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Creating a New Database Category?

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***
Rep:
Level 82
We learn by living...
So I decided I would create something similar to "skills" or "weapons", called "chants", but I'm not really sure what I'm doing, since I cant seem to edit the rxdata files even with an editor (save as autocrashes). So I decided to try a work around by constructing my own template and filling it in.


Code: [Select]
class RPG::Chant

 
#--------------------------------------------------------------------------
# * Get Chant ID
#--------------------------------------------------------------------------
  def id
    return @chant_id
  end
#--------------------------------------------------------------------------
# * Get Name
#--------------------------------------------------------------------------
  def name
    return $chant[@chant_id].name
  end
#--------------------------------------------------------------------------
# * Get Power (1, 2, or 3)
#--------------------------------------------------------------------------
 def power
    return $chant[@chant_id].power
  end
#--------------------------------------------------------------------------
# * Get Description
#--------------------------------------------------------------------------
 def description
    return $chant[@chant_id].description
  end
#--------------------------------------------------------------------------
# * Get Fragment (Element/Influence)
#--------------------------------------------------------------------------
def fragment
    return $chant[@chant_id].fragment
  end
   
 

end

Chants are supposed to be really simplified terms with very minimalistic attributes, including an id number, a name, a description, power on a 1-3 scale, and a special category called "fragment" that is the actual "function" of the the chant. If I can assign these attributes then everything should work out nicely.

Chants are part of a new game concept I have in the works, but I'm not sure where to go from here. I think I do the following, but am kind of lost:

1. create class
2. create class's definitions
3.??? make some sample members of my class.
4. make a display window similar to Window_Skill
5. give some actors access to some chants
6. add menu access to view actor's "chant" menu.

Somewhere between #2 and #5, I'm a bit fuzzy, especially around #3.
 

***
Rep:
Level 82
We learn by living...
wait.. why am I doing it this way instead of setting up an array of definitions? Is there a faster way to set up a series of objects with a short list of attributes, like a hash or something?

like I want something like this:

'chant[0] = {"ray",1,"Dimensional Ray FX", 1}'
'chant[1] = {"beam",1,"Dimensional Beam FX", 2}'
'chant[2] = {"sphere",3,"Dimensional Globe FX", 3}'
...

'chant[17] = {"cone",2,"Dimensional Cone FX", 17}'

And so on...