View Full Version : RPG Learners Script Topic
RPG Learner
02-04-2005, 12:28 PM
http://boards.gamefaqs.com/gfaqs/genmessage.php?board=538013&topic=12794984
If you want to i can post al those scripts from there since i made a backup in case the topic got purged.
But Good News i'm almost finished with the Scripts.
Of all those scripts this is all i've have left.
77- Magic Formula 2 131
79- Magic Formula 4 130
80- Magic Formula 5 130
81- Skill Formula 123
243- Merchant 112
246- Church Options 181
248- Bank 99
I've could've gotten done sooner if i did'nt end up having DRE on my old PS2 so now i got a new one so i can get back to work.
WilliamKirk
02-05-2005, 02:45 AM
Your the man RPG Learner!!! Do you visit Doan's forums under a different name or something?
RPG Learner
02-05-2005, 11:52 AM
No i don't go there but i'll take a look sometimes. i need to find ways to make certain things more balanced in my test game.
WilliamKirk
02-08-2005, 10:58 PM
The best advice I could give for balancing things is using BattleVariables 1-6 for stats and doing Phys ATK, Phys DEF, Magi ATK, Magi DEF, ACU, and EVA since than each stat is for the most part equal. If you need help on how to use the BattleVariables instead of the default stats me or DW can help, just say so. Gl
RPG Learner
02-09-2005, 05:26 PM
Thanks i mean there are some unfair advantages like if you want a 2 handed weapon and you want to try this in the Default Menu so i can allow the character to only equip gloves but not shields.
Oh and i'm almost done with the merchant script.
WilliamKirk
02-09-2005, 10:29 PM
What I did for that was change "shield" to "buckler" and it's all taken care of.
The Final Rune
02-10-2005, 11:23 AM
RPG Learner:
I've been visiting your script thread at Gamefaqs for what feels like forever. I took the liberty of coping down every script you posted and compiled them in a neat orderly fashion. I'm sure I'm not the only who found this bounty of information useful, and so I would request you post them all again, not in a thread, but as a FAQ. If you don't have all these saved on a computer of your own I would be more than happy to email you the word.doc I've assembled. Get back to me here and let me know if you'd like to do this.
Much Thanks,
The Final Rune
EDIT:
On second thought wait. Let me get your last scripts and do some final checking, then I can send you the finished list.
RPG Learner
02-10-2005, 06:57 PM
Well thanks but Dungeon Warden at the agetec forums is going to do a FAQ with the information i've written down and someone else as well.
But thanks.
Dungeon Warden
02-10-2005, 11:01 PM
Yes, I am making a huge FAQ file using RPG Learner's typed scripts along with some notes of my own. When it's done, it should cover all the preset stuff along with the Variables and flags (many of the help files contain errors ), direct and indirect effects (which will help explain what many of the preset scripts actually do), along with anything else I can think of.
This will basicly be an experts guide that will contine where the instruction manual left off. Thank you, RPG Learner, for your dedication to this project. I couldn't do it without you.
The Final Rune
02-11-2005, 11:00 AM
Hey cool, looking forward to it!
RPG Learner
02-11-2005, 08:20 PM
A huge part of the Merchant script 1-80 is posted at Gamefaqs now.
RPG Learner
02-14-2005, 02:31 PM
Oh i was wondering if anyone figured out how to make a steal script for the DBS and bypassing the 9999 HP mark for monsters cause it would make a final boss much harder.
It would at least should be added to the FAQ.
EDIT: Oh and i'm going to use that User data for a new menu within the DBS since i've tried making a CMS and had problems with it many times i tried again with the DBS user menu.
Dungeon Warden
02-14-2005, 05:02 PM
Yes, both can be done.
For a steal script, use the Enemynumber to find the enemy's name and then have the script give the character a chance to steal an item based on what enemy they target. This is completely independent of what item you get for defeating the enemy (which is the way steal works in most games anyway). This script would be used in a direct effect like any ability.
For bosses with more than 9999 HP, have the game check in the damage script whether the enemy has more than 9999 HP (a flag could be used), and if the hp goes below 0 (or some other amount), add extra HP to the original total so the enemy won't die. These extra HP could be stored in a battle variable if more than one enemy has extra HP. Remember to add the extra HP and not just change the value or else any damage done over the original HP total will be lost. There may be other ways to do this, but they all use the same basic idea.
RPG Learner
02-14-2005, 07:56 PM
Thanks i'll try that but how do i start setting this up correctly without messing up. i did a script for the treasure events by as soon as you find weapons you automatically equip them and it worked but got some scripts in the wrong place though.
Oh and Variables i'm have'nt mastered that yet that's one of those advanced things in math algebra and i was'nt good at that.
Dungeon Warden
02-15-2005, 01:35 PM
Programing logic is either something you understand right away or something you need to work hard to understand. If you are having trouble scripting events, then you need to learn the logic. Try to understand why the commands are in the order they are in. Do some commands seem unnecessary? Maybe they are critical to the functioning of the script.
I know some people get in trouble when they try to save memory by simplifying scripts only to have the script no longer work properly.
When my FAQ is done, it will explain all the variables, what they do and where they are used. You can find part of my FAQ here: Battle Variables and flags (http://doansdomain.proboards27.com/index.cgi?board=Help&action=display&num=1100400242)
WilliamKirk
02-17-2005, 09:03 AM
This is an old example I posted for HolyFlame to make a pokemon-like catching ability, which is set-up similarly to the steal ability, though make note that you want to do it using the EnemyOrder as DW said instead of Target for the Steal (so in that way it's a little more complex).
Also, feel free to put my script in the FAQ, whomever, and just give me credit.
"The pokemon game's possible and actually quite easy and simple, using the DBS or a CBS (making the CBS'd be hard, but the pokemon aspect wouldn't be). The obvious obstacle is the lack of corresponding character and enemy models, however, if like many people you make only the main character (leader) visible and the rest not have a graphic (for following the leader around, which I find looks very cheesy) and not use all the pokemon for story and dialogue, this wouldn't be a problem. Basically, you'd want to do this in the direct effect's script:
(I forget exactly, but switch to the enemy, I think it's like Change Active Character or something, whatever, get to the enemy's data)
Call Script: Get Enemy Name (find the enemy's name) (this script is one of the default scripts)
Data: Variable: TempVariableX = 1 ? 100 (set up a percentage)
(here you can alter TempVariableX by their current HP to make their current HP effect the chance of acquiring them like in pokemon, or make other things affect to, like charisma or reputation or something else)
Sort: Input: Enemy Name (or some variable like that, look through to find it since I don't know the exact number)
Apply If: "Goblin" (if enemy's name is "Goblin," aka if enemy is a Goblin)
Script Branch: Condition: TempVariableX < 25 (25% chance of capturing him)
Damage enemy 9999 (aka make him leave the battle)
Data: Variable Goblin = Goblin + 1 (or use items, items and variables are interchangeable when the items can't be "Used" to do something, what you're doing is adding 1 more Goblin party member to the party)
Script: Condition End
Apply If: "Jimmy Eat World!!!"
Script Branch: Condition: TempVariableX < 5 (5% chance)
Damage enemy 9999 (same)
Data: Variable Jimmy Eat World!!! = Jimmy Eat World!!! + 1 (same)
Script: Condition End
(repeat for every possible enemy)
Script: Branch End
Do you understand what the script's doing? Pretty much that's what you'd do, make an ability ("Capture" or something) like that, if you wanted you could rename "Skill," "Commands" and put this move in there and rename "Magic," "Abilities" and have it be for both physical and magical skills/spells. (I've done this for calling upon Guardians to aid the party ). The main difficulty facing you as the creator is that only 100 party members can be made (so make sure to limit to either one of each type of party member or the max amount usable in one party (I'd say one because of the 100 total limit)) and that each party member costs a whopping 2128 or so memory (I've 16 party members, which is 34048 memory, or about 304 character models). Making them join at the leader's level isn't hard either (I'll tell you later, first make this and get this working). Nonetheless, good luck. Oh, yes, you'd later make an exchange place, or make an exchange option in the menu.
My one main criticism of pokemon is how they're becoming just seemingly random and stupid monster-things, where as in the first they made sense: they were a snake, or a bird, or a stone ryhnocerous, or a bull, they made much more sense instead of just being stupid and ridiculous wierd monster-thing its. I've actually been interested in doing this myself (probably after Paladin, maybe a small side project during it for a break) since it'd be fun making up all these cool monsters and stuff. The automatic bonus you have over pokemon is being able to have 4 vs. 4 fights without any work."
RPG Learner
02-18-2005, 06:46 PM
I'll use this and make it work Thanks!
I've finished the Merchant Script and will put the Complete Bank script then i've got to finish the Church Options Script.
RPG Learner
02-20-2005, 09:59 PM
I've now finished the Church Options Script
This is all that left till i'm done.
77- Magic Formula 2 131
79- Magic Formula 4 130
80- Magic Formula 5 130
81- Skill Formula 123
Which one you want me to do first?
And now i wonder how to add bonus when you equip an item that grants a for example +10 bonus HP at level up to the level up script so it'll be dectected.
000- Data Flag (Temp Flag 1) Off
001- Script Branch Condition: Flag (Temp Flag 1) Off
002- Battle: Give Exp
003- Script Condition End
004- Battle: Check Level Up
005- Data Variable: (TempVariable9)=(0 fixed)+(0 fixed)
006- Script Branch:Repeat: Flag (Level UP) On
007- Data: Flag (Temp Flag 1)On
008- Script Branch: Condition: Flag (Temp Flag 0)Off
009- Text Message: ''
010- Data Flag: (Temp Flag 0)On
011- Script Condition End
012- Script Branch Condition: Flag (Temp Flag 0)On
013- Script Condition End
014- Sound SFX (Item Obtained) Volume=100 Pitch+0 Tempo=100
015- Data Get Member Name
016- Text Content: Input: Display (Common Name)
017- Text: Message 'gained a
018- Text Content: Menu Text: Display (Level)
019- Text Message: !
020- Script Branch Condition: Variable (Strength)>(0 Fixed)
021- Text Content: Menu Text: Display(STR)
022- Text Message '+'
023- Text Content: Variable: Display (Strength)Digits not fixed
024- Text: Message '.'
025- Script Condition End
026- Script Branch: Condition: Variable (Strength)< (0 fixed)
027- Text Content: Menu Text: Display (Strength)
028- Text Message: .
029- Text Content: Variable: Display (Strength)Digits Not Fixed
030- Text Message '.'
031- Script Condition End
032- *Strength attribute treatment*(Note)
This is tge reason why this script is 125 lines long
Repeat this script for the other stats DEF,INT,AGL,LUCK,MAX HP, and MAX MP.
Look at the Level UP Script in the preset data and you'll see what i mean.
Level UP Script Part 3
111- Battle: Check Level UP & Ability
112- Script Branch Condition: Flag (LvlUp/Ability)On
113- Data Flag: (Temp Flag 1)Off
114- Script Condition End
115- Script Branch Repeat: Flag (LvlUp/Ability)On
116- Text Message ''
117- Data Get Ability Name
118- Text Content: Input: Display (Common Name)
119- Text Message 'Ability Learned'
120- Battle: Check Level UP & Ability
121- Script Branch End
122- Battle: Check Level Up
123- Script Branch End
124- Script Branch: Condition: Flag (Temp Flag 1)On
125- Script Condition End
Oh and if anyone wants to know how i did a script that allows you to get a lot of items in one treasure chest just let me know and i'll post the script tomorrow.
WilliamKirk
02-21-2005, 04:36 AM
I'm not sure of the exact commands, but it's possible to check the current instigator's equipment, then sort based on it. I've made a VFX script that sorts based on the equipped weapon of the instigator and does different VFX for each. Next time I use RPGM2 I'll write the 3 commands or 4 commands to do this down and then post them for you. Actually, I'm not sure how the level script works, so I don't know if that's possible, but it should be. DW'll probably know.
Edit: Nevermind, it is possible. It's possible to make additions like that to the internally-controlled-rpgm2-leveling and to write your own levling up script.
To find member information of the instigator, be on the instigator (automatically is so don't bother doing anything) and put in these 3 lines at the beginning:
Data: Member Info: Change to Member Order
Data: Variable [Member Number] = [Insti Member] + 0
Data: Member Info: Load
What this does is finds what member is the instigator and loads that members info.
Then feel free to sort by anything about the member (press start on Data: Member Info: Load to see all the loaded variables) (includes equipped weapon, head, body, etc.).
By doing this you can edit the default (just add what you want on to it) or make your own (sort by Member Number and add to their stats, give them abilities based on their level, etc.).
Feel free to use this in anyone's FAQ and whatnot.
Dungeon Warden
02-21-2005, 04:58 PM
RPG Learner, how do you want me to credit you in the FAQ. Is listing you as RPG Learner good enough, or should I use your real name? I'll need you to tell me your name in the second case.
RPG Learner
02-21-2005, 09:23 PM
Yes listing me as RPG Learner is good enough Dungeon Warden.
But seriously i need to know now which script you want me to write out first this is all that left so one i'm finished writing i can post them on the topic at gamefaqs.
77- Magic Formula 2 131
79- Magic Formula 4 130
80- Magic Formula 5 130
81- Skill Formula 123
Which one you want me to do first?
Dungeon Warden
02-22-2005, 12:58 PM
All four of those scripts are equally important and of similar length so you could just do them in order. Since I need them all, it really doesn't matter which one you do next.
Where is the Church Option script? You said you finished it but I don't see it posted at the link you gave to your scripting topic.
RPG Learner
02-22-2005, 06:09 PM
I have it written but i've not posted it yet but i will post part of it soon.
RPG Learner
02-27-2005, 05:33 PM
I've finished writing the remaining scripts except Magic Formula 5 since it's based on the same script as 4 (plus those two affect the Drain spells to absorb HP) well Magic Formula 5 does for MP.
So just the Skill Formula and it's finished.
RPG Learner
03-20-2005, 03:04 PM
Finished Skill Formula Script now i'll probably post it tomorrow.
EDIT: Scratch that i'm posting it right now!
RPG Learner
03-20-2005, 09:37 PM
I'm finished with the script topic DW so now you can finish the FAQ.
Kanick
03-23-2005, 11:35 AM
Where is thsi FAQ at? Im new at RPMG2 so I can use all the help I can get, escpecially with scripts O_O
Dungeon Warden
03-23-2005, 04:29 PM
The FAQ is right here on my memory card. :lol Don't worry, it will be up soon. Hopefully by tomorrow.
Actually, the scripting part of the FAQ (other than RPG Learner's typed scripts) is a long way from being finished as I will need to make more notes about what script does what. For now, the FAQ will include detailed notes about the Variables, Flags, and Inputs (including many corrections and omitions from the RPG Maker 2 help files). Details about the Direct Effects and Indirect effects, and the typed scripts.
In a future edition I'll explain what each script does and which events use them. I'll add a few new scripts to allow you to do things that are not in the presets, and I'll explain some of the more obscure commands and what they can be used for.
Kanick
03-23-2005, 04:44 PM
Looking forward to reading it. :D
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