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[VXA]Not-selected actor stats and other things. Help?
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[VXA]Not-selected actor stats and other things. Help?

Started by B-LAzer, March 31, 2012, 06:29:53 PM

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B-LAzer

I curently have a problem with making window, because i can't draw something right. I just got an idea, that i will use actors as skills that levels up. But skills like Mining, Woodcuting and other things like this. I'm using Yanfly's Ace Status Menu. I'm trying to make a window that shows me level and exp of some skills. In the begining i had a problem with writing Level of this specific skill, so i just used draw_text and oustside of script i set actors level to variable, and then used that variable in the script to show level. But with experience of that skill i have problem.

I was searching thru all the default scripts to find a way to draw in window information about actor that is not curently selected. Like, i'm reading information about ActorID=1, and in window i want to show information about ActorID=11 and ActiorID=12 etc.

I hope that someone will understand the problem here, and help me out.

Thank you in advance.

modern algebra

$game_actors[n] where n is the ID?

So...


$game_actors[11].level
$game_actors[12].level


I don't really think that the overall idea of using actors as skills is a good one though. Why not just use two variables for each skill, one for level and one for exp.

Alternatively, if levels increased by some formula for exp (Ie. one level every 100 exp), you could do it with only one variable which tracks exp, and then calculate it whenever you wanted to show level as: level = exp variable / 100.

B-LAzer

Thank you very much. Finaly I can continue with my work :D

Well, i was thinkgink about using variables, but to think of how much work it would take to make exp curve (because fixed "exp need to next level" is not a good idea, because in later parts of game skill would rise too quick (better material obtained = better exp)), and i found that using actors is much easier. Also i can use some stats of actors as perks, so again, less work, it does everything for me. It's better to make game that's more complicated with less work, than easy game in complicated way right?