I'm so happy to come back here and still see some of the same names as when I left. I wish I could participate more, but I don't use RM that much anymore.
06-03-2020, 04:44 AM (This post was last modified: 06-03-2020, 04:46 AM by DerVVulfman.)
I get stuck getting asked about OTHER projects. Sigh, I wonder when I'll work on my own?
On the other hand, I finally took some time off from scripting and did a major scale world map. Unbelievably big, 1600 tiles across and 1600 deep. Thankies BIG MAPS to allow me to make something that takes 10 minutes to cross at a normal speed. And that's just the first continent.
Methinks a Fast Travel system might be needed.
Up is down, left is right and sideways is straight ahead. - Cord "Circle of Iron", 1978 (written by Bruce Lee and James Coburn... really...)
That map does sound massive. The biggest map on my game is the Overworld and it's just 360 X 280.
Unrelated, but does anybody know a HP/SP limit break script? The one I found by Kamesoft's KGC is incompatible with my barehands script that calculates Attack, Phys Defense, and Mag Defense based on the character's Strength, Dexterity, and Intellect.
# This is a collection of game add ons that alter the max amount of everything
# almost. Here you can easily change the max amount of items owned, or gold
# amount, actor hp, actor sp etc.
=begin
Version History
Version 1.0 1-24-09:
Script Made
Configure HP, SP, Gold, Steps, and Items
Version 1.2 1-25-09:
Strength, Agility, and Dexterity Added
Configure HP, SP, Gold, Steps, Items, Strength, Dexterity, and Agility
THIS SCRIPT HAS MODDED VERSIONS OF WINDOW_ITEM, WINDOW_MENUSTATUS, PARTS OF
WINDOW_BASE, WINDOW_TARGET. DO NOT USE ANY OTHER MODDED VERSIONS OF THESE WINDOS
IF YOU WOULD LIKE THIS TO WORK!
IT ALSO HAS SOME PARTS MODDED FROM THE GAME_PARTY, GAME_ACTOR, AND GAME_BATTLER.
DO NOT USE ANYTHING THAT REPLACES THESE PARTS IN THE SCRIPT!
class Game_Party
def gain_item(item_id, n)
if item_id > 0
@items[item_id] = [[item_number(item_id) + n, 0].max, Config::Max_Items].min
end
end
def gain_gold(n)
@gold = [[@gold + n, 0].max, Config::Max_Gold].min
end
def increase_steps
@steps = [@steps + 1, Config::Max_Steps].min
end
end
class Game_Actor
def maxhp
n = [[base_maxhp + @maxhp_plus, 1].max, Config::Max_HP].min
for i in @states
n *= $data_states[i].maxhp_rate / 100.0
end
n = [[Integer(n), 1].max, Config::Max_HP].min
return n
end
end
class Game_Battler
def maxsp
n = [[base_maxsp + @maxsp_plus, 0].max, Config::Max_SP].min
for i in @states
n *= $data_states[i].maxsp_rate / 100.0
end
n = [[Integer(n), 0].max, Config::Max_SP].min
return n
end
end
YOU CAN HAVE THINGS THAT ALTER GAME_PARTY GAME_ACTOR AND GAME_BATTLER1 JUST NOT
THOSE PARTS IN THE SCRIPT> THIS ONLY APPLIES TO THE ABOVE PARTS LISTED. DO NOT
REPLACE THE MODDED WINDOWS WITH ANYTHING UNLESS YOU WANT THINGS TO LOOK WIERD.
IT ALSO HAS A SMALL MODIFICATION OF SCENE_ITEM IN IT. DO NOT OVERWRITE THIS
@target_window.x = 160
ITS LOCATED IN SCENE_ITEM DEF UPDATE_ITEM BELOW TOWARDS THE END
To add more than 99 items at a time, go to Script and type this in
$game_party.gain_item(x, y)
x = item id
y = amount
To do that with gold do
$game_party.gain_gold(x)
x = amount of gold
Credits
game_guy for modding the default scripts
enterbrain for making the default scripts
fantasist for helping me understand window_item alot better
=end
#CONFIGURATION
module Config
Max_Items = 99
Max_Gold = 999999
Max_Steps = 999999
Max_HP = 9999
Max_SP = 9999
Max_Strength = 999
Max_Agility = 999
Max_Dexterity = 999
Max_Intelligence = 999
end
# DO NOT MESS WITH ANYTHING BELOW THIS LINE UNLESS YOU KNOW WHAT YOU"RE DOING!
# THIS IS THE MODDED WINDOW_ITEM
# HERE IS THE MODDED TARGET_WINDOW
# HERE IS THE MODDED WINDOW_MENUSTATUS
# BELOW THIS IS THE MODDED PARTS OF WINDOW BASE
# BELOW IS THE MODDED VERSION OF WINDOW_ITEM
# BELOW ARE THE MODDED PARTS OF GAME_ACTOR GAME_PARTY AND GAME_BATTLER1
class Game_Party
def gain_item(item_id, n)
if item_id > 0
@items[item_id] = [[item_number(item_id) + n, 0].max, Config::Max_Items].min
end
end
def gain_gold(n)
@gold = [[@gold + n, 0].max, Config::Max_Gold].min
end
def increase_steps
@steps = [@steps + 1, Config::Max_Steps].min
end
end
class Game_Actor
def maxhp
n = [[base_maxhp + @maxhp_plus, 1].max, Config::Max_HP].min
for i in @states
n *= $data_states[i].maxhp_rate / 100.0
end
n = [[Integer(n), 1].max, Config::Max_HP].min
return n
end
def base_str
n = $data_actors[@actor_id].parameters[2, @level]
weapon = $data_weapons[@weapon_id]
armor1 = $data_armors[@armor1_id]
armor2 = $data_armors[@armor2_id]
armor3 = $data_armors[@armor3_id]
armor4 = $data_armors[@armor4_id]
n += weapon != nil ? weapon.str_plus : 0
n += armor1 != nil ? armor1.str_plus : 0
n += armor2 != nil ? armor2.str_plus : 0
n += armor3 != nil ? armor3.str_plus : 0
n += armor4 != nil ? armor4.str_plus : 0
return [[n, 1].max, Config::Max_Strength].min
end
def base_dex
n = $data_actors[@actor_id].parameters[3, @level]
weapon = $data_weapons[@weapon_id]
armor1 = $data_armors[@armor1_id]
armor2 = $data_armors[@armor2_id]
armor3 = $data_armors[@armor3_id]
armor4 = $data_armors[@armor4_id]
n += weapon != nil ? weapon.dex_plus : 0
n += armor1 != nil ? armor1.dex_plus : 0
n += armor2 != nil ? armor2.dex_plus : 0
n += armor3 != nil ? armor3.dex_plus : 0
n += armor4 != nil ? armor4.dex_plus : 0
return [[n, 1].max, Config::Max_Dexterity].min
end
def base_agi
n = $data_actors[@actor_id].parameters[4, @level]
weapon = $data_weapons[@weapon_id]
armor1 = $data_armors[@armor1_id]
armor2 = $data_armors[@armor2_id]
armor3 = $data_armors[@armor3_id]
armor4 = $data_armors[@armor4_id]
n += weapon != nil ? weapon.agi_plus : 0
n += armor1 != nil ? armor1.agi_plus : 0
n += armor2 != nil ? armor2.agi_plus : 0
n += armor3 != nil ? armor3.agi_plus : 0
n += armor4 != nil ? armor4.agi_plus : 0
return [[n, 1].max, Config::Max_Agility].min
end
def base_int
n = $data_actors[@actor_id].parameters[5, @level]
weapon = $data_weapons[@weapon_id]
armor1 = $data_armors[@armor1_id]
armor2 = $data_armors[@armor2_id]
armor3 = $data_armors[@armor3_id]
armor4 = $data_armors[@armor4_id]
n += weapon != nil ? weapon.int_plus : 0
n += armor1 != nil ? armor1.int_plus : 0
n += armor2 != nil ? armor2.int_plus : 0
n += armor3 != nil ? armor3.int_plus : 0
n += armor4 != nil ? armor4.int_plus : 0
return [[n, 1].max, Config::Max_Intelligence].min
end
end
class Game_Battler
def maxsp
n = [[base_maxsp + @maxsp_plus, 0].max, Config::Max_SP].min
for i in @states
n *= $data_states[i].maxsp_rate / 100.0
end
n = [[Integer(n), 0].max, Config::Max_SP].min
return n
end
def str
n = [[base_str + @str_plus, 1].max, Config::Max_Strength].min
for i in @states
n *= $data_states[i].str_rate / 100.0
end
n = [[Integer(n), 1].max, Config::Max_Strength].min
return n
end
def dex
n = [[base_dex + @dex_plus, 1].max, Config::Max_Dexterity].min
for i in @states
n *= $data_states[i].dex_rate / 100.0
end
n = [[Integer(n), 1].max, Config::Max_Dexterity].min
return n
end
def agi
n = [[base_agi + @agi_plus, 1].max, Config::Max_Agility].min
for i in @states
n *= $data_states[i].agi_rate / 100.0
end
n = [[Integer(n), 1].max, Config::Max_Agility].min
return n
end
def int
n = [[base_int + @int_plus, 1].max, Config::Max_Intelligence].min
for i in @states
n *= $data_states[i].int_rate / 100.0
end
n = [[Integer(n), 1].max, Config::Max_Intelligence].min
return n
end
end
class Scene_Item
def update_item
if Input.trigger?(Input::B)
$game_system.se_play($data_system.cancel_se)
$scene = Scene_Menu.new(0)
return
end
if Input.trigger?(Input::C)
@item = @item_window.item
unless @item.is_a?(RPG::Item)
$game_system.se_play($data_system.buzzer_se)
return
end
unless $game_party.item_can_use?(@item.id)
$game_system.se_play($data_system.buzzer_se)
return
end
$game_system.se_play($data_system.decision_se)
if @item.scope >= 3
@item_window.active = false
@target_window.x = 160
@target_window.visible = true
@target_window.active = true
if @item.scope == 4 || @item.scope == 6
@target_window.index = -1
else
@target_window.index = 0
end
else
if @item.common_event_id > 0
$game_temp.common_event_id = @item.common_event_id
$game_system.se_play(@item.menu_se)
if @item.consumable
$game_party.lose_item(@item.id, 1)
@item_window.draw_item(@item_window.index)
end
$scene = Scene_Map.new
return
end
end
return
end
end
end
(06-04-2020, 02:46 AM)Melana Wrote: You could try this one
Content Hidden
Code:
# This is a collection of game add ons that alter the max amount of everything
# almost. Here you can easily change the max amount of items owned, or gold
# amount, actor hp, actor sp etc.
=begin
Version History
Version 1.0 1-24-09:
Script Made
Configure HP, SP, Gold, Steps, and Items
Version 1.2 1-25-09:
Strength, Agility, and Dexterity Added
Configure HP, SP, Gold, Steps, Items, Strength, Dexterity, and Agility
THIS SCRIPT HAS MODDED VERSIONS OF WINDOW_ITEM, WINDOW_MENUSTATUS, PARTS OF
WINDOW_BASE, WINDOW_TARGET. DO NOT USE ANY OTHER MODDED VERSIONS OF THESE WINDOS
IF YOU WOULD LIKE THIS TO WORK!
IT ALSO HAS SOME PARTS MODDED FROM THE GAME_PARTY, GAME_ACTOR, AND GAME_BATTLER.
DO NOT USE ANYTHING THAT REPLACES THESE PARTS IN THE SCRIPT!
class Game_Party
def gain_item(item_id, n)
if item_id > 0
@items[item_id] = [[item_number(item_id) + n, 0].max, Config::Max_Items].min
end
end
def gain_gold(n)
@gold = [[@gold + n, 0].max, Config::Max_Gold].min
end
def increase_steps
@steps = [@steps + 1, Config::Max_Steps].min
end
end
class Game_Actor
def maxhp
n = [[base_maxhp + @maxhp_plus, 1].max, Config::Max_HP].min
for i in @states
n *= $data_states[i].maxhp_rate / 100.0
end
n = [[Integer(n), 1].max, Config::Max_HP].min
return n
end
end
class Game_Battler
def maxsp
n = [[base_maxsp + @maxsp_plus, 0].max, Config::Max_SP].min
for i in @states
n *= $data_states[i].maxsp_rate / 100.0
end
n = [[Integer(n), 0].max, Config::Max_SP].min
return n
end
end
YOU CAN HAVE THINGS THAT ALTER GAME_PARTY GAME_ACTOR AND GAME_BATTLER1 JUST NOT
THOSE PARTS IN THE SCRIPT> THIS ONLY APPLIES TO THE ABOVE PARTS LISTED. DO NOT
REPLACE THE MODDED WINDOWS WITH ANYTHING UNLESS YOU WANT THINGS TO LOOK WIERD.
IT ALSO HAS A SMALL MODIFICATION OF SCENE_ITEM IN IT. DO NOT OVERWRITE THIS
@target_window.x = 160
ITS LOCATED IN SCENE_ITEM DEF UPDATE_ITEM BELOW TOWARDS THE END
To add more than 99 items at a time, go to Script and type this in
$game_party.gain_item(x, y)
x = item id
y = amount
To do that with gold do
$game_party.gain_gold(x)
x = amount of gold
Credits
game_guy for modding the default scripts
enterbrain for making the default scripts
fantasist for helping me understand window_item alot better
=end
#CONFIGURATION
module Config
Max_Items = 99
Max_Gold = 999999
Max_Steps = 999999
Max_HP = 9999
Max_SP = 9999
Max_Strength = 999
Max_Agility = 999
Max_Dexterity = 999
Max_Intelligence = 999
end
# DO NOT MESS WITH ANYTHING BELOW THIS LINE UNLESS YOU KNOW WHAT YOU"RE DOING!
# THIS IS THE MODDED WINDOW_ITEM
# HERE IS THE MODDED TARGET_WINDOW
# HERE IS THE MODDED WINDOW_MENUSTATUS
# BELOW THIS IS THE MODDED PARTS OF WINDOW BASE
# BELOW IS THE MODDED VERSION OF WINDOW_ITEM
# BELOW ARE THE MODDED PARTS OF GAME_ACTOR GAME_PARTY AND GAME_BATTLER1
class Game_Party
def gain_item(item_id, n)
if item_id > 0
@items[item_id] = [[item_number(item_id) + n, 0].max, Config::Max_Items].min
end
end
def gain_gold(n)
@gold = [[@gold + n, 0].max, Config::Max_Gold].min
end
def increase_steps
@steps = [@steps + 1, Config::Max_Steps].min
end
end
class Game_Actor
def maxhp
n = [[base_maxhp + @maxhp_plus, 1].max, Config::Max_HP].min
for i in @states
n *= $data_states[i].maxhp_rate / 100.0
end
n = [[Integer(n), 1].max, Config::Max_HP].min
return n
end
def base_str
n = $data_actors[@actor_id].parameters[2, @level]
weapon = $data_weapons[@weapon_id]
armor1 = $data_armors[@armor1_id]
armor2 = $data_armors[@armor2_id]
armor3 = $data_armors[@armor3_id]
armor4 = $data_armors[@armor4_id]
n += weapon != nil ? weapon.str_plus : 0
n += armor1 != nil ? armor1.str_plus : 0
n += armor2 != nil ? armor2.str_plus : 0
n += armor3 != nil ? armor3.str_plus : 0
n += armor4 != nil ? armor4.str_plus : 0
return [[n, 1].max, Config::Max_Strength].min
end
def base_dex
n = $data_actors[@actor_id].parameters[3, @level]
weapon = $data_weapons[@weapon_id]
armor1 = $data_armors[@armor1_id]
armor2 = $data_armors[@armor2_id]
armor3 = $data_armors[@armor3_id]
armor4 = $data_armors[@armor4_id]
n += weapon != nil ? weapon.dex_plus : 0
n += armor1 != nil ? armor1.dex_plus : 0
n += armor2 != nil ? armor2.dex_plus : 0
n += armor3 != nil ? armor3.dex_plus : 0
n += armor4 != nil ? armor4.dex_plus : 0
return [[n, 1].max, Config::Max_Dexterity].min
end
def base_agi
n = $data_actors[@actor_id].parameters[4, @level]
weapon = $data_weapons[@weapon_id]
armor1 = $data_armors[@armor1_id]
armor2 = $data_armors[@armor2_id]
armor3 = $data_armors[@armor3_id]
armor4 = $data_armors[@armor4_id]
n += weapon != nil ? weapon.agi_plus : 0
n += armor1 != nil ? armor1.agi_plus : 0
n += armor2 != nil ? armor2.agi_plus : 0
n += armor3 != nil ? armor3.agi_plus : 0
n += armor4 != nil ? armor4.agi_plus : 0
return [[n, 1].max, Config::Max_Agility].min
end
def base_int
n = $data_actors[@actor_id].parameters[5, @level]
weapon = $data_weapons[@weapon_id]
armor1 = $data_armors[@armor1_id]
armor2 = $data_armors[@armor2_id]
armor3 = $data_armors[@armor3_id]
armor4 = $data_armors[@armor4_id]
n += weapon != nil ? weapon.int_plus : 0
n += armor1 != nil ? armor1.int_plus : 0
n += armor2 != nil ? armor2.int_plus : 0
n += armor3 != nil ? armor3.int_plus : 0
n += armor4 != nil ? armor4.int_plus : 0
return [[n, 1].max, Config::Max_Intelligence].min
end
end
class Game_Battler
def maxsp
n = [[base_maxsp + @maxsp_plus, 0].max, Config::Max_SP].min
for i in @states
n *= $data_states[i].maxsp_rate / 100.0
end
n = [[Integer(n), 0].max, Config::Max_SP].min
return n
end
def str
n = [[base_str + @str_plus, 1].max, Config::Max_Strength].min
for i in @states
n *= $data_states[i].str_rate / 100.0
end
n = [[Integer(n), 1].max, Config::Max_Strength].min
return n
end
def dex
n = [[base_dex + @dex_plus, 1].max, Config::Max_Dexterity].min
for i in @states
n *= $data_states[i].dex_rate / 100.0
end
n = [[Integer(n), 1].max, Config::Max_Dexterity].min
return n
end
def agi
n = [[base_agi + @agi_plus, 1].max, Config::Max_Agility].min
for i in @states
n *= $data_states[i].agi_rate / 100.0
end
n = [[Integer(n), 1].max, Config::Max_Agility].min
return n
end
def int
n = [[base_int + @int_plus, 1].max, Config::Max_Intelligence].min
for i in @states
n *= $data_states[i].int_rate / 100.0
end
n = [[Integer(n), 1].max, Config::Max_Intelligence].min
return n
end
end
class Scene_Item
def update_item
if Input.trigger?(Input::B)
$game_system.se_play($data_system.cancel_se)
$scene = Scene_Menu.new(0)
return
end
if Input.trigger?(Input::C)
@item = @item_window.item
unless @item.is_a?(RPG::Item)
$game_system.se_play($data_system.buzzer_se)
return
end
unless $game_party.item_can_use?(@item.id)
$game_system.se_play($data_system.buzzer_se)
return
end
$game_system.se_play($data_system.decision_se)
if @item.scope >= 3
@item_window.active = false
@target_window.x = 160
@target_window.visible = true
@target_window.active = true
if @item.scope == 4 || @item.scope == 6
@target_window.index = -1
else
@target_window.index = 0
end
else
if @item.common_event_id > 0
$game_temp.common_event_id = @item.common_event_id
$game_system.se_play(@item.menu_se)
if @item.consumable
$game_party.lose_item(@item.id, 1)
@item_window.draw_item(@item_window.index)
end
$scene = Scene_Map.new
return
end
end
return
end
end
end
Hooo... I had to look around for the author's name. What the heck is with game_guy for not having it in the top of the script? And yeah, use this. KGC's terms prevent 'editing' and disallows 'commercial work' or even posting it elsewhere. I translated a lot of Japanese scripts into English a decade ago.
I used my BIG MAPS script, so I could splice some decent sized maps together in a 4x4 pattern. I also modified Ccoa's 'Tiny Overworld Sprites' so it not only shrunk me when I got on the world map, but changed my speed to match. It does kinad look weird to have a tiny little guy running like Peter Maximoff in 'X-MEN: Days of Future Past'
Up is down, left is right and sideways is straight ahead. - Cord "Circle of Iron", 1978 (written by Bruce Lee and James Coburn... really...)
(06-04-2020, 03:43 AM)DerVVulfman Wrote: Hooo... I had to look around for the author's name. What the heck is with game_guy for not having it in the top of the script? And yeah, use this. KGC's terms prevent 'editing' and disallows 'commercial work' or even posting it elsewhere. I translated a lot of Japanese scripts into English a decade ago.
I used my BIG MAPS script, so I could splice some decent sized maps together in a 4x4 pattern. I also modified Ccoa's 'Tiny Overworld Sprites' so it not only shrunk me when I got on the world map, but changed my speed to match. It does kinad look weird to have a tiny little guy running like Peter Maximoff in 'X-MEN: Days of Future Past'
That's too bad. KGC's Passive Skills looked like what I needed. But I couldn't make head or tails of how to use it, not mention that it would most likely be incompatible with one of the dozen or so other scripts I'm using.