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SCRIPT REQUEST - reputation script

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SCRIPT REQUEST - reputation script

Hi, i've not seen a script like this around, or atleast i've not found one in my 3 odd yrs of using rpgmaker XP.

A reputation script: meaning.. in multiple towns you could have reputation points you could gain from sayquests ect.. Here's a link to a quick mock-up i have done with a bit more info on it..

http://i768.photobucket.com/albums/xx328/decanos78/reputationwindowexamp...

I would like this made for rmxp, (rgss), and if possible scripted so it should not cause any other scripts to fail.

This is something I would really like to add to my game, as I have a spare space on a big ring menu I'm using and can't for the life of me think of anything else to add into my game other than something like this before I start adding side-quests into it.

It's mainly something a little extra for people to look at in-game or to keep track of how mny quests they havecompleted until all quests are done in all areas, towns, cities, dungeons, ect....

I really hope this can be made.. it would be an awesome script to have about, with a little bit of tweeking it could also be used as say - an extra screen that displays weapons proficiency instead of quests but done in the same way, for example, everytime u equip a new wpn there's a few points added to it that will raise the bar, as the bar fills up the weapon could get stronger or something.. im sure there's other things it could be used for..

Anyhows.. PLEASE check the link for the small mock-up i've done, it's the rep screen from battle of the immortalsbut i have tweeked it a bit to suit more how I would like it.

Thanks.

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Link doesn't work. Did you copy it from another forum post? It looks like it got shortened and you lost the full link.

What you are describing sounds like it could be done with built in variables. Of course if you want a reputation status screen built into your game menu that's best done with a script, but it's pretty simple because you only have to make a copy of, say, Scene_Status and rename it (or just add the information to Scene_Status), change the information to suit what you want, and then add it to the "s" array in Scene_Menu. You may need to remove something else to make room, or try to combine the Play Time window with the Party Gold window.

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AH! ok the link should work now..
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Here are the exact problems that need to be solved for your script:

  1. How to add points?
  2. How to define reputation areas and add names/images to them?
  3. How to display the window?

For #1 I'd suggest using ordinary variables. For #3 you'll need a script (if you want it to overlay the map, that's more complicated than being in the menu but still doable). #2 will probably require going into the script editor to change some values, and it would be easiest inside the #3 script.

Are you willing to do the scripting yourself? I can tell you exactly what you need to do. Otherwise I don't have the time to do this for you and I don't think we have other scripters active around here right now.

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WELL... i've never tried scripting myself before, but i'd be willing to give it a try if you are going to tell me exactly how to do it.. I do want the script to activate over the map through say.. call script.. as it's going to be an option in the ring menu that I am using. Also, I'm hoping that the names and pictures can be a part in the script thats editable easily.

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I hate to require this of you, but the simplest way to get the menu on the map would be to use a script I wrote with the SDK. So, install the RMXP SDK (discussion) (text file). Then install this script under it. Got it?

Now you can start scripting. Let's start with the SDK-enabled Scene_Status:

#==============================================================================
# ** Scene_Status
#------------------------------------------------------------------------------
#  This class performs status screen processing.
#==============================================================================

class Scene_Status < SDK::Scene_Base
  #--------------------------------------------------------------------------
  # * Main Processing : Window Initialization
  #--------------------------------------------------------------------------
  def main_window
    super
    # Make status window
    @status_window = Window_Status.new(@actor)
  end
  #--------------------------------------------------------------------------
  # * Frame Update
  #--------------------------------------------------------------------------
  def update
    super
    # If B button was pressed
    if Input.trigger?(Input::B)
      # Play cancel SE
      $game_system.se_play($data_system.cancel_se)
      # Switch to menu screen
      new_scene(nil)
      return
    end
  end
end

I've removed some redundant things to make it easier. This is basically done; just change "class Scene_Status" to something else like "class Scene_Reputation". We'll come back later for other stuff.

Next, make a copy of Window_Status from the script editor. Put it in another slot and name it something like Window_Reputation. Mess with the positioning values as you like and probably add a "self.back_opacity = 160" in def initialize to make the background translucent. You can access game variables with $game_variables[i] where i is the index you use in the event editor.

Then in Scene_Reputation, change Window_Status to Window_Reputation. This should be all you have to do.

Now you should be able to use the following call script to create the "layer":

$scene.new_layer(Scene_Reputation)
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Townie
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OK i tried that.. but the sdk script causes problems with many of my other scripts i am using.. with further searching I managed to find this ... a rmxp reputation script i've put it into a demo and linked it.

but it seems to give me a problem at line 93 ..

http://www.4shared.com/file/Iqz7-Rw0/reputation_script_fail__demo.html

This line ..  self.contents.font.size = $fontsize

dunno why but this keeps failing... can you take a look and see why for me pls?

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Just remove that line and any others which reference $fontsize or $fontface; these were necessary with unofficial translations of RMXP but cause errors in the official version.

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k ty

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