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#1 default Wiggles Perk Script (RMXP)
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mr_wiggles

mr_wiggles
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Wiggles Perk Script
Version: 1.2
Author: Mr_Wiggles
Date: Aug. 12, 2011

Version History


  • Version 1.1 : Initial Release
  • Version 1.2 : Bug fix


Planned Future Versions

  • More features, not sure what yet so suggest something.


Description


You know in the Fall Out series where you as the player can select a perk that will aid you in your over all quest when you level up? Well this script does just that.

Features

  • Fully Customizable - perks can be simple edits to health or something like Str, HP, Dex or can be as advanced as a script call.


Instructions
Paste in your script database above main but below the default scripts.

Call script using a scrip command in an event that states: $scene = Perks.new

script


Code:

#==============================================================================
#                **  Mr_Wiggles Perk Script  **
#==============================================================================
# By: Mr Wiggles
# Version: 1.2
# Aug. 12, 2011
#==============================================================================
#                              Instructions:
#          ----------------------------------------------------
# Call script using a scrip command in an event that states:
#  $scene = Perks.new
#
#==============================================================================
#                              Description:
#          ----------------------------------------------------
# You know in the Fall Out series where you as the player can select a perk
# that will aid you in your over all quest when you level up?  Well this
# script does just that.
#==============================================================================
#                              Features:
#          ----------------------------------------------------
# Fully Customizable - perks can be simple edits to health or something like
#                    Str, or can be as advanced as a script call.
#
#==============================================================================
# * CONFIG START
#==============================================================================
module Wig_Config
  #--------------------------------------------------------------------------
  # Player must spend perk points before they can exit the perk menu.
  #--------------------------------------------------------------------------
  MUST_SPEND = true
  #--------------------------------------------------------------------------
  # Names of the perks.
  #  n => "name"
  #--------------------------------------------------------------------------
  PERK_NAMES = {
  0 => "First perk",
  1 => "Second perk",
  2 => "Third perk"
  }
  #--------------------------------------------------------------------------
  # Description for perk.
  #  n => "description"
  #--------------------------------------------------------------------------
  PERK_DISC = {
  0 => "First perk's description followed by a comma if another description" +
      " follows it.",
     
  1 => "Second perk's description, also note that since this being perk number" +
      " two that its id in the script is 1. This goes for all perks, its id" +
      " will be one less this its original location.",
 
  2 => "But as you can see these descriptions can be very long and descriptive" +
      " which makes it a great feature for this script."
  }
  #--------------------------------------------------------------------------
  # Requirements that need to be met in order to have this perk.
  #  n => [["name", value], ["name", value]]
  #
  # "name" refers to one of the following:
  #  Level, Str, Dex, Agi, Int
  #
  # *MUST* match the formatting shown!
  #--------------------------------------------------------------------------
  PERK_REQ = {
  0 => [ ["Level", 1], ["Str", 20] ],
 
  1 => [ ["Level", 1] ],
 
  2 => [ ["Level", 10], ["Int", 60], ["Dex", 56], ["Agi", 80] ]
  }
  #--------------------------------------------------------------------------
  # Perk Effects.
  #  n => [["name", value], ["name", value]]
  #
  # "name" refers to one of the following:
  #  HP, MP, Str, Dex, Agi, Int
  #
  # value stands for the amount that the stat is modified by.
  # *MUST* match the formatting shown!
  #--------------------------------------------------------------------------
  # Or you can have it run a script command. (little complex)
  #  n => "script string"
  #
  # You write your script commands in the string that will be evaluated, use
  # "\n" for enter to tell the script that its on a new line.
  # Any quotes must follow after a backslash ( like so \" or \' ) in
  # order to be used.
  #--------------------------------------------------------------------------
  PERK_EFFEC = {
  0 => [["Dex", 30], ["Str", 5]],
 
  1 => "print (\"See, this was a scripted perk,\") \n" +
      "print (\"its set up not to do much just show text\")",
     
  2 => [["HP", 70], ["MP", 50]]
  }
  #--------------------------------------------------------------------------
end
#==============================================================================
# * END CONFIG
#==============================================================================
# Only edit past this point if you have some what of a clue of what it is your
# doing, if not do feel free to poke around and learn something new. ^-^
#==============================================================================
# ** Class Perks
#==============================================================================
class Perks
  include Wig_Config
  #--------------------------------------------------------------------------
  # * Main
  #--------------------------------------------------------------------------
  def main
    # create windows
    @perk_selection_window  = Window_Perk_Selection.new
    @perk_discription_window = Window_Perk_Discription.new
    @perk_actor_stat_window  = Window_Perk_Actor_Stats.new
    @perk_grey_window        = Window_Perk_Grey.new(640, 480)
    @perk_points_window      = Window_Perk_Points.new
    @perk_confirm_window    = Window_Command.new(160, ["No", "Yes"])
    @perk_confirm_window.x = 240
    @perk_confirm_window.y = 196
    @perk_confirm_window.z = 10
    @perk_confirm_window.active  = false
    @perk_confirm_window.visible = false
    @perk_grey_window.visible    = false
    # main loop
    Graphics.transition
    loop do
      Graphics.update
      Input.update
      update
      break if $scene != self
    end
    Graphics.freeze
    # dispose windows
    @perk_selection_window.dispose
    @perk_discription_window.dispose
    @perk_actor_stat_window.dispose
    @perk_confirm_window.dispose
    @perk_grey_window.dispose
    @perk_points_window.dispose
  end
  #--------------------------------------------------------------------------
  # * Update
  #--------------------------------------------------------------------------
  def update
    @perk_index = @perk_selection_window.index
    if @perk_confirm_window.active
      @perk_confirm_window.update
      update_confirm
      return
    end
    @perk_grey_window.update
    @perk_selection_window.update
    @perk_actor_stat_window.update(@perk_index)
    @perk_discription_window.update(@perk_index)
    update_perk_selection
  end
  #--------------------------------------------------------------------------
  # * Update Confirm
  #--------------------------------------------------------------------------
  def update_confirm
    if Input.trigger?(Input::C)
      case @perk_confirm_window.index
      when 0
        $game_system.se_play($data_system.cancel_se)
      when 1
        $game_system.se_play($data_system.decision_se)
        $game_party.gain_perk(@perk_index)
        $game_party.perk_points -= 1
        @perk_selection_window.refresh
        @perk_points_window.refresh
        @perk_actor_stat_window.refresh
      end
      @perk_confirm_window.active  = false
      @perk_confirm_window.visible  = false
      @perk_grey_window.visible    = false
      @perk_selection_window.active = true
    end
    # exit
    if Input.trigger?(Input::B)
      $game_system.se_play($data_system.cancel_se)
      @perk_confirm_window.active  = false
      @perk_confirm_window.visible  = false
      @perk_grey_window.visible    = false
      @perk_selection_window.active = true
    end
  end
  #--------------------------------------------------------------------------
  # * Update Perk Windwos
  #--------------------------------------------------------------------------
  def update_perk_selection
    # selection
    if Input.trigger?(Input::C)
      if $game_party.perk_selectable?(@perk_index) and
          !$game_party.known_perks.include?(@perk_index)
        $game_system.se_play($data_system.decision_se)
        @perk_selection_window.active = false
        @perk_confirm_window.active  = true
        @perk_confirm_window.visible  = true
        @perk_grey_window.visible    = true
      else
        $game_system.se_play($data_system.buzzer_se)
      end
    end
    # exit
    if Input.trigger?(Input::B)
      if $game_party.perk_points > 0 and MUST_SPEND
        $game_system.se_play($data_system.buzzer_se)
        print ("You must chose #{$game_party.perk_points} Perk(s).")
      else
        $game_system.se_play($data_system.cancel_se)
        $scene = Scene_Map.new
        $game_map.refresh
      end
    end
  end
end

#==============================================================================
# ** Game Party
#==============================================================================
class Game_Party
  include Wig_Config
  attr_reader  :known_perks
  attr_accessor :perk_points
  #--------------------------------------------------------------------------
  # * Intitialize
  #--------------------------------------------------------------------------
  alias :perk_init :initialize
  def initialize
    perk_init
    @known_perks = []
    @perk_points = 0
    @old_level  = 1
  end
  #--------------------------------------------------------------------------
  # * Gain Perk
  #--------------------------------------------------------------------------
  def gain_perk(perk_id)
    if !@known_perks.include?(perk_id)
      @known_perks.push(perk_id)
      @actors[0].perk_effects(perk_id)
    end
  end
  #--------------------------------------------------------------------------
  # * Gain Point to Spend
  #--------------------------------------------------------------------------
  def gain_perk_point?
    if @actors[0].level != @old_level
      @perk_points += 1 if @actors[0].level > @old_level
      @old_level = @actors[0].level
    end
  end
  #--------------------------------------------------------------------------
  # * Can Select Perk
  #--------------------------------------------------------------------------
  def perk_selectable?(perk_id)
    # no points to spend
    return false if @perk_points <= 0
    # requirement check
    requirements = PERK_REQ[perk_id]
    for ment in requirements
      case ment[0]
      when "Level"
        return false if @actors[0].level.to_f    < ment[1].to_f
      when "Str"
        return false if @actors[0].base_str.to_f < ment[1].to_f
      when "Dex"
        return false if @actors[0].base_dex.to_f < ment[1].to_f
      when "Agi"
        return false if @actors[0].base_agi.to_f < ment[1].to_f
      when "Int"
        return false if @actors[0].base_int.to_f < ment[1].to_f
      end
    end
    # all requirements are met
    return true
  end
end

#==============================================================================
# ** Scene Map
#==============================================================================
class Scene_Map
  alias :perk_update :update
  def update
    perk_update
    $game_party.gain_perk_point?
  end
end

#==============================================================================
# ** Game System
#==============================================================================
class Game_System
  attr_accessor :actor_perk_mods
  #--------------------------------------------------------------------------
  # * Setup
  #--------------------------------------------------------------------------
  alias :perk_init :initialize
  def initialize
    perk_init
    @actor_perk_mods = []
    for i in 0...6
      @actor_perk_mods[i] = 0
    end
  end
end

#==============================================================================
# ** Game Actor
#==============================================================================
class Game_Actor
  include Wig_Config
  #--------------------------------------------------------------------------
  # * Object Initialization
  #--------------------------------------------------------------------------
  alias :perk_init :initialize
  def initialize(*args)
    perk_init(*args)
    set_perk_mods
  end
  #--------------------------------------------------------------------------
  # * Setup
  #--------------------------------------------------------------------------
  def set_perk_mods
    @maxhp_plus = $game_system.actor_perk_mods[0]
    @maxsp_plus = $game_system.actor_perk_mods[1]
    @str_plus  = $game_system.actor_perk_mods[2]
    @dex_plus  = $game_system.actor_perk_mods[3]
    @agi_plus  = $game_system.actor_perk_mods[4]
    @int_plus  = $game_system.actor_perk_mods[5]
  end
  #--------------------------------------------------------------------------
  # * Perk Effects
  #--------------------------------------------------------------------------
  def perk_effects(perk_id)
    effects = PERK_EFFEC[perk_id]
    if effects.is_a?(String)
      error_print = "There is an error with perk #{perk_id}'s script."
      eval(effects) rescue print(error_print)
      return
    else
      for effect in effects
        case effect[0]
        when "HP" 
          @maxhp_plus += effect[1]
          $game_system.actor_perk_mods[0] = @maxhp_plus
        when "MP" 
          @maxsp_plus += effect[1]
          $game_system.actor_perk_mods[1] = @maxsp_plus
        when "Str"
          @str_plus  += effect[1]
          $game_system.actor_perk_mods[2] = @str_plus
        when "Dex"
          @dex_plus  += effect[1]
          $game_system.actor_perk_mods[3] = @dex_plus
        when "Agi"
          @agi_plus  += effect[1]
          $game_system.actor_perk_mods[4] = @agi_plus
        when "Int"
          @int_plus  += effect[1]
          $game_system.actor_perk_mods[5] = @int_plus
        end
      end
    end
  end
  #--------------------------------------------------------------------------
  # * Get Basic Maximum SP
  #--------------------------------------------------------------------------
  alias :perk_mp :base_maxsp
  def base_maxsp
    old_value = perk_mp
    return old_value + @maxsp_plus
  end
  #--------------------------------------------------------------------------
  # * Get Basic Strength
  #--------------------------------------------------------------------------
  alias :perk_str :base_str
  def base_str
    old_value = perk_str
    return old_value + @str_plus
  end
  #--------------------------------------------------------------------------
  # * Get Basic Dexterity
  #--------------------------------------------------------------------------
  alias :perk_dex :base_dex
  def base_dex
    old_value = perk_dex
    return old_value + @dex_plus
  end
  #--------------------------------------------------------------------------
  # * Get Basic Agility
  #--------------------------------------------------------------------------
  alias :perk_agi :base_agi
  def base_agi
    old_value = perk_agi
    return old_value + @agi_plus
  end
  #--------------------------------------------------------------------------
  # * Get Basic Intelligence
  #--------------------------------------------------------------------------
  alias :perk_int :base_int
  def base_int
    old_value = perk_int
    return old_value + @int_plus
  end
end

#==============================================================================
# ** Window Perk Selection
#==============================================================================
class Window_Perk_Selection < Window_Selectable
  include Wig_Config
  #--------------------------------------------------------------------------
  # * Initialization
  #--------------------------------------------------------------------------
  def initialize
    super(0, 0, 240, 480)
    self.contents = Bitmap.new(width - 32, height - 32)
    @item_max    = PERK_NAMES.size
    @column_max  = 1
    self.index    = 0
    self.z = 1
    refresh
  end
  #--------------------------------------------------------------------------
  # * Refresh
  #--------------------------------------------------------------------------
  def refresh
    self.contents.clear
    @data = []
    for id in 0...PERK_NAMES.size
      @data.push(id)
    end
    for item in @data
      draw_item(item)
    end
  end
  #--------------------------------------------------------------------------
  # * Draw Item
  #--------------------------------------------------------------------------
  def draw_item(index)
    self.contents.font.color = $game_party.known_perks.include?(index) ?
      system_color : $game_party.perk_selectable?(index) ?
      normal_color : disabled_color
    x = 4
    y = index * 32
    self.contents.draw_text(x, y, 220, 32, PERK_NAMES[index])
  end
end

#==============================================================================
# ** Window Perk Discription
#==============================================================================
class Window_Perk_Discription < Window_Selectable
  include Wig_Config
  #--------------------------------------------------------------------------
  # * Initialization
  #--------------------------------------------------------------------------
  def initialize
    super(240, 120, 400, 296)
    self.contents = Bitmap.new(width - 32, height - 32)
    self.z = 1
    @old_perk_id = -1
    update
  end
  #--------------------------------------------------------------------------
  # * Refresh
  #--------------------------------------------------------------------------
  def refresh(index = 0)
    self.contents.clear
    old_size = self.contents.font.size
    # format and draw perk discription
    self.contents.font.color = $game_party.perk_selectable?(index) ?
      normal_color : disabled_color
    format_string(0, 0, PERK_DISC[index], 360)
    # draw perk effects
    effects = PERK_EFFEC[index]
    text = []
    for fect in effects
      break if fect.is_a?(String)
      i = effects.index(fect)
      text.push("+#{fect[1]} to #{fect[0]}")
      text.push(", ") if i != effects.size - 1
    end
    self.contents.font.color = system_color
    self.contents.draw_text(4, 190, 200, 32, "Bonuses:") if
      effects.size > 0 and !effects.is_a?(String)
    self.contents.font.color = normal_color
    self.contents.font.size = 16
    self.contents.draw_text(4, 205, 360, 32, text.to_s, 2)
    self.contents.font.size = old_size
    # draw perk requirements
    requirements = PERK_REQ[index]
    text = []
    for ment in requirements
      i = requirements.index(ment)
      text.push("#{ment[0]} #{ment[1]}")
      text.push(", ") if i != requirements.size - 1
    end
    text.flatten!
    self.contents.font.color = system_color
    self.contents.draw_text(4, 225, 200, 32, "Requirements:") if
      requirements.size > 0
    self.contents.font.color = normal_color
    self.contents.font.size = 16
    self.contents.draw_text(4, 240, 360, 32, text.to_s, 2)
    self.contents.font.size = old_size
  end
  #--------------------------------------------------------------------------
  # * Update
  #--------------------------------------------------------------------------
  def update(index = 0)
    super()
    if @old_perk_id != index
      refresh(index)
      @old_perk_id = index
    end
  end
end

#==============================================================================
# ** Window Perk Actor Stats
#==============================================================================
class Window_Perk_Actor_Stats < Window_Base
  include Wig_Config
  #--------------------------------------------------------------------------
  # * Initialization
  #--------------------------------------------------------------------------
  def initialize
    super(240, 0, 400, 120)
    self.contents = Bitmap.new(width - 32, height - 32)
    self.z = 1
    @maxsp_plus = @str_plus = @dex_plus = @agi_plus = @int_plus = 0
    @maxhp_plus = 0
    @perk_id    = -1
    @actor      = $game_party.actors[0]
    update
  end
  #--------------------------------------------------------------------------
  # * Refresh
  #--------------------------------------------------------------------------
  def refresh
    self.contents.clear
    self.contents.font.size = 18
    actor = $game_party.actors[0]
    draw_actor_level(actor, 300, 64)
    draw_actor_hp(actor,  0, 0)
    draw_actor_sp(actor, 200, 0)
    for type in 0...4
      draw_actor_parameter(actor, type)
    end
  end
  #--------------------------------------------------------------------------
  # * Draw Parameter
  #--------------------------------------------------------------------------
  def draw_actor_parameter(actor, type, x = 0, y = 32)
    case type
    when 0 # Str
      self.contents.font.color = system_color
      self.contents.draw_text(x, y, 120, 32, $data_system.words.str)
      self.contents.font.color = @require[1] ? knockout_color : normal_color
      self.contents.draw_text(x + 40, y, 36, 32, actor.str.to_s, 2)
    when 1 # Dex
      y += 32
      self.contents.font.color = system_color
      self.contents.draw_text(x, y, 120, 32, $data_system.words.dex)
      self.contents.font.color = @require[2] ? knockout_color : normal_color
      self.contents.draw_text(x + 40, y, 36, 32, actor.dex.to_s, 2)
    when 2 # Agi
      x += 90
      self.contents.font.color = system_color
      self.contents.draw_text(x, y, 120, 32, $data_system.words.agi)
      self.contents.font.color = @require[3] ? knockout_color : normal_color
      self.contents.draw_text(x + 40, y, 36, 32, actor.agi.to_s, 2)
    when 3 # Int
      x += 90; y += 32
      self.contents.font.color = system_color
      self.contents.draw_text(x, y, 120, 32, $data_system.words.int)
      self.contents.font.color = @require[4] ? knockout_color : normal_color
      self.contents.draw_text(x + 40, y, 36, 32, actor.int.to_s, 2)
    end
  end
  #--------------------------------------------------------------------------
  # * Draw Level
  #--------------------------------------------------------------------------
  def draw_actor_level(actor, x, y)
    self.contents.font.color = system_color
    self.contents.draw_text(x, y, 32, 32, "Lv")
    self.contents.font.color = @require[0] ? knockout_color : normal_color
    self.contents.draw_text(x + 32, y, 24, 32, actor.level.to_s, 2)
  end
  #--------------------------------------------------------------------------
  # * Requirements Met
  #--------------------------------------------------------------------------
  def requirements_met?
    # create fail array
    fails = []
    # return if perk is known
    return fails if $game_party.known_perks.include?(@perk_id)
    # test if player meets requirements
    requirements = PERK_REQ[@perk_id]
    for ment in requirements
      case ment[0]
      when "Level"
        fails[0] = true if @actor.level.to_f    < ment[1].to_f
      when "Str"
        fails[1] = true if @actor.base_str.to_f < ment[1].to_f
      when "Dex"
        fails[2] = true if @actor.base_dex.to_f < ment[1].to_f
      when "Agi"
        fails[3] = true if @actor.base_agi.to_f < ment[1].to_f
      when "Int"
        fails[4] = true if @actor.base_int.to_f < ment[1].to_f
      end
    end
    return fails
  end
  #--------------------------------------------------------------------------
  # * Update
  #--------------------------------------------------------------------------
  def update(perk_id = 0)
    if @perk_id != perk_id
      @perk_id = perk_id
      @require = requirements_met?
      refresh
    end
  end
  #--------------------------------------------------------------------------
  # * Make Temp Effects
  #--------------------------------------------------------------------------
  def make_temp_effects
    effects = PERK_EFFEC[@perk_id]
    for effect in effects
      case effect[0]
      when "HP"
        @maxhp_plus = effect[1]
      when "MP" 
        @maxsp_plus = effect[1]
      when "Str"
        @str_plus  = effect[1]
      when "Dex"
        @dex_plus  = effect[1]
      when "Agi"
        @agi_plus  = effect[1]
      when "Int"
        @int_plus  = effect[1]
      end
    end
  end
end

#==============================================================================
# ** Window_Perk_Points
#==============================================================================
class Window_Perk_Points < Window_Base
  include Wig_Config
  #--------------------------------------------------------------------------
  # * Initialization
  #--------------------------------------------------------------------------
  def initialize
    super(240, 416, 400, 64)
    self.contents = Bitmap.new(width - 32, height - 32)
    self.z = 1
    refresh
  end
  #--------------------------------------------------------------------------
  # * Refresh
  #--------------------------------------------------------------------------
  def refresh
    self.contents.clear
    self.contents.font.color = $game_party.perk_points > 0 ?
      normal_color : disabled_color
    string = "You have #{$game_party.perk_points} Perk Points to spend."
    self.contents.draw_text(0, 0, 400, 32, string)
  end
end

#==============================================================================
# ** Window Perk Grey
#==============================================================================
class Window_Perk_Grey < Window_Base
  #--------------------------------------------------------------------------
  # * Object Initialization
  #--------------------------------------------------------------------------
  def initialize(w, h, x = 0, y = 0)
    super(x - 16, y - 16, w + 32, h + 32)
    self.contents = Bitmap.new(width - 32, height - 32)
    self.z = 5
    self.opacity = 0
    @width = w + 32
    @height = h + 32
    refresh
  end
  #--------------------------------------------------------------------------
  # * Refresh
  #--------------------------------------------------------------------------
  def refresh
    self.contents.clear
    rect = Rect.new(0, 0, @width, @height)
    self.contents.fill_rect(rect, Color.new(0, 0, 0, 120))
  end
end

#==============================================================================
# ** Window Base
#==============================================================================
class Window_Base
  #--------------------------------------------------------------------------
  # * Format String
  #--------------------------------------------------------------------------
  def format_string(x, y, string, max_width = 100)
    temp_word_array = string.scan (/./)
    position = line_break = 0
    lines = []
    blank_width = []
    new_string = [lines, blank_width]
    for i in 0...temp_word_array.size
      character = temp_word_array[i]
      if character == " " or i == temp_word_array.size - 1
        i += 1 if i == temp_word_array.size - 1
        if self.contents.text_size(string[line_break,
            i-line_break]).width <= max_width
          position = i
        else
          line = temp_word_array[line_break, position-line_break]
          new_string[0].push(line)
          line_blank = max_width - self.contents.text_size(string[
            line_break, position-line_break]).width
          new_string[1].push(line_blank.to_f / (line.size.to_f - 1.0))
          line_break = position + 1
          position = i
        end
      end
    end
    new_string[0].push(temp_word_array[line_break,
      temp_word_array.size - line_break])
    return if new_string[0].nil?
    for line in 0...lines[0].size
      self.contents.draw_text(x, y + (line * 32), 380, 32, lines[line].to_s)
    end
  end
end

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If you have a question or comment post here or feel free to PM me.

Known Compatibility Issues
None that i know of.

Restrictions
DO NOT POST ON ANY OTHER SITE WITH OUT MY PERMISSION. You are free to edit for YOUR USE only and i must be credited.
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#2 default Re: Wiggles Perk Script (RMXP)
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BluE

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sweet script man. can you have more than 3 perks?
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#3 default Re: Wiggles Perk Script (RMXP)
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mr_wiggles

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you can have as many as you want.
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#4 default Re: Wiggles Perk Script (RMXP)
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G@MeF@Ce

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gotta love them perks! + very nice ^,^

the only bug I ran into was that I could not exit out with out spending points.
seriously man, you got mad skills. clean layout!

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#5 default Re: Wiggles Perk Script (RMXP)
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mr_wiggles

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^ thats a feature in the constants Smile
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#6 default Re: Wiggles Perk Script (RMXP)
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nice perks Cool gonna tinker with this later, is there a way to diactivate the perks and get the point back?
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#7 default Re: Wiggles Perk Script (RMXP)
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mr_wiggles

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like trade in a perk or swap perks out? no but i can look into it for an update when i find the time.
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#8 default AN ERROR
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NuKa_BuBble

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Hey mr_wiggles! I found an error in your script! I have underline it.

PS: Sorry if it's not PM, it's for the user of this script. Now they can fix the bug while it's not edit (I use XAS. I don't tried on blank game).

Around the line 249:
#--------------------------------------------------------------------------
# * Gain Point to Spend
#--------------------------------------------------------------------------
def gain_perk_point?
if @actors[0].level != @old_level
@perk_points += 1 if @actors[0].level > @old_level
@actors[0].level = @old_level
end
end


Your lvl is the same then the old lvl... So you can't lvl up!
Change it for:
@old_level = @actors[0].level

I'm not good in Ruby (I read 3-4 page on internet) but that work for me. Razz
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#9 default Re: Wiggles Perk Script (RMXP)
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mr_wiggles

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lol, well thanks for finding this for me, I'm updating the original post.

can't believe i missed that. :p
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