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Middens

I suppose this qualifies as a spoiler so disregard my message if you're interested in uncovering the details yourself but---


I'm not sure of the exact number of battles you need to win, but when I had won around thirty-five battles and equipped the revolver item the gun announces you've learned a new skill. Using this skill transports you to a new area of highly powered titans. You can't return after using the skill either (as far as I noticed) so be careful of not saving over your old file afterward if you want to return.

Middens

Yeah, you could extract all the visuals, dialogue and characters---the breast meat of the game---but its the mixture of the many parts that makes the living animal. Kind of greedy if you ask me. You could take the wings off a hawk and put them on a shark because you want the shark to fly, but where does that leave the hawk? Its somewhat of a spoiled perspective.

On a side note last night I finished the game and I'm uploading some of the talkative gun movies to youtube because, well, they make me laugh. Hope you don't mind?

Middens

I can already tell this game is going to divide people because of the risks it takes(think shirts vs skins), but it ended up being right up the alley. Right now I have about twenty 'nothings' and thirty worms and I'm really enjoying the game's animated day-glow backgrounds.

How to encrypt folders manually?

Now, I'm using XP and running into the familiar 'failed to extract glitch'. That's rather alright, because I know how to compress files myself. However---could someone please share with me how one encrypts a folder and its subfiles? Can winzip do this? And...if I do this will the RGSS Player still be able to read the game files (while they're encrypted).

Clarification desired on battle script

That's unfortunate. Thank you for your reply though.

Clarification desired on battle script

Thanks for that. I'd hopped this script would operate with XP. Is that not the case?

Clarification desired on battle script

I've located this script that does the job, but I'm not totally sure which values to change and how to phrase the changes. The instructions are vague for my skill level...but I'll I really need to know is what to change and where. Concisely put, this is what I'm confused about.

1. Where do I tag the enemies and how do I phrase the tag(is it by their name or ID number?)

2. Where do I change actor's name to my character's name and do I phrase this change by use of their ID number or actual name.

Please help, and all the thanks in the world to the person who does!


#:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=

# Actor-dependent Enemy Stats
# Author: Kread-EX, by request of Demonfire94
# Date: 28/02/2010
# Version 1.0
#:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=

# TERMS OF USAGE
# #------------------------------------------------------------------------------------------------------------------
# # You are free to adapt this work to suit your needs.
# # You can use this work both for commercial and non-commercial work.
# # Credit is appreciated.
# #------------------------------------------------------------------------------------------------------------------

=begin

HOW TO SETUP PROPORTIONAL STATS:

Enter the following in the note section for each enemy you want to have stats
proportional to actor states.

HP=50
MP=50
ATK=50
DEF=50
SPI=50
AGI=50
Actor=1

In this example, the monster will have all stats 50% higher than those of the
first actor.
For any tag you DON'T enter, the default editor value will be applied.
Always perform a carriage return when changing tags.
Note that the percentage applies to BASE stats, and thus, don't take the
equipment into account.
You can only enter 1 actor, though.

=end

#==============================================================================
# ** Game_Enemy
#==============================================================================

class Game_Enemy < Game_Battler
#--------------------------------------------------------------------------
# * Determine tags
#--------------------------------------------------------------------------
def tags
return enemy.note.split("\r\n")
end
#--------------------------------------------------------------------------
# * Get Basic Maximum HP
#--------------------------------------------------------------------------
def base_maxhp
percent = actor_id = final_value = nil
dynamic = false
tags.each {|str|
if str.include?('HP')
dynamic = true
percent = (str.gsub(/\D/,'').to_i / (str.include?('-') ? -100.0 : 100.0))
elsif str.include?('Actor')
actor_id = (str.gsub(/\D/,'')).to_i
end
}
if dynamic
final_value = $game_actors[actor_id].base_maxhp
final_value += ($game_actors[actor_id].base_maxhp * percent).round
return final_value
end
return enemy.maxhp
end
#--------------------------------------------------------------------------
# * Get Basic Maximum MP
#--------------------------------------------------------------------------
def base_maxmp
percent = actor_id = final_value = nil
dynamic = false
tags.each {|str|
if str.include?('MP')
dynamic = true
percent = (str.gsub(/\D/,'').to_i / (str.include?('-') ? -100.0 : 100.0))
elsif str.include?('Actor')
actor_id = (str.gsub(/\D/,'')).to_i
end
}
if dynamic
final_value = $game_actors[actor_id].base_maxmp
final_value += ($game_actors[actor_id].base_maxmp * percent).round
return final_value
end
return enemy.maxmp
end
#--------------------------------------------------------------------------
# * Get Basic Maximum attack
#--------------------------------------------------------------------------
def base_atk
percent = actor_id = final_value = nil
dynamic = false
tags.each {|str|
if str.include?('ATK')
dynamic = true
percent = (str.gsub(/\D/,'').to_i / (str.include?('-') ? -100.0 : 100.0))
elsif str.include?('Actor')
actor_id = (str.gsub(/\D/,'')).to_i
end
}
if dynamic
final_value = $game_actors[actor_id].base_atk
final_value += ($game_actors[actor_id].base_atk * percent).round
return final_value
end
return enemy.atk
end
#--------------------------------------------------------------------------
# * Get Basic defense
#--------------------------------------------------------------------------
def base_def
percent = actor_id = final_value = nil
dynamic = false
tags.each {|str|
if str.include?('DEF')
dynamic = true
percent = (str.gsub(/\D/,'').to_i / (str.include?('-') ? -100.0 : 100.0))
elsif str.include?('Actor')
actor_id = (str.gsub(/\D/,'')).to_i
end
}
if dynamic
final_value = $game_actors[actor_id].base_def
final_value += ($game_actors[actor_id].base_def * percent).round
return final_value
end
return enemy.def
end
#--------------------------------------------------------------------------
# * Get Basic spirit
#--------------------------------------------------------------------------
def base_spi
percent = actor_id = final_value = nil
dynamic = false
tags.each {|str|
if str.include?('SPI')
dynamic = true
percent = (str.gsub(/\D/,'').to_i / (str.include?('-') ? -100.0 : 100.0))
elsif str.include?('Actor')
actor_id = (str.gsub(/\D/,'')).to_i
end
}
if dynamic
final_value = $game_actors[actor_id].base_spi
final_value += ($game_actors[actor_id].base_spi * percent).round
return final_value
end
return enemy.spi
end
#--------------------------------------------------------------------------
# * Get Basic agility
#--------------------------------------------------------------------------
def base_agi
percent = actor_id = final_value = nil
dynamic = false
tags.each {|str|
if str.include?('AGI')
dynamic = true
percent = (str.gsub(/\D/,'').to_i / (str.include?('-') ? -100.0 : 100.0))
elsif str.include?('Actor')
actor_id = (str.gsub(/\D/,'')).to_i
end
}
if dynamic
final_value = $game_actors[actor_id].base_agi
final_value += ($game_actors[actor_id].base_agi * percent).round
return final_value
end
return enemy.agi
end
#--------------------------------------------------------------------------
end

Is it possible to change enemy parameters in battle?

I tried to use variables but they didn't seem to make a difference. My intention is to change enemy stats based on my character's level. Anyway to do this that doesn't involve scripting? It seems like a no brainer but I just don't see how its done.

I'm using XP :3
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