Show Posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.

Messages - KK20

Pages: [1] 2 3 ... 151
Script Requests / Re: Conditional Branch addon
« on: March 22, 2018, 09:49:02 PM »
Oh I see why now. Even though nil is treated as false in an if-statement, RMXP is not evaluating the string in an if-statement.
Code: [Select]
if $game_system.playing_bgm && $ == "TRACKNAME" #=> false
Code: [Select]
$game_system.playing_bgm && $ == "TRACKNAME" #=> nilThe problem occurs in the Else handling, when interpreter is looking specifically for false
Code: [Select]
  # * Else
  def command_411
    # If determinant results are false
    if @branch[@list[@index].indent] == false
So yeah I guess you need to do the check for if not nil.

Yeah I understand and completely agree with you. I mainly just follow when I do actual development work. For scripts and one-liners, I flex my fingers for out-of-the-box thinking.

Script Requests / Re: Conditional Branch addon
« on: March 22, 2018, 09:28:05 PM »
Which is why the first check is there. You do know that nil is evaluated to false, right?

Script Requests / Re: Conditional Branch addon
« on: March 22, 2018, 09:19:52 PM »
@F0: If you're so opposed to it, then just combine the two as
Code: [Select]
$game_system.playing_bgm && $ == "TRACKNAME"There's nothing stating you can't use and/or in Conditional Branch scripts.

@Kise: The logic is right, but if you're using what I suggested earlier, then you want to change the false to a true
Code: [Select]
$ != 'Theme' rescue true

Script Requests / Re: Conditional Branch addon
« on: March 22, 2018, 08:14:24 PM »
Just saying, you could combine both of those into one statement instead of two
Code: [Select]
$ == 'Theme' rescue false

Well, however you have it determined to indicate the player is jumping, you just replace that
Code: [Select]
self.jumping?to whatever value that is. So if switch 1 being ON is what causes it, just make it
Code: [Select]
if DIR_8_CONTROL && !$game_switches[1]That line is what controls the whole "allow the player to move in 8 directions" bit.

RMXP Script Database / Re: [XP] Item Quality
« on: March 22, 2018, 07:22:41 AM »
First add this to the Item Qualities script in the configuration:
Code: [Select]
Quality['gg_def'] = Default_Color
For Dynamic Gardening, replace class Window_Seed#refresh method with this:
Code: [Select]
  def refresh
    # Clear the bitmap.
    self.contents = self.contents.dispose if self.contents != nil
    # Determine what seeds to display.
    @seeds = Garden::SEED_IDS.collect {|id| $data_items[id] }
    unless Garden::SEED_DISPLAY
      @seeds.reject! {|seed| $game_party.item_number( < 1 }
    @item_max = @seeds.size
    # Draw the items on the bitmap.
    if @item_max > 0
      self.contents = - 32, @item_max * 32)
      @seeds.each_index {|i|
        item = @seeds[i]
        number = $game_party.item_number(
        self.contents.font.color = number > 0 ? GG_QualityColors::Quality[item.quality] : disabled_color
        opacity = number > 0 ? 255 : 128
        # Find icon bitmap and set it to window, and draw the text.
        bitmap = RPG::Cache.icon(item.icon_name)
        self.contents.blt(4, i*32+4, bitmap,, 0, 24, 24), opacity)
        self.contents.draw_text(32, i*32, 288, 32,
        self.contents.font.color = number > 0 ? normal_color : disabled_color
        self.contents.draw_text(-32, i*32, 288, 32, ':', 2)
        self.contents.draw_text(-4, i*32, 288, 32, number.to_s, 2)

For the third script, replace with this:
(click to show/hide)

Can't you just change it to this in the Game_Player#update method?
Code: [Select]
      # Move player in the direction the directional button is being pressed
      # Rewritten for diagonal animation
      if DIR_8_CONTROL && !self.jumping?

RMXP Script Database / Re: [XP] Blizz-ABS Event Anti-Lag
« on: March 13, 2018, 08:18:16 PM »
What in the grave-digging world are you talking about?

Yeah, variables have that ability too.

The only scripting approach would be to make a loop and iterate through a range, like
Code: [Select]
for i in 1..10
$game_variables[i] = 100
$game_map.need_refresh = true
which would set variables 1 through 10 to a value of 100. The game map refresh at the end is needed for events to update their page conditions (you have to do the same thing with switches too).

Welcome! / Re: Hello there, I just joined!
« on: March 02, 2018, 01:08:59 AM »
Hey welcome! Lots of us are hobbyists too, only our lord and savior Blizzard is a top tier game developer.

The active ones hang out on the discord server. I have a link to it in my sig.

Video Games / Re: Chrono Trigger for the PC Released!
« on: February 28, 2018, 05:01:25 AM »
General consensus says this remake is absolute garbage.
Or one tweet summed up entirely:

Script Requests / Re: $game_player.through = true isnt working.
« on: February 24, 2018, 05:17:55 AM »
@Blizz: That only applies to script calls where you are assigning a variable to false

The real problem at hand here is that Game_Character's through attribute is only set as a reader.
Code: [Select]
attr_reader   :through"Reader" meaning you can only "read" what the value is; you cannot change, or "write", it outside of the class.

If you change that to
Code: [Select]
attr_accessor   :throughI think you'll be fine. An "accessor" allows you to read and write the attribute.

General Discussion / Re: See With Your Ears - Video
« on: February 23, 2018, 08:51:37 AM »
Couldn't you have made another DLL that handled callbacks?

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
which allows you to do the following script calls:
Code: [Select]
$game_player.set_graphic('001-Fighter01', 0)
Code: [Select]
$[1].set_graphic('002-Fighter02', 180)Granted with some line breaks in between since RMXP likes tiny textareas.

The only thing that we can say is that, somehow, somewhere, 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
Code: [Select]
  # * Clear Actions
  def clear_actions
But without a tech demo, it's hard to point at what is the real cause.

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.

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)

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.

Pages: [1] 2 3 ... 151