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> Dark Cloud 2 Weapons v1.5, Make, level, and customize weapons like in Dark Cloud 2
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xBrokenSin
post Sep 25 2009, 01:25 AM
Post #1



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Type: Coder




Dark Cloud Weapons 1.5
by xBrokenSin & addons by Azuma-01



Introduction:

This script was requested by someone on rpgmakervx.net, and is based off of the weapon creating system used in Dark Cloud. Weapons gain experience through battle and level up, and using items, the user can fuse those items into the weapon for greater strength. Also, when the weapon meets certain conditions, you can change the weapon into something even stronger.


Features:

  • - Level up weapons.
  • - Enhance weapons by fusing items into them.
  • - Build up your weapon into new and powerful creations.


Screenshots:

Spoiler:
(Screenshots are kind of old)




Instructions:

Place the script under the "materials" section in the script editor and above "Main". For instructions on how to set up the script, see the instructions at the top of the script heading and check out the demo.


Demo:


Dark Cloud Weapons v1.5 DEMO


Version History:

Spoiler:
Version 1.1 changes:

  • - Fixed sell bugs
  • - Fixed 2-sword style & 2-handed weapons
  • - Added default weapon exp
  • - Updated weapon build up display

Version 1.11 changes:
  • - Fixed actor unequipped bugs
  • - Added default max value for weapons

Version 1.2 changes:
  • - Fixed another actor unequipped bug
  • - Added ability to give weapons status effects
  • - Added weapon status effect passover rates

Version 1.3 changes:
  • - Added compatibility fix with Tankentai 3.3c
  • - Fixed 0 weapon max value bug
  • - Added ability to set items as "unsynthasizable"
  • - Added toggle for item descriptions in weapon choices

Version 1.4 changes:
  • - Added easy weapon switch button when using 2-sword style
  • - Changed display for when weapon reaches max level
  • - Show do-able build up choices in green
  • - When building up, unused SP is transferred to new weapon
  • - Changed cursor appearance/disappearance
  • - Added easy script call to gain weapon exp
  • - Added cosmetic menu feature & possibility to lose SP on weapons
  • - Weapon sell price increases as it levels
  • - New weapon/item tags

Version 1.41 changes:
  • - Added state pass over when build-up
  • - Fixed Weapon stat return to default value when re-scan the weapon
  • - Added easy script call to give bonus to the weapon stats
  • - New weapon tags
  • - Fixed limit states
  • - Added chose the special color (build-up, stat too hight, stat too low)

Version 1.5 changes:
  • - Fixed actor unequiped bug
  • - Fixed display bugs
  • - Fixed change equipment bug when using event command


Script:

Click.


Credit and Thanks:
  • - xBrokenSin
  • - Azuma-01
  • - KGC for a code snipet
  • - Level 5
  • - Sony


Author's Notes:

This script can be kind of confusing, so make sure to read the instructions carefully. Also, if you have any comments or suggestions, feel free to leave them here and I will get back to you.

Azuma-01 has been hard at work adding new features, and it will probably be a while before I have an "up to date" demo that showcases and explains all of the kuhrazy things you can do with this script.

This script is free to use, although please remember that the idea isn't mine. Also, give proper credit.


This post has been edited by xBrokenSin: Apr 18 2010, 09:52 PM
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Kyle?
post Sep 25 2009, 06:40 AM
Post #2


Psi My Faveroute Letter!
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Type: Writer
Alignment: Chaotic Evil




Cool tonnes of people look for this kind of script never mind that part oh and i keep getting a message Line 15 error nil:NilClass

This post has been edited by Kyle?: Sep 25 2009, 06:56 AM


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MY AWARD(S):
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MY PROJECTS:
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FIGHT THIS NAO!
http://kinghax.mybrute.com

JOIN THESE NAO!
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Cyl
post Sep 25 2009, 06:50 AM
Post #3


inactive.
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Type: Coder
Alignment: Neutral Good




Never played Dark Cloud 2 but...

Spoiler:
This is so AWESOME!


--------------------
One word:
Paradichlorobenzene

(Currently inactive)
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Sasame Kiryu
post Sep 25 2009, 10:23 AM
Post #4


どのような
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Type: Writer
Alignment: Chaotic Neutral




This is some awfully nice stuff. I'm glad to finally have a weapon leveling system that WORKS with the scripts that I like using.

Thanks a lot for this!
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wltr3565
post Sep 25 2009, 11:26 AM
Post #5


The best BAKA ever
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Type: Undisclosed
Alignment: True Neutral




A new 'great' scripter pops out. Tell the requestor of this script and he will 'die' in happiness laugh.gif.

I don't see you thanked Level 5 or Sony; this Dark Cloud 2's developer. Better to thank them. This script will not be requested without their idea!


--------------------
This place is empty, just like I restarted myself.
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Rixis
post Sep 25 2009, 12:12 PM
Post #6



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Type: Writer
Alignment: True Neutral




EXCELLENT JOB! This is really really good, ive played both dark clouds(there pretty good games, im a minor fan) And you have done well in making a script using there system. Wonderful job smile.gif


--------------------

---------------------------------------------------------------------------------------------------------
If I am your Goddess and you worship me then put this userbar in your sig :D!
-------------You must obey! @_@------------



Other stuff you SHOULD look at :].....Obey @_@!!!!!

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--------------Projects I'm looking forward to----------


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xBrokenSin
post Sep 25 2009, 12:19 PM
Post #7



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Type: Coder




QUOTE (Kyle? @ Sep 25 2009, 01:40 AM) *
Cool tonnes of people look for this kind of script never mind that part oh and i keep getting a message Line 15 error nil:NilClass


Line 15? What does that line say exactly.

QUOTE (Cylindrical @ Sep 25 2009, 01:50 AM) *
Never played Dark Cloud 2 but...

Spoiler:
This is so AWESOME!


Thanks, glad you like it. biggrin.gif

QUOTE (Sasame Kiryu @ Sep 25 2009, 05:23 AM) *
This is some awfully nice stuff. I'm glad to finally have a weapon leveling system that WORKS with the scripts that I like using.

Thanks a lot for this!


You're welcome. I tried to make this not clash with a lot of scripts, but it might still do so with scripts that mess with items. wink.gif

QUOTE (wltr3565 @ Sep 25 2009, 06:26 AM) *
A new 'great' scripter pops out. Tell the requestor of this script and he will 'die' in happiness laugh.gif.

I don't see you thanked Level 5 or Sony; this Dark Cloud 2's developer. Better to thank them. This script will not be requested without their idea!


You're right, I can't believe I forgot about them, I'll add em to the credits. Also, I'll be sure to tell the requester that. tongue.gif

QUOTE (Rixis @ Sep 25 2009, 07:12 AM) *
EXCELLENT JOB! This is really really good, ive played both dark clouds(there pretty good games, im a minor fan) And you have done well in making a script using there system. Wonderful job smile.gif


Thanks! laugh.gif

This post has been edited by xBrokenSin: Sep 25 2009, 12:21 PM
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Sen?
post Sep 25 2009, 12:27 PM
Post #8



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Type: Designer
Alignment: Lawful Good




Not familliar with Dark Cloud, but I'm willing to have these kinds of system in my game anyday! biggrin.gif Thanks so much for this, that RTP bald man finally has some use wink.gif


--------------------

-UNDER CONSTRUCTION-


Supporting:
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Verzen
post Sep 25 2009, 01:28 PM
Post #9



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Type: Undisclosed




There is a bug of which I found - If you synthesize items into orbs *such as attack orb - spirit orb etc* and then talk to the blue haired shop keeper, it causes this error..

Script 'window_ShopSell' line 30: NoMethodError occurred.
Undefined method 'price' for #<RPG::SynthSphere0x349be60>
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Neosky
post Sep 25 2009, 03:28 PM
Post #10


Master of the DarkSyde of Cheese!
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Type: Undisclosed
Alignment: Lawful Evil




Yeah works great, cept that one spot. May it be because the Synthed orbs aren't items and it's having troubles reading them in your items when you go to sell? Since they have no price...? Maybe if you made the finished orb an item it would fix that? I don't know how you made those orbs so I can't figure out a try on it, lol. I was just going to try it myself, but like I said... :| lol


--------------------


Remember, Remember the 5th of November...
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If you are new, please go through this spoiler for VERY useful links.
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Tarris Thread || User Forum || Tarris Hold Website || Twitch.tv
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Celianna
post Sep 25 2009, 06:19 PM
Post #11



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Type: Artist
Alignment: Chaotic Evil




That script is totally awesome! I'm sure everyone would love to use this in their game, having items leveled up (especially like Dark Cloud 2!) adds a great deal of fun in the gameplay. While I won't ever use it, I do see it can be extremely useful in many games, so props to you for making such an awesome script.
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Xalidir
post Sep 25 2009, 06:39 PM
Post #12



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Type: Undisclosed
Alignment: Unaligned




this would be something i'd use in a different project. i played Dark Cloud 1 (but not 2) as i own it. i loved the ability to strength items and weapons ever since i saw it. it allows the game to have a more unique system, and it allows a little more favoritism towards a weapon (for the longest time in DC1, i had a long sword that killed strong enemies one shot, UNFORTUNATELY, it broke sad.gif)

good addition, and i have every intention to use it in some project or another


--------------------
| |

My Request: Great Kingdoms RTP Portraits Request Form
IMPORTANT TO READ!!!
Board Rules

Want to Sprite?
An Introduction to Frankenspriting and Editing

Spoiler:
QUOTE (PINEDAVX @ Dec 20 2010, 08:22 PM)
If tomorrow we want to ban all idiots we have, we'll do it and no one has any right to appeal. Guess what? You don't have rights here, only privileges. Privileges we can and will take away from you as we see fit.

Pretty much, being here is a priviledge, and it CAN be revoked.

Supports:

---
Jet's Handed Weapon Snippet (Requested by me, ask Jet for permission)
Spoiler:
CODE
#===============================================================================
# Handed Weapons
# By Jet10985 (Jet)
# Requested by: Xalidir
#===============================================================================
# This snippet allows you to specify if a weapon is main or off-handed.
# Main handed can only be equiped in the first weapon slot.
# Off handed can only be equipped in the second weapon slot.
# This script has: 0 customization options.
#===============================================================================
# Overwritten Methods:
# None
#-------------------------------------------------------------------------------
# Aliased methods:
# Scene_Equip: update_item_selection
#===============================================================================
=begin
To make an item Main-Handed, put this in the notebox:

<main hand>

To make an item off-handed, put this in the notebox:

<off hand>
--------------------------------------------------------------------------------
Note: Off-handed weapons cannot be equipped at all if the actor can't dual-wield
=end

class RPG::BaseItem
  
  def hand
    if @hand.nil?
      i = 0
      for note in [/<main hand>/i, /<off hand>/i]
        @hand = self.note[note].nil? ? nil : i
        break if @hand != nil
        i += 1
      end
      @hand = 2 if @hand.nil?
    end
    return @hand
  end
end

class Scene_Equip
  
  alias jet9842_update_item_selection update_item_selection unless $@
  def update_item_selection
    if Input.trigger?(Input::C)
      item = @item_window.item
      equip_type = @equip_window.index
      if equip_type == 0 and !item.nil?
        Sound.play_buzzer if item.hand == 1
        return if item.hand == 1
      elsif equip_type == 1 and !item.nil?
        Sound.play_buzzer if item.hand == 0
        return if item.hand == 0
      end
    end
    jet9842_update_item_selection
  end
end


How to Fix Actor Related Variables the Lazy Way
Spoiler:
In the Game_Interpreter script, there's a line that is messed up.
CODE
Line: 750      actor = $game_actors[@parameters[1]]
Line: 751      actor = $game_actors[@params[4]]

To fix this, change Line: 750 from above to the one below
CODE
when 4 # Actor

This will fix any Actor Related Variables for you. I recommend grabbing the Variables Fix from the site.
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JJJ
post Sep 25 2009, 07:25 PM
Post #13


I'm not just a furball. I'm a FLUFFY furball!
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This is too good to be true blink.gif

I loved dark cloud for it's playability!
Even more so the customizability of the weapons biggrin.gif


Kudos to you!


--------------------
_____________________________________________________________________________
A word to the non-English...

Spoiler:
QUOTE
'I' before 'E' except after 'C' aside from the 1,000,000 exceptions!

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xBrokenSin
post Sep 25 2009, 08:51 PM
Post #14



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Type: Coder




QUOTE (Verzen @ Sep 25 2009, 08:28 AM) *
There is a bug of which I found - If you synthesize items into orbs *such as attack orb - spirit orb etc* and then talk to the blue haired shop keeper, it causes this error..

Script 'window_ShopSell' line 30: NoMethodError occurred.
Undefined method 'price' for #<RPG::SynthSphere0x349be60>


Ahh, thank you for bringing this to my attention. I got right on it and uploaded a new demo with the script fix. Dunno how that one slipped by, honestly. unsure.gif

Anyway, I'm glad everyone thinks this is a good script, and if you have anymore errors or the like, feel free to post them here. biggrin.gif
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Verzen
post Sep 25 2009, 09:14 PM
Post #15



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Type: Undisclosed




New bug (Sorry xBrokenSin)

When I talk to the blue haired girl, scroll over to "sell" and try to sell one of the grayed out orbs after I break them down. I get this bug.

Script 'Window_ShopStatus' line 54: NoMethodError occurred.
undefined method 'kind' for # <RPG::SynthSphere0x3485e00>

This post has been edited by Verzen: Sep 25 2009, 09:15 PM
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Xalidir
post Sep 25 2009, 09:22 PM
Post #16



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Type: Undisclosed
Alignment: Unaligned




us talking about these classic games makes me want to find my copy of DC1 and play it :x


--------------------
| |

My Request: Great Kingdoms RTP Portraits Request Form
IMPORTANT TO READ!!!
Board Rules

Want to Sprite?
An Introduction to Frankenspriting and Editing

Spoiler:
QUOTE (PINEDAVX @ Dec 20 2010, 08:22 PM)
If tomorrow we want to ban all idiots we have, we'll do it and no one has any right to appeal. Guess what? You don't have rights here, only privileges. Privileges we can and will take away from you as we see fit.

Pretty much, being here is a priviledge, and it CAN be revoked.

Supports:

---
Jet's Handed Weapon Snippet (Requested by me, ask Jet for permission)
Spoiler:
CODE
#===============================================================================
# Handed Weapons
# By Jet10985 (Jet)
# Requested by: Xalidir
#===============================================================================
# This snippet allows you to specify if a weapon is main or off-handed.
# Main handed can only be equiped in the first weapon slot.
# Off handed can only be equipped in the second weapon slot.
# This script has: 0 customization options.
#===============================================================================
# Overwritten Methods:
# None
#-------------------------------------------------------------------------------
# Aliased methods:
# Scene_Equip: update_item_selection
#===============================================================================
=begin
To make an item Main-Handed, put this in the notebox:

<main hand>

To make an item off-handed, put this in the notebox:

<off hand>
--------------------------------------------------------------------------------
Note: Off-handed weapons cannot be equipped at all if the actor can't dual-wield
=end

class RPG::BaseItem
  
  def hand
    if @hand.nil?
      i = 0
      for note in [/<main hand>/i, /<off hand>/i]
        @hand = self.note[note].nil? ? nil : i
        break if @hand != nil
        i += 1
      end
      @hand = 2 if @hand.nil?
    end
    return @hand
  end
end

class Scene_Equip
  
  alias jet9842_update_item_selection update_item_selection unless $@
  def update_item_selection
    if Input.trigger?(Input::C)
      item = @item_window.item
      equip_type = @equip_window.index
      if equip_type == 0 and !item.nil?
        Sound.play_buzzer if item.hand == 1
        return if item.hand == 1
      elsif equip_type == 1 and !item.nil?
        Sound.play_buzzer if item.hand == 0
        return if item.hand == 0
      end
    end
    jet9842_update_item_selection
  end
end


How to Fix Actor Related Variables the Lazy Way
Spoiler:
In the Game_Interpreter script, there's a line that is messed up.
CODE
Line: 750      actor = $game_actors[@parameters[1]]
Line: 751      actor = $game_actors[@params[4]]

To fix this, change Line: 750 from above to the one below
CODE
when 4 # Actor

This will fix any Actor Related Variables for you. I recommend grabbing the Variables Fix from the site.
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xBrokenSin
post Sep 25 2009, 10:17 PM
Post #17



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Type: Coder




QUOTE (Verzen @ Sep 25 2009, 04:14 PM) *
New bug (Sorry xBrokenSin)

When I talk to the blue haired girl, scroll over to "sell" and try to sell one of the grayed out orbs after I break them down. I get this bug.

Script 'Window_ShopStatus' line 54: NoMethodError occurred.
undefined method 'kind' for # <RPG::SynthSphere0x3485e00>


Well its good to find these bugs early. Hopefully however, the next one posted won't be so common and one I should have found on my own. ohmy.gif

(btw, the demo is now the fixed version wink.gif)
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Verzen
post Sep 25 2009, 10:36 PM
Post #18



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Type: Undisclosed




Ok, brb going to find another bug... =)

I kid.. I kid...
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Zyrow
post Sep 25 2009, 11:16 PM
Post #19


Look at my epic use of gravity to stay on the ground
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Type: Coder




This is Awesome! I'm so glad I requested this! Thanx muchly!


--------------------
can you read this

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QUOTE
Olny 55% of plepoe can.
I cdnuolt blveiee taht I cluod aulaclty uesdnatnrd waht I was rdanieg. The phaonmneal pweor of the hmuan mnid, aoccdrnig to a rscheearch at Cmabrigde Uinervtisy, it dseno't mtaetr in waht oerdr the ltteres in a wrod are, the olny iproamtnt tihng is taht the frsit and lsat ltteer be in the rghit pclae. The rset can be a taotl mses and you can sitll raed it whotuit a pboerlm. Tihs is bcuseae the huamn mnid deos not raed ervey lteter by istlef, but the wrod as a wlohe. Azanmig huh? yaeh and I awlyas tghuhot slpeling was ipmorantt!
fi yuo cna raed tihs, palce it in yuor siantugre.


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Which Final Fantasy Character Are You?
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Topaz
post Sep 25 2009, 11:41 PM
Post #20


Jack of no Trades
Group Icon


Type: Designer
Alignment: Chaotic Neutral




I feel really bad, but i found another bug. If you make a character two swords style, then unequip the 2nd weapon, it clones itself.
Cheers smile.gif


--------------------
Down withthe RETs!


Currently working on:
Spoiler:
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