so.. I have to save AND load them. and, in test games, the changes are not saved, is this right?You could modify your save/load scripts in DataManager to add the $data... variables to the save file and read them from the save file as well.
If you do that though, remember if you do some testing and save your game, then go into the database and make any changes, those changes will not be there when you resume your saved game.
LOL! That changes the whole script, and probably for the better. It will make it so much smaller too. The only problem though, is it's supposed to be constomizeable until < 3. Which is why I wanted to do that. Also I wanted to it go PER param basis. Doing it this way removes that customization. In fact I really don't care changing the EXP/Gold after 3, because it would start getting into the negatives, which would just leave it as 1.I will just make an example of making unlimited amount of difficulty settings available for the makers.
Take a look at your 'def exp' method in Game_Enemy class and compare it with this:
alias :blood_exp :exp def exp ees = Blood::Enemy::Exp_Settings diff = ees.keys[$game_variables[Blood::Variable::Enemy_Variable]] return blood_exp * ees[diff] endBasically, no matter what value the variable got (as long as it is an integer, of course), it will return a difficulty multiplier as long as the maker makes sure that the variable can not go higher than the size of the difficulty hash minus 1 and if it won't go below 0. You can make a fail-proof check for these too with ease.Change all of your methods this way, and you can allow unlimited number of difficulty setups in your script.
As for the party based difficulty cap in your script, change the 4 to $game_party.max_battle_members, so it will count non-default battle party sizes as well.
so, if I understand you right, you want one item to revive all allies and heal them and it should look like its casting a spell, right?I've searched but never found any good results. I'm trying to create an item that casts another spell. (I remember RM2k did this ages ago.) So if I use an item, it calls upon a spell.
What I'm ultimately trying to do is create an item that revives everyone and fully restores everything. I have an item that has a scope of "All allies (dead)" but I need a 2nd effect to heal everyone after that 1 ally is revived. Thus, 2 spells / effects.
How can I cast a spell or use multiple items in the same item? There a way to call it via a script?
(RGSS3)
Okay, I need make sure I understand this correctly.-snip-
module EPS STATS = {} STATS[:easy] = [.5,.5,.5,.5 and so on]end
module Enemy Param_Settings = { #don't touch # Corresponding Params: # MHP, MMP, ATK, DEF, MAT, MDF, AGI, LUK :easy => [0.5, 0.5, 0.5, 0.5, 0.5, 0.5, 0.5, 0.5], :normal => [1.0, 1.0, 1.0, 1.0, 1.0, 1.0, 1.0, 1.0], :hard => [2.0, 2.0, 2.0, 2.0, 2.0, 2.0, 2.0, 2.0], :insane => [4.0, 4.0, 4.0, 4.0, 4.0, 4.0, 4.0, 4.0], } #don't touch Exp_Settings = { #don't touch :easy => 2, :normal => 1, :hard => 0.8, :insane => 0.5, } #don't touch Gold_Settings = { #don't touch :easy => 2, :normal => 1, :hard => 0.8, :insane => 0.5, } #don't touch end #ends Enemy
I tried that and it doesn't work. To force an action a player must be performing the action. The event that handles it forces you to select a party member who will be performing the action. Playing the animation on all players also does not work from a common event. I had considered this first. It doesn't work properly, at all.so, if I understand you right, you want one item to revive all allies and heal them and it should look like its casting a spell, right?
why want to use a script? you can make a new item with target all allies (dead) and in the effects you set up to remove the death state, so they revive, and to heal 100%. and you can call a common event there too, so in the common event you can set up to play an animation or force cast a spell or whatever you want.
Thanks. I found it. The author is our wonderful resident Tsukihime. This is exactly what I was looking for.@IceSage
Look up a script named "Skill Links" or something similar. I forgot the name of the author, sorry. *-*
this doesn't work? oh... I remember the rm2k3 could do that... well, sorry for misinformation then.I tried that and it doesn't work. To force an action a player must be performing the action. The event that handles it forces you to select a party member who will be performing the action. Playing the animation on all players also does not work from a common event. I had considered this first. It doesn't work properly, at all.