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Rance - The Brutal Legend

Bug:
When managing passive skills, if you select x amount "Health" and then Unlearn them the characters will still keep more HP than their original, and after doing this for awhile you can get them to 9999 HP.
The amount of minimum "Health" passive skill needs:

- Rance: 4
- Sill: 2
- Kanami and Shizuka: 2 or 3

This is not a bad game.

I encountered 3 types of game crash:






Because 1 of these randomly occurs at Leazas Castle I can't progress from there (like the 2nd picture says, game crashed at the final boss). These crashes may be because of my lower spec computer (the game doesn't run full speed).
Suggestion: when making a looong dungeon it is highly advised to make a save point somewhere or autosaving there.

Heaven and Hell Episode 3

It's such a pity that you cancelled this..... Many classes, fantastic musics, interesting story, a bit harder gameplay..... just what a good rpg game needs, and this was done all by yourself. Well, I will treasure this.

[RMVX] Expanded Item/Skill Description

I found the simple script what I needed!!! I had to search it in japanese language and found one!!! (more lines; new line with \N; formatted texts): http://ytomy.sakura.ne.jp/tkool/rpgtech/php/tech.php?tool=VX&cat=tech_vx/base_function&tech=help_extension

Draw Format Text script is needed (that draws formatted texts; if you don't need it then just rename the
"self.contents.draw_format_text" to "self.contents.draw_text" at the "Text setting" part).

Translated to make it easier:

#_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/
#_/ Help Window Extension - KGC_HelpExtension VX
#_/ Last update : 2007/12/19
#_/----------------------------------------------------------------------------
#_/ Enhances the function of the Help Window.
#_/============================================================================
#_/ For VX use, this script draws formatted texts so
#_/ "DrawFormatText" (書式指定文字描画) script is also needed.
#_/
#_/ TL note: If you want only normal text, at "Text setting" just rename the
#_/ "self.contents.draw_format_text" to "self.contents.draw_text"
#_/ then you don't need the other script.
#_/
#_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/

#==============================================================================
# *** Item customization ***
#==============================================================================

module KGC
module HelpExtension
# Number of lines of Help Window
ROW_MAX = 3

# Button used when Status Window of Shop Screen scrolls
SHOP_STATUS_SCROLL_BUTTON = Input::A
end
end

#★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★

$imported = {} if $imported == nil
$imported["HelpExtension"] = true

#==============================================================================
# ■ Window_Help
#==============================================================================

class Window_Help < Window_Base
attr_reader :row_max
#--------------------------------------------------------------------------
# ● Object Initialization
#--------------------------------------------------------------------------
alias initialize_KGC_HelpExtension initialize
def initialize
@row_max = 1

initialize_KGC_HelpExtension
end
#--------------------------------------------------------------------------
# ● Number of lines setting
#--------------------------------------------------------------------------
def row_max=(value)
@row_max = [value, 1].max
self.height = WLH * @row_max + 32
create_contents

# Contents restoration
text = @text
align = @align
@text = @align = nil
set_text(text, align)
end
#--------------------------------------------------------------------------
# ● Text setting
# text : character string displayed in window
# align : alignment (0..flush left, 1..center, 2..flush right)
#--------------------------------------------------------------------------
def set_text(text, align = 0)
if text != @text or align != @align
self.contents.clear
self.contents.font.color = normal_color
font_buf = self.contents.font.clone
# \N[x] - when you want a new line
buf = text.gsub(/\\N(\[\d+\])/i) { "\\__#{$1}" }
lines = buf.split(/(?:[|]|\\n)/i)
lines.each_with_index { |l, i|
# Changed \N[x] returns and draws.
l.gsub!(/\\__(\[\d+\])/i) { "\\N#{$1}" }
self.contents.draw_format_text(4, i * WLH, self.width + 40, WLH, l, align)
}
self.contents.font = font_buf
@text = text
@align = align
end
end
end

#★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★

#==============================================================================
# ■ Scene_Item
#==============================================================================
class Scene_Item < Scene_Base
#--------------------------------------------------------------------------
# ● Start processing
#--------------------------------------------------------------------------
alias start_KGC_HelpExtension start
def start
start_KGC_HelpExtension

adjust_window_size
end
#--------------------------------------------------------------------------
# ● Window size adjust
#--------------------------------------------------------------------------
def adjust_window_size
@help_window.row_max = KGC::HelpExtension::ROW_MAX
@item_window.y = @help_window.height
@item_window.height = Graphics.height - @help_window.height
@item_window.refresh
end
end

#★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★

#==============================================================================
# ■ Scene_Skill
#==============================================================================

class Scene_Skill < Scene_Base
#--------------------------------------------------------------------------
# ● Start processing
#--------------------------------------------------------------------------
alias start_KGC_HelpExtension start
def start
start_KGC_HelpExtension

adjust_window_size
end
#--------------------------------------------------------------------------
# ● Window size adjust
#--------------------------------------------------------------------------
def adjust_window_size
@help_window.row_max = KGC::HelpExtension::ROW_MAX
@status_window.y = @help_window.height
dy = @help_window.height + @status_window.height
@skill_window.y = dy
@skill_window.height = Graphics.height - dy
@skill_window.refresh
end
end

#★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★

#==============================================================================
# ■ Scene_Equip
#==============================================================================

class Scene_Equip < Scene_Base
#--------------------------------------------------------------------------
# ● Start processing
#--------------------------------------------------------------------------
alias start_KGC_HelpExtension start
def start
start_KGC_HelpExtension

adjust_window_size
end
#--------------------------------------------------------------------------
# ● Window size adjust
#--------------------------------------------------------------------------
def adjust_window_size
@help_window.row_max = KGC::HelpExtension::ROW_MAX
@equip_window.y = @help_window.height
@status_window.y = @help_window.height
resize_item_windows
end
#--------------------------------------------------------------------------
# ● Item Window size change
#--------------------------------------------------------------------------
def resize_item_windows
@item_windows.each { |w|
dy = @help_window.height + @equip_window.height
w.y = dy
w.height = Graphics.height - dy
w.refresh
}
end
end

#★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★

#==============================================================================
# ■ Scene_Shop
#==============================================================================

class Scene_Shop < Scene_Base
#--------------------------------------------------------------------------
# ● Start processing
#--------------------------------------------------------------------------
alias start_KGC_HelpExtension start
def start
start_KGC_HelpExtension

adjust_window_size
end
#--------------------------------------------------------------------------
# ● Window size adjust
#--------------------------------------------------------------------------
def adjust_window_size
@help_window.row_max = KGC::HelpExtension::ROW_MAX
@command_window.y = @help_window.height
@gold_window.y = @help_window.height
dy = @help_window.height + @command_window.height
@dummy_window.y = @buy_window.y = @sell_window.y =
@number_window.y = @status_window.y = dy
@dummy_window.height = @buy_window.height =
@sell_window.height = @number_window.height =
@status_window.height = Graphics.height - dy
@dummy_window.create_contents
@number_window.create_contents
end
#--------------------------------------------------------------------------
# ● Frame update
#--------------------------------------------------------------------------
alias udpate_KGC_HelpExtension update
def update
if !@command_window.active &&
Input.press?(KGC::HelpExtension::SHOP_STATUS_SCROLL_BUTTON)
super
update_menu_background
update_scroll_status
return
else
@status_window.cursor_rect.empty
end

udpate_KGC_HelpExtension
end
#--------------------------------------------------------------------------
# ● Status Window scroll processing
#--------------------------------------------------------------------------
def update_scroll_status
@status_window.cursor_rect.width = @status_window.contents.width
@status_window.cursor_rect.height = @status_window.height - 32
@status_window.update
if Input.press?(Input::UP)
@status_window.oy = [@status_window.oy - 4, 0].max
elsif Input.press?(Input::DOWN)
max_pos = [@status_window.contents.height -
(@status_window.height - 32), 0].max
@status_window.oy = [@status_window.oy + 4, max_pos].min
end
end
end

#★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★

#==============================================================================
# ■ Scene_Battle
#==============================================================================

class Scene_Battle < Scene_Base
#--------------------------------------------------------------------------
# ● Skill selection start
#--------------------------------------------------------------------------
alias start_skill_selection_KGC_HelpExtension start_skill_selection
def start_skill_selection
start_skill_selection_KGC_HelpExtension

adjust_skill_window_size
end
#--------------------------------------------------------------------------
# ● Skill Window size adjust
#--------------------------------------------------------------------------
def adjust_skill_window_size
@help_window.row_max = KGC::HelpExtension::ROW_MAX
@skill_window.y = @help_window.height
@skill_window.height = Graphics.height -
(@help_window.height + @status_window.height)
@skill_window.refresh
end
#--------------------------------------------------------------------------
# ● Item Selection start
#--------------------------------------------------------------------------
alias start_item_selection_KGC_HelpExtension start_item_selection
def start_item_selection
start_item_selection_KGC_HelpExtension

adjust_item_window_size
end
#--------------------------------------------------------------------------
# ● Item Window size adjust
#--------------------------------------------------------------------------
def adjust_item_window_size
@help_window.row_max = KGC::HelpExtension::ROW_MAX
@item_window.y = @help_window.height
@item_window.height = Graphics.height -
(@help_window.height + @status_window.height)
@item_window.refresh
end
end

To add the item/skill note to the description I simply renamed the followings (just like at the VXAce case):

At Window_Item:

@help_window.set_text(item == nil ? "" : item.description + item.note)

At Window_Skill:

@help_window.set_text(skill == nil ? "" : skill.description + skill.note)

With this you can make the note in a new line or lines (according to the raws) with the \N.

And to show them in the equip and shop windows you also have to rename:

At Window_Equip and Window_ShopBuy:

@help_window.set_text(item == nil ? "" : item.description + item.note)


Hope this helps somebodies.

[RMVX] Expanded Item/Skill Description

Greetings!

Is there a way to make more lines of the item/skill description window (with add the "note" in there as well to make longer description) like in VX ACE? In that script I only used these for VX ACE:
class Window_Help < Window_Base

def initialize(line_number = 3)
super(0, 0, Graphics.width, fitting_height(line_number))
end

def set_item(item)
set_text(item ? item.description + "\n" + item.note : "")
end


With the changes I made above in VX ACE (and what I would like in VX) for example:
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