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Messages - Nath

1
Tutorials / Re: [WIP] Single Executable for RPG Maker
September 22, 2016, 03:06:54 am
This is pretty neato. I'll try it out if I actually make it through to completing something!
2
I feel like this should be a common issue, but I haven't been able to find a solution to my specific situation.

Spoiler: ShowHide


In the image above, I have a two tile gap with events that have the graphic of a bridge (from the tileset) set to be partially transparent. When a certain switch is on, they become opaque and (theoretically) should have some method of becoming passable.

(I actually would have expected them to have the passability of the bridge tile, overruling the tiles below it, and need to be made impassable while transparent, but that turns out not to be the case.)

The only way I can think to deal with this is to have no tiles under the bridge events, thus making the spaces passable. Then I'd set the graphics on the default page to be the appropriate tiles for the gap, thus making them impassable, again. Then when the bridge is revealed, it shouldn't have any complications from competing with the map's tiles.

The main issue with this approach is that I would lose the transparent bridge effect, which I really like for this, as a visual cue. The idea here is that there is an illusion hiding the bridge, but I won't get too into the details of all that. :P

I'm hoping there's something embarrassingly simple that I'm missing, or a solution that doesn't require anyone to go to any great effort to help me out. If not, I can always just scratch the transparent idea and deal.

EDIT: Of course, I figured it out myself, right after posting!  :>.<:

My solution is to put the bridge tiles on the map, then set the events to look like a gap, but be slightly transparent. On the second event page, it's just empty, with no graphic, and thus the bridge is literally revealed! I had to mess with the 4-way passability of some tiles to allow walking onto the bridge from the ledge tiles to its sides, but it works!
3
Welcome! / Re: Hi I'm New.
September 09, 2016, 07:28:07 pm
Helloooooo!

I've seen a list of special Essentials thingies that are for specific versions. They had all the way down to Gen 2. I just... forget where that was...  :^_^':

BUT YA.  :uhm:
I'm newish here, too... I just didn't think to post anything about it...

I'm planning on doing a thing with PE, eventually, if I can manage to do it the way I want. I want to reduce the features down to Gen 1 level... and then go a bit farther. I'm just weird. I'm currently working on a normal, non-Pokémon project, just for the sake of learning to use RMXP as well as I can. It's going to be a crap game, but I'm having fun with it.  :D

EDIT: Here's the Specialized Versions I mentioned, but it seems there's no Gen 3 version.
4
Oh yeah, heh... I suppose there's a whole internet out there...  :^_^':
5
Script Requests / Re: [XP] Player and NPC Vertical Offset
September 08, 2016, 04:01:08 am
Yes!
That actually does exactly what I wanted!
Thanks!  :up:
6
If I were doing all my own sprites, this wouldn't be an issue, but I'm trying to use as much RTP stuff as possible for my current project. It's my first "serious" attempt at making something, and I'm doing it mostly for practice. In future projects, I hope to actually use none of the RTP. It'll be great, maybe!

Anyway, what I'd like to do is take care of something that's been subtly bothering me for the last couple of weeks since I've been working on this. I really feel like characters (the player and NPC's, specifically) should all be about 16 pixels higher, to look like they're standing in the center of the square they're in, rather than at the bottom. I could go and edit every sprite I use, making them shorter, and pushing them upward, but... that would be a ton of work, and it'd likely be easier to make sprites from scratch.

A scripting solution should be possible, I hope... I'm just still not great at this stuff. I imagine it'd have to involve putting a Comment in any events that represent NPC's, so as to avoid offsetting doors and the like. Can anyone help me out with this?

I really should just stop trying to put all these fancy things into my practice project, but... I guess I'm just too nitpicky! <_<;
7
This seems like a topic that is halfway between troubleshooting and a script request, so I wasn't sure where to put it, but here we are. :uhm:

I like this Scrolling Message System Ex script, but not because of it's core functionality. I'd really like to grab these features, which I haven't seen anywhere else:

  • Bold and Italic: Self-explanatory (\b and \i)

  • Face: A small graphic is shown inside the message (\face[file])

  • Name Box: Text is shown in a small window above message (\name[text])

  • Font change: Change the font name or font size (\font[fontname,fontsize])

  • Conditional Text: Show the text if condition is met (\if[etc] or unless[etc])


...especially Name Box and Font Change, but I don't really have any interest in the rest.
(The Scrolling and Letter by Letter features are the most offensive. The other \whatever codes can just be ignored if I don't want to use them.)

I thought to try pulling out the good stuff, myself, but it's a bit more complex than I'm able to handle, at the moment. :^_^':
8
Woo! It works perfectly!  :D

KK20's Special Touching script does the trick!  :naughty:
9
Well, the issue is that I can't jump down in the first place.

I might have to resort to... scripting   D:

EDIT: In the meantime, I solved the issue by using other events (placed on the ledge) to give the jump events impassable graphics when I'm adjacent to them. It's a very silly and inefficient solution, but I'm not quite skilled enough at scripting to know how to use terrain tags, yet.
10
This Events Troubleshooting section seems pretty sparse, but... I have a thing. :P

So here's my situation: I have a place on one map that has a ledge, which can be hopped down from, but not back up onto, as pictured below.

Spoiler: ShowHide


The events shown are set to trigger on Player Touch, and they check for the direction the player is facing, then hop down from the ledge. The lower ones drop 2 squares down, whereas the ones on the right edge drop down one, and right one.

Spoiler: ShowHide


The issue I'm having is that only these circled ones work, because the tile beneath the events are impassable. These ones work perfectly, as intended.

Spoiler: ShowHide


These others do not work, because RMXP expects the player to have to actually walk on top of the tile to trigger it. The player can't actually do that, because the ledge tile doesn't allow walking to and from it's right edge.

Spoiler: ShowHide


Moving the events to the top of the ledge would cause the player to jump as soon as they stand there, rather than having to actually move toward the edge, which is undesirable. My current (and hopefully temporary) fix is to move the events up to the top and have them trigger on the Action Button instead, but this is... suboptimal...

Is there any solution to this that I'm just not clever enough to figure out?
11
Works perfectly! Thanks!
It has the side effect of left-aligning the help text, but I don't dislike that.  ;)

I have just one final*, noobish question:
Is there a way to put a line break in the "damage" display?

target.damage = "#{skill.name} learned!"


Like in this bit? I tried \n, but it was ignored.

It's not a super big deal, though. I could also just change it to say a generic "Skill learned!" rather than the whole skill name.

*This is a lie. I have an unusual amount of questions, but I'll spare you the pain. :^P
12
Right, awesome! I'll have to look into that.

EDIT: I found the part in Window_Help, I think, but I'm not sure how to change what it says when a specific skill is used.
13
Alrighty, so... I just need to change this bit of it, then?

if target.is_a?(Game_Enemy)
  ids = []
  target.actions.each {|act| ids.push(act.skill_id) if act.kind == 1}
elsif target.is_a?(Game_Actor)
  ids = target.skills.clone
end


...and I have no use for the randomization, so I can just check for the enemy ID, then assign a skill ID to ids based on that. Hmm... I'm not really well-versed in Ruby stuffs, so... I need to study other scripts for examples, I suppose.

Ok. I was thinking about doing it with arrays, but I'm not sure how to go about it. The best I can think of is this:

def do_the_thing_with_the_skillz(enemy)
  case enemy
    when 1 then return 1
    when 2 then return 1
    when 3 then return 2
    when 4 then return 3
  end
  return nil
end


Is it possible to do something like...

  when [1, 2, 3].include? then return 1


...just for brevity's sake? I realize include doesn't work that way, but... something?

EDIT: Maybe something like this is better?

def do_the_thing_with_the_skillz(enemy)
  return 1 if [1,2,3].include?(enemy)
  return 2 if [4,5].include?(enemy)
  return 3 if [6,7,8,23].include?(enemy)
  return nil
end


/EDIT

Anyway, then I'd have to have the other part be something like...

if target.is_a?(Game_Enemy)
  ids = do_the_thing_with_the_skillz(target.id)
else   # It should never be targeting an actor, so this part shouldn't even come up.
  ids = nil
end


Right?

Did I do all that correctly? Will it work with the rest of the script the way it is?


EDIT: Oh! A final, more complex question!

Would it be possible to have something like "Skill already learned!" be displayed in the help window, while selecting targets with this skill? Well... I'm sure it's possible, but is it not unreasonably difficult? It'd just be a QOL improvement, so it's not terribly necessary.
14
So I have this idea that I wish I was able to code, myself, but... I am a total noob, it seems. I'm using a few things from Tons of Addons, and I thought about trying to modify Blizzard's Blue Magic Skill script, but I'm not sure that's the best way, and I am also not nearly skilled enough. I don't think any of my little custom scripts are involved enough to conflict with this idea.

OK, so, what I want to do is have a skill (just one skill, that only one character will have) which, when used on an enemy, will cause the user to learn a new skill based on which enemy was targeted, assuming they don't have it, already. Unlike Blue Magic, it's not a skill that the target enemy actually possesses.

I imagine there would need to be a configuration area that includes a list of learnable skill ID's, each paired with an array of enemy ID's, since there will likely be a bunch of enemies that can "teach" the same skill. Oh, and... probably the ID of the main skill, too.

I hope that's enough info to go on. Thanks to whoever goes to the trouble of helping me out!  :D
15
RMXP Script Database / Re: [XP] Tons of Add-ons
August 28, 2016, 07:58:53 am
Rad. That totally works. Thanks!
16
RMXP Script Database / Re: [XP] Tons of Add-ons
August 28, 2016, 12:58:59 am
Yeah. I figured it'd be difficult.

Is there a not-too-intense way to just disable the movement part of the Custom Controls and have the default stuff handle it? I haven't actually changed that part of the controls, anyway.

I first tried just commenting out the dir4 section, but that just disabled all movement. I then went about searching the default scripts, looking for where this happens normally. I figured maybe I'd just copy it over to the TONS script, but I've yet to find it.
17
RMXP Script Database / Re: [XP] Tons of Add-ons
August 27, 2016, 03:58:06 pm
Hey, so... it's me again, with another query.

How would I go about using the Custom Controls, but disabling just the movement part? I'd prefer just using the default movement, where pressing a new directional key overrides the old key, rather than having certain directions have priority over others.

Alternatively, making the movement work like that, but with custom controls, would be ideal... but I imagine that'd be way more work.

Thanks for the awesome scripts, anyway!  :clap:
18
RMXP Script Database / Re: [XP] Tons of Add-ons
August 23, 2016, 02:21:28 am
Yeah, I've just commented out that bit, for now. While not ideal, it works in the game I'm working on right now, because everyone just constantly heals SP, every turn, so displaying the HP Regen is more important.

Thanks for the help!
19
RMXP Script Database / Re: [XP] Tons of Add-ons
August 22, 2016, 06:29:06 pm
How difficult would it be to cancel the normal output and just do it manually? The only alternative I can think of is to just not display the SP healing at all.
20
RMXP Script Database / Re: [XP] Tons of Add-ons
August 22, 2016, 02:19:10 pm
I am experiencing a quirky quirk with the Regen Status bit.

When a character is recovering both HP and SP at the same time, it heals the right amount, and everything is fine and dandy... except that it displays oddly. It adds the amount of HP and SP recovered together, and displays it as a single number.

I am not the best at scripts, so I've been struggling to figure out how to fix this, but I figured I ought to report it, either way.