03-04-2010, 10:50 AM
SephirtohSpawn's Enemies that Level Up Script:
Instructions:
Installation:
If you are using KGCââ¬â¢s Limit Breaker script be aware that this script does not work well with it.
Now, make a new class called Enemies that Level Up above 'Main' and
Put the spoiler code into it.
Usage:
All right, this script is jus like it sounds. Like in FF8 the enemies level up as you do, so in the database, set the stats of your monsters to their lvl 99 stats, other wise they will be very weak.
Sephiroth decided to add Tricksters Boss Monster script so there are a few things you must do. First off as I said before, make the stats of your monsters at their lvl 99 forms. Also, if you have a boss monster add (BOSS) to the name in the database like this:
This will tell the script not to work its magic on these monsters marked as (BOSS) and also the word (BOSS) wont show up in the names in case you were wondering. And thatââ¬â¢s all there is to it.
Squall789's FF7 Credits Script:
Instructions:
Installation:
Make a new class above ââ¬ÅMainââ¬Â and place the spoiler code into it.
Usage:
This script creates a credits roll similar to the ones used at the beginning of FF7.
You can call this a couple of ways. You can make it run from the start of your game by replacing this in ââ¬ÅMainââ¬Â:
with this:
Or you can make then run from any point in your game by putting the code above ($scene = FFVII_Credits.new) into a call script in an event. If you are going to take sections out, make sure you take everything out related to that section. So if you want to take all of section 15 out, find everything related to 15 and delete it. Ok, these lines are for the background and sound:
put the name of the song you are going to use in the ". Also the 100,100 elements are for volume and pitch, so edit those accordingly.
Teh_Freak's Quest Script:
Instructions:
Installation:
Create a new class above ââ¬ÅMainââ¬Â and place the first spoilered code into it.
IMPORTANT: If your Scene_Menu has edits to it continue. If it does not, it will be faster to use the pre-edited Scene_Menu from below (second spoiler code).
Now, in your scene_menu class, after the last s# object add S# (where # is the number after the last object. So if you have an s5 this one is s6) = "Quest Window".
Example:
In the line that has (s1, s2, s3, s4, s5 ect) add the s# from the quest window's line, so, if we continue with it being 6, its (s1, s2, s3, s4, s5, s6).
Now, find the @dispose's and @update's in the "Scene_Menu' and add this to the respective group:
Now, under:
add this:
Under this:
Under this:
add this:
and that should do it. Now, you might get an error in "Scene_Menu" If you do, and the erroring line is the last end in Scene_Menu, then comment it out by putting a # in front of it.
Usage:
This script is a tricky one to use, for a few reasons:
You need to put some edits into a few classes and you need to decide how many normal items you are going to create, because after a certain number, the items all become quest items. So, first off, in "Window_Item" find this:
and add this under that:
I used 33, but you'll want to set it higher if you are, or have, making or made custom items.
Now, we donââ¬â¢t want to be able to sell these items now do we, so we go to 'Window_ShopSell' and add find this:
and again, add this underneath that:
Now any item after 33 will now be a quest item. The description will be the quest items description, so make sure you label them right. Also, after you complete a quest, you might want to make a quest called "questââ¬â¢s name"- complete so that you know itââ¬â¢s completed. Again, thatââ¬â¢s what I am doing with mine.
Now, to be able to use this, we need to call the menu up. This only works thought the main menu so go to "Scene_Menu" press ctrl + a, come back to here, select all of this:
**ONLY REPLACE THIS IF YOU DON'T HAVE EDITATIONS TO "SCENE_MENU' ALREADY. IF YOU DO HAVE EDITATIONS, SKIP THIS PART AND GO BACK TO THE INSTRUCTIONS SECTION!!!**
Instructions:
Installation:
If you are using KGCââ¬â¢s Limit Breaker script be aware that this script does not work well with it.
Now, make a new class called Enemies that Level Up above 'Main' and
Put the spoiler code into it.
Usage:
All right, this script is jus like it sounds. Like in FF8 the enemies level up as you do, so in the database, set the stats of your monsters to their lvl 99 stats, other wise they will be very weak.
Sephiroth decided to add Tricksters Boss Monster script so there are a few things you must do. First off as I said before, make the stats of your monsters at their lvl 99 forms. Also, if you have a boss monster add (BOSS) to the name in the database like this:
Quote:Boss Monster Name(BOSS)
This will tell the script not to work its magic on these monsters marked as (BOSS) and also the word (BOSS) wont show up in the names in case you were wondering. And thatââ¬â¢s all there is to it.
Enemies that Level Up
Squall789's FF7 Credits Script:
Instructions:
Installation:
Make a new class above ââ¬ÅMainââ¬Â and place the spoiler code into it.
Usage:
This script creates a credits roll similar to the ones used at the beginning of FF7.
You can call this a couple of ways. You can make it run from the start of your game by replacing this in ââ¬ÅMainââ¬Â:
Quote:$scene = Scene_Title.new
with this:
Quote: $scene = FFVII_Credits.new
Or you can make then run from any point in your game by putting the code above ($scene = FFVII_Credits.new) into a call script in an event. If you are going to take sections out, make sure you take everything out related to that section. So if you want to take all of section 15 out, find everything related to 15 and delete it. Ok, these lines are for the background and sound:
Quote:@Background.bitmap = RPG::Cache.picture(" ")
put what ever the name of your background pic is in between the "
Audio.bgm_play("Audio/BGM/" + " ", 100, 100)
put the name of the song you are going to use in the ". Also the 100,100 elements are for volume and pitch, so edit those accordingly.
FF7 Credits Script
Teh_Freak's Quest Script:
Instructions:
Installation:
Create a new class above ââ¬ÅMainââ¬Â and place the first spoilered code into it.
IMPORTANT: If your Scene_Menu has edits to it continue. If it does not, it will be faster to use the pre-edited Scene_Menu from below (second spoiler code).
Now, in your scene_menu class, after the last s# object add S# (where # is the number after the last object. So if you have an s5 this one is s6) = "Quest Window".
Example:
Quote:s6 = ââ¬ÅQuest Windowââ¬Â
In the line that has (s1, s2, s3, s4, s5 ect) add the s# from the quest window's line, so, if we continue with it being 6, its (s1, s2, s3, s4, s5, s6).
Now, find the @dispose's and @update's in the "Scene_Menu' and add this to the respective group:
Quote:@quest_window.dispose
@quest_window.update.
Now, under:
Quote: @status_window = Window_MenuStatus.new
@status_window.x = 160
@status_window.y = 0
add this:
Quote:#Teh_Freak - Quest Window
@quest_window = Window_Quest.new
@quest_window.visible = false
@quest_window.x = 160
@quest_window.y = 0
Under this:
Quote:update_commandadd this:
return
end
Quote:# Teh_Freak - update the quest window
if @quest_window.active
update_quest
return
end
Under this:
Quote:if @status_window.active
update_status
return
end
end
add this:
Quote:#------------------------------------------------------------------------
# ? Teh_Freak - Update Quest
#------------------------------------------------------------------------
def update_quest
# If escape is pressed
if Input.trigger?(Input::B)
# do the sound effect
$game_system.se_play($data_system.cancel_se)
# switch windows to normal again
@command_window.active = true
@quest_window.active = false
@quest_window.visible = false
@status_window.visible = true
return
end
end
# END update_quest#-------------------------------------------
and that should do it. Now, you might get an error in "Scene_Menu" If you do, and the erroring line is the last end in Scene_Menu, then comment it out by putting a # in front of it.
Usage:
This script is a tricky one to use, for a few reasons:
You need to put some edits into a few classes and you need to decide how many normal items you are going to create, because after a certain number, the items all become quest items. So, first off, in "Window_Item" find this:
Quote: def initialize
super(0, 64, 640, 416)
@column_max = 2
and add this under that:
Quote:@quest_number = 33 #Teh_Freak - this is the item ID of the FIRST quest item
I used 33, but you'll want to set it higher if you are, or have, making or made custom items.
Now, we donââ¬â¢t want to be able to sell these items now do we, so we go to 'Window_ShopSell' and add find this:
Quote:def initialize
super(0, 128, 640, 352)
@column_max = 2
and again, add this underneath that:
Quote:@quest_number = 33 #Teh_Freak - this is the item ID of the FIRST quest item
Now any item after 33 will now be a quest item. The description will be the quest items description, so make sure you label them right. Also, after you complete a quest, you might want to make a quest called "questââ¬â¢s name"- complete so that you know itââ¬â¢s completed. Again, thatââ¬â¢s what I am doing with mine.
Quest Window
Now, to be able to use this, we need to call the menu up. This only works thought the main menu so go to "Scene_Menu" press ctrl + a, come back to here, select all of this:
**ONLY REPLACE THIS IF YOU DON'T HAVE EDITATIONS TO "SCENE_MENU' ALREADY. IF YOU DO HAVE EDITATIONS, SKIP THIS PART AND GO BACK TO THE INSTRUCTIONS SECTION!!!**
Edited Scene Menu