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KElemRES XP - Printable Version

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KElemRES XP - kyonides - 11-10-2015

KElemRES XP

version 0.10.0


by Kyonides-Arkanthes


Introduction

This script replaces the RMXP default Elemental Resistance System by letting the game developer set all elemental resistances. Actually they may setup heroes' classes, armors, maps and gems resistance levels. Gem slots are provided to set elemental gems to further improve a hero's resistance. Slots should be activated prior to setting any gem there. Later on gems and slots can be upgraded, game dev's can also setup these upgrade's requirements.

So far it lacks a Gem Synthesis Menu to easily make new gems or level them up easily. It can still be done by using script calls.

Instructions

Copy and Paste the script above Main. If you included my KyoGemBoost XP script in your game, place this one below KyoGemBoost XP.

Patience! You may need to setup a bunch of TXT files. For further information regarding those TXT files click here. You can also read the Instructions embedded in my script. There are 7 different templates available for download.


Credits

To Kyonides-Arkanthos obviously. You should never modify the Script header information, this also means you have to include me in your game credits. Oh and I might ask you to make some payment in case you go commercial.


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

Oh, finally you share the script. That's cool.
Thank you!

I tried it in a test project, copied the script above main and created the "Resistances" folder in the game directory.

When I start the game I get this error:

[Image: error9kpw8j5q4o.png]

Maybe I did something wrong.


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

Sounds like some TXT file might be missing, right there you can see it's trying to merge the results it got from reading TXT files like resistances class *.txt and resistances armor *.txt (replace * with any number). If the results are nil then it cannot be integrated into current hash contents. Are you sure you have at least one resistances armor TXT file?


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

Okay, I figured out that the project only works when I start the Game.exe from the main folder of the game.
When I try the test mode in the editor there comes the error.

But it works so far :)

Now I tried to change the resistance of "resistances class 1.txt" to other values but in the game it still has the old values from before.
Are the values absolute if the script has read them once?


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

The thing is that you need to run the game in test mode to refresh the data stored in the binary file. Are you testing my script in a new game project? Can you upload a demo so I can check out why it only runs by executing the game.exe file but not while playing in test mode?

EDIT

My bad, I entered a wrong armor resistance txt file name thus causing the crash right after it is looking for a TXT file that stores any armor elemental resistances. Actually I just needed to delete a single character (an extra "s") to make it work once again.


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

I started a new project without any other custom scripts to test it out a bit before integrating it into my main game.

Here is my test game: http://www.file-upload.net/download-11033068/KElemRESXPTest.rar.html

Edit: Okay, now it works fine. Thank you!
I will test around a little bit more now.

If I find any bug I will inform you asap.


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

Thanks, Melana, but I think now it won't be necessary, my previous post includes an edit that explains the situation. If you download the script file once again and paste it in the script editor it should start working normally without raising any error message while running the game in test mode.


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

Yep, I saw that, but I already had posted my message ^^

I edited my previous post. I will play around with your script now.
It looks really nice so far. :)


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

Okay, I managed it now to integrate it in my real game with alot of other custom scripts and I get no problems at all.
So it seems the compatibility is really good.

The only thing I noticed is that you have to reinitialize the actors on old savegames.

But beside that everything is fine and I can't wait to rearrange my equipments with the new possibilities for element resistances.

When I'm done with the equipment I will have a proper look on that gem feature.

I'm really thankful for this wonderful script.
It's absolutely awesome! :)

Btw: Will there also be the option to do the same thing with states in the future? (For example: A state which reduces the enemies fire resistance by 100.)


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

There is a predefined state buff of 25% that replaces the default behavior but you can edit that percent if you don't like it. The problem would be that it'd be fixed for any state that may affect a hero. So I don't know if I will implement that, too, because the status window got full of data and now I don't think there's any space to show that info on screen...