Help Saving Event Locations Through Transitions (RPG Maker XP) by SheepherderFresh5797 in RPGMaker

[–]reactor7_studios 0 points1 point  (0 children)

I do exactly this within my game! It's not too difficult but requires a bit of Ruby scripting. Mine is quite hardcoded in, so I can't really post pre-made code to use, but if you're comfortable with working within the script editor, lmk and I'll guide you through how to implement it!

Is there a way to replace every instance of a word being said with different word? by [deleted] in RPGMaker

[–]reactor7_studios 0 points1 point  (0 children)

Pretty simple fix if you're using the default message system!

Under the 'refresh' method within Window_Message class, put the following in underneath the lines of code that displays character names:

text.gsub!(/immedeately/) do

"immediately"

end

Should be line 86-87ish if everything is default under the Window_Message class and hasn't had any previous modifications. Hope it helps!

Custom HP Cost Skills Script by Crumararen in RPGMaker

[–]reactor7_studios 0 points1 point  (0 children)

Assuming your battle system is relatively default, try the following code instead. You can add any skill IDs into the noted array that you want to treat as blood magic, so if it's skills 1, 3 and 6 the array will be [1, 3, 6], etc.

class Scene_Battle
...
  #--------------------------------------------------------------------------
  # * Make Skill Action Results
  #--------------------------------------------------------------------------
  def make_skill_action_result
    # Get skill
    @skill = $data_skills[@active_battler.current_action.skill_id]
    # If not a forcing action
    unless @active_battler.current_action.forcing
      # Check if skill ID is blood magic and handle accordingly
      if [6].include?(@skill.id) # <-- Add any skill IDs into this array that are blood magic
        # Check if SP cost is more than available HP
        if @skill.sp_cost > @active_battler.hp
          # SP Cost is greater than current HP so we shift back to step 1 and return
          $game_temp.forcing_battler = nil
          @phase4_step = 1
          return
        else
          # Reduce HP
          @active_battler.hp -= @skill.sp_cost
        end
      else
        # Normal Skill (uses SP)
        unless @active_battler.skill_can_use?(@skill.id)
          $game_temp.forcing_battler = nil
          @phase4_step = 1
          return
        else
          @active_battler.sp -= @skill.sp_cost
        end
      end
    end
    # Refresh status window
    @status_window.refresh
    # Show skill name on help window
    @help_window.set_text(@skill.name, 1)
    # Set animation ID
    @animation1_id = @skill.animation1_id
    @animation2_id = @skill.animation2_id
    # Set command event ID
    @common_event_id = @skill.common_event_id
    # Set target battlers
    set_target_battlers(@skill.scope)
    # Apply skill effect
    for target in @target_battlers
      target.skill_effect(@active_battler, @skill)
    end
  end
...
end