I could use some help please.

Austin123

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Using RPG Maker Vx Ace

I've been trying to read over this script marked in spoilers and figure this out but i'm having no luck.


Couldn't get a hold of the person who made this script so trying here.

I got 2 questions if anyone is able to help me out please?


Question: 1
So this script makes a new "stats window that i think is capped out at 255 showing a bar cover the whole screen. I however want to make a cap of 100 for my stats. I've already got my characters classes setup for this however I can't figure out how to make this new limit of 100 cover this new stat window. It doesn't have the bar cover all of it.




Also looking at this image it shows it being higher then 255, which i'm not going to need for my game.



Don't know if this helps but..

INT = MAT
STR = <Str: x> inside notes



Question: 2
So this script makes a new menu along with that stats windows I talked about in question 1. It also has a "magic and tactic" select able button like (items,stats,save,etc) which is pretty much the same thing so how would I go about removing "magic" from this script so it doesn't appear on the new menu?


If anyone is able to help me or point me to the right place I'd be really grateful.
Been trying to make a game for my dad based off his favorite game Destiny of an Emperor so want to use this script which pretty much makes the same engine? as that game but i'm having a hard time figuring it out.








Site and game where I got the script:
http://the-scholars.com/viewtopic.php?t=23833

https://rpgmaker.net/games/8867/

#============================================================================
# Destiny Of An Emperor Menu Command
# By Lecode
# For sjmorgan
#----------------------------------------------------------------------------
# TERMS OF USE
#----------------------------------------------------------------------------
# -Credit required
#============================================================================

module Lecode
module DoaE_Menu

Magic_Command_Switch = 5

Food_Name = "Food"
Food_Variable = 10

#- Icons (set 0 to disable)
Food_Icon = 163
Money_Icon = 144
Exp_Icon = 0
Strategist_Icon = 97

#- Help textes
CommandHelp_Textes = [

"Change party's formation", #- Formation
"View one actor's informations",#- General
"View or use items", #- Item
"View actors' equipments", #- Equips
"View or use actors' magic", #- Magic
"View or use actors' tactics", #- Tactics
"Select a strategist", #- Strategist
"View party's information", #- Status
]

end
end

if true

class Scene_Menu < Scene_MenuBase

def start
super
create_help_window
create_command_window
create_status_window
create_general_window
create_party_status_window
create_skill_window
create_equip_window
create_item_window
end

def create_help_window
@window_help = Window_Help.new
@window_help.y = Graphics.height - @window_help.height
end

def create_command_window
@command_window = Window_MenuCommand.new
@command_window.help = @window_help
@command_window.set_handler:)formation, method:)command_formation))
@command_window.set_handler:)general, method:)command_personal))
@command_window.set_handler:)item, method:)command_item))
@command_window.set_handler:)equip, method:)command_personal))
@command_window.set_handler:)magic, method:)command_personal))
@command_window.set_handler:)tactic, method:)command_personal))
@command_window.set_handler:)strategist, method:)command_personal))
@command_window.set_handler:)status, method:)command_status))
@command_window.set_handler:)cancel, method:)return_scene))
@command_window.select(0)
end

def create_status_window
@status_window = Window_MenuStatus.new(@command_window.width, 0)
@status_window.help = @window_help
@status_window.close
end

def create_general_window
@general_window = Window_BattleReport.new
@general_window.set_handler:)cancel, method:)close_general))
@general_window.close
end

def create_party_status_window
@pt_status_window = Window_PartyStatus.new
@pt_status_window.set_handler:)cancel, method:)close_party_status))
end

def create_skill_window
x = @status_window.x + @status_window.width
@skill_window = Window_MenuSkill.new(x,0)
@skill_window.help = @window_help
@skill_window.close
@skill_window.set_handler:)ok, method:)on_skill_select))
@skill_window.set_handler:)cancel, method:)on_skill_cancel))
end

def create_equip_window
end

def create_item_window
end

def command_formation
@status_window.open
@status_window.select_last
@status_window.activate
@status_window.set_handler:)ok, method:)on_formation_ok))
@status_window.set_handler:)cancel, method:)on_formation_cancel))
end

def command_item
SceneManager.call(Scene_Item)
end

def command_personal
@status_window.select_last
@status_window.activate
@status_window.set_handler:)ok, method:)on_personal_ok))
@status_window.set_handler:)cancel, method:)on_personal_cancel))
@status_window.open
end

def command_status
@pt_status_window.refresh
@pt_status_window.open
@pt_status_window.activate
end

def command_save
SceneManager.call(Scene_Save)
end

def command_game_end
SceneManager.call(Scene_End)
end

def on_skill_cancel
@skill_window.close
@status_window.activate
end

def close_general
@general_window.deactivate
@general_window.close
@command_window.activate
end

def close_party_status
@pt_status_window.deactivate
@pt_status_window.close
@command_window.activate
end

def on_personal_ok
case @command_window.current_symbol
when :strategist
$game_party.strategist = @status_window.actor
@status_window.refresh
@status_window.activate
when :general
@status_window.close
@general_window.open
@general_window.refresh(@status_window.actor)
@general_window.activate
when :tactic
goto_skill_window:)tactic)
when :magic
goto_skill_window:)magic)
when :equip
SceneManager.call(Scene_Equip)
end
end

def goto_skill_window(type)
@skill_window.type = type
@skill_window.actor = @status_window.actor
@skill_window.refresh
@skill_window.open
@skill_window.activate
@skill_window.select(0)
end

def on_skill_select
skill = @skill_window.item
actor = @skill_window.actor
unless skill_selectable?(skill)
Sound.play_buzzer
return
end
Sound.play_ok
unless skill_need_selection?(skill)
use_item(actor,skill)
return_to_skill
return
end
@status_window.select_last
@status_window.activate
@status_window.set_handler:)ok, method:)on_skill_ok))
@status_window.set_handler:)cancel, method:)return_to_skill))
@skill_window.deactivate
end

def return_to_skill
@status_window.set_handler:)ok, method:)on_personal_ok))
@status_window.set_handler:)cancel, method:)on_personal_cancel))
actor = @skill_window.actor
@status_window.select(actor.index)
@status_window.deactivate
@skill_window.activate
end

def use_item(actor,skill)
Sound.play_use_item
actor.use_item(skill)
check_common_event
check_gameover
item_target_actors(skill).each do |target|
skill.repeats.times { target.item_apply(actor, skill) }
end
@status_window.refresh
@status_window.activate
@skill_window.refresh
end

def skill_selectable?(skill)
actor = @skill_window.actor
return false if skill.nil?
return false if !skill.for_friend?
return false if !actor.usable?(skill)
return true
end

def skill_need_selection?(skill)
return false if skill.for_all?
return true
end

def check_common_event
SceneManager.goto(Scene_Map) if $game_temp.common_event_reserved?
end

def on_skill_ok
skill = @skill_window.item
actor = @skill_window.actor
if actor.usable?(skill)
use_item(actor,skill)
else
@status_window.activate
end
end

def item_target_actors(item)
if !item.for_friend?
[]
elsif item.for_all?
$game_party.members
else
[@status_window.actor]
end
end

def on_skill_cancel
@status_window.activate
@skill_window.deactivate
@status_window.set_handler:)ok, method:)on_personal_ok))
@status_window.set_handler:)cancel, method:)on_personal_cancel))
@skill_window.deactivate.close
end

def on_personal_cancel
@status_window.unselect
@status_window.close
@command_window.activate
end

def on_formation_ok
if @status_window.pending_index >= 0
$game_party.swap_order(@status_window.index,
@status_window.pending_index)
@status_window.pending_index = -1
@status_window.redraw_item(@status_window.index)
else
@status_window.pending_index = @status_window.index
end
@status_window.refresh
@status_window.activate
end

def on_formation_cancel
if @status_window.pending_index >= 0
@status_window.pending_index = -1
@status_window.activate
else
@status_window.unselect
@status_window.close
@command_window.activate
end
end

end


class Window_MenuCommand
include Lecode::DoaE_Menu
attr_accessor :help
def initialize
super(0, 0)
self.opacity = 0
@header = Header.new(self)
@Help = nil
self.y += line_height
select_last
end

def make_command_list
add_command(Vocab::formation, :formation, formation_enabled)
add_command("General", :general)
add_command(Vocab::item, :item, main_commands_enabled)
add_command(Vocab::equip, :equip, main_commands_enabled)
add_command("Magic", :magic, magic_enabled?)
add_command("Tactics", :tactic, main_commands_enabled)
add_command("Strategist", :strategist, main_commands_enabled)
add_command("Status", :status, main_commands_enabled)
end

def magic_enabled?
!$game_switches[Magic_Command_Switch]
end

def update
super
@header.update
@header.visible = self.visible
@header.openness = self.openness
end

def dispose
super
@header.dispose
end

def select(*args)
super(*args)
return if @help.nil?
@help.set_text(CommandHelp_Textes[@index])
end

def activate
super
return if @help.nil?
@help.set_text(CommandHelp_Textes[@index])
end

class Header < Window_Base
def initialize(main)
@main = main
super(@main.x,@main.y,@main.width,window_height)
self.z -= 1
refresh
end
def window_height
fitting_height(9)
end
def refresh
contents.clear
my_draw_text("Command",:center,0,system_color)
end
end

end


class Window_MenuStatus
include Lecode::DoaE_Menu

attr_accessor :help
alias doae_initialize initialize
def initialize(*args)
@Help = nil
doae_initialize(*args)
self.openness = 0
end

def window_width
180
end

def window_height
fitting_height(9)
end

def item_max
$game_party.members.size
end

def item_height
line_height
end

def actor
$game_party.members[@index]
end

def select(*args)
super(*args)
@help.set_text(actor_text) unless @help.nil?
end

def activate
super
@help.set_text(actor_text) unless @help.nil?
end

def actor_text
text = "#{actor.name} - #{actor.hp} / #{actor.mhp}"
return text if actor.states.empty?
text += "\nStates: "
actor.states.each { |s|
text += s.name
text += s == actor.states.last ? "" : ", "
}
return text
end

def draw_item(index)
actor = $game_party.members[index]
enabled = $game_party.battle_members.include?(actor)
rect = item_rect(index)
draw_item_background(index)
draw_graphic(actor, rect.x+12, rect.y+32)
rect_ = my_draw_text(actor.name,rect.x+24,rect.y,hp_color(actor))
x = rect.x + 24 + rect_.width + 2
y = rect.y
draw_icon(Strategist_Icon,x,y) if actor == $game_party.strategist
end

def draw_graphic(actor, x, y)
character_name = actor.character_name
character_index = actor.character_index
return unless character_name
bitmap = Cache.character(character_name)
sign = character_name[/^[\!\$]./]
if sign && sign.include?('$')
cw = bitmap.width / 3
ch = bitmap.height / 4
else
cw = bitmap.width / 12
ch = bitmap.height / 8
end
n = character_index
src_rect = Rect.new((n%4*3+1)*cw, (n/4*4)*ch, cw, ch)
src_rect.height -= 9
contents.blt(x - cw / 2, y - ch, bitmap, src_rect)
end

end

class Window_BaseMenuStatus < Window_Selectable

attr_reader :pending_index
def initialize(x, y)
super(x, y, window_width, window_height)
@pending_index = -1
refresh
end

def window_width
Graphics.width - 160
end

def window_height
Graphics.height
end

def item_max
$game_party.members.size
end

def item_height
(height - standard_padding * 2) / 4
end

def draw_item(index)
actor = $game_party.members[index]
enabled = $game_party.battle_members.include?(actor)
rect = item_rect(index)
draw_item_background(index)
draw_actor_face(actor, rect.x + 1, rect.y + 1, enabled)
draw_actor_simple_status(actor, rect.x + 108, rect.y + line_height / 2)
end

def draw_item_background(index)
if index == @pending_index
contents.fill_rect(item_rect(index), pending_color)
end
end

def process_ok
super
$game_party.menu_actor = $game_party.members[index]
end

def select_last
select($game_party.menu_actor.index || 0)
end

def pending_index=(index)
last_pending_index = @pending_index
@pending_index = index
redraw_item(@pending_index)
redraw_item(last_pending_index)
end
end

class Window_BaseMenuActor < Window_BaseMenuStatus

def initialize
super(0, 0)
self.visible = false
end

def process_ok
$game_party.target_actor = $game_party.members[index] unless @cursor_all
call_ok_handler
end

def select_last
select($game_party.target_actor.index || 0)
end

def select_for_item(item)
@cursor_fix = item.for_user?
@cursor_all = item.for_all?
if @cursor_fix
select($game_party.menu_actor.index)
elsif @cursor_all
select(0)
else
select_last
end
end
end

class Scene_ItemBase < Scene_MenuBase

def create_actor_window
@actor_window = Window_BaseMenuActor.new
@actor_window.set_handler:)ok, method:)on_actor_ok))
@actor_window.set_handler:)cancel, method:)on_actor_cancel))
end

end

class Window_PartyStatus < Window_Selectable
include Lecode::DoaE_Menu

def initialize
@allies_window = Window_PartyStatusAllies.new
super(get_x,get_y,window_width,window_height)
self.openness = 0
self.back_opacity += 25
refresh
end

def get_x
Graphics.width/2 - window_width/2
end

def get_y
Graphics.height/2 - window_height/2
end

def window_width
Graphics.width*0.8
end

def window_height
fitting_height(12)
end

def refresh
contents.clear
draw_leader
draw_food
draw_allies
draw_strategist
end

def draw_leader
#- Face
x = 4
y = 4
draw_border(x,y,96,96,normal_color)
draw_actor_face($game_party.leader,x,y)
x += 96 + 8
y += line_height
contents.font.size = Font.default_size+4
my_draw_text("Leader",x,y,system_color)
contents.font.size = Font.default_size
y += line_height
my_draw_text($game_party.leader.name,x,y,normal_color)
end

def draw_food
bx = 96+8+130
x = bx
y = 4 + line_height
draw_border(x,y,150,line_height*6,normal_color)
text = "Level "+$game_party.leader.level.to_s
w = text_size(text).width
x += 150/2 - w/2
x -= 6
y -= 14
contents.font.size = Font.default_size+4
my_draw_text(text,x,y,system_color)
contents.font.size = Font.default_size+2
#- Money
x = bx + 6
y += line_height
contents.font.bold = true
draw_icon(Money_Icon,x,y)
my_draw_text("Money",x+24,y,normal_color)
contents.font.bold = false
y += line_height/2 + 6
x = bx + 150
text = $game_party.gold.to_s
w = text_size(text).width + 6
x -= w
my_draw_text(text,x,y,normal_color)
#- Food
x = bx + 6
y += line_height
contents.font.bold = true
draw_icon(Food_Icon,x,y)
my_draw_text(Food_Name,x+24,y,normal_color)
contents.font.bold = false
y += line_height/2 + 6
x = bx + 150
text = $game_variables[Food_Variable].to_s
w = text_size(text).width + 6
x -= w
my_draw_text(text,x,y,normal_color)
#- Exp
x = bx + 6
y += line_height
contents.font.bold = true
draw_icon(Exp_Icon,x,y)
my_draw_text("Experience",x+24,y,normal_color)
contents.font.bold = false
y += line_height/2 + 6
x = bx + 150
text = $game_party.leader.exp.to_s
w = text_size(text).width + 6
x -= w
my_draw_text(text,x,y,normal_color)
end

def draw_allies
x = 4
y = 4 + line_height*5
draw_border(x,y,210,line_height*6 + 4,normal_color)
@allies_window.x = self.x + x + 4
@allies_window.y = self.y + y + 2
@allies_window.refresh
end

def draw_strategist
x = 210 + 12
y = 4 + line_height*7
contents.font.size = Font.default_size+4
my_draw_text("Strategist",x,y,system_color)
contents.font.size = Font.default_size
y += line_height
my_draw_text($game_party.strategist.name,x,y,normal_color)
y += line_height
rect = my_draw_text("TP ",x,y,system_color)
my_draw_text($game_party.strategist.tp,x+rect.width+2,y,normal_color)
y += line_height
rect = my_draw_text("MP ",x,y,system_color)
my_draw_text($game_party.strategist.mmp,x+rect.width+2,y,normal_color)

end

def update
super
@allies_window.openness = self.openness
@allies_window.visible = self.visible
@allies_window.update
end

def activate
super
@allies_window.activate
@allies_window.select(0)
end

def deactivate
super
@allies_window.deactivate
@allies_window.unselect
end

def dispose
super
@allies_window.dispose
end

end


class Window_PartyStatusAllies < Window_Selectable
include Lecode::DoaE_Menu

def initialize
super(0,0,window_width,window_height)
self.openness = 0
self.opacity = 0
self.z += 1
refresh
end

def window_width
220
end

def window_height
fitting_height(6)
end

def col_max
return 1
end

def item_max
@data ? @data.size : 1
end

def item
@data && index >= 0 ? @data[index] : nil
end

def make_item_list
@data = $game_party.members
end

def draw_item(index)
actor = @data[index]
if actor
rect = item_rect(index)
rect.width -= 4
draw_icon(Strategist_Icon,rect.x,rect.y) if $game_party.strategist == actor
my_draw_text(actor.name,rect.x+24,rect.y,normal_color)
text = "#{actor.hp} / #{actor.mhp}"
x = rect.x+rect.width-text_size(text).width-4
my_draw_text(text,x,rect.y,text_color(3))
end
end

def refresh
make_item_list
create_contents
draw_all_items
end

end


class Window_MenuSkill < Window_Selectable
attr_accessor :type
attr_accessor :actor
attr_accessor :help
def initialize(x,y)
@type = :tactic
@actor = nil
@Help = nil
y += line_height
@header = Window_Header.new
super(x,y,window_width,window_height)
self.openness = 0
self.opacity = 0
end

def window_width
204
end

def window_height
fitting_height(8)
end

def col_max
return 1
end

def item_max
@data ? @data.size : 1
end

def item
@data && index >= 0 ? @data[index] : nil
end

def make_item_list
@data = []
return if @actor.nil?
if @type == :tactic
@data = @actor.skills.select{ |s| s.tactic? }
else
@data = @actor.skills.select{ |s| s.magic? }
end
end

def draw_item(index)
item = @data[index]
if item
rect = item_rect(index)
rect.width -= 4
draw_item_name(item, rect.x, rect.y, true)
end
end

def refresh
@header.x = self.x
@header.y = self.y - line_height
@header.refresh(@actor,@type)
make_item_list
create_contents
draw_all_items
end

def select(*args)
super(*args)
return if @help.nil?
if item.nil?
@help.clear
return
end
@help.set_text(item.description)
end

def activate
super
return if @help.nil?
if item.nil?
@help.clear
return
end
@help.set_text(item.description)
end

def update
super
@header.openness = self.openness
end

def process_ok
if current_item_enabled?
Input.update
call_ok_handler
else
end
end

class Window_Header < Window_Base

def initialize
super(0,0,204,fitting_height(9))
self.openness = 0
self.z -= 1
end

def refresh(actor,type)
contents.clear
text = type == :tactic ? "Tactics" : "Magics"
my_draw_text(text,0,0,system_color)
#-
if type == :tactic
text = "TP left: #{$game_party.tp}"
else
text = "MP left: #{actor.mp}"
end
text = text.to_s
w = text_size(text).width
x = contents_width - w - 4
my_draw_text(text,x,y,system_color)
end

end

end
end
 
Last edited:

mlogan

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I've moved this thread to Script Support. Please be sure to post your threads in the correct forum next time. Thank you.

 

Heirukichi

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I've already got my characters classes setup for this however I can't figure out how to make this new limit of 100 cover this new stat window. It doesn't have the bar cover all of it.
The script itself contains many different lines where the full width of stats bar is calculated using a fixed value. That fixed value cannot be modified unless you edit each method containing it. You can say from looking at it that the script itself was not meant to be used with a stat cap of 100 (unless you are fine with those bars not covering up the whole screen).

So this script makes a new menu along with that stats windows I talked about in question 1. It also has a "magic and tactic" select able button like (items,stats,save,etc) which is pretty much the same thing so how would I go about removing "magic" from this script so it doesn't appear on the new menu?
The easiest way would be to enable tactics for each actor while disabling magic. At a first lance it looks like you use tactics when magic is not available so that should do the trick. Otherwise you could remove the line "add_command("Magic", :magic, magic_enabled?)" from your window. That will completely delete that command making it unusable for each and every actor.

EDIT: As a side not keep in mind that removing that line while keeping the character able to use magic will show NOTHING instead of magic. Everything that is listed as "magic" will no longer be usable from te menu.
 

gstv87

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drawing the list of *anything*, in *any* window, requires a loop.
I can only find two loops in that code, and neither deals with stats.

are you sure that's the right script?
 

Heirukichi

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I can only find two loops in that code, and neither deals with stats.
If you do not change the list of stats to display but change the way to display them you do not have to include a loop in your script as long as you are editing a class that already includes that method. You can simply edit the method in the parent class so that those stats are displayed differently (in this case with those bars).

However after taking a look at the script itself I agree with you saying that few things re missing. I was not able to find neither the overwritten method to draw stats nor any other method related to actor parameters. It looks like those fixed sizes have nothing to do with stats at all and are only used to determine where to draw usual things and extra ones (like food for example). It looks like the script uses the default draw_actor_param method from Window_Base without changing it.

@Austin123 could you please provide a link to the site where the script is being hosted? Both your links are to demos containing that script and all those demos (from both websites) are encrypted.
 
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Roninator2

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encrypted.
This is true, which is weird as the Developer states on the site linked

"The open source has unedited versions of the battle and menu system, so the save feature from the Player version of Destiny of the Dragon Lord is not present in the Open Source for devs. You can go through the game in the editor and see how everything works and use the systems to make an actual Destiny of an Emperor themed game in VX Ace."

It kind of says it's ok to de-compile it, since the Open Source files are not anywhere to be found.
 

Heirukichi

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This is true, which is weird as the Developer states on the site linked
That is exactly why I asked if there was another link to get it. Reading that comment it sounded way too weird to only have encrypted games so I thought that there must be a way to download the script without having to de-compile everything.
 

Sixth

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are you sure that's the right script?
You are right, the script included in the opening post is not the one that contains the window in question.

The developer of that game wanted to release a public, open-source demo with all the scripts he used to make that game, but in the end, he never did.
I'm not sure what is acceptable to do in this situation, since the developer himself wrote that he wanted to make it open-source, but regardless, the only way to get these scripts now for anyone who is not part of the developer team of that game is to decrypt the uploaded project, and that's usually not-so-legal to do.

I will just leave a hint for the topic opener here:
Code:
    #- Report Window
    Stat_Value_Per_Bar = 17.5 #- x value to make one bar (param)
    Stat_Max_Bar = 14
    Stat_Bar_Width = 10
    Stat_Bar_Height = 16
    Stat_Bar_Color = Color.new(128,0,255) #- r,g,b,a
Play with those settings. They will edit those bars you see beside the stats.

Ohh, and whatever you do with those scripts, be sure to ask for permission from the developer of that game to avoid possible legal issues.
 

Austin123

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Wow wasn't expecting so much feedback. Yeah I tried talking getting a hold of people in the 2 links i posted had no luck.

I'll reread over the topic see if It can help me or if i can provide extra info, thanks everyone so much.

I ended up having to download the game and go into the script editor to find the open source scripts I haven't actually come across a site or page with the scripts on them. Just those two sites with the guy talking about it.
 
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Heirukichi

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Script: DoaE Battle system
Line 105 states this:
Code:
    Stat_Value_Per_Bar = 17.5 #- x value to make one bar (param)
Change that value to change how fast your bar gets filled. The script shoes 15 bars (even if Stat_Max_Bar is set to 14) so just divide your max stat by 15 and that is your Stat_Value_Per_Bar.

Example: if your max stat is 100 then you have 100/15 = 6.7
Code:
     Stat_Value_Per_Bar = 6.7 #- x value to make one bar (param)
Edit: @Roninator2 thanks for posting a link to the open source version of that game.
 
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Austin123

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Script: DoaE Battle system
Line 105 states this:
Code:
    Stat_Value_Per_Bar = 17.5 #- x value to make one bar (param)
Change that value to change how fast your bar gets filled. The script shoes 15 bars (even if Stat_Max_Bar is set to 14) so just divide your max stat by 15 and that is your Stat_Value_Per_Bar.

Example: if your max stat is 100 then you have 100/15 = 6.7
Code:
     Stat_Value_Per_Bar = 6.7 #- x value to make one bar (param)
Edit: @Roninator2 thanks for posting a link to the open source version of that game.
Thanks i'll go try this out now
 

Austin123

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Script: DoaE Battle system
Line 105 states this:
Code:
    Stat_Value_Per_Bar = 17.5 #- x value to make one bar (param)
Change that value to change how fast your bar gets filled. The script shoes 15 bars (even if Stat_Max_Bar is set to 14) so just divide your max stat by 15 and that is your Stat_Value_Per_Bar.

Example: if your max stat is 100 then you have 100/15 = 6.7
Code:
     Stat_Value_Per_Bar = 6.7 #- x value to make one bar (param)
Edit: @Roninator2 thanks for posting a link to the open source version of that game.
Sweeet!!! That fixed that problem thanks so much!
 

slimmmeiske2

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This thread is being closed, due to being solved. If for some reason you would like this thread re-opened, please report this post and leave a message why. Thank you.


Edit: Sorry closed too soon. ^^;
 
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Heirukichi

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Did you try removing all magic skills from your actors?
 

Austin123

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Did you try removing all magic skills from your actors?
Yea all classes are wiped clean don't even have basic attack set up yet.



It's just a generic new sheet with nothing set up yet. The others only have the names.

Unless there is another way to make sure magic is gone from the characters?
 

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