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Messages - KK20

41
RMXP Script Database / Re: [XP] Blizz-ABS
September 28, 2022, 10:52:15 am
Blizz-ABS doesn't touch the damage formulas, so it should be fine.
42
What do you mean by "number the switch"? It's just a "Control Switches" event command. I don't know what Switch IDs you're already using, so that's up to your discretion which ID you want to use.

As for running a common event, does it have to be a script call? There is a "Call Common Event" event command after all. But I thought the objective was to have the common event be a parallel process. You should just make its Trigger "Parallel" and choose a switch to enable it. The process is no different from any other RPG Maker...
43
Quote from: Queenvespi on September 05, 2022, 11:33:34 amThe download links seem broken.
I click them, a tab opens then immediately closes.
 :(
I've updated the links to use HTTPS. Chrome doesn't like it when you use HTTP on HTTPS websites. Firefox, for example, doesn't.
44
That sounds fairly easy to do.
Conditional Branch: [Item] in inventory
  # Player gained an item, so prepare for when they run out of it again
  Control Switches: Switch = OFF
Else
  # This check is to ensure we don't fire off the event more than once
  Conditional Branch: Switch == OFF
    # Do your stuff here...
    Control Switches: Switch = ON
  END
END
45
Yes, you will need to make the create_event_from_template script call each time on each map, whatever method you end up going with like making an autorun event on every map do it.

Again, the best method largely depends on what exactly it is you're trying to do. I can't give you any further advice without knowing.
46
The manual (PDF) is in the MediaFire download link.

It's hard to understand what your exact problem is. I can help if you send me a project that shows the problem you are having.
47
Yeah, this script does not work with save files. You need to start a new game. Usually authors mention this in their post, but I guess he forgot.

And it depends on what you need copied to every map. Like is it not something you can use a Common Event for?
48
It's not worth the hassle. Unless you REALLY want to support mkxp-z, there's nothing needed from your side.
49
Yes, the box is OFF when a default value (i.e. the values stated in `def initialize`) is provided, as Blizz said. You can even see this yourself when trying to set the "Turn" condition to 0 + 1X and reopen the window.
50
RMXP Script Database / Re: [XP] Blizz-ABS
July 08, 2022, 01:53:30 am
Your English is totally fine :) I was able to reproduce it so I looked into it. My guess is this:

Map_Battler has a method update_pixel_rate that does this:
Code: ruby
  #----------------------------------------------------------------------------
  # update_pixel_rate
  #  Updates the pixel movement rate if necessary.
  #----------------------------------------------------------------------------
  def update_pixel_rate
    # if pixel movement rate different than the stored one
    if @pixel_rate != $game_system.pixel_rate
      # updating factor
      factor = 2.0 ** ($game_system.pixel_rate - @pixel_rate)
      # store new pixel movement rate
      @pixel_rate = $game_system.pixel_rate
      # refresh coordinates
      @x, @y = (@x * factor).to_i, (@y * factor).to_i
      # update memorized coordinates
      @ai.memory.values.each {|a| a.x, a.y = (a.x * factor).to_i, (a.y * factor).to_i}
    end
  end

Map_Actor, which inherits Map_Battler, has a rewritten update_pixel_rate method.
Code: ruby
  #----------------------------------------------------------------------------
  # update_pixel_rate
  #  Updates the pixel movement rate if necessary.
  #----------------------------------------------------------------------------
  def update_pixel_rate
    # stop if pixel movement rate is not different than the stored one
    return if @pixel_rate == $game_system.pixel_rate
    # store old buffer and clear buffer
    tmp, @force_move = @force_move, []
    # while there is still data in the old buffer
    while tmp.size > 0
      # if normal command
      if tmp[0][1] == true || tmp[0][1] == false
        # get current command
        move = tmp.shift
        # remove the rest of the commands depending on old pixel movement
        (2 ** @pixel_rate - 1).times {tmp.shift}
        # add into new buffer depending on new pixel movement
        (2 ** $game_system.pixel_rate).times {@force_move.push(move)}
      else
        # directly add into new buffer
        @force_move.push(tmp.shift)
      end
    end
  end
I'm pretty sure it's supposed to call the superclass method too. So update it such that it looks like this:

Code: ruby
  def update_pixel_rate
    # stop if pixel movement rate is not different than the stored one
    return if @pixel_rate == $game_system.pixel_rate
    # store old buffer and clear buffer
    tmp, @force_move = @force_move, []
    # while there is still data in the old buffer
    while tmp.size > 0
      # if normal command
      if tmp[0][1] == true || tmp[0][1] == false
        # get current command
        move = tmp.shift
        # remove the rest of the commands depending on old pixel movement
        (2 ** @pixel_rate - 1).times {tmp.shift}
        # add into new buffer depending on new pixel movement
        (2 ** $game_system.pixel_rate).times {@force_move.push(move)}
      else
        # directly add into new buffer
        @force_move.push(tmp.shift)
      end
    end
    super #<========= add it here
  end
51
RMXP Script Database / Re: [XP] Tons of Add-ons
June 30, 2022, 12:13:27 am
The targets.any? addition should only be applied to Blue Magic Skill IDs, not just any skill. You should be able to confirm this easily by putting a print statement below it
    if BLUE_MAGIC_IDS.include?(battler.current_action.skill_id) && targets.any?
      print 'blue magic used!'
      targets.each {|target| target.damage = nil}
If you ever figure out how to reproduce it (even if not consistently), you should provide your scripts file. I'm leaning towards a different script being the problem.
52
RMXP Script Database / Re: [XP] Tons of Add-ons
June 26, 2022, 08:39:02 pm
Quote from: Blizzard on June 26, 2022, 05:16:47 pmDo I need to fix anything on my end in the original script?
I think only the targets.any? fix. If the user is unable to use the skill in make_skill_action_result, the alias still returns an empty list of targets, I think.
53
Already answered in PM but repeating anyways.

Screenshot clearly shows mkxp-z usage which doesn't allow 32-bit DLLs. And if you rebuild the DLL for 64-bit, RGSS Bitmap data is not the same as mkxp's, so some editing would be required.
54
RMXP Script Database / Re: [XP] Tons of Add-ons
June 22, 2022, 10:51:20 pm
It should just be
if $game_system.BLUE_MAGIC_STATUS && self.is_a?(Game_Actor) && !BLUE_MAGIC_UNLEARNABLE_SKILLS.include?(skill.id)
55
RMXP Script Database / Re: [XP] Tons of Add-ons
June 22, 2022, 08:30:56 pm
    if $game_system.BLUE_MAGIC_SKILL &&
        BLUE_MAGIC_IDS.include?(battler.current_action.skill_id) &&
        targets.any?
56
Did Heretic's demo run for you?
57
Yep, that's one of the changes VXA made from XP: Game_Screen no longer has a global instance saved in $game_screen. It's instead instantiated as an instance variable in Game_Troop and Game_Map, allowing you to have separate screen effects in battle and on the map, rather than having to modify $game_screen each time you jump from the map scene to battle and back.
58
What in the world are you even talking about? Moghunter's scripts don't affect anything related to the map. And I literally put your script file into a project (moving Anti Lag as I said) and confirmed it worked.

Here's the project: https://www.dropbox.com/s/536b73lryc2gcdc/ModularPassable.zip?dl=0
Just start the game and walk around
59
Move the Anti Lag script above Heretic's scripts. It has a rewritten Spriteset_Map#update method that was still using the default panorama update logic, essentially ignoring the change I suggested. It even says in the script to put it above other scripts that may have aliased Spriteset_Map#update.
# This script makes changes to update in both Spriteset_Map and Game_Map classes
# There isnt a whole heck of a lot of script to run the optimizations, so if
# you have ANY other script that makes changes to update in either of those
# classes, place those scripts BELOW this one.
60
Are you trying to run the demo or are you moving scripts over to your project? If the former, it's probably the way how Heretic built the DLL that isn't supported by your OS. But it's impossible to say without really knowing more about your environment.