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Messages - KK20

Pages: [1] 2 3 ... 152
1
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.

2
RMXP Script Database / Re: [XP] Organized Quest System
« on: Today at 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.

3
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.

4
Script Requests / Re: Player Housing
« on: January 16, 2018, 09:29:53 PM »
Just wondering--is this supposed to work with netplay/online system?

6
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

7
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.

8
Welcome! / Re: Tech Geek
« on: January 15, 2018, 07:54:52 AM »
:welcome:
an avid fan of online gaming
Got a list?

9
Welcome! / Re: I AM NOT GUD AT COMPUTAR
« on: January 15, 2018, 06:46:15 AM »
Only linux tier neckbeard? For shame.

Hello regardless :hi:

10
RMXP Script Database / Re: [XP] XP Ace Tilemap
« on: January 15, 2018, 05:50:16 AM »
Quote
F12 Pause with image script
Literally doing what the script was designed to do.

I think this is what you're looking for: http://forum.chaos-project.com/index.php/topic,13629.0.html

Or, if you are using XPA, there's no need for an F12 script.

11
RMXP Script Database / Re: [XP] XP Ace Tilemap
« on: January 15, 2018, 12:06:29 AM »
I mean obviously. Custom Resolution uses SCREEN to set the game resolution. XPA Tilemap uses SCREEN_RESOLUTION instead. Of course you want to replace all instances of SCREEN with SCREEN_RESOLUTION; there is no constant variable SCREEN defined in XPA Tilemap.

12
RMXP Script Database / Re: [XP] XP Ace Tilemap
« on: January 14, 2018, 11:35:12 PM »

13
RMXP Script Database / Re: [XP] Custom Resolution Compatibility Plug-Ins
« on: January 14, 2018, 11:34:11 PM »
Code: [Select]
class Game_Map
  attr_reader :tile_size
  alias initiate_tile_size_for_babs initialize
  def initialize
    @tile_size = [SCREEN[0], SCREEN[1]].collect {|n| (n / 32.0).ceil }
    initiate_tile_size_for_babs
  end
end

14
It's neither a bug nor glitch. Just a scenario your script doesn't account for (that is to assume every object in $game_map.events is not necessarily a Game_Event).

If you don't want BlizzABS enemy events to be a light source, that's a simple check. Otherwise, you will need to create an add-on.

15
The fact it says "Map_Enemy" is already enough to know BlizzABS is the problem. It iterates through Game_Map#events to find enemy events (i.e. \e in name) and directly replaces them with Map_Enemy instances. The subclass hierarchy for Map_Enemy is Map_Battler < Game_Character. It is not a subclass of Game_Event.

reset_light_event_daynight_opacity is a Game_Event method, which Map_Enemy does not have access to as explained above.

The reason for the game working the first time is because of this line positioned just above the reported line:
Code: [Select]
    # Return if no Game Map exists
    return unless $game_map
Initially, $game_map is nil until it is initiated when Scene_Title#command_new_game or Scene_Load#read_save_data is called. Game_System#reset_event_light_daynight_opacity gets called before $game_map is assigned a value. It also never resets when returning to the title screen; thus, starting another game will trigger the error.

It's up to Heretic to decide how to resolve this. I can't imagine it will be particularly easy either.

16
?
Wrong thread you posted in? All the links work. And there were no images to begin with.

17
Script Requests / Re: Dark Souls styled HUD for Blizz ABS
« on: January 13, 2018, 09:45:56 AM »
Did you even look at the script database with all those HUDs designed for BlizzABS? You can repurpose one of them to do everything you listed.

No offense, but being a veteran RM user (~10 years according to profile), you sure sound like you have regressed a lot.

18
Script Requests / Re: Blizz ABS Quest Markers?
« on: January 12, 2018, 02:29:51 AM »
It has nothing to do with looping maps. BlizzABS does not "naturally" come with such a feature either.

You need to change the subclassing in Heretic's script to make it compatible with BlizzABS. Locate
Code: [Select]
class Game_Player < Game_Characterand change to just
Code: [Select]
class Game_PlayerAnd make sure Heretic's script is below BlizzABS.

If you want events to have notifications over their heads (like indicating that you can talk to them to start a quest), then try http://forum.chaos-project.com/index.php/topic,9670.0.html

19
Whenever someone explains how to use a script, like so
Code: [Select]
my_script_call(id, amount[, active])this is saying that the following script calls are valid:
Code: [Select]
my_script_call(id, amount)
my_script_call(id, amount, active)

In the case of D_S.mute_piece, dynamic (the optional parameter) is either true or false.
If you don't specify a value for dynamic, the script will assume a value of false. Essentially
Code: [Select]
D_S.mute_piece(0, '013-Fire01', 'campfire 1')is equivalent to
Code: [Select]
D_S.mute_piece(0, '013-Fire01', 'campfire 1', false)
So clearly what you want to do is
Code: [Select]
D_S.mute_piece(0, '013-Fire01', 'campfire 1', true)

20
General Discussion / Re: Need a tool
« on: December 31, 2017, 07:41:56 PM »

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