- Joined
- Oct 30, 2014
- Messages
- 3
- Reaction score
- 0
- First Language
- English
- Primarily Uses
Hello!
----------------------------------------------
I don't normally make posts on anything here really - tend to be a lurker as well as most of my questions have been solved or I have found a way to make them work - but I would love some help with this problem.
Firstly, I'm not terribly knowledgeable on Ruby / RGSS3, but I understand it to an extent.
Secondly, this may be fairly easy to do, but it also may be fairly difficult - I'll try to explain my issue / request as in-depth as possible. It also may require several different scripts (but would prefer as little as possible)
--------------------------------------------
So for my game I am looking to do a sort of reward system that persists throughout saves. Basically requiring permanent triggers of some form. The idea is to have players unlock character skins (basically swapping sprites / battlers) which they could then switch to at any time (from the main menu) - these being unlocked through whatever (defeating a boss, treasure, etc. doesn't really matter for the post though). This is to apply to all saves, as I am hoping for some replay-ability in my games with a more-choice based system and gives additional rewards for doing some stuff outside the "Main Storyline."
What I am looking for:
This is a purely aesthetic / rewarding script, so I'm not in a huge rush to do it right now, but any help would be spectacular. Again I have been looking around, but couldn't really find a full-meal deal on the solution, so I'd figure I would ask all the lovely people of the RPG Maker community.
If there is anything else anyone needs / wants to know - please ask.
P.S. This is meant to be a non-commercial game, and I am giving credit to any script creator who has helped me a lot or whose script I use.
P.S.S. I have been working on this (again, still learning how to code) and have so far come along with the windows for the basic layout. Posting this may require this topic to be moved again however (sorry). But here is what I have for the basic outline of a window.
----------------------------------------------
I don't normally make posts on anything here really - tend to be a lurker as well as most of my questions have been solved or I have found a way to make them work - but I would love some help with this problem.
Firstly, I'm not terribly knowledgeable on Ruby / RGSS3, but I understand it to an extent.
Secondly, this may be fairly easy to do, but it also may be fairly difficult - I'll try to explain my issue / request as in-depth as possible. It also may require several different scripts (but would prefer as little as possible)
--------------------------------------------
So for my game I am looking to do a sort of reward system that persists throughout saves. Basically requiring permanent triggers of some form. The idea is to have players unlock character skins (basically swapping sprites / battlers) which they could then switch to at any time (from the main menu) - these being unlocked through whatever (defeating a boss, treasure, etc. doesn't really matter for the post though). This is to apply to all saves, as I am hoping for some replay-ability in my games with a more-choice based system and gives additional rewards for doing some stuff outside the "Main Storyline."
What I am looking for:
- Menu visible from the title/screen that displays "unlocked skins"
- The in-game main menu one allowing you to select said skins.
- Changing skins changes in game chat image (mainly just need to know what to write in text boxes for this one)
Changing skins persists through save / load(Found what I was looking for - theLEECH - previously Skul_ - had a great persistent data script, just didn't punch the right keywords)
- A tid-bit of lore about the skin (character for it) - so some base text I could either write in with the script or have on a .txt somewhere
- Unavailable skins to be blacked our and text to be ???
- The skins are selected via sprites / battlers as the selecting piece (preferably the latter) - rather than just text.
This is a purely aesthetic / rewarding script, so I'm not in a huge rush to do it right now, but any help would be spectacular. Again I have been looking around, but couldn't really find a full-meal deal on the solution, so I'd figure I would ask all the lovely people of the RPG Maker community.
If there is anything else anyone needs / wants to know - please ask.
P.S. This is meant to be a non-commercial game, and I am giving credit to any script creator who has helped me a lot or whose script I use.
P.S.S. I have been working on this (again, still learning how to code) and have so far come along with the windows for the basic layout. Posting this may require this topic to be moved again however (sorry). But here is what I have for the basic outline of a window.
Code:
#--------------------------------------------------------------------------# The Scene and Windows#--------------------------------------------------------------------------class Scene_SkinSelection < Scene_MenuBase def start super() @list_window = Window_SkinList.new(0, 0, 200) @message_window = Window_SkinLore.new(@list_window, 200, 0, Graphics.width - 200, Graphics.width - 400) @battler_window = Window_SkinImages.new(@message_window, 200, 144, Graphics.width - 200, Graphics.width - 272) @list_window.set_handler(:cancel, method(:return_scene)) endend#----------------------------class Window_SkinList < Window_Selectable def initialize(x, y, width) super(x, y, width, Graphics.height - y) data = [] self.index = 0 activate refresh end end#----------------------------class Window_SkinLore < Window_Base def initialize(enemy_window, x, y, width, height) super(x, y, width, height) refresh end def refresh contents.clear end end#----------------------------class Window_SkinImages < Window_Base def initialize(skindisplay_window, x, y, width, height) super(x, y, width, height) refresh end def refresh contents.clear end end#-------------------------------------# Adding the Command to the Main Menu#-------------------------------------class Window_MenuCommand < Window_Command alias Nonro_cutscene_windowmenucommand_addoriginalcommand_skins add_original_commands def add_original_commands Nonro_cutscene_windowmenucommand_addoriginalcommand_skins() add_command("Skins", :skins, true) endend class Scene_Menu < Scene_MenuBase alias Nonro_cutscene_sceneemenucommand_createcommandwindow_skins create_command_window def create_command_window Nonro_cutscene_sceneemenucommand_createcommandwindow_skins() #Call Original Method @command_window.set_handler(:skins, method(:command_skinscene)) end def command_skinscene SceneManager.call(Scene_SkinSelection) endend
Last edited by a moderator:


