Help with KGC_RankConception script - Printable Version +- Save-Point (https://www.save-point.org) +-- Forum: Games Development (https://www.save-point.org/forum-4.html) +--- Forum: Code Support (https://www.save-point.org/forum-20.html) +--- Thread: Help with KGC_RankConception script (/thread-4079.html) |
Help with KGC_RankConception script - Keyren - 04-16-2012 Hi!!I found this Japanese script, which lets you change the position of the character in battle(front, middle and back) is the option you choose in the database ]in the section class.The script works, but I do not know how to change the position in battle, as I understandwe need to create a skill and some attibuti in the System section of the database, but after many attempts did not succeed. Maybe a more experienced person can understand something =) thanks in advance^^ DerVVulfman's edit: Code removed per terms by original author's website. RE: Help with KGC_RankConception script - DerVVulfman - 04-17-2012 I took a look and hoped to remedy your dilemma quickly, but alas... not yet. Perhaps another scripter if I cannot. You see, I am familiar with KDC scripts and the forum whereby their scripts originate. It is a Japanese forum which has very strict forum rules and terms of service. In essence, their scripts are exclusive to their site and they state that the scripts are not to be posted anywhere else. Nor are direct links to individual scripts permitted. And if you use their scripts, they are not for commercial (sellable) games. I translated their terms of service personally. Sucks... I will leave the script available until the posting of the next forum gazette Sunday night. But that is the only amount of time that can be afforded due to the terms that the KDC scripts allow. RE: Help with KGC_RankConception script - Keyren - 04-17-2012 sorry I did not know O.o, I had taken for granted that we could do, if the post it must delete patience but I hope someone can help me before, I really tried in various ways, but nothing =( RE: Help with KGC_RankConception script - DerVVulfman - 04-17-2012 Yeah... well, it's not like everyone reads Japanese. I use a translator myself. RE: Help with KGC_RankConception script - Keyren - 04-17-2012 this is obvious, also because I see no other way to understand somethingxD, however, the difference between me and an expert script is that the expert can understand something also looking at lines of code, maybe it do not understand everything, but the idea is , or am I wrong? RE: Help with KGC_RankConception script - DerVVulfman - 04-17-2012 Actually, my first step it to grab the whole code, kanji text included, and use an online translator to go through each comment one at a time. It's boring and time consuming.... especially with 1000+ line scripts. Even then, the syntax is so messed up, you gotta hit your head against a desk fifty times to figure out what the translation means. But hey. I think I got something for you. No translator used... First, take a look at this: Code: module KGC and this... Code: # Create a Move Position element... FrontMove, MiddleMove, RearMove Not exactly translations, but my own personal pseudo-translations of what these functions do. Insofar as the RC_RANK_IMAGE, I trust you downloaded the position.png from the site you obtained the script. It is nothing more than a 96x32 image. The file is supposed to hold the 3 32x32 icons used to show your position in your formation (front, middle, rear). Now let me get back to one of the code sections I showed above... Code: # Create a Move Position element... FrontMove, MiddleMove, RearMove This bit of code lets you create three elements in your database: FrontMove, MiddleMove and RearMove. You need to create these elements in the same section of the database where you hold the Fire, vs Undead and the other elements. Spelling and capitalization are important. And this had to be translated into English so the feature would work on your Western system. Now you can create 3 skills. One skill that lets you move your actor into the Front Position, one the lets you move your actor into the Middle position, and etc. Each skill must have an element tagged to it that represents the position. IE; the rear position skill would be tagged with the RearMove element. BUT..... I am not done yet. There is a change in the lower part of the script that I haven't shown you. It is this: Code: # Change Battler Position ----------------------------------------------- Now one more thing..... I don't know how the whole RANK and RANGE system works. I don't know if you do either. If you do... woohoo!!! If not, well, I guess you don't need to worry about tagging enemies/actors/skills or whatnot with those. But if that's the case, then the position system changes I showed only do a cosmetic change to your system. I will not affect gameplay. The enemy's decision who to attack is still based on their initial 'class position' as it only reads it straight from the class database. So I did this little scriptette for you: Code: #============================================================================== This replaces the original 'random_target_actor' routine. Paste this below the KGC script and it will read from the actor's position rather than from the fixed position from the class database. RE: Help with KGC_RankConception script - MetalRenard - 04-17-2012 Wow DerVV, you've been busy. RE: Help with KGC_RankConception script - DerVVulfman - 04-17-2012 That was last night when I was partyin' with you guys in IRC RE: Help with KGC_RankConception script - Keyren - 04-17-2012 WOW I do not know how to thank you^__^, I tried and it works perfectly, I could not understand the part " /(Front|Middle|Rear)Move/ " I created the database also the attributes of rank and range. Anyway, thanks very much for your help and time that you have dedicated me. Thank you for the final script that I've posted, but by problems with the Battle System enemies do not attack, but do not worry, The script also manages targets based on the position(front,middle,rear), I did some tests and it seems to be so,thanks again ^__^ |