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Messages - KK20

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1
Resource Database / Re: Pandora's Box (MASSIVE Resource Collection)
« on: August 18, 2017, 11:57:41 PM »
You can thank Dropbox for that.

Email F0 to get him to update the link. Or just suck it up and download the ZIP files.

2
It's not just the "dispose window" that discards the information. It's also the fact you're removing the instance stored in $scene variable from memory. In battle, $scene is an instance of Scene_Battle. When you do
Code: [Select]
$scene = Scene_Equip.new
you're overwriting the Scene_Battle instance with Scene_Equip now. You're telling the program "I'm done with Scene_Battle. Remove it from memory." All the stuff outside of the scene's loop (disposing of windows) is then called to properly dispose its graphics so that they don't "bleed" into the next scene.

In RMVXA, they have a Scene_Manager class that keeps track of the order you go from one scene to the next, so I think it's possible to switch scenes without destroying the previous one. Can't recall.


3
Script Requests / Re: [RMXP]How to Call Equip Window During Battle Phase
« on: August 18, 2017, 09:32:28 AM »
Obvious problem is that you can't use Scene_Equip directly. That $scene global variable is a finicky thing to work with. The idea behind scenes, at least in the way Enterbrain designed them, is that they assume you are done with the previous scene and no longer need it. Everything gets disposed and all the little switches and variables that the previous scene stored are now gone. So even if you were able to get to Scene_Equip and go back to Scene_Battle...you'd be right back at the start of a new fight.

The best way to handle this situation is to make Scene_Equip, well, scene-less. Like so
(click to show/hide)
And you call it up like so from Scene_Battle
Code: [Select]
s = Sceneless_Equip.new(@active_battler.id)
s.main
The only change is that I got rid of the pesky $scene != self to signify when we are done. Instead, this is handled with a single boolean @abort, which gets turned to true when the B button is pressed. I also got rid of the L and R buttons to toggle between the different actors. Everything else is still the same.

Using the snippet you provided of your Scene_Battle 3, this is what I would do:
(click to show/hide)
We first freeze the graphics so that we can make a smooth transition to our equipment scene. We then hide the windows and viewports since they stick up through the equipment windows (go ahead and remove those lines to see for yourself). Then we call our equip "scene" and its update loop main. It stays at this point until we abort the equip, which it will then bring back the windows and viewports we hid earlier, and makes the Graphics transition to smooth ourselves back into battle.

And the GIF of it working (4MB)
(click to show/hide)

5
Electronic and Computer Section / Re: How To Download Photoshop for free
« on: August 13, 2017, 03:21:34 AM »
Yes.

Will I tell you?

No.

Was this a pointless topic?

Yes.

*moves and  :lock:*

6
Script Requests / Re: Simple Crafting Demo/Script
« on: August 10, 2017, 02:58:40 AM »
Creation System. Like making a new item in the database while in-game.

When it comes to basic crafting (give X items, make Y), F0's Blacksmith script is a recommended choice. Ask him to update the demo link. And use my bug fix script.

7
Script Requests / Re: [XP] Healing Weapon script
« on: August 05, 2017, 10:27:02 AM »
Just need to add one line to the method in the script:
Code: [Select]
      current_battler.hp -= reqs[0]
      current_battler.sp -= reqs[1]

      current_battler.damage = (reqs[0] != 0 ? reqs[0] : (reqs[1] != 0 ? reqs[1] : current_battler.damage)) #<===== This line

      @status_window.refresh
Will probably not display the correct amount if you have a poison state or some other script that heals/damages the attacking battler since they will most likely overwrite the damage value.

8
Script Requests / Re: [XP] Healing Weapon script
« on: August 05, 2017, 08:55:28 AM »
There's a script in Tons of Add-ons that consumes actor's HP/SP with a normal weapon attack (HP/SP Crush, in Part 2). As the script's description states (in bold):
Quote
#   This add-on allows you to make weapons consume HP/SP for each attack. The
#   attack will not be executed if there are not enough HP or SP. The actor can
#   use up all SP and/or all HP (except 1) for an attack to succeed. If you use
#   negative values in the configuration, the stats will be restored instead of
#   consumed.


9
Updated to Version 2.2
  • Uses XPAT v0.35 (which was updated today)
  • Superclass Mismatch Helper got some minor changes
  • Load RTP now pulls from the registry (explained in posts above)
  • Marshal.load now calls Kernel#load_data instead as this method ensures strings are encoded in UTF-8

10
RMXP Script Database / Re: [XP] XP Ace Tilemap
« on: August 01, 2017, 10:01:17 AM »
Updated to Version 0.35

Just some bug fixes that were reported earlier, like priority 1 tiles with opacity were drawing over each other, autotile lecture was wrong, and aliasing Game_Map scroll methods to make the script more compatible (namely with LiTTleDRAgo's pixel movement).

It's just the Ruby code that updated. No need to update the DLL if you were using 0.34 (or probably a couple earlier versions before it)

11
RPG Maker Scripts / Re: About RPG maker's internal bugs
« on: August 01, 2017, 05:05:57 AM »
Added a fix by LiTTleDRAgo regarding file existence testing in encrypted games.

12
Script Troubleshooting / Re: Several Questions
« on: July 25, 2017, 09:53:39 PM »
However, a lot of the default scripts will override this default value so you will need to hunt them down and change them yourself. You will have to locate any instance of the methods in the various window classes (like MenuStatus, Status, BattleStatus, and so forth) and modify the fourth value to what you want it to be. For example, in Window_BattleStatus line 40:
Code: [Select]
draw_actor_hp(actor, actor_x, 32, 120)change the 120.

Yeah, there's only one generic draw_actor_ whatever method for the Window classes. Of course it's going to affect the other menu systems you have in place--they all use the same method to draw it.

13
Script Troubleshooting / Re: Several Questions
« on: July 25, 2017, 09:55:18 AM »
If all you want to do is make the default bar length longer, go to the script in TONS and locate
Code: [Select]
def draw_actor_hp(actor, x, y, w = 148)Change the 148 to whatever default value you want. There are methods for SP and EXP below this method too.
However, a lot of the default scripts will override this default value so you will need to hunt them down and change them yourself. You will have to locate any instance of the methods in the various window classes (like MenuStatus, Status, BattleStatus, and so forth) and modify the fourth value to what you want it to be. For example, in Window_BattleStatus line 40:
Code: [Select]
draw_actor_hp(actor, actor_x, 32, 120)change the 120.

In Window_Base, locate the same draw_actor_hp/sp/exp methods. You will see a line that draws the text for these values like so
Code: [Select]
    # Draw HP
    self.contents.font.color = actor.hp == 0 ? knockout_color :
      actor.hp <= actor.maxhp / 4 ? crisis_color : normal_color
    self.contents.draw_text(hp_x, y, 48, 32, actor.hp.to_s, 2) #<========== The 2 indicates left-alignment
    # Draw MaxHP
    if flag
      self.contents.font.color = normal_color
      self.contents.draw_text(hp_x + 48, y, 12, 32, "/", 1) #<========== The 1 indicates center
      self.contents.draw_text(hp_x + 60, y, 48, 32, actor.maxhp.to_s) #<========== Don't put a number for right-alignment
    end
I don't know what you want but change the values and see what you get.

For status icons, you'll probably need to make a script request as Blizzard's script is more of a generic implementation. It only draws in the window, not outside of it as your screenshot suggests.

14
General Discussion / Re: RPG Maker Fes
« on: July 25, 2017, 01:27:03 AM »
I spent a lot of time figuring out the mechanics and algorithms the game used, a lot of which does not make sense (e.g. enemy battlers have no INT stat to boost Magic skills). A lot of common RPG Maker features are stripped too which makes implementing some basic things tedious or impossible.

Basically I lost all interest as the amount of time spent to make a simple, generic game was too much of an investment. That and the stupidly high cost for the DLC.

15
Fixed the download link.
It's $4 USD for the full game BTW, for those wondering.

16
RMXP Script Database / Re: [XP] XP Ace Tilemap
« on: July 10, 2017, 10:09:50 AM »
I made an update to the Superclass Mismatch Helper (SMH) so UTF-8 characters will be displayed properly. Ideally though, you should only run your game with SMH until all superclass errors are resolved.

17
RPG Maker Scripts / Re: About RPG maker's internal bugs
« on: July 08, 2017, 11:03:14 PM »
Thanks to Kise for reporting this: http://forum.chaos-project.com/index.php/topic,15768.0.html
Added to first post a way to make enemies disregard the use of a skill if it cannot even use it due to SP costs or disabling states.

18
Script Troubleshooting / Re: Problem with battle mechanics.
« on: July 08, 2017, 10:51:33 PM »
Oh okay, I guess I was just stupidly unlucky. I see what the problem is now.

In Game_Enemy, method make_action, I added a check for if the enemy has the ability to use the the skill. I placed it right in between here:
Code: [Select]
      # Confirm HP conditions
      if self.hp * 100.0 / self.maxhp > action.condition_hp
        next
      end

      # Confirm can even use skill
      if action.kind == 1 && !skill_can_use?(action.skill_id)
        next
      end

      # Confirm level conditions
      if $game_party.max_level < action.condition_level
        next
      end
Gonna update the internal bugs thread with this. Thanks for finding that!

19
RMXP Script Database / Re: [XP] XP Ace Tilemap
« on: July 08, 2017, 09:49:28 PM »
Can you explain the situation where those characters are removed/replaced? I tried simulating a superclass mismatch, had the script find and fix the issue, reopened project, and the two characters you provided were still present in another script.

If by blurring effects you mean RGSS3's built in Bitmap#blur method, then yes, it works.

20
Script Troubleshooting / Re: Problem with battle mechanics.
« on: July 08, 2017, 09:36:20 PM »
I can't reproduce this problem. You sure it's a clean project?

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