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KElemRES XP - Printable Version

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RE: KElemRES XP - Mel - 11-10-2015

You could just add or substract the values of the resistance buff or debuff states to the already existing status window plus most of the time these states would be added in battle, where the player usually doesn't see the resistances.

I'm not sure what's possible and what not since I'm not good at scripting.

It's just an idea. ^^


RE: KElemRES XP - kyonides - 11-13-2015

The Bump Is On The Block!

I updated my script once again. It now includes some new features like making it possible to synthetize elemental resistance gems (for a fee customized by the game dev). You can now set specific elemental resistances for as many enemies as you like in a TXT file that should be called resistances enemy *.txt where * means the actual enemy ID in the database. Enemies can also be immune to physical or magic attacks or both of them. (I already uploaded its template to my file storage.)


RE: KElemRES XP - Mel - 11-13-2015

Thats a nice update!

Thank you very much.


RE: KElemRES XP - kyonides - 11-16-2015

Your friendly neighbor, the Bump!

I have recently uploaded 44 icons with the following dimensions (40px*40px) to be used in the Elemental Resistance Gem Menues as the actual gems. Credits for the icons go to Bleuw (an user from another forum).


RE: KElemRES XP - Mel - 11-17-2015

I'm just curious what is missing to reach the version 1.0.0? :)


RE: KElemRES XP - kyonides - 11-18-2015

Well, it's not much indeed, just a way to synthesize new elemental resistance gems and a method to upgrade those gems.


RE: KElemRES XP - kyonides - 01-21-2019

An Elementary BUMP!

In the current release of the stand alone version of KElemRES, now version 0.9.7, I added the possibility to customize the elemental damage percents at will, plus I included a way to prevent specific states from being deleted alias removed from any battler, either a hero or a monster. They do not share the state IDs so you can define very curious sets for them if deemed necessary.


RE: KElemRES XP - kyonides - 01-22-2019

A Repeating BUMP

Even if I have recently updated KElemRES, it seems version 0.9.8 did not want to be ignored. Thus I introduce you to the latest version of my script that now offers the possibility of getting a new state if the first one gets removed, except if it was cured somehow.

Additional Script Calls

To Replace a State wity another...
...According to the Heroes DB:
$game_actors[ID].replace_state(OldID, NewID)

...As a Teammate:
$game_party.actors[Position].replace_state(OldID, NewID)

...As an Enemy Trooper
$game_troop.members[Position].replace_state(OldID, NewID)


RE: KElemRES XP - kyonides - 01-23-2019

A BUMP Filled With More Maracuyá Stuff than I Ever Wanted to Include!

Sadly for this lazy scripter, friend alias fan of sleeping and watching TV just because, I could not stop me from developing a new beta or perhaps even an official release of KElemRES XP. It has reached the 0.10.0 milestone!

Q: What does it feature?
A: Err, well, it lets you setup state percentages.
Q: What the heck is that supposed to mean?
A: It actually means you can make class, weapon, armor and a couple of enemy state inflicting percents to determine if a target will be afflicted by a dangerous state that never lets them sleep at night or it will be able to heal you or increase your speed in battle or do anything else you will have in mind by then.
Q: How the hell do I setup all those things now?
A: That is not possible via the default database interface so you got to rely on your best friend, the TXT file!
Q: Wait a second! Does it mean I need to create TXT files like crazy?
A: Yeah, that is exactly what I meant here! Laughing + Tongue sticking out

Do not forget to create a new States directory in the root directory of your game project! Laughing