iPhone App Directory
RPG Maker VX
 
Gallery Members Search Calendar Help


Welcome Guest ( Log In | Register )

Collapse

>Announcement

Keep an eye out for the upcoming 3rd Quarter Contest!
20 Pages V  « < 18 19 20  
Reply to this topicStart new topic
> Dark Cloud 2 Weapons v1.5, Make, level, and customize weapons like in Dark Cloud 2
Rating 4 V
Eulogy of Hearts
post Jan 23 2012, 07:10 PM
Post #381


Environmentalist Vermin
Group Icon


Type: Writer




QUOTE (Stuka1944 @ May 27 2011, 05:06 PM) *
I am getting a wrong # of arguments error on line 1877

@item_window = Window_Item.new(272, 56, 272, 232, true, @actor) #####

I made it playable by deleting true and @actor but the text in the weapons menu displays jumbled up if the item is beyond a certain length and since I didn't have this problem before I'm assuming that is what those arguments did. Is there another way I can fix the text without getting this error?


Assuming you still have the issue/still use RMVX, I found the simplest way to fix that issue, is by shortening those respective terms in your database. "true" and "@actor" weren't what caused the overlapping issue, it's merely a space issue. I suppose you could extend the length of the window, but that would only cause an even worse aesthetic issue than what you have here.

I do hope this wasn't posted too late.
Go to the top of the page
 
+Quote Post
   
Slasherzeta
post Jan 24 2012, 05:27 AM
Post #382



Group Icon


Type: Musician




Another issue. I've noticed that none of the levels or stat gains seem to stay. Like say my longsword reaches level 2, it won't show that by name, or by stat boosts. So my Longsword still has it's default of 5 attack, even though it should have increased by 3 points with the level gain.

EDIT: After some digging, I noticed that the stats DO stay, but they don't show in the Build Up screen. It shows everything as if the weapon hadn't leveled up, and when I have it equipped it doesn't show the + 1 or whatever, yet, when I remove it and it's in the inventory, it shows the +1 and when I remove it the stats go down by the leveled up amount.

EDIT 2: So a bit more digger and I solved the problem. From what I can find, it was clashing with the KGC Equip Extension, so I just removed it and everything works fine now.

So now that I've solved that problem, all I need now is to know how to set my weapons so it levels up alongside the actor that wields it.

This post has been edited by Slasherzeta: Jan 27 2012, 05:01 AM
Go to the top of the page
 
+Quote Post
   
Slasherzeta
post Jan 28 2012, 08:20 AM
Post #383



Group Icon


Type: Musician




bump
Go to the top of the page
 
+Quote Post
   
poko67
post Jan 30 2012, 06:31 PM
Post #384



Group Icon


Type: Designer




vero good script ;D


--------------------
Go to the top of the page
 
+Quote Post
   
BioTech Corporat...
post Jan 31 2012, 03:35 AM
Post #385


Intermediate Eventer, Novice Scripter, and Don't ask me to S
Group Icon


Type: Designer
Alignment: Chaotic Good




Hey man, I just wanted to ask you if you could make a patch or something cuz the dark cloud script is only compatible with the default menu. If you can't thats ok. I was just curious. Thanks in advance if you can. btw great script.
Go to the top of the page
 
+Quote Post
   
SleepyArc
post Jan 31 2012, 05:42 PM
Post #386


Dreamer
Group Icon


Type: Coder
Alignment: True Neutral




QUOTE (BioTech Corporation @ Jan 31 2012, 03:35 AM) *
Hey man, I just wanted to ask you if you could make a patch or something cuz the dark cloud script is only compatible with the default menu. If you can't thats ok. I was just curious. Thanks in advance if you can. btw great script.


I wouldn't know if this help, but you can learn how to add option to your menu through tut in the forum and you can use this script call to add it to the menu.

Dark cloud weapons script call Link: http://www.rpgmakervx.net/index.php?showtopic=52909
Adding option to the menu: http://www.rpgmakervx.net/index.php?showtopic=31356


This post has been edited by SleepyArc: Jan 31 2012, 05:46 PM
Go to the top of the page
 
+Quote Post
   
Slasherzeta
post Feb 1 2012, 06:52 PM
Post #387



Group Icon


Type: Musician




So does anyone know if there is a way to set up the script so the XP gained by the weapon grows using the same method as the actors?
Go to the top of the page
 
+Quote Post
   
Azuma-01
post Feb 2 2012, 03:45 PM
Post #388



Group Icon


Type: Coder
Alignment: Unaligned




QUOTE (Slasherzeta @ Feb 1 2012, 02:52 PM) *
So does anyone know if there is a way to set up the script so the XP gained by the weapon grows using the same method as the actors?

What do you mean? All weapons (equiped and in inventory) should gain APs? If that so, the original system is not build to work that way. But, if that's what you really want, this ADD-ON may work fine: (place it below DCW and above Main)
Spoiler:
CODE
module DarkCloud_Weapons
  # APs Gain modifier
  # ap gain in battle * INVENTORY_WEAPONS_AP_MODIFIER
  INVENTORY_WEAPONS_AP_MODIFIER = 0.5
  
  # should display level-up of a stocked weapon
  SHOW_INVENTORY_WEAPONS_LVUP = true
  
  # text show if a weapon in the inventory level-up
  INVENTORY_WEAPON_LEVELUP = "The stored %1$s increased to level %2$s!"
end

#==============================================================================
# ** Scene_Battle
#==============================================================================
class Scene_Battle
  #--------------------------------------------------------------------------
  # * Display Gained Experience and Gold
  #--------------------------------------------------------------------------
  alias aza_ap_for_all_display_exp_and_gold  display_exp_and_gold
  def display_exp_and_gold
    aza_ap_for_all_display_exp_and_gold
    weapon_exp = 0
    $game_troop.dead_members.each{|enemy| weapon_exp += enemy.wep_exp unless enemy.hidden}    
    wait_for_message
    give_ap_to_all_weapons(weapon_exp)
    wait_for_message
  end
  def give_ap_to_all_weapons(abs)
    ($game_party.instance_eval{@weapons}).each{|weapon|
      next if weapon == nil
      p weapon.name
      old_level = weapon.level
      weapon.gain_exp(abs * DarkCloud_Weapons::INVENTORY_WEAPONS_AP_MODIFIER)
      if old_level < weapon.level and DarkCloud_Weapons::SHOW_INVENTORY_WEAPONS_LVUP
        wp,wl =  weapon.name, weapon.level
        text = sprintf(DarkCloud_Weapons::INVENTORY_WEAPON_LEVELUP, wp, wl)
        $game_message.texts.push('\.' + text)
      end
    } unless $BTEST
  end
end
Go to the top of the page
 
+Quote Post
   
Slasherzeta
post Feb 3 2012, 05:47 PM
Post #389



Group Icon


Type: Musician




While I appreciate the effort, that isn't what I was looking for. Sorry for not being clear.

Lets say Ralph is level 1, and his sword is level 1, for example, when Ralph reaches level 2, I want his weapon to reach level 2 as well. I know I can handle that for the first level by just setting the base AP for the weapon to match that of the actor's base XP. After that though, I'm not sure how to make sure the weapon will need the same amount of AP as the Actor needs XP for each level after.
Go to the top of the page
 
+Quote Post
   
Slasherzeta
post Feb 10 2012, 09:12 PM
Post #390



Group Icon


Type: Musician




bump
Go to the top of the page
 
+Quote Post
   
kakashiza
post Apr 30 2012, 07:04 PM
Post #391



Group Icon


Type: Undisclosed




Script 'Dark Clound Weapons' line 1255: NameError occurred

underfined method 'refresh'for class 'Window_Equip'

Thx Plz
Go to the top of the page
 
+Quote Post
   
robbieagray
post May 16 2012, 01:54 PM
Post #392


I am not insane... YET!!! :D
Group Icon


Type: Spriter
Alignment: Lawful Evil




So I was just wondering if this script was capable with Requiem ABS (since both of these systems use the notes box)?


--------------------
If you are a believer of Jesus Christ, and are 100% proud of it, put this in your sig.

Projects I am currently working on:
-The demo is out now!



-Link to my Youtube Channel: HERE! (Please Subscribe)
I support the following:
Spoiler:



Contest Badges:
Spoiler:
Go to the top of the page
 
+Quote Post
   
xein
post May 17 2012, 03:12 AM
Post #393



Group Icon


Type: Undisclosed
Alignment: Unaligned




@robbieagray: It will not work directly because the data used are from the battle scene while requim does the battle on the map. I however did not test this but have encountered something similar with other on map battles. If requim allows autorun events when the enemy dies then you can have a possible work around by using the script call command in the event. script: DarkCloud_Weapons.gain_exp(amount) or DarkCloud_Weapons.gain_exp(amount, actor_id, weapon) . This will require you to insert the script call to all monsters.

Another is if you can find in requim the line where it calculates / apply damage done by weapon attacks. Insert the above script calls. This should make the exp increase in a constant amount with each attack.

All the method I listed are only theoretical. Actual implementation may vary.


--------------------
Working on:

Visit My Blog
Go to the top of the page
 
+Quote Post
   
robbieagray
post May 17 2012, 03:58 AM
Post #394


I am not insane... YET!!! :D
Group Icon


Type: Spriter
Alignment: Lawful Evil




Now does it have to be an autorun switch? could a parallel process work just the same?


--------------------
If you are a believer of Jesus Christ, and are 100% proud of it, put this in your sig.

Projects I am currently working on:
-The demo is out now!



-Link to my Youtube Channel: HERE! (Please Subscribe)
I support the following:
Spoiler:



Contest Badges:
Spoiler:
Go to the top of the page
 
+Quote Post
   
xein
post May 17 2012, 06:39 AM
Post #395



Group Icon


Type: Undisclosed
Alignment: Unaligned




I never tried parallel process before. I think for parallel run to work you still need a switch to turn on and then off. If you use a squad base then it will become a lot tedious since you may want to try detecting the actor that did the attack/kill.
Try to ask someone with a knowledge of Requim to help you hard code the script call. You could also try to ask the topic creator Vlad. He seems to be around the rpgmakerweb forum going by the name spalla.

This post has been edited by xein: May 17 2012, 06:56 AM


--------------------
Working on:

Visit My Blog
Go to the top of the page
 
+Quote Post
   
machogrubba14
post Jul 9 2012, 11:57 PM
Post #396



Group Icon


Type: Artist
Alignment: Chaotic Good




I was about to request a script like this in the script request forum, but now I don't have to! Thank You very much! This is going to be a great script!


--------------------
My Youtube Channel!
Art is the way YOU express YOUR creativity!
If you are a believer of Jesus Christ, and are 100% proud of it, put this in your sig!





*My Current Game Projects!*Check it out! XD

My way of thanking those who have helped me in the past!
<---- LOL



CHECK THESE OUT PEEPS!!!!:
Spoiler:
















Go to the top of the page
 
+Quote Post
   
raithdemis
post Sep 23 2012, 11:15 PM
Post #397



Group Icon


Type: Musician




Hi ive got your dc2 1.5 script and my weapons are refusing to get any exp from battle can you help me im following the scripts commands and nothing is happening sad.gif
Go to the top of the page
 
+Quote Post
   

20 Pages V  « < 18 19 20
Reply to this topicStart new topic
1 User(s) are reading this topic (1 Guests and 0 Anonymous Users)
0 Members:

 

Lo-Fi Version Time is now: 2nd September 2014 - 01:09 PM

RPGMakerVX.net is an Privacy Policy, Legal.