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VXA Scripting Issue

I'm curious how this works and how to manipulate it properly.

class Game_BattlerBase
  def xparam(xparam_id)
    features_sum(FEATURE_XPARAM, xparam_id)
  end
end

As I understand it, when you call Game_BattlerBase#xparam(id) it returns whatever it gets from that line above. Normally I thought it would need to be
return features_sum(FEATURE_XPARAM, xparam_id)
but it seems as though the 'return' part is no longer necessary in VX Ace (and possibly VX too, I didn't script much with it.)

I want to change this slightly, so that the value returned is whatever comes from features_sum(FEATURE_XPARAM, xparam_id) plus another value. I want to do this without just overwriting the existing code.

What I have right now is
class Game_Actor < Game_Battler
  def xparam(xparam_id)
    super
    #...
  end
end

I know 'super' will call the code from the method in the parent class (or in this case, the parent of the parent class) but how do I use that information and add to it? Can I do something as simple as
super += 1
or
i = super
i += 1

Any help would be appreciated. VXAce may be more streamlined in code but my unfamiliarity with it is causing all sorts of road blocks for me.

Statuses

I have similar ideas for Status Effects as LockeZ, I suppose.

My favorite one recently is Flame Dance.

The caster is enveloped in Flame, increasing the damage done by fire attacks and making weapon attacks use the Fire element. They take damage over time. While the status effect is active, the Flame Dance ability is gone but replaced with Discharge. This ability expends the Flame Dance status effect and deals Fire damage to all enemies and deals lasting burn damage.

Statuses

Again, unless it increases the chance to hit by over double the initial chance to hit, and the initial chance to hit was under 50%, that doesn't actually have any benefit at all.

Statuses

Byah: Aim would need either need an additional feature, or Critical would need to work differently than most RPGs (2x Damage) for Aim to be useful. Take 2 turns to deal 1x damage twice, or 1 turn to Aim and 1 turn to deal 2x damage once. It might cost a little less MP if you use it with a spell, but if you just use the same spell twice you actually have a chance to deal 4x damage if they both critical naturally.

Item database question (RPG Maker VX ace)

$game_party.gain_item($data_items[$game_variables[6]], 1)

If it splits that code into two lines (which it might) You need to use this instead:

var = $game_variables[6]
item = $data_items[var]
$game_party.gain_item(item, 1)

NicoB's Let's Tries/Plays! *REQUEST YOUR GAME HERE!*

Anaryu, that faceset is the thing of nightmares.

NicoB; Thanks for taking Dungeon Adventure on. I can patiently wait but am excited to see how you react to it. ^^;

Item database question (RPG Maker VX ace)

oh
$game_variables

Item database question (RPG Maker VX ace)

Call Script:
$game_party.gain_item($data_items[id], #ofItemstoGive)

That's just rough off the top of my head.

Some help with the Show Picture command. [VX]

You are absolutely wrong, Rexion. Completely and absolutely wrong.

Milos; Are you sure you are displaying the picture within the confines of the screen? Take a screenshot of the Show Picture menu, as you have it set up to show. As well, post the picture you are trying to show in case the issue has to do with that.

NicoB's Let's Tries/Plays! *REQUEST YOUR GAME HERE!*

I'll throw mine in,
http://rpgmaker.net/games/3378/

It's technically a completed game but it was thrown together for a contest on rmxp.net (or possibly org at the time) several years ago. Either an LP or an LT would likely be appropriate for it. I think it's too long for an LT, though.