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Old June 5th, 2005 (11:43 AM). Edited June 5th, 2005 by -virtual-.
Blizzy Blizzy is offline
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ever wanted to make new skills?
like fishing, cooking, etc.
in this toturial, we do fishing.
*the complete script is at the end of the toturial,
but be sure to follow the toturial.*

first, go into the script editor,
and go to the script: Game_Actor.
you'll see attr_reader :level, exp, skills, and some more.
(attr stands for attribute)
attr_reader means it's defined in rmxp itself,
in the database.
now, we are going to add 3 attr_accessors.
with attr_accessor, you can do:
$game_party.actors[ID].fishing_level
now, underneath attr_reader :skills, add 3 new accessors:

Code:
attr_accessor :fishing_level
attr_accessor :fishing_exp
attr_accessor :fishing_next_exp
now this is done, let's go on to the next step.
we now need to initialize the level, exp and next_exp.
(give it a value)
scroll down, and look for the line:
Code:
@int_plus = 0
beneath it. add:
Code:
@fishing_level = 1 #standard level
@fishing_exp = 0 #current exp (which starts at 0)
@fishing_next_exp = 25 #the exp needed for next level.
if you have this done, let's move on

now we need to make a formula to level up.
scroll a bit down, and look for:

Code:
  def id
    return @actor_id
  end

above it, bewteen "def id" & "end", add the following.

Code:
 def fishing_level
   if @fishing_exp >= @fishing_next_exp
     @fishing_next_exp = (@fishing_exp + 65)
     return @fishing_level += 1
   end
 end
i'll explain what this will do.

line 1, is the method,
which has the name of the attr_accessor :fishing_level
line 2, is an if-statement.
this takes care for leveling up.
when @fishing_exp (the current exp) is equal to
@fishing_next_exp (exp needed for next level),
something will happen(in this case: at line 3 & 4)
line 3, increase the number of @fishing_next_exp,
so the number won't be the same. in this case,
it's set equal to the current fishing exp + 65.
line 4
this adds everytime that @fishing_exp is equal to @fishing_next_exp,
1 level to @fishing_level.
line 5 + 6
this ends the if statement & the method.

to test if this is true,
put the following in a call script:

Code:
$game_party.actors[0].fishing_exp += 30 #adds 30 exp
#print the current level
print "fishing level: " +
$game_party.actors[0].fishing_level.to_s
#print the current fishing exp
print "current fishing exp: " +
$game_party.actors[0].fishing_exp.to_s
#prints the exp needed for next level
print "fishing exp for next level: " +
$game_party.actors[0].fishing_next_exp.to_s

to add exp, simply do:
$game_party.actors[0].fishing_exp += number
you don't need anything to do with the next exp.

this is the toturial.
i hope this is useful.

comments & questions are welcome.

here's the complete script, for the people who don't know where to put it.

Code:
#==============================================================================
# ■ Game_Actor
#------------------------------------------------------------------------------
# This class defines an actor, with all of the typical data elements such as level,
# equipment, and skill progression. This class refers to the global arrays $game_actors
# and $game_party.
#==============================================================================

class Game_Actor < Game_Battler #-------------------------------------------------------------------------- # ● Properties #-------------------------------------------------------------------------- attr_reader :name # name of the character attr_reader :character_name # character sheet name attr_reader :character_hue # character hue attr_reader :class_id # ID of the class that the character is assigned to attr_reader :weapon_id # ID of the weapon that the character has attr_reader :armor1_id # ID of the shield that the character is using attr_reader :armor2_id # ID of the helmet that the character is wearing attr_reader :armor3_id # ID of the armor that the character is wearing attr_reader :armor4_id # ID of the accessory that the character is wearing attr_reader :level # level of the character attr_reader :exp # experience that the character has attr_reader :skills # array of skills that the character can use attr_accessor :fishing_level attr_accessor :fishing_exp attr_accessor :fishing_next_exp #-------------------------------------------------------------------------- # ● Initialize #-------------------------------------------------------------------------- def initialize(actor_id) super() setup(actor_id) end #-------------------------------------------------------------------------- # ● Set up characters #-------------------------------------------------------------------------- def setup(actor_id) actor = $data_actors[actor_id] @actor_id = actor_id @name = actor.name @character_name = actor.character_name @character_hue = actor.character_hue @battler_name = actor.battler_name @battler_hue = actor.battler_hue @class_id = actor.class_id @weapon_id = actor.weapon_id @armor1_id = actor.armor1_id @armor2_id = actor.armor2_id @armor3_id = actor.armor3_id @armor4_id = actor.armor4_id @level = actor.initial_level @exp_list = Array.new(101) make_exp_list @exp = @exp_list[@level] @skills = [] @hp = maxhp @sp = maxsp @states = [] @states_turn = {} @maxhp_plus = 0 @maxsp_plus = 0 @str_plus = 0 @dex_plus = 0 @agi_plus = 0 @int_plus = 0 @fishing_level = 1 @fishing_exp = 0 @fishing_next_exp = 25 for i in 1..@level for j in $data_classes[@class_id].learnings if j.level == i learn_skill(j.skill_id) end end end update_auto_state(nil, $data_armors[@armor1_id]) update_auto_state(nil, $data_armors[@armor2_id]) update_auto_state(nil, $data_armors[@armor3_id]) update_auto_state(nil, $data_armors[@armor4_id]) end #--------------------------------------------------------------------- # ● fishing level of the actor #--------------------------------------------------------------------- def fishing_level if @fishing_exp >= @fishing_next_exp @fishing_next_exp = (@fishing_exp + 65) return @fishing_level += 1 end end #--------------------------------------------------------------------- # ● Return the ID assigned to the character #--------------------------------------------------------------------- def id return @actor_id end #--------------------------------------------------------------------- # ● Return the position of the character in the party #--------------------------------------------------------------------- def index return $game_party.actors.index(self) end #--------------------------------------------------------------------- # ● Create the character's experience progression table #--------------------------------------------------------------------- def make_exp_list actor = $data_actors[@actor_id] @exp_list[1] = 0 pow_i = 2.4 + actor.exp_inflation / 100.0 for i in 2..100 if i > actor.final_level @exp_list[i] = 0 else n = actor.exp_basis * ((i + 3) ** pow_i) / (5 ** pow_i) @exp_list[i] = @exp_list[i-1] + Integer(n) end end end #--------------------------------------------------------------------- # ● Returns the character's damage multiplier #--------------------------------------------------------------------- def element_rate(element_id) table = [0,200,150,100,50,0,-100] result = table[$data_classes[@class_id].element_ranks[element_id]] for i in [@armor1_id, @armor2_id, @armor3_id, @armor4_id] armor = $data_armors[i] if armor != nil and armor.guard_element_set.include?(element_id) result /= 2 end end for i in @states if $data_states[i].guard_element_set.include?(element_id) result /= 2 end end return result end #--------------------------------------------------------------------- # ● Return the status resistance values for the character's class #--------------------------------------------------------------------- def state_ranks return $data_classes[@class_id].state_ranks end #--------------------------------------------------------------------- # ● Check if the character's equipment can resist statuses used on the character #--------------------------------------------------------------------- def state_guard?(state_id) for i in [@armor1_id, @armor2_id, @armor3_id, @armor4_id] armor = $data_armors[i] if armor != nil if armor.guard_state_set.include?(state_id) return true end end end return false end #--------------------------------------------------------------------- # ● Set attributes for the character's weapon #--------------------------------------------------------------------- def element_set weapon = $data_weapons[@weapon_id] return weapon != nil ? weapon.element_set : [] end #--------------------------------------------------------------------- # ● Set positive statuses for the character's weapon #--------------------------------------------------------------------- def plus_state_set weapon = $data_weapons[@weapon_id] return weapon != nil ? weapon.plus_state_set : [] end #--------------------------------------------------------------------- # ● Set negative statuses for the character's weapon #--------------------------------------------------------------------- def minus_state_set weapon = $data_weapons[@weapon_id] return weapon != nil ? weapon.minus_state_set : [] end #--------------------------------------------------------------------- # ● Return the character's maximum HP (includes adjustments) #--------------------------------------------------------------------- def maxhp n = [[base_maxhp + @maxhp_plus, 1].max, 9999].min for i in @states n *= $data_states[i].maxhp_rate / 100.0 end n = [[Integer(n), 1].max, 9999].min return n end #--------------------------------------------------------------------- # ● Return the character's maximum HP (no adjustments) #--------------------------------------------------------------------- def base_maxhp return $data_actors[@actor_id].parameters[0, @level] end #--------------------------------------------------------------------- # ● Return the character's maximum SP (no adjustments) #--------------------------------------------------------------------- def base_maxsp return $data_actors[@actor_id].parameters[1, @level] end #--------------------------------------------------------------------- # ● Return the character's strength (no adjustments) #--------------------------------------------------------------------- def base_str n = $data_actors[@actor_id].parameters[2, @level] weapon = $data_weapons[@weapon_id] armor1 = $data_armors[@armor1_id] armor2 = $data_armors[@armor2_id] armor3 = $data_armors[@armor3_id] armor4 = $data_armors[@armor4_id] n += weapon != nil ? weapon.str_plus : 0 n += armor1 != nil ? armor1.str_plus : 0 n += armor2 != nil ? armor2.str_plus : 0 n += armor3 != nil ? armor3.str_plus : 0 n += armor4 != nil ? armor4.str_plus : 0 return [[n, 1].max, 999].min end #--------------------------------------------------------------------- # ● Return the character's dexterity (no adjustments) #--------------------------------------------------------------------- def base_dex n = $data_actors[@actor_id].parameters[3, @level] weapon = $data_weapons[@weapon_id] armor1 = $data_armors[@armor1_id] armor2 = $data_armors[@armor2_id] armor3 = $data_armors[@armor3_id] armor4 = $data_armors[@armor4_id] n += weapon != nil ? weapon.dex_plus : 0 n += armor1 != nil ? armor1.dex_plus : 0 n += armor2 != nil ? armor2.dex_plus : 0 n += armor3 != nil ? armor3.dex_plus : 0 n += armor4 != nil ? armor4.dex_plus : 0 return [[n, 1].max, 999].min end #--------------------------------------------------------------------- # ● Return the character's agility (no adjustments) #--------------------------------------------------------------------- def base_agi n = $data_actors[@actor_id].parameters[4, @level] weapon = $data_weapons[@weapon_id] armor1 = $data_armors[@armor1_id] armor2 = $data_armors[@armor2_id] armor3 = $data_armors[@armor3_id] armor4 = $data_armors[@armor4_id] n += weapon != nil ? weapon.agi_plus : 0 n += armor1 != nil ? armor1.agi_plus : 0 n += armor2 != nil ? armor2.agi_plus : 0 n += armor3 != nil ? armor3.agi_plus : 0 n += armor4 != nil ? armor4.agi_plus : 0 return [[n, 1].max, 999].min end #--------------------------------------------------------------------- # ● Return the character's intelligence (no adjustments) #--------------------------------------------------------------------- def base_int n = $data_actors[@actor_id].parameters[5, @level] weapon = $data_weapons[@weapon_id] armor1 = $data_armors[@armor1_id] armor2 = $data_armors[@armor2_id] armor3 = $data_armors[@armor3_id] armor4 = $data_armors[@armor4_id] n += weapon != nil ? weapon.int_plus : 0 n += armor1 != nil ? armor1.int_plus : 0 n += armor2 != nil ? armor2.int_plus : 0 n += armor3 != nil ? armor3.int_plus : 0 n += armor4 != nil ? armor4.int_plus : 0 return [[n, 1].max, 999].min end #--------------------------------------------------------------------- # ● Return the character's weapon attack strength (weapon only) #--------------------------------------------------------------------- def base_atk weapon = $data_weapons[@weapon_id] return weapon != nil ? weapon.atk : 0 end #--------------------------------------------------------------------- # ● Return the character's defense strength (weapon/armor only) #--------------------------------------------------------------------- def base_pdef weapon = $data_weapons[@weapon_id] armor1 = $data_armors[@armor1_id] armor2 = $data_armors[@armor2_id] armor3 = $data_armors[@armor3_id] armor4 = $data_armors[@armor4_id] pdef1 = weapon != nil ? weapon.pdef : 0 pdef2 = armor1 != nil ? armor1.pdef : 0 pdef3 = armor2 != nil ? armor2.pdef : 0 pdef4 = armor3 != nil ? armor3.pdef : 0 pdef5 = armor4 != nil ? armor4.pdef : 0 return pdef1 + pdef2 + pdef3 + pdef4 + pdef5 end #--------------------------------------------------------------------- # ● Return the character's magical defense strength #--------------------------------------------------------------------- def base_mdef weapon = $data_weapons[@weapon_id] armor1 = $data_armors[@armor1_id] armor2 = $data_armors[@armor2_id] armor3 = $data_armors[@armor3_id] armor4 = $data_armors[@armor4_id] mdef1 = weapon != nil ? weapon.mdef : 0 mdef2 = armor1 != nil ? armor1.mdef : 0 mdef3 = armor2 != nil ? armor2.mdef : 0 mdef4 = armor3 != nil ? armor3.mdef : 0 mdef5 = armor4 != nil ? armor4.mdef : 0 return mdef1 + mdef2 + mdef3 + mdef4 + mdef5 end #--------------------------------------------------------------------- # ● Return the character's evasion percentage #--------------------------------------------------------------------- def base_eva armor1 = $data_armors[@armor1_id] armor2 = $data_armors[@armor2_id] armor3 = $data_armors[@armor3_id] armor4 = $data_armors[@armor4_id] eva1 = armor1 != nil ? armor1.eva : 0 eva2 = armor2 != nil ? armor2.eva : 0 eva3 = armor3 != nil ? armor3.eva : 0 eva4 = armor4 != nil ? armor4.eva : 0 return eva1 + eva2 + eva3 + eva4 end #--------------------------------------------------------------------- # ● Return the character's weapon animation on the attaker #--------------------------------------------------------------------- def animation1_id weapon = $data_weapons[@weapon_id] return weapon != nil ? weapon.animation1_id : 0 end #--------------------------------------------------------------------- # ● Return the character's weapon animation on the attacker's target #--------------------------------------------------------------------- def animation2_id weapon = $data_weapons[@weapon_id] return weapon != nil ? weapon.animation2_id : 0 end #--------------------------------------------------------------------- # ● Return the name of the character's class #--------------------------------------------------------------------- def class_name return $data_classes[@class_id].name end #--------------------------------------------------------------------- # ● Return the character's current EXP #--------------------------------------------------------------------- def exp_s return @exp_list[@level+1] > 0 ? @exp.to_s : "-------" end #--------------------------------------------------------------------- # ● Return the number of EXP the character needs to advance to the next level #--------------------------------------------------------------------- def next_exp_s return @exp_list[@level+1] > 0 ? @exp_list[@level+1].to_s : "-------" end #--------------------------------------------------------------------- # ● Return the number of remaining EXP the character needs to advance to the next level #--------------------------------------------------------------------- def next_rest_exp_s return @exp_list[@level+1] > 0 ? (@exp_list[@level+1] - @exp).to_s : "-------" end #--------------------------------------------------------------------- # ● Removes the automatically inflicted status effects from a piece of equipment that # was removed and adds the automatically inflicted status effects from a newly-equipped # piece of equipment. #--------------------------------------------------------------------- def update_auto_state(old_armor, new_armor) if old_armor != nil and old_armor.auto_state_id != 0 remove_state(old_armor.auto_state_id, true) end if new_armor != nil and new_armor.auto_state_id != 0 add_state(new_armor.auto_state_id, true) end end #--------------------------------------------------------------------- # ● Check if the an equipment slot is locked for the character #-------------------------------------------------------------------- def equip_fix?(equip_type) case equip_type when 0 # Weapon return $data_actors[@actor_id].weapon_fix when 1 # Shield return $data_actors[@actor_id].armor1_fix when 2 # Helmet return $data_actors[@actor_id].armor2_fix when 3 # Armor return $data_actors[@actor_id].armor3_fix when 4 # Accessory return $data_actors[@actor_id].armor4_fix end return false end #--------------------------------------------------------------------- # ● Equip an item on the character #--------------------------------------------------------------------- def equip(equip_type, id) case equip_type when 0 # Weapon if id == 0 or $game_party.weapon_number(id) > 0 $game_party.gain_weapon(@weapon_id, 1) @weapon_id = id $game_party.lose_weapon(id, 1) end when 1 # Shield if id == 0 or $game_party.armor_number(id) > 0 update_auto_state($data_armors[@armor1_id], $data_armors[id]) $game_party.gain_armor(@armor1_id, 1) @armor1_id = id $game_party.lose_armor(id, 1) end when 2 # Helmet if id == 0 or $game_party.armor_number(id) > 0 update_auto_state($data_armors[@armor2_id], $data_armors[id]) $game_party.gain_armor(@armor2_id, 1) @armor2_id = id $game_party.lose_armor(id, 1) end when 3 # Armor if id == 0 or $game_party.armor_number(id) > 0 update_auto_state($data_armors[@armor3_id], $data_armors[id]) $game_party.gain_armor(@armor3_id, 1) @armor3_id = id $game_party.lose_armor(id, 1) end when 4 # Accessory if id == 0 or $game_party.armor_number(id) > 0 update_auto_state($data_armors[@armor4_id], $data_armors[id]) $game_party.gain_armor(@armor4_id, 1) @armor4_id = id $game_party.lose_armor(id, 1) end end end #--------------------------------------------------------------------- # ● Check if the character can equip a weapon (Class dependent) #--------------------------------------------------------------------- def equippable?(item) if item.is_a?(RPG::Weapon) if $data_classes[@class_id].weapon_set.include?(item.id) return true end end if item.is_a?(RPG::Armor) if $data_classes[@class_id].armor_set.include?(item.id) return true end end return false end #--------------------------------------------------------------------- # ● Manually set the character's EXP #--------------------------------------------------------------------- def exp=(exp) @exp = [[exp, 9999999].min, 0].max while @exp >= @exp_list[@level+1] and @exp_list[@level+1] > 0 @level += 1 for j in $data_classes[@class_id].learnings if j.level == @level learn_skill(j.skill_id) end end end while @exp < @exp_list[@level] @level -= 1 end @hp = [@hp, self.maxhp].min @sp = [@sp, self.maxsp].min end #--------------------------------------------------------------------- # ● Manually set the character's level #--------------------------------------------------------------------- def level=(level) # 上下限チェック level = [[level, $data_actors[@actor_id].final_level].min, 1].max # EXP を変更 self.exp = @exp_list[level] end #--------------------------------------------------------------------- # ● Give the character a new skill #--------------------------------------------------------------------- def learn_skill(skill_id) if skill_id > 0 and not skill_learn?(skill_id) @skills.push(skill_id) @skills.sort! end end #--------------------------------------------------------------------- # ● Remove a skill from a character #--------------------------------------------------------------------- def forget_skill(skill_id) @skills.delete(skill_id) end #--------------------------------------------------------------------- # ● Check if a skill has been learned by a character #--------------------------------------------------------------------- def skill_learn?(skill_id) return @skills.include?(skill_id) end #--------------------------------------------------------------------- # ● Check if the skill can currently be used #--------------------------------------------------------------------- def skill_can_use?(skill_id) if not skill_learn?(skill_id) return false end return super end #--------------------------------------------------------------------- # ● Change the character's name #--------------------------------------------------------------------- def name=(name) @name = name end #--------------------------------------------------------------------- # ● Change the character's class #--------------------------------------------------------------------- def class_id=(class_id) if $data_classes[class_id] != nil @class_id = class_id # 装備できなくなったアイテムを外す unless equippable?($data_weapons[@weapon_id]) equip(0, 0) end unless equippable?($data_armors[@armor1_id]) equip(1, 0) end unless equippable?($data_armors[@armor2_id]) equip(2, 0) end unless equippable?($data_armors[@armor3_id]) equip(3, 0) end unless equippable?($data_armors[@armor4_id]) equip(4, 0) end end end #--------------------------------------------------------------------- # ● Change the character's sprite sheet #--------------------------------------------------------------------- def set_graphic(character_name, character_hue, battler_name, battler_hue) @character_name = character_name @character_hue = character_hue @battler_name = battler_name @battler_hue = battler_hue end #--------------------------------------------------------------------- # ● Return the X coordinate of the actor's battle image on the battle screen #--------------------------------------------------------------------- def screen_x if self.index != nil return self.index * 160 + 80 else return 0 end end #--------------------------------------------------------------------- # ● Return the Y coordinate of the actor's battle image on the battle screen #--------------------------------------------------------------------- def screen_y return 464 end #--------------------------------------------------------------------- # ● Return the Z coordinate of the actor's battle image on the battle screen #--------------------------------------------------------------------- def screen_z if self.index != nil return 4 - self.index else return 0 end end end

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  #2    
Old June 9th, 2005 (11:17 AM).
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Vash-X Vash-X is offline
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What does this script do now?

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Old June 10th, 2005 (4:07 AM).
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freakboy freakboy is offline
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you can make your own skills with that script.
it allows you to do it with experience points(exp) like the one in the battle!

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  #4    
Old June 10th, 2005 (4:45 AM).
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Very cool, -virtual-! :D It looks awesome.

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  #5    
Old June 17th, 2005 (1:03 AM).
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Datriot Datriot is offline
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Err....this did nothing, I put the whole code in the Game_Actor script but it's done nothing, I don't see a change in anything...;/

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  #6    
Old June 17th, 2005 (1:41 AM).
Blizzy Blizzy is offline
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Quote originally posted by datriot:
Err....this did nothing, I put the whole code in the Game_Actor script but it's done nothing, I don't see a change in anything...;/
erm....because i didn't do anything with it yet.
you can only store exp, next_exp, and level with it

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Old June 18th, 2005 (9:35 AM).
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Datriot Datriot is offline
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Oh, okay.(too short, stupid thingy)

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Old June 23rd, 2005 (2:48 AM).
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Hi there, does this also allow you to make the characters level higher than lvl99? If not, how do you make it higher? How do you make the battle screen like POKEMON?

I'm using rm2k/3 and its proving difficult to get the battle sprites in...

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Old June 23rd, 2005 (4:55 AM).
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Quote originally posted by Budgie_boy:
Hi there, does this also allow you to make the characters level higher than lvl99? If not, how do you make it higher? How do you make the battle screen like POKEMON?

I'm using rm2k/3 and its proving difficult to get the battle sprites in...

this is only for rpgmaker xp, not for rpgmaker 2003, sorry

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Old February 28th, 2011 (3:59 PM).
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I've got the script and everything, but how do you lvl up in the actual game?
sorry if youve already said this somewhere!

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Old February 28th, 2011 (7:03 PM).
Cilerba Cilerba is offline
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This threads a little over 5 years old. Try and read the rules next time.

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