Script Name: Good VS Evil --- RMXP Version
Written by: Synthesize
Version: 1.0.0
Released: January 26, 2008
What is it?
This script allows you to have each actor have an alignment and alignment points. The alignment raises similar to Baldur's Gate 'reputation' system where if you accumulate x amount of Alignment Points, then your Alignment Level rises.
Features:
- Easily Add/Remove alignment points
- Easily check the Alignment Level
- Easily check the Alignment points
- Easy to customize
- Short
DEMO:
Primary Download Link (http://204.191.115.42:43179/GoodVSEvil.zip)
[spoiler]
The Script:
#===============================================================================
# Good VS Evil --- RMXP Version
#===============================================================================
# Written by Synthesize
# Version 1.0.0
# January 26, 2008
#===============================================================================
# * RMXP Version *
#===============================================================================
module GoodVSEvil
# The initial Alignment for actors
Alignment_initial = {1 => 2, 2 => 3, 3 => -5}
Alignment_initial.default = 0
# The names of the alignments
Alignment_names = ["Very Good", "Good", "Neutral", "Evil", "Devil Child"]
# maximum amount of points
Maximum_alignment = 100
# Maximum amount of evil points
Maximum_evil_alignment = -100
# Format = {value => amount to check}
Rates = {0 => 50, 1 => 25, 3 => -25, 4 => 50}
# Rates configure how many Alignment points a character needs to have
# there alignment 'upgrade'
# $alignment commands:
# $alignment.add(value, member) # Adds value of alignment
# $alignment.remove(value, member) # Removes value from member
# $alignment.checksum(amount, member) # Check value of points then return
# $alignment.checkname(member, name) # Check if the alignment level is =name
end
#-------------------------------------------------------------------------------
# Create and set alignment points
#-------------------------------------------------------------------------------
class Game_Actor < Game_Battler
attr_accessor :alignment
attr_accessor :alignment_name
alias syn_gve_setup setup
#-----------------------------------------------------------------------------
# Setup Actor Alignment
#-----------------------------------------------------------------------------
def setup(actor_id)
syn_gve_setup(actor_id)
@alignment = GoodVSEvil::Alignment_initial[actor_id]
@alignment_name = "Neutral"
end
#-----------------------------------------------------------------------------
# Return Alignment Values
#-----------------------------------------------------------------------------
def alignment_value
@alignment = GoodVSEvil::Maximum_alignment if @alignment > GoodVSEvil::Maximum_alignment
@alignment = GoodVSEvil::Maximum_evil_alignment if @alignment < GoodVSEvil::Maximum_evil_alignment
if @alignment >= GoodVSEvil::Rates[1]
@alignment_name = GoodVSEvil::Alignment_names[1]
@alignment_name = GoodVSEvil::Alignment_names[0] if @alignment > GoodVSEvil::Rates[0]
return @alignment_name
elsif @alignment <= GoodVSEvil::Rates[3]
@alignment_name = GoodVSEvil::Alignment_names[3]
@alignment_name = GoodVSEvil::Alignment_names[4] if @alignment >= GoodVSEvil::Rates[4]
return @alignment_name
else
@alignment_name = GoodVSEvil::Alignment_names[2]
return @alignment_name
end
end
end
#-------------------------------------------------------------------------------
# Window_MenuStatus add-on
#-------------------------------------------------------------------------------
class Window_Status < Window_Base
alias syn_gve_refresh refresh
def refresh
syn_gve_refresh
self.contents.font.color = system_color
self.contents.draw_text(330, 400, 120, 32, "Alignment:")
self.contents.font.color = normal_color
self.contents.draw_text(450, 400, 120, 32, @actor.alignment_value)
end
end
#-------------------------------------------------------------------------------
# Alignment Management
#-------------------------------------------------------------------------------
class Alignment_Management
def add(value, member)
$game_party.actors[member].alignment += value
end
def remove(value, member)
$game_party.actors[member].alignment -= value
end
def checksum(amount, member)
if $game_party.actors[member].alignment >= amount
return true
else
return false
end
end
def checkname(member, name)
if $game_party.actors[member].alignment_name == name
return true
else
return false
end
end
end
#-------------------------------------------------------------------------------
# Scene_Title:: Create the Global Variable
#-------------------------------------------------------------------------------
class Scene_Title
alias syn_gve_newgame command_new_game
def command_new_game
syn_gve_newgame
$alignment = Alignment_Management.new
end
end
#===============================================================================
# * This script will not work with RPG Maker VX *
#===============================================================================
# Written by Synthesize
# Version 1.0.0
# January 26, 2008
#===============================================================================
# Good VS Evil --- RMXP Version
#===============================================================================
[/spoiler]
Questions? Concerns? Post them.
sounds good but the download link is workin
were the hell do we put the script
Is there a way to make it so you can make events based on your alignment like in Fable 2.
Demo download is broke.
http://www.megaupload.com
where do we choose the allignment?
how do you put points towards an alignment? it dosn't let me :(
# $alignment commands:
# $alignment.add(value, member) # Adds value of alignment
# $alignment.remove(value, member) # Removes value from member
# $alignment.checksum(amount, member) # Check value of points then return
# $alignment.checkname(member, name) # Check if the alignment level is =name
Quote from: modern algebra on September 13, 2009, 03:36:16 PM
# $alignment commands:
# $alignment.add(value, member) # Adds value of alignment
# $alignment.remove(value, member) # Removes value from member
# $alignment.checksum(amount, member) # Check value of points then return
# $alignment.checkname(member, name) # Check if the alignment level is =name
that's all well and good,but wtf? wot button do i press? it's an awesome script though
What do you mean by button?
In the Event Commands, you go to the third page and there is a Script.. command. Click that and type in the codes you need.
Quote from: modern algebra on September 13, 2009, 06:59:17 PM
What do you mean by button?
In the Event Commands, you go to the third page and there is a Script.. command. Click that and type in the codes you need.
ok...
wow. how can you even consider making a game when you didn't understand what MA said. Go to the 3rd page in the event commands and click on Script... command. Then type in that shit with the correct information.
[spoiler]You dumb-butt :mad:[/spoiler]
Quote from: grafikal on September 13, 2009, 10:36:38 PM
wow. how can you even consider making a game when you didn't understand what MA said. Go to the 3rd page in the event commands and click on Script... command. Then type in that shit with the correct information.
[spoiler]You dumb-butt :mad:[/spoiler]
it has errors you stupid robot
^ ^
* *
., - uh oh!
f
Quote from: phillip1756 on September 14, 2009, 03:57:33 PM
Quote from: grafikal on September 13, 2009, 10:36:38 PM
wow. how can you even consider making a game when you didn't understand what MA said. Go to the 3rd page in the event commands and click on Script... command. Then type in that shit with the correct information.
[spoiler]You dumb-butt :mad:[/spoiler]
it has errors you stupid robot
Then you should post them so someone can fix it
[spoiler] Stupid ninny-head :mad:[/spoiler]
@Synthesize - maybe if the download was fixed...
I haven't tested it, but I don't see what errors would occur just from the script itself.
Just in case you don't realize this though, the # signs just designate those lines as comments since I was quoting directly from the script. You would exclude them when running the call script, so it would be:
$alignment.add(value, member)
not
# $alignment.add(value, member)
This seems like a good script, I always wanted a reputation values system, but does this only go good v evil. cause if your only goin on one axis, i almost think it would be easier just to assign rep through control variables, except for the checkname function, that is a time saver. Thx alot for the script!