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[REQUEST] Script for bounty/hunt mission like in ff12

0 Members and 4 Guests are viewing this topic.

**
Rep:
Level 83
"You come, You go, but first you lose an arm"
I am requesting some one try to make a script where you are able to accept and kill monster requests and get paid when you report in!
just like in final fantasy 12 jobs
-=Renegade has come=- so has your death

**
Rep:
Level 76
Interested RMKR
Sorry if this isn't the response you were looking for, but it can be evented quite easily. Let's use the example of I want you to kill 30 blobs.

1. Set up quest giver, activate switch "Blob hunt quest" or whatever
2. Go to your "troops" tab. Set up an event in every troop which holds a Blob.
3. The event should trigger if "Blob hunt quest" switch is on, and "Blob" is at 0% hp or below.
4. Set a variable "Blob Hunt Quest" or whatever, and raise the value every time a blob is killed. (Using in-battle events)
5. Repeat for every blob in the troop and every troop with a blob.
6. Set a new page event for the Quest Giver and set the requirements to "Blob Hunt Quest" variable =>30.
7. Turn off the Blob Hunt Quest switch and make the quest over, give rewards, and you're done.

EDIT: This is if you want the quest to be repeatable

8. On the same event as the second meeting with quest giver for rewards, set Blob Hunt Quest variable=0
9. Since the variable is at 0 again and the switch is off, the next time you talk to him, the quest will be given again

I know it may seem like a bit of work (it is) but it's not too much, and much simpler than a quest.

*****
Rep:
Level 84
This text is way too personal.
Bronze - GIAW 11 (Hard)Silver - GIAW Halloween
The problem is if he wants to show a big list or not, but picture eventing can solve anything.

***
Rep:
Level 81
Monster Hunter
you could even use Modern algebra's quest journal script for it if you want and i could tell you (if you want) how to but your hunter level in the menu , it's kinda easy ^^

**
Rep:
Level 83
"You come, You go, but first you lose an arm"
you could even use Modern algebra's quest journal script for it if you want and i could tell you (if you want) how to but your hunter level in the menu , it's kinda easy ^^

oh yes, that will be most appreciated THANK YOU!
-=Renegade has come=- so has your death

***
Rep:
Level 81
Monster Hunter
you could even use Modern algebra's quest journal script for it if you want and i could tell you (if you want) how to but your hunter level in the menu , it's kinda easy ^^

oh yes, that will be most appreciated THANK YOU!

tell me what menu you're using (send me a copy if it's not the basic one) and i'll inplant it ^^

**
Rep:
Level 83
"You come, You go, but first you lose an arm"
you could even use Modern algebra's quest journal script for it if you want and i could tell you (if you want) how to but your hunter level in the menu , it's kinda easy ^^

oh yes, that will be most appreciated THANK YOU!

tell me what menu you're using (send me a copy if it's not the basic one) and i'll inplant it ^^

my menu is the basic one, no scripts for it
-=Renegade has come=- so has your death

***
Rep:
Level 81
Monster Hunter
okay i'll be working on it , i'll be done tonight (2h in the morning here)

**
Rep:
Level 83
"You come, You go, but first you lose an arm"
You do not know how much this helps me, ill be sure to have u in my credits along with Modern Algerba
-=Renegade has come=- so has your death

**
Rep:
Level 83
"You come, You go, but first you lose an arm"
sorry spelt that wrong, Modern algebra
-=Renegade has come=- so has your death

****
Hey... my name's... Sashikinaroji...
Rep:
Level 83
fear me...
NO DOUBLE POSTING!!!

Especially when it can be corrected via an edit~ This isn't a chatbox, it's a forum!

Can I be a mod now???

Anyways, on a more serious note...

I am pretty sure that, in the end, all he needed was the menu plugin, correct? Or does it require some other type of addition? Like a quest setup so that the quests will be added correctly into the "hunt" menu?
Ok, DON'T EXPECT HELP FROM ME~! I will perhaps rant a bit, but don't expect me to do graphics for you, even if I say I will... I won't.

***
Rep:
Level 81
Monster Hunter
like this?
see attachments...

**
Rep:
Level 83
"You come, You go, but first you lose an arm"
like this?
see attachments...

yes that will work, how can i input that into like a shop or a bounty hunter shop?
-=Renegade has come=- so has your death

***
Rep:
Level 81
Monster Hunter
like this?
see attachments...

yes that will work, how can i input that into like a shop or a bounty hunter shop?
why do you want it to show in a shop? it's of no use there, is it?
P.S: would you like some icons next to the text? some modifications? (The order stuff is shown) add an option? remove?
show the options in individual windows?
or are you happy the way it is ?

EDIT: the script so far.
Spoiler for:
Code: [Select]
##################################################
# Mitsarugi Basic Menu hunter rank add-on V 1.0  #
##################################################
# By Mitsarugi
##################################################
#The basic rpg maker vx menu with some add-ons
#Location
#Time
#Gold
#Hunter rank
#-------------------------------------------------

#the variable used to show the hunter rank.
VARIABLE_HUNT = 6
#the switch i put in for disabling the hunter rank option
SWITCH_ACTIVE_HUNT = 150
#show hunter rank by default? yes/true , no/false
ACTIVE_HUNT = true


##############
# Game_Actor #
##############
class Game_Actor < Game_Battler
def now_exp
return @exp - @exp_list[@level]
end
def next_exp
return @exp_list[@level+1] > 0 ? @exp_list[@level+1] - @exp_list[@level] : 0
end
end
###############
# Window_Base #
###############
class Window_Base < Window
def draw_actor_level_menu(actor, x, y)
self.contents.font.color = system_color
self.contents.draw_text(x, y, 32, WLH, Vocab::level_a)
self.contents.font.color = normal_color
self.contents.draw_text(x + 16, y, 24, WLH, actor.level, 2)
end
def draw_actor_class_menu(actor, x, y)
self.contents.font.color = normal_color
self.contents.draw_text(x, y, 85, WLH, actor.class.name)
end
def exp_gauge_color1
return text_color(30)
end
def exp_gauge_color2
return text_color(31)
end
def draw_actor_exp_meter(actor, x, y, width = 100)
if actor.next_exp != 0
exp = actor.now_exp
else
exp = 1
end
gw = width * exp / [actor.next_exp, 1].max
gc1 = exp_gauge_color1
gc2 = exp_gauge_color2
self.contents.fill_rect(x, y + WLH - 8, width, 6, gauge_back_color)
self.contents.gradient_fill_rect(x, y + WLH - 8, gw, 6, gc1, gc2)
self.contents.font.color = system_color
self.contents.draw_text(x, y, 30, WLH, "Exp")
self.contents.font.color = normal_color
xr = x + width
self.contents.draw_text(xr - 60, y, 60, WLH, actor.next_rest_exp_s, 2)
end
end
#####################
# Window_MenuStatus #
#####################
class Window_MenuStatus < Window_Selectable
def initialize(x, y)
super(x, y, 384, 416)#384, 416
refresh
self.active = false
self.index = -1
end
def refresh
self.contents.clear
@item_max = $game_party.members.size
for actor in $game_party.members
draw_actor_face(actor, 2, actor.index * 96 + 2, 92)
x = 104
y = actor.index * 96 + WLH / 2
draw_actor_name(actor, x, y)
draw_actor_class_menu(actor, x + 120, y)
draw_actor_level_menu(actor, x + 200, y)
draw_actor_state(actor, x, y + WLH * 2)
draw_actor_hp(actor, x + 120, y + WLH * 1)
draw_actor_mp(actor, x + 120, y + WLH * 2)
draw_actor_exp_meter(actor, x, y + WLH * 1)
end
end
def update_cursor
if @index < 0
self.cursor_rect.empty
elsif @index < @item_max
self.cursor_rect.set(0, @index * 96, contents.width, 96)
elsif @index >= 100
self.cursor_rect.set(0, (@index - 100) * 96, contents.width, 96)
else
self.cursor_rect.set(0, 0, contents.width, @item_max * 96)
end
end
end
############
# Game_Map #
############
class Game_Map
attr_reader :map_id
def mpname
$mpname = load_data("Data/MapInfos.rvdata")
$mpname[@map_id].name
end
end
###############
# Window_Time #
###############
class Window_Mapname < Window_Base
def initialize(x, y)
super(0, 175, 160, 241)  #1st=okay, 2nd=up side , 3th=wide, 4th= down side
#super(0, 175, 160, 192)
refresh
end
def refresh
self.contents.clear
#LOCATION
self.contents.font.color = system_color
self.contents.draw_text(0 ,-20, 120, 50, "Location") # 0= okay, -20= text up (+ =down) 120= text size ,50=length
self.contents.font.color = normal_color
self.contents.draw_text(0,  5, 120, 32, $game_map.mpname.to_s, 2)
#HUNTER RANK
if ACTIVE_HUNT   
$game_switches[SWITCH_ACTIVE_HUNT] = true
#~ bitmap = Cache.system("Iconset")
#~ draw_icon(1, 12, 50, true) # Draw Icon
self.contents.font.color = system_color
self.contents.draw_text(0 , 12, 120, 50,"Hunter rank" ) # 0= okay, -20= text up (+ =down) 120= text size ,50=length
self.contents.font.color = normal_color
self.contents.draw_text(0, 36, 120, 32, $game_variables[VARIABLE_HUNT] , 2)#[X] = the variable used
end
#PLAY TIME
self.contents.font.color = system_color
self.contents.draw_text(0 , 44, 120, 50, "Play Time")
@total_sec = Graphics.frame_count / Graphics.frame_rate
hour = @total_sec / 60 / 60
min = @total_sec / 60 % 60
sec = @total_sec % 60
text = sprintf("%02d:%02d:%02d", hour, min, sec)
self.contents.font.color = normal_color
self.contents.draw_text(0, 70, 120, 32, text, 2)
def update
super
if Graphics.frame_count / Graphics.frame_rate != @total_sec
refresh
end
end
#MONEY
self.contents.font.color = system_color
self.contents.draw_text(0 , 75, 120, 50,"Zeny" )
self.contents.font.color = normal_color
self.contents.draw_text(0, 100, 120, 32, $game_party.gold , 2)
#SOULS
#~ self.contents.font.color = system_color
#~ self.contents.draw_text(0 , 101, 120, 50,"Soul dust" ) # 0= okay, -20= text up (+ =down) 120= text size ,50=length
#~ self.contents.font.color = normal_color
#~ self.contents.draw_text(0, 136, 120, 32, $game_variables[6] , 2)#[X] = the variable used
end
end
##############
#Window_Gold #
##############
 
#~ class Window_Gold < Window_Base
#~   #--------------------------------------------------------------------------
#~   # * Object Initialization
#~   #     x : window X coordinate
#~   #     y : window Y coordinate
#~   #--------------------------------------------------------------------------
#~   def initialize(x, y)
#~     super(x, y, 160, WLH + 32)
#~     refresh
#~   end
#~   #--------------------------------------------------------------------------
#~   # * Refresh
#~   #--------------------------------------------------------------------------
#~   def refresh
#~     self.contents.clear
#~     draw_currency_value($game_party.gold, 4, 0, 120)
#~   end
#~ end

##############
#Hunter_Rank #
##############

#~ class Window_Hunter_Rank < Window_Base
#~ def initialize(x, y)
#~ super(0, 175, 160, 64)  #1st=okay, 2nd=up side , 3th=wide, 4th= down side
#~ refresh
#~ end
#~ def refresh
#~ value = $game_variables[6] #variable ID
#~ self.contents.clear
#~ self.contents.font.color = system_color
#~ self.contents.draw_text(0 ,-20, 120, 50,"Hunter rank" ) # 0= okay, -20= text up (+ =down) 120= text size ,50=length
#~ textt = value
#~ self.contents.font.color = normal_color
#~ self.contents.draw_text(0, 6, 120, 32, textt, 2)
#~ end
#~ end


         

###############
# Window_Time #
###############
#~ class Window_Time < Window_Base
#~ def initialize(x, y)
#~ super(0, 300, 160, 61)
#~ refresh
#~ end
#~ def refresh
#~ self.contents.clear
#~ self.contents.font.color = system_color
#~ self.contents.draw_text(0 ,-20, 120, 50, "Play Time")
#~ @total_sec = Graphics.frame_count / Graphics.frame_rate
#~ hour = @total_sec / 60 / 60
#~ min = @total_sec / 60 % 60
#~ sec = @total_sec % 60
#~ text = sprintf("%02d:%02d:%02d", hour, min, sec)
#~ self.contents.font.color = normal_color
#~ self.contents.draw_text(0, 6, 120, 32, text, 2)
#~ end
#~ def update
#~ super
#~ if Graphics.frame_count / Graphics.frame_rate != @total_sec
#~ refresh
#~ end
#~ end
#~ end
##############
# Scene_Menu #
##############
class Scene_Menu
def main
start
perform_transition
Input.update
loop do
Graphics.update
Input.update
update
break if $scene != self
end
Graphics.update
pre_terminate
Graphics.freeze
terminate
end
def initialize(menu_index = 0)
@menu_index = menu_index
end
def create_menu_background
@menuback_sprite = Sprite.new
@menuback_sprite.bitmap = $game_temp.background_bitmap
@menuback_sprite.color.set(16, 16, 16, 128)
update_menu_background
end
def create_menu_background
@menuback_sprite = Sprite.new
@menuback_sprite.bitmap = $game_temp.background_bitmap
@menuback_sprite.color.set(16, 16, 16, 128)
update_menu_background
end
def dispose_menu_background
@menuback_sprite.dispose
end
def update_menu_background
end
def perform_transition
Graphics.transition(10)
end
def start
create_menu_background
create_command_window
#~ @gold_window = Window_Gold.new(0, 360)
@status_window = Window_MenuStatus.new(160, 0)
#~ @hunter_rank = Window_Hunter_Rank.new(0,270)
#~ @playtime_window = Window_Time .new(0, 270)
@mapname_window = Window_Mapname.new(0, 178)#178
@status_window.openness = 0
#~ @hunter_rank.openness = 0
#~ @playtime_window.openness = 0
@mapname_window.openness = 0
#~ @gold_window.openness = 0
@status_window.open
#~ @hunter_rank.open
#~ @playtime_window.open
@mapname_window.open
#~ @gold_window.open
end
def pre_terminate
@status_window.close
#~ @hunter_rank.close
#~ @playtime_window.close
@mapname_window.close
#~ @gold_window.close
@command_window.close
begin
@status_window.update
#~ @hunter_rank.update
#~ @playtime_window.update
@mapname_window.update
#~ @gold_window.update
@command_window.update
Graphics.update
end until @status_window.openness == 0
end
def terminate
dispose_menu_background
@command_window.dispose
#~ @gold_window.dispose
@status_window.dispose
#~ @hunter_rank.dispose
#~ @playtime_window.dispose
@mapname_window.dispose
end
def update
update_menu_background
@command_window.update
#~ @gold_window.update
@status_window.update
@mapname_window.update
#~ @hunter_rank.update
#~ @playtime_window.update
if @command_window.active
update_command_selection
elsif @status_window.active
update_actor_selection
end
end
end

« Last Edit: July 13, 2010, 10:08:31 PM by Mitsarugi »

**
Rep:
Level 83
"You come, You go, but first you lose an arm"
acually ya icons in the menu will be most obliged. and the rest is all fine.

is it possible to make the menu like this description:

you know where the characters faces are, just make the faces a little faded out (only a little) and have the character sprite right in front of it?
-=Renegade has come=- so has your death

**
Rep:
Level 76
Interested RMKR
acually ya icons in the menu will be most obliged. and the rest is all fine.

is it possible to make the menu like this description:

you know where the characters faces are, just make the faces a little faded out (only a little) and have the character sprite right in front of it?

That would be a separate script. But since he/she is working on the menu anyway... Hmm

***
Rep:
Level 81
Monster Hunter
possible but knowing i'm no scripter.... i'll try it'll be good exercise for me ^^
profile:
Spoiler for:
Username:
    Mitsarugi
Posts:
    72 (1.440 per day)
Personal Text:
    Monster Hunter
Rep:
    +4/-1
Gender:
    Male
Age:
    21
Location:
    France

EDIT: i found out how to add icons, doing it now ^^
question: which icon would you like me to configure (don't worry added the option so you can change it yourself :p)

EDIT2:Finished icons for added window , doing menu + faces now ^^

EDIT3: doing an experience bar for hunter rank now ^^

EDIT4: is your request still active?
« Last Edit: August 17, 2010, 03:41:00 PM by Mitsarugi »