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Messages - Twb6543

1
RMXP Script Database / Re: [XP] Dynamic Gardening
January 20, 2014, 12:41:23 pm
I actually posted the wrong script  :^_^':, Dropbox should contain the right version now.
I had actually added the functions for the Single Seed produce and Growth as I was coding but removed them for testing and posted the testing script. :shy:

As to Produce return, The script currently just selects a random Item from the array for that combination, just only include 1 id to make sure its a certain type, and Yes currently it only provides 1 of the return Produce, I'll probably add a config for that when I get the chance.

The script should make more sense now that the produce and Growth functions are re-added, however here's a partial example of a set-up. I can probably do a more in depth at some point if you need one.


module Garden
 
 #=====
 # Database has 5 Seeds (ids 21 to 25) and 9 Produces (ids 9 to 17)
 #=====

 SEED_IDS = [21, 22, 23, 24] # The Seeds that can be planted with another seed
 # IDs of the items in the database that are seeds. Add them into the array in
 # the order of value/rarity in your game
 #* CAN BE LEFT BLANK (e.g. = []) TO DISABLE DOUBLE SEEDS
 
 SINGLE_IDS = [21, 25]
 #* IDs of the items in the database that can be planted by themselves
 #* The IDs do not have to be in the SEED_ID Array!
 #* CAN BE LEFT BLANK (e.g. = []) TO DISABLE SINGLE SEEDS
 
 def self.growth_rate(seed)
   return case seed
   #* when ITEM_ID then SECONDS
   when 21 then 10
   when 22 then 12
   when 23 then 15
   when 24 then 20
   else
     10 #* Default Return Value : Set this just in case of Bugs
   end
 end

 def self.growth_rate_Single(seed)
   return case seed
   # when ITEM_ID then SECONDS
   when 21 then 10
   when 25 then 12
   else
     10 #* Default Return Value : Set this just in case of Bugs
   end
 end
 end

 # For Seed at position 1 the index is 0
 # For Seed at position 2 the index is 1
 def self.produce(seed)
   return case seed
   # when Combined Array Index then Array of Produce Item Ids
   when 0 then [9, 10]   # Result of 21,21
   when 1 then [10, 11] # Result of 22,21
   when 2 then [12, 13] # Result of 23,21 or 22,22
   when 3 then [13, 14, 15] # Result of 24,21 or 23,22
   when 4 then [14, 15] # Result of 24,22 or 23,23
   when 5 then [15, 16] # Result of 24,23
   when 6 then [17] # Result of 24,24
   else
     [9,10] #* Default Return Values : Set this just in case of Bugs
   end
 end
 
 # For Seed at position 1 the index is 0
 # For Seed at position 2 the index is 1
 # ... etc ...
 def self.produceSingle(seed)
   return case seed
   # when Index then ArrayOfProduce
   when 0 then [9,10] # Result of 21
   when 1 then [10,11] # Result of 25
   else
     [9,10] #* Default Return Values : Set this just in case of Bugs
   end
 end

2
Choice Command should work, use \p[partymemberposition] (I believe its 1-4 (1 for the first party member) to display the party member names for each choice, and then just perform the add skill for that player. You may want to think about how many member are in the party at any time (Cant remember if there is a function for this) and use conditional branchs for each party length.

Choice:
Should \p[1] learn this skill
   - PartyMember1 Learns Skill
Should \p[2] learn this skill
   - PartyMember2 Learns Skill
Etc

I would do a proper mock up but currently am on my phone :)
3
RMXP Script Database / Re: [XP] Dynamic Gardening
January 18, 2014, 11:05:14 am
Been looking at my old code  :facepalm:,
Anyway here's a fix for pretty much all the bugs mentioned whilst I was gone.

- Single Seeds Patch for Dynamic Gardening by ForeverZer0 v3.3 -

Change Log:
- Rebuilt on Zer0's v3
- Fixed just about every bug I could find or was mentioned in the last 2.5 years
- Cleaner Source (Sort Of, everything is kind of logical now)

DropBox Link:
- Download the txt file via Dropbox here

If used:
You must give credit to ForeverZer0 for the bulk of the code.




To add Level Requirements and such would be possible, just add a couple of checks in WindowSeed::refresh to remove any seeds that require a higher level. Farming experience could be added via Scene_Garden::update_confirm by just adding a couple of lines at :
ln601: # Gain item, play the harvest SE, then return to the map.

If requested I could probably add a small API wrapper for both places, but it shouldn't really be needed.
4
Entertainment / Re: The Big Bang Theroy
November 22, 2011, 10:53:25 am
Just to point out Isn't the show called "The Big Bang Theory" not Theroy....



But otherwise it is epic (if it is the one I'm thinking off....).
5
Welcome! / Re: Better late than never.
November 13, 2011, 11:50:43 am
 :welcome: :stupid:
6
General Discussion / Re: Screen Recording Software
November 09, 2011, 06:45:45 am
I've been using Xsplit to livestream, but it is a great program to use once you get the hang of it....
7
Welcome! / Re: Newbie's Guide to Chaos Project
October 27, 2011, 12:16:42 pm
This will happen when a moderator of that section decides it belongs in the databases. Please make sure your formatting is correct and wait PATIENTLY until it is moved (or left to die by a Mod/GMod).
8
RMXP Script Database / Re: [XP] Dynamic Gardening
October 26, 2011, 06:45:42 am
- Twb6543's Single Variation of Dynamic Gardening by ForeverZer0 is now Version 3.2.1 -


ChangeLog :
- Optimised the code for generating the seed lists.

BugFixes:
- Fixed the Extra Seed Glitch that occured (Still have no Idea how it happened)

NewBugs:
- None Found whilst Testing

Notes:
- Yet to be integrated into the normal script, first version was pm'd to Sacrifyx.
9
RMXP Script Database / Re: [XP] Dynamic Gardening
October 26, 2011, 05:19:22 am
I'll look into it, in a second or two, As I probably have said this more of a hashed together edit and the first single seed variant did have a few problems which may have carried other into the recent version.




I currently can not replicate the results, Would you pm me a link to a archive of the project (e.g. a rar or zip file uploaded to the media fire, dropbox, etc). So I can look into it, So far I have not found anything in the code that would cause that.



The way the system of the seed list works is that it creates the normal double seeds list and then adds to it any seed in the single seed ids that are not in the double.

For example
Double Seeds 1,2,3
Single Seeds 1,3,4,5
Would Result in a seed list of 1,2,3,4,5
If you plant 1 or 3 first then a choice menu should appear with the options to add a new seed to the mix or just plant one.
10
RMXP Script Database / Re: [XP] Dynamic Gardening
October 25, 2011, 05:59:04 am
Lets me just go through the script and try and explain it slightly more for you:


#:::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::
#  BEGIN CONFIGURATION
#:::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::
 
#===============================================================================
# ** Garden
#===============================================================================

module Garden
 
  SEED_IDS = [980, 981]
  # This means that 980 will have a seed index of 0 and 981 a seed index of 1
 
  SINGLE_IDS = [980,981]
  # This means that both seeds could be planted seperately
 
  HARVEST_SE = '056-Right02'
  # This is the SE that will be played when the player harvests the plant.
 
  SEED_DISPLAY = true
  # If true, all seeds will be displayed in the seed window, including those
  # that the player does not have, though they will be disabled. If false, only
  # seeds that that the player currently has will be displayed.
 
  # Define the growth rates here. (the average of both seeds will be used)
  def self.growth_rate(seed)
    return case seed
    # when SEED_ID then SECONDS
    when 980 then 12
      # This means the Seed with Item Id of 980
      # will have a growth rate of 12 seconds
    when 981 then 6
      # This means the Seed with Item Id of 981
      # will have a growth rate of 6 seconds
    else
      10 # Default Value to return if no speed is specified
    end
  end
 
#-------------------------------------------------------------------------------
# Define the number of stages that each item uses. The stages will still cycle
# in the same order, but only use up to the defined number of them before going
# to the final graphic. This will not effect the duration that the seed takes to
# grow, only how many times the graphic changes.
#
# You do not have to define anything that uses a three stage configuration.
#-------------------------------------------------------------------------------
  def self.number_stages(result)
    case result
    when 8..16
      return 4
      # This means if the result Item id is 8, 9, 10, 11, 12, 13, 14, 15 or 16
      # Then it will have 4 stages of growth
    when 17..24
      return 5
      # This means if the result Item id is 18, 19, 20, 21, 22, 23 or 24
      # Then it will have 5 stages of growth
    else
      return 3 # Otherwise it will have 3 stages of growth
    end
  end
 
#-------------------------------------------------------------------------------
# Define the final result of the seeds. A random item from the array will be
# given as the final result.

# Each seed is given a value from 0 to the total number of seeds in the SEED_IDS
# array, and both values are added together to determine which 'produce' array
# will be used for the final result. This is why it is important that you have
# the SEED_IDS array in order of value/rarity. You can find the total number of
# cases you will need by subtracting 1 from the total number of different seeds
# in SEED_IDS, and multiplying that number by 2.
#
#   EX. Player uses one each of the first and last seed in the SEED_IDS array,
#       and there are 8 total seeds in the array...
#
#       FIRST_SEED = 2
#       LAST_SEED = 5         2 + 5 = RESULT
#
# By placing multiple copies of the same value in an array, you can increase
# the odds of receiving that item over another in the same array.
#-------------------------------------------------------------------------------

  #-------------------------------#
  #   - Double and Single Seed -  #
  #-------------------------------#
  #  Now with Else/Defualt Clause #
  #-------------------------------#
  def self.produce(seed)
    return case seed
    when 0 then [9, 10]
      # Only if both seed are the lowest seeds, 980 and 980
      # This means it will produce an Item with the id of either 9 or 10
    when 1 then [10, 11]
      # Only if both seeds are 981 and 980
      # This means it will produce an Item with the id of either 10 or 11
    when 2 then [12, 13]
      # Only if both seeds are the highest seeds, 981 and 981
      # This means it will produce an Item with the id of either 12 or 13
    else
      [9] # Default Value to return, Brackets are important,
          # May contain more than one value e.g [9,10] or [9,10,11,12,13]
    end
  end
 
  #------------------------------------------#
  #   - Double and Single Seed New Method -  #
  #------------------------------------------#
  #   Table set up much in the same way as   #
  #  .produce, however items come from seed  #
  #        _ID_  not position in array       #
  #------------------------------------------#
  #  Also the ids are taken from SINGLE_IDS  #
  #                   Array                  #
  #------------------------------------------#
  def self.produce_single(seed)
    return case seed
    when 980 then [970]      # Only if seed is the item with Id 980
    # will it produce a resulting item of 970 if planted seperatley
    when 981 then [3] # If the seed is the item id 981 then it will
    # produce an item with the id of 3
    else
      [9] # Default Value to return, Brackets are important,
          # May contain more than one value e.g [9,10] or [9,10,11,12,13]
    end
  end
 
#-------------------------------------------------------------------------------
#  Define graphics for the final results, and each stage. Follow the below
#  template to set it up.
#
#   when ITEM_ID/STAGE then ['FILENAME', X, Y]
#
#   ITEM_ID = The ID number of the item in your database
#   STAGE = The stage during which to display the graphic
#
#   FILENAME = The name of the character file the needed graphic is on
#   X = The x-coordinate of the correct picture on the charset (1 - 4)
#   Y = The y-coordinate of the correct picture on the charset (1 - 4)
#
#           ← X →             Ex.   If the needed graphic was in the bottom
#         1  2  3  4                left corner:   X = 1    Y = 4
#       ┌──┬──┬──┬──┐                   
#     1 │  │  │  │  │
#       ├──┼──┼──┼──┤
#  ↑  2 │  │  │  │  │
#  Y    ├──┼──┼──┼──┤
#  ↓  3 │  │  │  │  │
#       ├──┼──┼──┼──┤
#     4 │  │  │  │  │
#       └──┴──┴──┴──┘
#-------------------------------------------------------------------------------

  def self.stage_graphics(stage)
    return case stage
    when 0 then ['Plants1', 1, 1]
      # If stage is 0 then return the graphic 1,1 ifrom the file plants
    when 1 then ['Plants1', 2, 3]
    when 2 then ['Plants1', 2, 1]
    when 3 then ['Plants1', 4, 2]
    when 4 then ['Plants1', 2, 4]
    end
  end

  def self.final_graphic(item)
    return case item   
    when 9 then  ['Garden Plants', 1, 1]
      # If the resulting item is id of 9 then show the final graphic of 1,1
      # from the file Garden Plants
    when 10 then ['Garden Plants', 2, 4]
    when 11 then ['Garden Plants', 3, 4]
    when 12 then ['Garden Plants', 4, 4]
    when 13 then ['Garden Plants', 1, 4]
    when 14 then ['Garden Plants', 2, 2]
    when 15 then ['Garden Plants', 3, 2]   
    when 16 then ['Garden Plants', 4, 2]
    when 17 then ['Garden Plants', 1, 2]
    when 18 then ['Garden Plants', 2, 3]
    when 19 then ['Garden Plants', 3, 3]
    when 20 then ['Garden Plants', 4, 3]
    when 21 then ['Garden Plants', 1, 3]
    when 22 then ['Garden Plants', 2, 1]
    when 23 then ['Garden Plants', 3, 1]
    when 24 then ['Garden Plants', 4, 1]
    end
  end
 
#:::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::
#  END CONFIGURATION
#:::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::


This is an extract and is not meant for you to plug it in to the script, I've added extra comments and tried to follow roughly your example to show you how it can be set up.
11
Necropost much?
13
Advertising / Re: Decisive Media
October 13, 2011, 03:07:07 am
It was definitely 24, I had one more to go to get 25..... Oh well, Time for me to restart.
14
Script Requests / Re: Class-Actor-Skill Hybrid?
October 09, 2011, 04:47:30 am
An alias makes a copy of a definition and changes the name of it, this is so you can rewrite the definition without causing errors or just to add something to it...

QuickExamples: ShowHide


# define the Definition to copy
# This method defines a fruit as an array containing "Apple"
def Fruit
  return ["Apple"]
end

call Fruit # Returns ["Apple"]

alias :oldFruit :Fruit
def Fruit
  return ["Apple","Banana"]
end

call Fruit # Returns ["Apple","Banana"]
call oldFruit # Returns ["Apple"]

# Here I show how you can use aliases to add to a definition
# This adds 1 to cost
def costadd1
  @@cost += 1
end

call costadd1 # @@cost + 1

alias :costadd1old :costadd1
def costadd1
  @@cost += 2
  costadd1old # Calls old method
end

# Same as this
=begin
def costadd1
  @@cost += 2
  @@cost += 1 # Calls old method
end
=end

call costadd1 # @@cost + 2 then @@cost + 1
                   # Same as @@cost + 3

call costadd1old # @@cost + 1

15
Video Games / Re: U NO MC PRE 1.8?!
October 08, 2011, 09:44:49 am
I just keep posting about it as I hear it...

Also Dragons are confirmed to be implemented. =]
16
Script Requests / Re: Class-Actor-Skill Hybrid?
October 07, 2011, 10:45:52 am
This is similar to the goal I have for my script (VX), I currently haven't updated the topic recently but I have made progress on fulfilling the ultimate goal for it. You may wish to take a look at the non-updated script it might give you a few ideas on how to manage skills.

Script
17
Please apply and fill out this template:

http://forum.chaos-project.com/index.php/topic,17.0.html
18
News / Suggestions / Feedback / Re: So long, Good Bye.
October 07, 2011, 10:37:25 am
:O_O: I'm sorry to see you go...

:(
19
Video Games / Re: U NO MC PRE 1.8?!
October 06, 2011, 01:18:27 pm
1.9 PR3

http://assets.minecraft.net/1_9-pre3/minecraft.jar

http://assets.minecraft.net/1_9-pre3/minecraft_server.jar



Edit:
http://www.minecraftforum.net/topic/651591-%E2%96%BA-update19-new-features-official-report-on-new-features-part-3-is-released/
20
Welcome! / Re: Hello!
October 04, 2011, 02:52:12 am
 :welcome: