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Messages - KK20

Pages: [1] 2 3 ... 151
1
General Discussion / Re: See With Your Ears - Video
« on: Today at 08:51:37 AM »
Couldn't you have made another DLL that handled callbacks?

2
Script Requests / Re: Script Call for changing event graphic.
« on: February 19, 2018, 06:09:07 AM »
set_graphic is defined for Game_Actor objects. $game_player is a subclass of Game_Character, so it does not have access to that method. You could get around this by accessing $game_party.actors or $game_actors[ID] instead, but that gets pretty messy. Not to mention events (Game_Event objects) aren't even Game_Actors, so you'd be screwed there.

There really is no easy script call to do this. So you will need to add this somewhere
Code: [Select]
class Game_Character
  def set_graphic(character_name, character_hue)
    @character_name = character_name
    @character_hue = character_hue
  end
end
which allows you to do the following script calls:
Code: [Select]
$game_player.set_graphic('001-Fighter01', 0)
Code: [Select]
$game_map.events[1].set_graphic('002-Fighter02', 180)Granted with some line breaks in between since RMXP likes tiny textareas.

3
The only thing that we can say is that, somehow, somewhere, BattleManager.actor.input is being cleared out (set to nil). I'm speculating that this occurs when an actor is killed by poison, clearing out their actions array:
Code: [Select]
  #--------------------------------------------------------------------------
  # * Get Action Being Input
  #--------------------------------------------------------------------------
  def input
    @actions[@action_input_index]
  end
Code: [Select]
  #--------------------------------------------------------------------------
  # * Clear Actions
  #--------------------------------------------------------------------------
  def clear_actions
    @actions.clear
  end
But without a tech demo, it's hard to point at what is the real cause.

5
RMXP Script Database / Re: [XP][VX][VXA] Easy Script Importer/Exporter
« on: February 01, 2018, 05:56:28 AM »
Updated to Version 3.0 due to some possible human errors that may occur along the way.

  • New configuration parameter MAKE_EXPORT_COPIES: When exporting your scripts, it will create another folder; for those moments where you accidentally exported and wiped out all your script changes. :  ^) kms...
  • No longer exports itself (nor imports itself), assuming you DID put this script at the top of the scripts list like you're supposed to.

6
RMXP Script Database / Re: [XP] Item Quality
« on: January 31, 2018, 10:56:48 PM »
Add this below both of the scripts
(click to show/hide)

7
It's not even an updated version--I downloaded the original script, made the edits, then created a new pastebin post. I have not edited that pastebin post since.

8
Did you not click on the pastebin link in my first reply?

9
Thought so. Script should be above Blizz-ABS.

10
RMXP Script Database / Re: [XP] Organized Quest System
« on: January 29, 2018, 10:56:23 AM »
Updated to 1.22 for an issue regarding using this script in XPA.

Code: [Select]
quest_number = sprintf("%03d", nil)
p quest_number
exit
Attempting to run this snippet above will work fine in Ruby 1.8 but crashes in Ruby 1.9.

Has to do with implicit conversions using the Integer() method. NilClass has an explicit conversion via to_i; we're not talking about that. For whatever reason, Integer(nil) returns 0 in 1.8, but will error in 1.9. It makes sense that they did this change. Just another weird thing to watch out for I guess.

11
RMXP Script Database / Re: [XP] XP Ace Tilemap
« on: January 29, 2018, 08:09:57 AM »
Update to version 0.41 to address a potential issue with renamed games using Enigma Virtual Box. This only applies to XP users. XPA users are advised to update to XPA 2.31

Note this was only a minor script update. No changes were made to the DLLs.

12
Updated to 2.31 to address a potential issue with renamed games using Enigma Virtual Box as reported by BoisterousHero.

Scripts that use Win32API calls like GetPrivateProfileString are often passed with the parameter ".\\Game.ini". If the user wishes to rename their Game.exe, their Game.ini must be renamed accordingly or else the game will not run. However, because the script can no longer find "Game.ini" (because it is renamed), the script will fail somewhere in its functionality.

A new method was created for this behavior.
(click to show/hide)

13
https://pastebin.com/raw/YJqX3LFM

Not sure what you mean by page 2 as I only saw an error on page 3

14
Again, as I tell everyone, PM ForeverZer0 to see if he can reupload his dropbox links. That was seriously such a stupid move on their part that I'll never understand.

As for the error, you need to configure the gold prices for armor.
Code: [Select]
  def self.armor_gold(id)
    return case id
    when 1 then []
    when 2 then []
    when 3 then []
    when 4 then []
    when 5 then []
    else
      [0, 0]
    end
  end

You're not the first to report this either. I'll create some dummy values so people can stop reporting this.

15
RMXP Script Database / Re: [XP] Organized Quest System
« on: January 18, 2018, 04:27:36 AM »
I could but you're going to have to be more specific as to what you want. Stormtronics wasn't exactly designed to be modified easily in mind.

If I were to just add another menu option to the side for Quests, it would make the window too large and overlap the playtime, gold, and location window for example.

16
Script Requests / Re: Player Housing
« on: January 16, 2018, 11:18:18 PM »
Why do you need an offline version then? Having both serves no purpose as they require two entirely different architectures when it comes to saving. It's not easy to just "turn this offline script into an online one plz" and expect it to be a quick resolution; it's practically an entire rewrite of the system--two completely different scripts.

You're better off asking someone to just make the online version, one who is familiar with the online system to begin with. You're not going to get help here.

17
Script Requests / Re: Player Housing
« on: January 16, 2018, 09:29:53 PM »
Just wondering--is this supposed to work with netplay/online system?

19
Updated to version 2.3!

  • Traceback when a script error occurs will now output to a text file if the output is unreasonably large (900+ characters)
  • Font outline, which is a new default behavior in RGSS3, now has a configurable setting. It is turned off by default to replicate the RGSS1 feel
  • In RGSS1, whenever the game window closed, Kernel#exit would always be called, allowing scripters to alias it (e.g. online game that needs to save player's stats one last time). RGSS3 no longer does this. A DLL was created to intercept the window closing message and forcefully call Kernel#exit. This is another setting that can be turned on or off (off by default as not many users will find this particularly useful)
  • Added Prevent Deactivation; your games can now run in the background! Another configurable setting that is off by default.
  • Updated XPA_Tilemap to v0.4
  • Updated XPA_Window to v1.2

20
RMXP Script Database / Re: [XP] XP Ace Tilemap
« on: January 16, 2018, 08:35:24 AM »
Updated to version 0.4!

  • Maps that were smaller than the screen resolution were not centered properly; also scrolls if you venture too far from the center
  • For XP games, Graphics.width and Graphics.height were using wrong values
  • Default transitions now work for any resolution. The transition graphic will stretch to your game's resolution if necessary. Or make your own transition graphic larger than the standard 640x480 limitation. It's good to use something other than fade again!

Thanks to Blizzard for the transition algorithm that I largely based mine off of.

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