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[MISSING] Soul Rage System + Soul Limit System v4.4b

Started by Blizzard, September 18, 2006, 12:07:37 PM

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Karo Rushe



I get this with Mink's Side-View Battle system when I use Soul-Rage.

blazinhandle

u have to implement the SR/SL to Minkoffs, its explained in earlier pages.

Karo Rushe

I wish I could know how to do that....What should I do now?  :=:

Blizzard

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blazinhandle

hey blizz how can you implement the SR/SL to hold icons like other commands?

Blizzard

Sure. You need to mod "def refresh" from Window_Command in the script.
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blazinhandle

Quote from: Blizzard on March 12, 2007, 11:21:20 AM
Sure. You need to mod "def refresh" from Window_Command in the script.

well this is what im using to draw the gradients:

[spoiler]class Window_Battle_Command < Window_Selectable
  #-----------------------------------------------------------------------------
  # @ Draw choice
  #-----------------------------------------------------------------------------
  def draw_item(index, color)
    bitmap = RPG::Cache.icon(@commands[index] + ".png")
    opacity = color == normal_color ? 255 : 128
    self.contents.blt(4, 32*index, bitmap, Rect.new(0, 0, 24, 24), opacity)
    self.contents.font.color = color
    rect = Rect.new(28, 31 * index, self.contents.width - 28, 28)
    self.contents.fill_rect(rect, Color.new(0, 0, 0, 0))
    self.contents.draw_text(rect, @commands[index])
  end
end
[/spoiler]

what exactly do i do in refresh? with the command icon script above i still don't have an icon for "Soul Rage" (or in my case "Adrenaline") even when I have an icon named after it. sorry man, i'm not sure what to do.

Blizzard

Alright, I'll explain it. RGSS uses bitmaps to display stuff. You can let text be drawn on bitmaps with draw_text(...). Now, the trick it is that you also can cache icons and put them on bitmaps with blt(...). You basically need to change Window_Command's def refresh in the SRS script by adding the caching part and "putting the icon on the bitmap". You need increase the x value of the Soul Rage/Adrenaline text drawing to move it to the right to make some room first.
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blazinhandle

Quote from: Blizzard on March 12, 2007, 09:53:27 PM
Alright, I'll explain it. RGSS uses bitmaps to display stuff. You can let text be drawn on bitmaps with draw_text(...). Now, the trick it is that you also can cache icons and put them on bitmaps with blt(...). You basically need to change Window_Command's def refresh in the SRS script by adding the caching part and "putting the icon on the bitmap". You need increase the x value of the Soul Rage/Adrenaline text drawing to move it to the right to make some room first.

i came out with something like this:

[spoiler]elsif ALLOW_RAGE and @commands[1] == "Adrenaline"
      for j in 0...6
        self.contents.clear
        self.contents.font.color = RAGE_COLOR
    bitmap = RPG::Cache.icon("Adrenaline")
    self.contents.blt(4, 32*index, bitmap, Rect.new(0, 0, 24, 24), opacity)
        rect = Rect.new(164 - j * 28, 32, self.contents.width - 28, 28)
        self.contents.draw_text(rect, @commands[1])
        self.contents.font.color = normal_color
        for i in 0...@item_max
          unless @commands[i] == "Adrenaline"
            draw_item(i, normal_color)
          end
        end
[/spoiler]

however it only shows up when im holding >> and then pressing down to another command just before it disappears (it'll do it for just a second then you have to go back and hold right while scrolling down the commands)...

Blizzard

self.contents.blt(4, 32*index, bitmap, Rect.new(0, 0, 24, 24), opacity)

Use this instead:

self.contents.blt(164 - j * 28, 32, bitmap, Rect.new(0, 0, 24, 24), opacity)

The the icons will move as well. If it still doesn't work, try putting your two commands below the code you just posted, after the second "end".
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blazinhandle

hmmm still nothing. When I placed them below the ends the icons just disappeared right away...

tSwitch

damnit, I can't find how to reset SR at the end of battle


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Blizzard

You mean reset to 0? Just use a parallel process common event and put this into a call script command:

for actor in $game_party.actors
  actor.sr = 0
end
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tSwitch

still learning RPG Maker XP a bit, you can make a common event a paralell process?
like without needing an event?


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Blizzard

Yes. You only need to turn on the switch you set to activate the event. You can use such an event game-wide, not for only one map. :)
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tSwitch



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Rune

 :o That's one ace script there matey

How do you do it
Sincerely,
Your conscience.

Blizzard

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Rune

Is there a way to change someone's Soul Limit in-game?
Sincerely,
Your conscience.

Blizzard

Quote from: Instructions# If you want to change the Soul Limit skill ID and/or command ingame use the
# "Call script" event command and use this syntax:
#
# $game_actors[X].set_new_limit("STRING", ID)
#
# - X is the ID of the hero in the database and Y the ammount
# - STRING is the new name for the SL command
# - ID is the ID of the new SL skill in the database
#
# You can also use another syntax:
#
# $game_party.actors[X].set_new_limit("STRING", ID)
#
# X is the postion of the hero in the party. Note that X starts from 0 (NOT 1)!
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Rune

Sincerely,
Your conscience.

JFloyd

I don't understand how to add wepons to the list.

Blizzard

#97

#::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::
#
# START SR Database
#
# This is your equipment Soul Rage database. To add a new Soul Rage skill to a
# weapon is very simple. Add another "when"-branch in the script snipplet below
# (they have comments next to it). Configure it like this template:
#
# when WEAPON_ID
#   skill_ids.push(SOULRAGE_SKILL_ID)
#   skill_ids.push(SOULRAGE_SKILL_ID)
#
# The same works for armors:
#
# when ARMOR_ID
#   skill_ids.push(SOULRAGE_SKILL_ID)
#   skill_ids.push(SOULRAGE_SKILL_ID)
#
# The lines are commented below so you should have no problems with the script.
#
# To determine the percentage of Soul Rage consumed to use a skill, set the SP
# to the percentage. e.g. 33SP would mean 33% of the Soul Rage bar.
#::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::
    if weapon
      case equip_id # weapon IDs
      when 6
        skill_ids.push(10)
        skill_ids.push(11)
        skill_ids.push(12)
      when 10
        skill_ids.push(8)
      end
    else
      case equip_id # armor IDs
      when 6
        skill_ids.push(1)
      when 18
        skill_ids.push(25)
      end
#::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::
# END SR Database
#::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::


Just like the database instructions tell you. Since the code is like this:

Quote    if weapon
      case equip_id # weapon IDs
      when 6
        skill_ids.push(10)
        skill_ids.push(11)
        skill_ids.push(12)
      when 10
        skill_ids.push(8)
      end
    else
      case equip_id # armor IDs
      when 6
        skill_ids.push(1)
      when 18
        skill_ids.push(25)
      end


I think it shouldn't be a problem. =P
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JFloyd

I dont understand where to put the stuff....lol, i dont understandy ruby what so ever.

Rune

when 6
        skill_ids.push(10)
        skill_ids.push(11)
        skill_ids.push(12)

The 6 would be the weapon or armor ID and the numbers in the brackets are the IDs of the skills that that piece of equipment uses as their Soul Rage
Sincerely,
Your conscience.