What's up, RMers?
I have published my KPartyActors XP script on the board but I have not been able to come up with some GUI design for its skill purchase scene. It is not an actual skill shop mainly because it will not offer all sorts of skills but just those belonging to his or her current class. By default it will add one level 1 skill and keep the rest for later purchases. The shop's currency would be either gold or experience points or maybe both of them.

So does anyone want to offer me some advice or hint or suggestion? Happy with a sweat

Sarcasm Just don't wish me luck. Ever.
"For God has not destined us for wrath, but for obtaining salvation through our Lord Jesus Christ," 1 Thessalonians 5:9

Maranatha!

The Internet might be either your friend or enemy. It just depends on whether or not she has a bad hair day.

[Image: SP1-Scripter.png]
[Image: SP1-Writer.png]
[Image: SP1-Poet.png]
[Image: SP1-PixelArtist.png]
[Image: SP1-Reporter.png]

My Original Stories (available in English and Spanish)

List of Compiled Binary Executables I have published...
HiddenChest & Roole

Give me a free copy of your completed game if you include at least 3 of my scripts! Laughing + Tongue sticking out

Just some scripts I've already published on the board...
KyoGemBoost XP VX & ACE, RandomEnkounters XP, KSkillShop XP, Kolloseum States XP, KEvents XP, KScenario XP & Gosu, KyoPrizeShop XP Mangostan, Kuests XP, KyoDiscounts XP VX, ACE & MV, KChest XP VX & ACE 2016, KTelePort XP, KSkillMax XP & VX & ACE, Gem Roulette XP VX & VX Ace, KRespawnPoint XP, VX & VX Ace, GiveAway XP VX & ACE, Klearance XP VX & ACE, KUnits XP VX, ACE & Gosu 2017, KLevel XP, KRumors XP & ACE, KMonsterPals XP VX & ACE, KStatsRefill XP VX & ACE, KLotto XP VX & ACE, KItemDesc XP & VX, KPocket XP & VX, OpenChest XP VX & ACE
Reply }
Disregarding the pitiable nuisance above, I have some stuff to share~!

Fantasia Scene 16: Pride Eclipse

With this, all of the cinematics are done for Fantasia Demo 3.

This is far from all however, to start small, here is some updated to the title screen backgrounds.

I made these two ages ago and decided to replace the title screens of old. I intend to make the menu less opaque so it doesn't so openly cover details like Yi's horrifically beautiful face!

Lately I've been working on filling out the Starship YHWH during its several phases of development during the journey. Here's some flavortext- voiced by yours truly, that may be found within.

Probably some typos in there I need to fix~

The bulk of my recent work has been in preparing the assets and infrastructure for the planetary exploration, which is highlighted as a large feature of disk 2 / demo 3.

To start, here's all the new orbital images I had to make that serve as parallaxes to the Starship when it is chosen to orbit a world.
[Image: PyU88jl.png]
A couple are missing that I'm not happy with yet, and Tekerlek is looking at a redo as well.

Then there's ALL THESE DEPLOYMENT INTERFACE IMAGES!
[Image: pfXcauK.png]
To give you an idea of how these look, here's a single one close up with the choices present.
[Image: SKIWZqO.png]
Now at this point you're probably on some line of thought like "this game dev masquerading as a touhou loli is fucking insane" in which case i congratulate your foresight. I can't enjoy working on a project that isn't so ambitious its a struggle to get it finished. But i will, I always do. Perseverance: Full Clearance was overly ambitious as well and yet, now it stands released.

I've got ideas for optional content for YEARS so it won't be hard to bring these multiple worlds to life, I look forward to working on all of them.

In case I didn't mention it, i did all this during the last two weeks, even on christmas day i was working on this stuff.

I dunno why you bother acting surprised that I'm a lunatic when I borderline identify as one, with pride even.

There's other stuff I got done too, but this post is already hefty enough~
Reply }
I had been working on expanding the features available in a non published version 0.4.0 of my KPartyActors XP script.

Blame Wulfo for what I am going to tell you next.

I got semi inspired by Bleach and its shikai? and bankai transformations. Thus I added kai_level, kai_level_max and kp properties to Game_Actor aka the Actor's Class that represents heroes in game. You can also reset_reishi at will for any good or evil reason.

The script should be able to handle the actor's transformations on its own by just calling the kai_level_up! or kai_level_down! methods at any given point.

Obviously the actor, who might be pretending to be an actual soul reaper like character, will need to acquire new skills TEMPORARILY. I think I have taken care of that by aliasing the default skills method and letting you predefine a list of skills for each kai_level going from reaper to shikai and ending with bankai. You can still add new skills during gameplay if given the chance. The rationale behind this would be that characters like Rukia Kuchiki that were able to cast two spells aka skills inspired by the moon in her zanpakto's shikai form. This means that I had to keep that option open...

I guess that if any of you will soon tell me stuff like "why are you doing that anyway?" and the only answer you will ever get is why not guys? Tongue sticking out 
Thinking Plus take into consideration that similar scripts or solutions would simply offer a new "set of skills" instead of temporarily increasing the available skillset depending on the actor's current level of... anything like the kai_level in my case.

Of course, I lack any graphics that might help me take care of the transformations visually. Thus I only implemented methods that handle the actor's battler. Very happy + Tongue sticking out

So what do you think about my ideas? Happy with a sweat
Is there anything I haven't considered so far? Thinking 
Or is there any suggestions of yours that are worth of posting them here? Confused

Here is the script!

Code:
# * KPartyActors XP
#   Scripter : Kyonides Arkanthes
#   v0.4.0 - 2022-01-11

# Requires: FixedArray

# Leveling up an actor will depend on your current party's level.
# EXP does not affect an actor's level so it can be used as a
# secondary ingame currency now.

# This script also features the kustom_skills and battle_skills!
# kustom_skills are skills the player have purchased that were not supposed
# to be learned by a given actor.
# battle_skills are a subset of all of the skills learned by any actor.

# * Overwritten Methods * #
# - Game_Actor class
# exp= level= skills skill_learn?
# - Window_Skill class
# refresh

# * Script Calls * #

# - Change current Party's Level

# $game_party.level = NewLevel
# $game_party.level += Levels
# $game_party.level -= Levels

# - Change Party's Maximum Level

# $game_party.level_max = NewLevelMax
# $game_party.level_max += MoreLevels
# $game_party.level_max -= LessLevels

# - Toggle Freezing of Level Up feature
#   Default Value: false
# $game_party.freeze_level_up = true *or* false

# - Get a Party Member - Prerequisite
# actor = $game_party.actors[Index]

# - Get Current Maximum Number of the extra sets of Skills
# actor.kustom_skills_max
# actor.battle_skills_max
# actor.shikai_skills_max
# actor.bankai_skills_max

# - Set New Maximum Number of the extra sets of Skills
# actor.kustom_skills.maxsize = +Number
# actor.battle_skills.maxsize = +Number
# actor.shikai_skills.maxsize = +Number
# actor.bankai_skills.maxsize = +Number

# - Add New Kustom Skill or Battle Skill
# Returns either a new array or the old one if it remained the same.
# actor.add_kustom_skill(SkillID)
# actor.add_battle_skill(SkillID)

# - Add New Shikai or Bankai Skills
# actor.add_shikai_skills(SkillID1, etc.)
# actor.add_bankai_skills(SkillID1, etc.)

# - Learn Reaper or Shikai or Bankai state
# actor.learn_reaper!
# actor.learn_shikai!
# actor.learn_bankai!

# - Learned Reaper or Shikai or Bankai state?
# actor.learn_reaper?
# actor.learn_shikai?
# actor.learn_bankai?

# - Toggle Reaper or Shikai or Bankai
#   It will automatically change the Current Actor's Battler.
# actor.reaper_active = true *or* false
# actor.shikai_active = true *or* false
# actor.bankai_active = true *or* false

# - Reset Actor's Kai Level and Kai Level Max and Reishi Points RP attributes
# actor.reishi_reset

module KParty
  LEVEL_MAX = 20
  LVLS_PER_PARTY_LVL = 3
  KUSTOM_SKILL_MAX = 1
  BATTLE_SKILL_MAX = 5
  # Set Reaper's and Shikai's and Bankai's File Name Extensions
  KAI_BATTLER_EXT = ["_reaper", "_shikai", "_bankai"]
  # OPTIONAL - You can Preset Default Reaper and Shikai and Bankai Battler Hues
  # ActorID => [BattlerHue1, BattlerHue2, BattlerHue3]
  KAI_BATTLER_HUE = {}
  KAI_BATTLER_HUE.default = [0, 0, 0] # Do Not Edit This Line!
  # OPTIONAL - You can Preset Default Reaper and Shikai and Bankai Skills
  # ActorID => [SkillID1, etc.], etc.
  KAI_SKILLS = {}
  KAI_SKILLS.default = [[], [], []] # Do Not Edit This Line!
end

class Game_Party
  alias :kyon_party_lvl_gm_pty_init :initialize
  def initialize
    kyon_party_lvl_gm_pty_init
    @freeze_level_up = false
    @level_max = KParty::LEVEL_MAX
    @level = 0
  end

  def level=(n)
    return @level if @freeze_level_up and @level < n
    @level = [[0, @level].max, @level_max].min
  end
  def actor_level_max() KParty::LVLS_PER_PARTY_LVL * (@level + 1) end
  attr_reader :level
  attr_accessor :level_max, :freeze_level_up
end

class Game_Actor
  alias :kyon_party_lvl_gm_actor_setup :setup
  alias :kyon_party_lvl_gm_actor_skills :skills
  def setup(actor_id)
    kyon_party_lvl_gm_actor_setup(actor_id)
    ext = KParty::KAI_BATTLER_EXT
    hue = KParty::KAI_BATTLER_HUE[actor_id]
    @kai_battler_names = [@battler_name, @battler_name + ext[0]]
    @kai_battler_names << @battler_name + ext[1] << @battler_name + ext[2]
    @kai_battler_hues = [@battler_hue, @battler_hue + hue[0]]
    @kai_battler_hues << @battler_hue + hue[1] << @battler_hue + hue[2]
    @kustom_skills = FixedArray.new(KParty::KUSTOM_SKILL_MAX)
    @battle_skills = FixedArray.new(KParty::BATTLE_SKILL_MAX)
    @kai_skills = FixedArray.new(4, nil)
    kai_sk = KParty::KAI_SKILLS[actor_id]
    kai_sk.each{|ks| set_kai_skills(ks) }
    reset_reishi
  end

  def set_kai_skills(new_skills)
    @kai_skills << FixedArray.new(new_skills.size) + new_skills
  end

  def reset_reishi
    self.kai_level_max = 0
    @rp = 0
  end

  def level=(n)
    n = [[n, db_actor.final_level].min, 1].max
    @level = $game_party.actor_level_max < n ? @level : n
  end

  def skills
    if $game_temp.in_battle
      ids = @battle_skills
    else
      ids = kyon_party_lvl_gm_actor_skills + @kustom_skills || []
    end
    ids += @kai_skills[1] if use_reaper?
    ids += @kai_skills[2] if use_shikai?
    ids += @kai_skills[3] if use_bankai?
    ids
  end

  def set_current_battler
    @battler_name = @kai_battler_names[@kai_level]
    @battler_hue = @kai_battler_hues[@kai_level]
  end

  def kai_level=(n)
    @kai_level = [[0, n].max, @kai_level_max].min
    set_current_battler
    @kai_level
  end

  def kai_level_max=(n)
    @kai_level_max = [[0, n].max, 3].min
    self.kai_level = @kai_level_max if @kai_level > @kai_level_max
    @kai_level_max
  end
  def kai_level_up!() self.kai_level = @kai_level + 1 end
  def kai_level_down!() self.kai_level = @kai_level - 1 end
  def rp=(n) @rp = [[0, n].max, 100].min end
  def no_reaper?() @kai_level_max == 0 end
  def learn_reaper?() @kai_level_max >= 1 end
  def learn_shikai?() @kai_level_max >= 2 end
  def learn_bankai?() @kai_level_max == 3 end
  def learn_reaper!() @kai_level_max = 1 if no_reaper? end
  def learn_shikai!() @kai_level_max = 2 if @kai_level_max < 2 end
  def learn_bankai!() @kai_level_max = 3 if learn_shikai? and !learn_bankai? end
  def use_reaper?() learn_reaper? and @kai_level < 1 and @rp > 20 end
  def use_shikai?() learn_shikai? and @kai_level < 2 and @rp > 50 end
  def use_bankai?() learn_bankai? and @kai_level < 3 and @rp > 70 end
  def db_actor() $data_actors[@actor_id] end
  def exp=(n) @exp = [n, 0].max end
  def skill_learn?(skill_id) self.skills.include?(skill_id) end
  def add_kustom_skill(skill_id) @kustom_skills << skill_id end
  def add_battle_skill(skill_id) @battle_skills << skill_id end
  def add_kai_skill(lvl, skill_id) @kai_skills[lvl] << skill_id end
  def add_kai_skills(lvl, *skill_ids) @kai_skills[lvl] += skill_ids end
  def kustom_skills_max() @kustom_skills.maxsize end
  def battle_skills_max() @battle_skills.maxsize end
  def reaper_skills_max() @kai_skills[1].maxsize end
  def shikai_skills_max() @kai_skills[2].maxsize end
  def bankai_skills_max() @kai_skills[3].maxsize end
  def kai_skills_max() @kai_skills[@kai_level].maxsize end
  def class_learnings() $data_classes[@class_id].learnings end
  attr_reader :kustom_skills, :battle_skills, :kai_skills
  attr_reader :kai_level_max, :kai_level, :rp
end
"For God has not destined us for wrath, but for obtaining salvation through our Lord Jesus Christ," 1 Thessalonians 5:9

Maranatha!

The Internet might be either your friend or enemy. It just depends on whether or not she has a bad hair day.

[Image: SP1-Scripter.png]
[Image: SP1-Writer.png]
[Image: SP1-Poet.png]
[Image: SP1-PixelArtist.png]
[Image: SP1-Reporter.png]

My Original Stories (available in English and Spanish)

List of Compiled Binary Executables I have published...
HiddenChest & Roole

Give me a free copy of your completed game if you include at least 3 of my scripts! Laughing + Tongue sticking out

Just some scripts I've already published on the board...
KyoGemBoost XP VX & ACE, RandomEnkounters XP, KSkillShop XP, Kolloseum States XP, KEvents XP, KScenario XP & Gosu, KyoPrizeShop XP Mangostan, Kuests XP, KyoDiscounts XP VX, ACE & MV, KChest XP VX & ACE 2016, KTelePort XP, KSkillMax XP & VX & ACE, Gem Roulette XP VX & VX Ace, KRespawnPoint XP, VX & VX Ace, GiveAway XP VX & ACE, Klearance XP VX & ACE, KUnits XP VX, ACE & Gosu 2017, KLevel XP, KRumors XP & ACE, KMonsterPals XP VX & ACE, KStatsRefill XP VX & ACE, KLotto XP VX & ACE, KItemDesc XP & VX, KPocket XP & VX, OpenChest XP VX & ACE
Reply }
You.... created.... bankai? Really?

Why not have them expend points to summon their hero-specific weapon? So (going bleach here), Renji can expend points to summon Sabi-Maru into his possession if it is not currently equipped? If a sword already exists in possession, it would obviously be replaced and shoved into the party grab-bag. OR it could just be a case of a weapon summoning as a 'Bound Weapon' for those familiar with The Elder Scrolls.
Up is down, left is right and sideways is straight ahead. - Cord "Circle of Iron", 1978 (written by Bruce Lee and James Coburn... really...)

[Image: QrnbKlx.jpg]
[Image: sGz1ErF.png]    [Image: liM4ikn.png]    [Image: fdzKgZA.png]    [Image: sj0H81z.png]
[Image: QL7oRau.png]    [Image: uSqjY09.png]    [Image: GAA3qE9.png]    [Image: 2Hmnx1G.png]    [Image: BwtNdKw.png%5B]
  Above are clickable links
Reply }
Well yes, you would spend SP to become a soul reaper for the script will look... for such a skill ID... and this reminds me I have forgotten to add that specific part of the code. Happy with a sweat

Anyway, I have already created KSummon XP so the bound weapon mechanism does already exist but you could lose the weapon if you fail summoning it...
"For God has not destined us for wrath, but for obtaining salvation through our Lord Jesus Christ," 1 Thessalonians 5:9

Maranatha!

The Internet might be either your friend or enemy. It just depends on whether or not she has a bad hair day.

[Image: SP1-Scripter.png]
[Image: SP1-Writer.png]
[Image: SP1-Poet.png]
[Image: SP1-PixelArtist.png]
[Image: SP1-Reporter.png]

My Original Stories (available in English and Spanish)

List of Compiled Binary Executables I have published...
HiddenChest & Roole

Give me a free copy of your completed game if you include at least 3 of my scripts! Laughing + Tongue sticking out

Just some scripts I've already published on the board...
KyoGemBoost XP VX & ACE, RandomEnkounters XP, KSkillShop XP, Kolloseum States XP, KEvents XP, KScenario XP & Gosu, KyoPrizeShop XP Mangostan, Kuests XP, KyoDiscounts XP VX, ACE & MV, KChest XP VX & ACE 2016, KTelePort XP, KSkillMax XP & VX & ACE, Gem Roulette XP VX & VX Ace, KRespawnPoint XP, VX & VX Ace, GiveAway XP VX & ACE, Klearance XP VX & ACE, KUnits XP VX, ACE & Gosu 2017, KLevel XP, KRumors XP & ACE, KMonsterPals XP VX & ACE, KStatsRefill XP VX & ACE, KLotto XP VX & ACE, KItemDesc XP & VX, KPocket XP & VX, OpenChest XP VX & ACE
Reply }
Atropos of nothing, is there a way bypass RPGXP's 999 map limit? Most of what I've found about a possible fix is just people saying that no project should need that many maps and being generally dismissive towards the topic. 

You see I just found out that a RPGXP game I played some time ago, BoxxyQuest; The Gathering Storm, had a DLC released last year that added a bunch of new areas to the postgame. The creator said it's most likely the final update the game is going to get due to it hitting the map limit, the project has 997 maps. 

My own project has 684 maps and it's nowhere near the end or even halfway through. Running out of maps is an actual concern for me. Guess my only option is to follow Melana's hint and use the clone project thing.
Reply }
(01-14-2022, 04:42 PM)Steel Beast 6Beets Wrote: Most of what I've found about a possible fix is just people saying that no project should need that many maps and being generally dismissive towards the topic.

Dismissive?  Screw em.  I'm prolly going to copy this script to the forum n give good ol' Zeriab credit (of course). He wrote it a DECADE ago...

https://www.arpgmaker.com/threads/disc-c...aps.54190/

Oh, and his Mediafire links works. (>click me<)
Up is down, left is right and sideways is straight ahead. - Cord "Circle of Iron", 1978 (written by Bruce Lee and James Coburn... really...)

[Image: QrnbKlx.jpg]
[Image: sGz1ErF.png]    [Image: liM4ikn.png]    [Image: fdzKgZA.png]    [Image: sj0H81z.png]
[Image: QL7oRau.png]    [Image: uSqjY09.png]    [Image: GAA3qE9.png]    [Image: 2Hmnx1G.png]    [Image: BwtNdKw.png%5B]
  Above are clickable links
Reply }
(01-15-2022, 04:01 AM)DerVVulfman Wrote:
(01-14-2022, 04:42 PM)Steel Beast 6Beets Wrote: Most of what I've found about a possible fix is just people saying that no project should need that many maps and being generally dismissive towards the topic.

Dismissive?  Screw em.  I'm prolly going to copy this script to the forum n give good ol' Zeriab credit (of course). He wrote it a DECADE ago...

https://www.arpgmaker.com/threads/disc-c...aps.54190/

Oh, and his Mediafire links works. (>click me<)

Basically what any script would need to do is to add any map batch ID's to any additional sets of maps. So if the map batch ID is 0 or nil go to the original maps. Is it 1+? Load it as part of extra mapset #1+. I guess that's what Zeriab might have done there.
"For God has not destined us for wrath, but for obtaining salvation through our Lord Jesus Christ," 1 Thessalonians 5:9

Maranatha!

The Internet might be either your friend or enemy. It just depends on whether or not she has a bad hair day.

[Image: SP1-Scripter.png]
[Image: SP1-Writer.png]
[Image: SP1-Poet.png]
[Image: SP1-PixelArtist.png]
[Image: SP1-Reporter.png]

My Original Stories (available in English and Spanish)

List of Compiled Binary Executables I have published...
HiddenChest & Roole

Give me a free copy of your completed game if you include at least 3 of my scripts! Laughing + Tongue sticking out

Just some scripts I've already published on the board...
KyoGemBoost XP VX & ACE, RandomEnkounters XP, KSkillShop XP, Kolloseum States XP, KEvents XP, KScenario XP & Gosu, KyoPrizeShop XP Mangostan, Kuests XP, KyoDiscounts XP VX, ACE & MV, KChest XP VX & ACE 2016, KTelePort XP, KSkillMax XP & VX & ACE, Gem Roulette XP VX & VX Ace, KRespawnPoint XP, VX & VX Ace, GiveAway XP VX & ACE, Klearance XP VX & ACE, KUnits XP VX, ACE & Gosu 2017, KLevel XP, KRumors XP & ACE, KMonsterPals XP VX & ACE, KStatsRefill XP VX & ACE, KLotto XP VX & ACE, KItemDesc XP & VX, KPocket XP & VX, OpenChest XP VX & ACE
Reply }
(01-15-2022, 04:01 AM)DerVVulfman Wrote:
(01-14-2022, 04:42 PM)Steel Beast 6Beets Wrote: Most of what I've found about a possible fix is just people saying that no project should need that many maps and being generally dismissive towards the topic.

Dismissive?  Screw em.  I'm prolly going to copy this script to the forum n give good ol' Zeriab credit (of course). He wrote it a DECADE ago...

https://www.arpgmaker.com/threads/disc-c...aps.54190/

Oh, and his Mediafire links works. (>click me<)

Nice find! And thank God that Mediafire isn't its usual unreliable self.

And yeah, take at look at this thread:

https://forums.rpgmakerweb.com/index.php...in.135594/

Dismissive with a side of "Why the hell are you still using RPGXP?!". I don't know about others but I simply dislike the direction that RPG Maker took after XP.
Reply }
I kind of love Silly's voice... except for the part her character sounds like some powermonger maniac. Confused

Well, the context is lost so I feel like I need to explain it a little bit.

Remi-chan seems to have hired Silly as voice actor for her game project.
"For God has not destined us for wrath, but for obtaining salvation through our Lord Jesus Christ," 1 Thessalonians 5:9

Maranatha!

The Internet might be either your friend or enemy. It just depends on whether or not she has a bad hair day.

[Image: SP1-Scripter.png]
[Image: SP1-Writer.png]
[Image: SP1-Poet.png]
[Image: SP1-PixelArtist.png]
[Image: SP1-Reporter.png]

My Original Stories (available in English and Spanish)

List of Compiled Binary Executables I have published...
HiddenChest & Roole

Give me a free copy of your completed game if you include at least 3 of my scripts! Laughing + Tongue sticking out

Just some scripts I've already published on the board...
KyoGemBoost XP VX & ACE, RandomEnkounters XP, KSkillShop XP, Kolloseum States XP, KEvents XP, KScenario XP & Gosu, KyoPrizeShop XP Mangostan, Kuests XP, KyoDiscounts XP VX, ACE & MV, KChest XP VX & ACE 2016, KTelePort XP, KSkillMax XP & VX & ACE, Gem Roulette XP VX & VX Ace, KRespawnPoint XP, VX & VX Ace, GiveAway XP VX & ACE, Klearance XP VX & ACE, KUnits XP VX, ACE & Gosu 2017, KLevel XP, KRumors XP & ACE, KMonsterPals XP VX & ACE, KStatsRefill XP VX & ACE, KLotto XP VX & ACE, KItemDesc XP & VX, KPocket XP & VX, OpenChest XP VX & ACE
Reply }




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