It is not clear if it is possible to decrease corruption (although it is doubtful that players will want to do so). Corruption can be increased by decisions taken by the player while the character is in the active party (see formation). A high corruption rating is probably a prerequisite for many of the more extreme and unusual H-Scenes.
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As a rule of thumb characters that start free of scruples ( Demoness, Tentacle Monster) do not have corruption ratings.
Affection is increased or decreased by decisions taken by the player while the character is in the active party (see formation). A high affection rating is probably a prerequisite for many H-Scenes. Affection - is a character rating that applies to NPCs that can join the player's party.when abandoning the 'Queen of Tyrol' in the elven outpost area) Caution! Morality changes are not always shown by an on screen gauge change. It is not clear what effect this rating has. Choices made (mostly during quests) cause this rating to change during play, although it cannot go below zero. Morality - is a player rating that can be seen on save game files.It could be said that Morality, Affection and Corruption along with the Origins and Gender of the player character determine the "Route" of the game being played. Otherwise, the above hopefully is enough to get you started on the right path.Party stats include your Morality and the Affection/Corruption of your companions, these can be seen in the stats screen, from the RMB menu. To view the reqs, its as easy as adding them to the second Item Info line in the editor.Īgain, I will codes these when I get home if you want. Otherwise, they won't show up.Īlternatively, you can edit the scene for the 'confirm_equip' (where it confirms the new equipment) so that it plays the buzzer and does not allow you to equip the item, but still adds it to the screen so you can see that you CAN use it, but not right now. Then, in the Equip Item window, I believe (sorry, at work) I'd make it check all weapons in the inventory for requirements, then only add them to equip screen if the current actor meets them. The would be returned alone, and correspond to Atk, Def, Agi, MTK, MDF, LUK.
If no, continue with attack normally.Īs for your equipment requirements, this too I would use note tags for.įirst, edit RPG::Weapon and add a 'reqs' check, which would return a hash you would put in the note tag, qhich might look like. If yes, +1 to the skill and push a message. Then, add 1 to the experience stat for the weapon for attacker.įinally, I would have it check to see if you have enough exp for a level up. If yes, check the type of weapon using the call created above. Then, I would edit Game_Battler so that during attack calculation- more specifically, hit calculation- so that when an attack hits, it uses 'attacker.is_a?(RPG::Actor)' to check if the attack came from an actor. I prefer note tags to default types in the editor, as I sometimes name types after the actors that use them, but have that actor's set consist of Axes, Swords, etc. It would return the weapon's type: Sword, Axe, etc when called. Next, I would do a simple edit of RPG::Weapon to show me what weapon type was equipped, using note tags. They would just be simple variables to hold these numbers. One would be the experience, the other the skill. If you want to try them yourself, here's how I would be doing it:įirst, an edit to Game_Actor to add new 'stat' variables, 2 per skill. What RM are you using? I can type them up quick after work. They both could be done with minor script edits.