GAME ACTOR SHOOT FIREBALL

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Pages: 1
Hello,

I need to know where I can find a script or a way to allow a specific actor to shoot(fireball or ice ball) when on field. I am currently using RPG Maker VX ACE. Also,I bet such a script does not exist.

Thanks
SunflowerGames
The most beautiful user on RMN!
13323

A script for which engine?
Marrend
Guardian of the Description Thread
21781
Knowing what engine you're using would be nice information to have. However, I would be lying if I didn't admit my first thought in regards to this thread was something on the order of...

Ummmmm? Hello?


...this.
author=kory_toombs
A script for which engine?
RPG MAKER VX ACE.
Marrend
Guardian of the Description Thread
21781
Okiku may very well be what you're looking for, then. I don't necessarily recall all the details right now, but, I know the Wand of Blasting in that game was a mixture of Common Event calls, and scripts. If there is one thing I can remember, it was setting up an array of event IDs that kept track of what events the Wand could interact with.

*Edit: This snippet...
=begin
Marrend's Action_Event snippet

This little snippet is pretty darn self-explanitory. If somebody else uses
this, I don't particulary care if credit is given or not.

To allow this data to be saved, add into Data_Manager's
self.make_save_contents function...

contents[:actions] = $actions

...and the self.extract_save_contents(contents) function...

$actions = contents[:actions]

...where "$actions" is the name of the array that you're using. This
array is to be re-set with each map.

In the case that an event is to be actionable once per map visit (such as
on-touch encounters), or once ever (such as bosses or chessts), keep track
of what position in the array those event IDs fall. I highly suggest an in-line
comment after the array is defined for the map in question. Anyway, when an
event is not actionable, set the appropriate array position to "0".
=end

# Determines if an event at (x, y) is actionable. If so, returns the ID of the
# event. 
def is_actionable?(x, y)
  i = 0
  while i < $actions.size
    # Cycles through the action array to see if an actionable event was 
    # activated.
    event_id = $actions[i]
    if event_id != 0
      # If the value of event_id is was set to 0 because an actionable event
      # was removed, the next check would throw an exception.
      puts($game_map.events[event_id].pos?(x, y))
      if $game_map.events[event_id].pos?(x, y) == true
        return event_id
      end
    end
    i += 1
  end
  return 0
end

module DataManager
  def self.make_save_contents
    contents = {}
    contents[:system]        = $game_system
    contents[:timer]         = $game_timer
    contents[:message]       = $game_message
    contents[:switches]      = $game_switches
    contents[:variables]     = $game_variables
    contents[:self_switches] = $game_self_switches
    contents[:actors]        = $game_actors
    contents[:party]         = $game_party
    contents[:troop]         = $game_troop
    contents[:map]           = $game_map
    contents[:player]        = $game_player
    contents[:actions]       = $actions
    contents
  end
  #--------------------------------------------------------------------------
  # * Extract Save Contents
  #--------------------------------------------------------------------------
  def self.extract_save_contents(contents)
    $game_system        = contents[:system]
    $game_timer         = contents[:timer]
    $game_message       = contents[:message]
    $game_switches      = contents[:switches]
    $game_variables     = contents[:variables]
    $game_self_switches = contents[:self_switches]
    $game_actors        = contents[:actors]
    $game_party         = contents[:party]
    $game_troop         = contents[:troop]
    $game_map           = contents[:map]
    $game_player        = contents[:player]
    $actions            = contents[:actions]
  end
end

...is actually from Dragon's Gate, which is the most recent application of the WoB that originated from Okiku, and may have had a few updates. I don't recall off the top of my head if that game is encrypted or not. Okiku absolutely is, though!
author=Marrend
Okikumay very well be what you're looking for, then. I don't necessarily recall all the details right now, but, I know the Wand of Blasting in that game was a mixture of Common Event calls, and scripts. If there is one thing I can remember, it was setting up an array of event IDs that kept track of what events the Wand could interact with.

*Edit: This snippet...
=begin
Marrend's Action_Event snippet

This little snippet is pretty darn self-explanitory. If somebody else uses
this, I don't particulary care if credit is given or not.

To allow this data to be saved, add into Data_Manager's
self.make_save_contents function...

contents[:actions] = $actions

...and the self.extract_save_contents(contents) function...

$actions = contents[:actions]

...where "$actions" is the name of the array that you're using. This
array is to be re-set with each map.

In the case that an event is to be actionable once per map visit (such as
on-touch encounters), or once ever (such as bosses or chessts), keep track
of what position in the array those event IDs fall. I highly suggest an in-line
comment after the array is defined for the map in question. Anyway, when an
event is not actionable, set the appropriate array position to "0".
=end

# Determines if an event at (x, y) is actionable. If so, returns the ID of the
# event. 
def is_actionable?(x, y)
  i = 0
  while i < $actions.size
    # Cycles through the action array to see if an actionable event was 
    # activated.
    event_id = $actions[i]
    if event_id != 0
      # If the value of event_id is was set to 0 because an actionable event
      # was removed, the next check would throw an exception.
      puts($game_map.events[event_id].pos?(x, y))
      if $game_map.events[event_id].pos?(x, y) == true
        return event_id
      end
    end
    i += 1
  end
  return 0
end

module DataManager
  def self.make_save_contents
    contents = {}
    contents[:system]        = $game_system
    contents[:timer]         = $game_timer
    contents[:message]       = $game_message
    contents[:switches]      = $game_switches
    contents[:variables]     = $game_variables
    contents[:self_switches] = $game_self_switches
    contents[:actors]        = $game_actors
    contents[:party]         = $game_party
    contents[:troop]         = $game_troop
    contents[:map]           = $game_map
    contents[:player]        = $game_player
    contents[:actions]       = $actions
    contents
  end
  #--------------------------------------------------------------------------
  # * Extract Save Contents
  #--------------------------------------------------------------------------
  def self.extract_save_contents(contents)
    $game_system        = contents[:system]
    $game_timer         = contents[:timer]
    $game_message       = contents[:message]
    $game_switches      = contents[:switches]
    $game_variables     = contents[:variables]
    $game_self_switches = contents[:self_switches]
    $game_actors        = contents[:actors]
    $game_party         = contents[:party]
    $game_troop         = contents[:troop]
    $game_map           = contents[:map]
    $game_player        = contents[:player]
    $actions            = contents[:actions]
  end
end


...is actually from Dragon's Gate, which is the most recent application of the WoB that originated from Okiku, and may have had a few updates. I don't recall off the top of my head if that game is encrypted or not. Okiku absolutely is, though!
Okay, Thanks
Falcao Pearl ABS.

I can't imagine that you will be able to put in the effort necessary to comprehend all of the documentation and how to implement it to use the engine--because it really is an engine that sort of builds itself on top of the VXA engine--based on the laziness of your OP because it is incredibly difficult and time intensive work for just implementing someone else's script.

Is this something that the hero is doing on the field for your game's entire battle system, or is it (like I presume of the Wand of Blasting) something your hero does on the field map OUTSIDE OF COMBAT? If it's the latter, I could show you how to do it halfway decently with event code alone.

I hadn't heard of Okiku or Dragon's Gate, now very curious about both. Wands of Blasting are a roguelike thing and the intersection of roguelikes with RPG Maker is of interest to me.
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