Demo
SERIOUSLY LOCATED HERE


S(erious)cript
Seriously missing...


Instructions
Just add above main, if you can't do that you seriously need help seriously


FAQ
No longer awaiting serious questions

Note: Permission granted by Trickster to post:
Quote:And if you post what you have now of my stuff then you don't have the latest versions. I'm too lazy/busy to post stuff.
As this is his material, it is deletable upon his request. Due to his current absense, no support is available. Please do not PM or eMail him for support.



Compatibility
Seriously compliant with SDK 2.x (Serious Development Kit)


Credits and Thanks
Yeyinde for the serious styled post seriously!


Author's Notes
I'm serious that this was scripted in less than hour Seriously a part of MVCBS (Multi View Custom Battle Serious System) and yes I am seriously still working on Version 2.0 Seriously!


Terms and Conditions
Hey, I posted this publicly. You can use it. What do you expect? But if you do use it, I do expect you to spell my name correctly in your game. And yes you can use it in commercial games too.

Print this item

  Animations
Posted by: Trickster - 03-01-2008, 05:02 AM - Forum: Scripts Database - Replies (4)

Animations
Version: 2.0


Introduction
This is a fairly simple script that allows you to display an animation at any (x,y) instead of at an event or the player. This means no more blank events just to be used for the show animation event command. If used correctly you can have a smoke effect to chimneys, etc. You may also choose to have the animation loop a certain amount of times or infinite. This Script can be easily implemented into a scene so you can have animations playing in that scene. You may also choose to disable the sounds with the animation. This also allows you to show an animation at an event or the player and specify x and y offset from their coordinate.


Screenshots
Yeah go to the Animations tab in the database and look at the animations there, play them a few times. There is your screenshot.


Script
Families?, what Families?, because I'm not saving them so you might as well say goodbye to them


Demo
Download Here


Instructions
Calling:

Code:
$animations.push(Animation.new(type,x,y,id[,loop,sound,viewport]))

anything within the [] is optional

type is the type of animation use either 1,2,3 or 'screen','tile','map'
1 or 'screen' follows the player it stays on the screen
2 or 'tile' stays at a particular tile (x,y)
3 or 'map' stays at a particular position (x,y) on the map
4 or 'player' follows the player (x,y) defines the offset
5 or 'event' follows an event (use x parameter for id and [x,y] for offset)

id is the animation id to play

Optional
loop is the number of times to play the animation.
Set this to nil an the animation plays forever, otherwise the default value is 1

sound set to true and you will hear the animation's sounds
Set this to false and the sounds will not play, otherwise the default value is true

viewport is the animations viewport the default is the whole screen

If you want animations in your scene just add this to the update method (Note: You can only use type 1 or 'screen' when in a Scene other than Scene_Map)


FAQ
Note: Permission granted by Trickster to post:
Quote:And if you post what you have now of my stuff then you don't have the latest versions. I'm too lazy/busy to post stuff.
As this is his material, it is deletable upon his request. Due to his current absense, no support is available. Please do not PM or eMail him for support.


Compatability
Should be compatible with any script.


Credits and Thanks
DarkZero for mentioning the problem of displaying animations at a specific point.

Twilight for providing the latest version that I lost :)


Terms and Conditions
Hey, I posted this publicly. You can use it. What do you expect? But if you do use it, I do expect you to spell my name correctly in your game. And yes you can use it in commercial games too.

Print this item

  Ally AI - Computer Controlled Allies
Posted by: Trickster - 03-01-2008, 05:00 AM - Forum: Scripts Database - Replies (2)

Ally AI - Computer Controlled Allies
Version: 3.0


Introduction
This is a fairly advanced script that allows some of the party members in battle to be controlled by an algorithm I made up. The system may still have a few hiccups. The algorithm is setup up to ten different variables aggressiveness, magic_casting, item_using, supportive, defensiveness, intelligence, cautiousness, laziness, cowardice, and strategist. The script also comes with an implementation AutoBattle command which just runs the algorithm and chooses the action for you


Demo
Download Here


Instructions
See Setup Section everything is explained there.

Note this: Some of the variables are not meant to be set to 20 (cautiousness for one)

Compatibility
May be incompatible with your battle system

SDK 2.x compliant

Any Battle Addons Like Overdrive Systems and Skill Effects will not be taken into consideration in the AI formula


Credits and Thanks
BlueScope for betatesting


Terms and Conditions
Hey, I posted this publicly. You can use it. What do you expect? But if you do use it, I do expect you to spell my name correctly in your game. And yes you can use it in commercial games too (would be nice if you gave me a free version of your game haha)

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  Advanced Ip Skills
Posted by: Trickster - 03-01-2008, 04:58 AM - Forum: Scripts Database - No Replies

Advanced Ip Skills
Version: 4.1.1


Instroduction
This script is the Ip System featured in Lufia 2. This system can be explained like so: The Heros have another stat ip. This stat grows (depending upon damage taken) whenever a character is attacked. When a character dies their ip goes back to zero. Ip (Ikari/Item Points) allows you to execute an ip skill. The Ip Skills you have are determined by what weapons/armor you have equipped. Not all equipment has a skill associated with it. Whenever you execute an IP skill your Ip drops depending on how much ip the skill requires.
This script is also part of my CBS

This version allows your ip bar to grow in 20 different styles instead of just being damaged, see the demo for more information.

Screenshots
[Image: ipskills1zf9.png]
[Image: ipskills2dx4.png]


Demo
Download Here


Instructions
They are given in the demo


FAQ
Note: Permission granted by Trickster to post:
Quote:And if you post what you have now of my stuff then you don't have the latest versions. I'm too lazy/busy to post stuff.
As this is his material, it is deletable upon his request. Due to his current absense, no support is available. Please do not PM or eMail him for support.


Compatability
SDK 1.5 compliant
Possibly compatible with your Battle System (seeing as though all methods have been aliased)

Possibly compatible with any Multi-Equip Scripts
Possibly compatible with Multi-Weapon Scripts
May be incompatible with your Window_BattleStatus (instructions on setting it up are given)


Credits and Thanks
Got Rid of Seph's Bar =D


Author's Notes
Find any bugs/errors
1) Give a description of the bug/error
2) Post the line the bug/error appears on (not the line number)


Terms and Conditions
Hey, I posted this publicly. You can use it. What do you expect? But if you do use it, I do expect you to spell my name correctly in your game. And yes you can use it in commercial games too.

Print this item

  Advanced Targetting
Posted by: Trickster - 03-01-2008, 04:56 AM - Forum: Scripts Database - No Replies

Advanced Targetting
Version: 2.8.1


Introduction
A completely rewritten version of my Skill Scope Library and Hero/Enemy/Single/All Target Switching, The Skill Scope Library builds upon the default scopes (None, One Enemy, All Enemies, ...), and adds new ones (Random Ally, All Enemies and Allies, All Enemies and the User), and the Hero/Enemy Target Switching allows you to switch targets in battle (from enemies to allies and single to all targets). Also adds four new scopes, and the scopes also be tagged to items/weapons/skills/enemies.

Features
  • 39 new Scopes (27 from older version + 4 new ones + 8 Original)
  • New Scopes
  • nrou# -- N Roulette (# is the number chosen)
  • lvl## -- Level ## Divisible All
  • lv##A -- Level ## Divisible Actors
  • lv##E -- Level ## Divisible Enemies
  • The 8 Original Scopes have calling codes now as well, which you will see why they are there later
  • Can be tagged onto enemies, items, weapons, and skills
  • Hero/Enemy Target Switching also to switch between heroes and enemies
  • Hero/Enemy Target Switching can be disabled for certain items/weapons/skills
  • Single/All Target Switching allows you to switch between a single target to all targets
  • Single/All Target Switching can be disabled for certain items/weapons/skills
  • Shows who is targeted in battle
  • If used in conjunction with SephirothSpawn's Dynamic Enemies (or another script that gives enemies a level) allows the scopes Level ## Divisible All, andLevel ## Divisible Enemies to work on enemies

Screenshots
Really won't help...


Demo
Download Here


Instructions

Initial Setup
If using Seph's Dynamic Enemies set that up

Create a new element and call it overide scope In the script Setup set this to the id of the element you just created:

Code:
Overidden_Scope_Element  = 17[/code[


[b]Tagging Scopes[/b]
To Tag a scope to a item/weapon/skill, set the element which you created above to the skill/weapon/items in question

In the description of the item/weapon/skill enter one of these codes depending on which scope you want. Use the first five characters, there is no space between the code and the Description
[list][*]scop0 - None
[*]scop1 - One Enemy
[*]scop2 - All Enemies
[*]scop3 - One Ally
[*]scop4 - All Allies
[*]scop5 - One Ally Hp0
[*]scop6 - All Allies Hp0
[*]scop7 - User
[*]allEA - All Enemies and All Heroes
[*]randA - One Random Ally
[*]randE - One Random Enemy
[*]ran#A - #   Random Allies
[*]ran#E - #   Random Enemies
[*]ranEA - A Random Amount of Everyone
[*]ranRA - Random Number of Allies
[*]ranRE - Random Number of Enemies
[*]Rhp0A - Random Number of Allies HP 0
[*]rhp0A - One Random Ally Hp 0
[*]sbl#A - Side by side grouping # next to each other is selected (left to right)
[*]sbl#E - Side by side but for enemies
[*]sbr#A - Same as above but right to left
[*]sbr#E - Same as above
[*]gsg#A - Golden Sun Grouping System # must be 1 or 3 Heros
[*]gsg#E - Same as above n must be 1,3,5,7
[*]allEU - All Enemies and the user
[*]allAE - All Allies and ONE Random Enemy
[*]roule - One random battler
[*]doubr - Two random battlers
[*]oneAE - One hero one enemy Random
[*]strAE - Hero and enemy with most HP
[*]stroA - Strongest Hero
[*]stroE - Strongest Enemy
[*]weaAE - Weakest Hero and Enemy
[*]weakA - Weakest Hero
[*]weakE - Weakest Enemy
[*]nrou# - # amount of random people
[*]lvl## - Level Divisible by ## actors and enemies
[*]lv##A - Level Divisible by ## actors
[*]lv##E - Level Divisible by ## enemies[/list]

[b]Tagging Scopes to Enemies[/b]
To Tag a scope to the enemy see the Script Setup
[Code]Enemy_Scopes = {3 => 'scop2'}[/b]
The format for this hash is {enemy_id => scope, enemy_id => scope, ...}
where enemy id this the id of the enemy and scope is one of the scopes above (This is where scopes 1-8 on the list are useful, you can alternatively just use 0-7 for these scopes) So now you may have an enemy that attacks all heroes, or just attacks itself :P

[b]Disabling[/b]
Again refer to the setup script take note to this section
[code]  #--------------------------------------------------------------------------
  # * Hero Enemy Switch syntax id => (bool) [true: enable false: disable]
  #--------------------------------------------------------------------------
  Hero_Enemy_Switch_Weapons = {}
  Hero_Enemy_Switch_Skills = {15 => false}
  Hero_Enemy_Switch_Items = {1 => false}
  #--------------------------------------------------------------------------
  # * Defaults for Hero Enemy Switch [true: enable false: disable]
  #--------------------------------------------------------------------------
  Hero_Enemy_Switch_Weapons.default = true
  Hero_Enemy_Switch_Skills.default = true
  Hero_Enemy_Switch_Items.default = true
The first section disables/enables Hero Enemy Target Switching for weapon/skills/items just enter the id of the object in question and enter true to enable or false to disable. The second part sets the default which everything not defined is enabled. From the default setup:
  • Skill id 15 or Mass Thunder can't be switched from All Enemies to All Heroes. It can only be switched from all enemies to a enemy
  • Item id 1 or Potion can't be switched from All Enemies to All Heroes. It can only be switched from all heroes to a hero.
  • Everything else can be switched from Heroes/Enemies since the default is true

Code:
#--------------------------------------------------------------------------
  # * Single All Switch syntax id => (bool) [true: enable false: disable]
  #--------------------------------------------------------------------------
  Single_All_Switch_Weapons = {1 => false}
  Single_All_Switch_Skills = {}
  Single_All_Switch_Items = {1 => false}
  #--------------------------------------------------------------------------
  # * Defaults for Single All Switch [true: enable false: disable]
  #--------------------------------------------------------------------------
  Single_All_Switch_Weapons.default = true
  Single_All_Switch_Skills.default = true
  Single_All_Switch_Items.default = true[/list]

The first section disables/enables Single/All Target Switching for weapon/skills/items just enter the id of the object in question and enter true to enable or false to disable. The second part sets the default which everything not defined is enabled. From the default setup:
[list][*]Weapon id 1 or Bronze Sword can't be switched from All to Single. It can only be switched from a enemy to a hero
[*]Item id 1 or Potion can't be switched from All Enemies to All Heroes. It can only be switched from an enemy to a hero, but since Hero/Enemy Switching is also disabled there is no switching at all, it is fixed at a single hero.
[*]Everything else can be switched from Single/All since the default is true[/list]

[Code]    #--------------------------------------------------------------------------
  # * Damage Multiplier Weapons [true: enable false: disable]
  #--------------------------------------------------------------------------
  Damage_Multiplier_Weapons = {}
  Damage_Multiplier_Skills = {}
  Damage_Multiplier_Items = {}
  #--------------------------------------------------------------------------
  # * Defaults for Damage Multiplier [true: enable false: disable]
  #--------------------------------------------------------------------------
  Damage_Multiplier_Weapons.default = true
  Damage_Multiplier_Skills.default = true
  Damage_Multiplier_Items.default = true

This section deals with the damage multiplier when you switch from a single to all target if the flag for the object here is true then the damage will be split up by the number of targets.

Other Stuff
Code:
#--------------------------------------------------------------------------
  # * Show Enemy Hp
  #--------------------------------------------------------------------------
  Show_Enemy_Hp = true
In the target window if this is true then enemy hp will be shown. If false it will not show.

[Code] #--------------------------------------------------------------------------
# * Advanced - Phase 3 Selection Windows syntax: variable => method
#--------------------------------------------------------------------------
Selection_Windows = {}[/list]
This is an "in case something goes screwy" option if you see a window not disappearing after selection is complete then you need to setup this option the syntax is variable of the window => end_method. This option increases compatibility if used correctly since you may have some other windows used for selection or in the selection process.


Compatibility
As this script completely rewrites the whole scope/targetting system, there is sure to be some incompatibility, there is also a change to make_basic_action_result_attack to flatten the array of battlers to prevent errors

SDK compliant

If using my Multi-View Battle System, this script should be compatible except for the one change to make_basic_action_result_attack, which could not be aliased, if you put that one script above the CBS then it should work, also there will be an extra addon for this script, dealing with the formation system + this script, which will add a few more scopes Row, Column, and allowing to attack rows more in front before attacking backer rows


FAQ
Note: Permission granted by Trickster to post:
Quote:And if you post what you have now of my stuff then you don't have the latest versions. I'm too lazy/busy to post stuff.
As this is his material, it is deletable upon his request. Due to his current absense, no support is available. Please do not PM or eMail him for support.


Credits and Thanks
Alistor for requesting the Level Divisible Scope to be added
Night for betatesting
Raven for betatesting
RPG Advocate for his multi-random methods (which were edited by me)


Author's Notes
Enjoy XD


Terms and Conditions
Hey, I posted this publicly. You can use it. What do you expect? But if you do use it, I do expect you to spell my name correctly in your game. And yes you can use it in commercial games too.

Print this item

  Advanced Individual Battle Commands
Posted by: Trickster - 03-01-2008, 04:54 AM - Forum: Scripts Database - Replies (6)

Advanced Individual Battle Commands
Version: 4.3


Introduction
This script allows you greater control over the commands that show up in battle. It also allows you to define the names of the Attack, Skill, Item, and Defend and allows you to create new commands. This script also works with my Bag of Battle Commands allowing you to create more diverse commands. This script also has the functionality of commands being learned at a certain level (class or actor), or learning a command when a certain item is equipped, or by a condition in battle.


Features
  • Individual Battle Commands
  • Make commands depend on ammo
  • Make commands learnable by level, weapon, armor, condition
  • Make commands that link to a skill/common event
  • Make commands that have a subset of the actor's skills
  • Make commands have their own skill set
  • Make commands which name depends on the actor
  • Make commands which have their own icon/description/help text
  • Make commands which uses your own action
  • Loads of stuff I am forgetting


Demo
Advanced Battle Commands V4.2 Text Version (The version you want)
Advanced Battle Commands V4.2


Instructions
Copy the scripts form the demo to your project. Also Copy the file BattleCommands.rxdata from the data folder of the demo to the data folder of your project. You can edit the Command Properties by opening the file in Notepad. Instructions are also given in the file

In the script Setup you can define the Actor's starting commands. Again Instructions are given

If you downloaded the non text file version you must download my Command editor program - The Database. In addition you may need to install ruby to get this to work. For more info see the read me file.


FAQ
Note: Permission granted by Trickster to post:
Quote:And if you post what you have now of my stuff then you don't have the latest versions. I'm too lazy/busy to post stuff.
As this is his material, it is deletable upon his request. Due to his current absense, no support is available. Please do not PM or eMail him for support.


Compatibility
SDK Compliant
Requires MACL V1.2 or later


Terms and Conditions
Hey, I posted this publicly. You can use it. What do you expect? But if you do use it, I do expect you to spell my name correctly in your game. And yes you can use it in commercial games too.

Print this item

  Advanced Battle Points
Posted by: Trickster - 03-01-2008, 04:53 AM - Forum: Scripts Database - No Replies

Advanced Battle Points
Version: 3.0


Introduction
From the requester


Screenshots
Wouldn't help much


Demo
Download Here


Instructions
Add the two scripts from the demo above main you can modify the starting bp per level in the script name configuration, I was going to include something similiar to the generate curve feature in the database so you could just plug in the starting and max starting bp levels and the rate of growth, but I'll leave it for a future update of this script, due to time issues.

You can modify maximum bp by modifying the maximum sp

You can modify the recovery rate my modifying method bp_regen_rate


FAQ
Note: Permission granted by Trickster to post:
Quote:And if you post what you have now of my stuff then you don't have the latest versions. I'm too lazy/busy to post stuff.
As this is his material, it is deletable upon his request. Due to his current absense, no support is available. Please do not PM or eMail him for support.


Compatibility
Requires SDK 2.2 Part 1
Requires Method and Class Library V2.0 or greater


Credits and Thanks
SaGaMaker for requesting and being patient


Terms and Conditions
Hey, I posted this publicly. You can use it. What do you expect? But if you do use it, I do expect you to spell my name correctly in your game. And yes you can use it in commercial games too.

Print this item

  Actor and Class Stat Growth
Posted by: Trickster - 03-01-2008, 04:51 AM - Forum: Scripts Database - No Replies

Actor and Class Stat Growth
Version: 1.3.1


Introduction
Consider this a present to the forum for my birthday (SHUT UP I KNOW ITS A BIT LATE :p). This is a script I wrote in about two hours that changes the level up system to where it is defined as a random growth or percentage growth

for example a knight's growth can be defined as
5-10 hp, 0-2 sp, 5-10 str, 5-6 dex, 3-4 agi, 2-4 int

while a mage's growth can be defined as:
3-6 hp, 5-8 sp, 2-3 str, 4-5 dex, 6-10 agi, 7-12 int

or you can define it yourself there are many ways to customize

It is pretty much the same system used in many commercial RPG's (A few of the Dragon Warrior Games and Breath of Fire to name a few)


Features
  • Definable for actors and classes
  • Highly Customizable
  • Can Replace or work with the default stat system
  • Can be a random or percent growth (see instructions)
  • Can define the growth yourself (with Proc objects)
  • Also can be done for Atk, Pdef, Mdef, and Eva
  • And other stats created from other scripts (neat Bonus )


Screenshots
Yeah like that will help, Look at the stat at level one, level up now look at it there's your screenshot.


Demo
Download Here


Script
Nah the families will have to stick to the boring default. The families should be able to level up at all if you ask me.


Instructions
Ok this is the fun part

Add all scripts above main below SDK, but!

The script "Level Script Auto Aliaser" needs to be above main as your last script if not then you will get an undefined method since the methods it is trying to alias have not been created yet.

This time there are two text files you need to copy. In the Data Folder of the Demo you will need to copy ActorLevels.rxdata and ClassLevels.rxdata.
In ActorLevels.rxdata you can define the growth rates for each actor and in ClassLevels.rxdata you can define the growth rates for each class

Now to Setup the Data

Quote: 1) Id
This is required

The pointer to the Actor/Class that this affects, if you aren't using it for an actor or class, just skip it an move on

Quote: 2) (Stat)
The (Stat) Name
Syntax - Range, Proc, Integer, Array, Hash, Float
Note - This applies to maxhp, maxsp, str, dex, agi, int, stats you defined

This applies to the Stat Parameters and the rest of the information is just stat value, where stat is the maxhp, maxsp, str, dex, agi, int and any stats that are defined within the setup.

Syntax for this can be either
  • Integer
  • Constant Growth
  • Ex 3 means that it will increase by 3 each level
[*]Float
[*]Percentage Growth
[*]Ex 0.5 means that it will increase by 50% each level
[*]note - this is from the base_(stat) method
[*]Range
[*]Random Growth from Range
[*]Ex 5-8 means that it will increase by 5-8 each level
[*]Array
[*]Random Growth from Range 2
[*]Ex - [4,4,4,5,5,6]
[*]50% Chance of increase by 4
[*]33.3% Chance of increase by 5
[*]16,7% Chance of increase by 6
[*]Hash
[*]Define Growth for a set of levels
[*]Ex - {1..3 => 1, 4..6 => 0.5, 6..10 => 4..6}
[*]Levels 1 - 3 will grow by 1
[*]Levels 4 - 6 will grow by 50%
[*]Levels 6 - 10 will grow by 4 - 6
[*]Proc
[*]Your Choice (Advanced Option)
[*]Call with Proc.new {|level, value| -code here-}
[*]use semicolons for line breaks
[*]The Value Returned can be any of the above except a hash including another proc[/LIST]


Lastly Setting up Extra stats
In the Setup this hash controls that

Code:
Extra_Stats = [:atk, :pdef, :mdef, :eva]

The Elements in the Array are Symbols And what this does is automatically alias the base_(stat) method so nobody has to do any work getting it to work for that stat ;) It also adds it so you can define it in the text files, pretty nifty I say.


FAQ
Q) Why do I get an Error when I encrypt my project?
A) Its because the File Gets Encrypted with the Game Data and it can't read through encrypted files. But I have found a fix for this in the Setup Section Set the Save Data Option to True, run your project once, and set it to false then encrypt your project. What this does is saves the data to where it can be read when your project is encrypted. (It creates the file Levels_Encrypted.rxdata Do not mess with this file once it is created)

Note: Permission granted by Trickster to post:
Quote:And if you post what you have now of my stuff then you don't have the latest versions. I'm too lazy/busy to post stuff.
As this is his material, it is deletable upon his request. Due to his current absense, no support is available. Please do not PM or eMail him for support.


Compatibility
Requires SDK Part III
Requires MACL V1.5


Credits and Thanks
Everyone who wished me a happy birthday yesterday :D


Author's Notes
Note: (A Bit off topic) but if you want to use my Loading Data from Text File get the one out of this demo as It checks for more types of objects, allows better commenting (=begin and =end), and is alot better than the version found in MACL


Terms and Conditions
Hey, I posted this publicly. You can use it. What do you expect? But if you do use it, I do expect you to spell my name correctly in your game. And yes you can use it in commercial games too.

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