Fridjah

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Hello.
I am looking for a script call that add an item in the victory reward screen.
There is only 3 place for loot and I wanted to add a condition during the battle that make possible
to add a "Gold Nugget", as a reward shown in the victory screen like a 4th loot.
But I feel it looks more complcated than a simple script call.

Thank you
 

kyonides

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Code:
class Game_Troop
  def add_buff(index, param_id, turn)
    members[index-1].add_buff(param_id, turn)
  end
end

I added some -1 to the index in order to let you use the human readable index value instead of the computer one.
 

TheoAllen

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Hello.
I am looking for a script call that add an item in the victory reward screen.
There is only 3 place for loot and I wanted to add a condition during the battle that make possible
to add a "Gold Nugget", as a reward shown in the victory screen like a 4th loot.
But I feel it looks more complcated than a simple script call.

Thank you
Where you expect to put this script call if we were to provide one?
I feel like this needs more context than just "in victory reward screen".
 

Fridjah

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I finaly dont think it's possible to do it that way.

May you show me where is the drop part of the script editor to take a look, please.
 

TheoAllen

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You probably better to create a new thread depends on what you prefer.
Are you looking for a script? RGSS3 request
Do you prefer to learn? Learning RGSSx.
 

Kes

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I am trying to make a skill which needs to do the following.
Check if the target has state #158. If it has, do no damage.
If it hasn't, then inflict state #159 and do damage.

My problem is that my current formula does damage even when the state is present because I can't get my either/or bit sorted out.

Can anyone help me out?
 

Roninator2

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Can anyone help me out?
I think this will work.

if b.state?(158); dam = 0; else b.add_state(159); dam = a.atk * 4 - b.def * 2; end; dam
 
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mylafter

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Is there a way to make an events move route move 'up,down,left,right' more than once?
For example, a normal looking move route would look like:
> Move Up (x3)
> Move Right (x2)
>

I know I can just use a path finding script but it doesn't work with most of my other scripts.
Also, I posted this question in this thread because I figured it probably be easier to do this method through a script call.


EDIT: Ignore this post. I think it be smarter to post my question as its own script request thread instead.
 
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Robert-Character Creator

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Hello! I'm way out of my element here, as I'm usually completely incompetent at scripting, but I feel like I'm very close to success here.

My script call is thus:

Code:
$game_switches[0052] = [$game_map.events.values.select{|ev| ev.name.include?
("spikes_")}].all? { |event|
if $game_map.events[event].x == $game_player.x and $game_map.events[event].y ==
$game_player.y then $game_switches[0055] = true end}

What this should do is make an array (?) out of switch 52 containing all events with the string spikes_ in their name, then check each of those events to see if their x and y coordinates are the same as the players; if they are, turn switch 55 on. I know the syntax is correct, at least according to my online Ruby syntax checker... , however, I get an argument error (0 for 1) when running the code. Any clue what I'm doing wrong?
 

Kes

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I need to do a 'Show Choices' via a script call, and I can't get my head around how exactly I am to use the script call in Archeia's thread.

She has this:
Code:
params = []
choices = []
choices.push("choice 1")
choices.push("choice 2")
params.push(choices)
params.push(0/1/2 this part is where you press cancel and which choice to default)
setup_choices(params)

I need to ask the player if they want to do something, with a straight Yes/No choice, and the cancel button defaulting to No.

Could someone show me how this is supposed to be set out?
Thank you very much.
 

TheoAllen

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I need to do a 'Show Choices' via a script call, and I can't get my head around how exactly I am to use the script call in Archeia's thread.

She has this:
Code:
params = []
choices = []
choices.push("choice 1")
choices.push("choice 2")
params.push(choices)
params.push(0/1/2 this part is where you press cancel and which choice to default)
setup_choices(params)

I need to ask the player if they want to do something, with a straight Yes/No choice, and the cancel button defaulting to No.

Could someone show me how this is supposed to be set out?
Thank you very much.
Code:
params = []
choices = []

choices << "Yes"
choices << "No"

params << choices
params << 2

setup_choices(params)
 
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Shiro-chan

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I am trying to figure out an actor's current graphics and respective indexes, and put those into variables. Something like "variable 1 == name of actor 1's sprite graphic", variable 2 the index, variable 3 the name of the face graphic, and variable 4 the index of that.

Example:
The second actor uses Magical Girl graphics, so for example they might use " $MC2T2Mahou". This is a mono-sheet, so of course the index here is always 0. But I still need a variable to take the name of the file. Is it possible? If so, how?

Thank you very much in advance.
 

TheoAllen

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GustavoF

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Hello, is there a way to change the item se by script call? (I know we can change it in database, but I really want to change it in an event)
 

TheoAllen

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Hello, is there a way to change the item se by script call? (I know we can change it in database, but I really want to change it in an event)
There is, but the change won't be permanent. i.e, it resets once you restart the game. If you need it to be permanent, it needs an extra script. Are you ok with that?
 

GustavoF

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There is, but the change won't be permanent. i.e, it resets once you restart the game. If you need it to be permanent, it needs an extra script. Are you ok with that?
Thanks, I don't need it to be permanent.
 

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