[XP] Tons of Add-ons

Started by Blizzard, January 09, 2008, 08:50:47 am

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Blizzard

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Quote from: winkioI do not speak to bricks, either as individuals or in wall form.

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Jooee

Hello, my apologies for posting on this old thread but my request seems relevant here. I was wondering if I could get a separated version of your animated battle background script since this is the only one I need. I've looked online for a separated script but I've had no luck since RPG Maker XP isn't as big as it used to be.

Blizzard

You can easily use the whole script. It won't change anything in your game if you don't explicitly activate it. So activate only the animated battle background script.
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Quote from: winkioI do not speak to bricks, either as individuals or in wall form.

Quote from: Barney StinsonWhen I get sad, I stop being sad and be awesome instead. True story.

Jooee

I tried that but even with everything set to false, my eight direction walking script gives off an error. It doesn't do it without your scripts though.

Blizzard

Check out Daygames and our games:

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Quote from: winkioI do not speak to bricks, either as individuals or in wall form.

Quote from: Barney StinsonWhen I get sad, I stop being sad and be awesome instead. True story.

Jooee

Yes, it is all in order and it is strange because there are currently no addons activated right now. BTW, it isn't just a walking script also also allows you to use eight frames in a character animation. The line that is returning the error is this...

self.ox = @cw / 2


and the error is this...



I'd like to know whether it is your scripts or the walking script that is causing these errors. I find it peculiar that it only does it while your scripts are inserted even though everything is turned off.

KK20


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Jooee

Hero and Event Frame Script 1.1 by The Sleeping Leonhart

KK20

If you're not using the caterpillar script in Tons, then this will suffice. Just change the if-statement to this (line 38):

        if @character.is_a?(Game_Event) || @character.is_a?(Game_Member)


I guess both scripts are to blame. Tons initializes Game_Member objects (related to caterpillar script) which creates Sprite_Character objects as well, regardless if Caterpillar is being used or not. The frames script only checks if the Sprite_Character is attached to a Game_Event or a Game_Player--it really should have a "if not either, then use a default value" or something to make it more compatible with exotic scripts.

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Jooee

Ah, thank-you! It worked perfectly, I may post my topic when I have enough to post about.

Jooee

My apologies for the double post but Wachunga's Multiple Message Windows script is now saying this...



This line of code is giving the error and it is because of the tons of addons scripts.

if x < 0

KK20

Where'd you get your script from? The one here in the Script Database (http://forum.chaos-project.com/index.php/topic,5907.0.html) appears to work fine using the demo.

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Jooee

I'm using the same one, but it isn't a problem with the script. I think it is a compatibility issue with the tons of add-ons as it starts working as soon as I take the scripts out...

KK20

Could you be more specific as to what you're doing to cause the detection. Like I said, I downloaded the demo, put all three Tons above the script (nothing turned on), and was able to talk to a few events just fine.

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Jooee

Oh, yeah... It's whenever I get it to display text.

KK20

Well that doesn't really help me considering I was able to do that. Clearly you're leaving something out. Upload a demo or your Scripts.rxdata.

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Jooee

I can't do that as I've been given permission to use the scripts of somebody that doesn't want them to be used. I may have to figure it out on my own if that's the case. If it helps, here are some scripts I'm calling the the events...



Sorry for being so vague, I've been busy with college and haven't had time to give a full detailed response.

KK20

Here, I'll just separate the Animated Backgrounds already.

#:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=
# Animated Battle Background by Blizzard
# Version: 1.1b
# Type: Game Graphic Design Improvement
# Date: 12.3.2007
# Date v1.1b: 12.8.2007
#:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=
#
# new in v1.1b:
#   - shorter code, increased performance and increased compatiblity
#
#
# Explanation:
#
#   This will animate battle backgrounds. To animate them, you MUST HAVE the
#   appropriate picture files. You can name them however you like, but you need
#   to give them numbers. Every other frame than the first has to have a number
#   higher than the one before. If one number is skipped, the animation will
#   loop until it reaches the highest number available before the skipped
#   number.
#
# Examples:
#
#   1)
#   Temple.png
#   Temple1.png
#   Temple2.png
#   Temple3.png
#   - all frames will be shown
#
#   2)
#   Temple.png
#   Temple1.png
#   Temple3.png
#   Temple4.png
#   - only the 1st and 2nd frame will be shown
#
#   3)
#   Temple.png
#   Temple3.png
#   Temple4.png
#   Temple5.png
#   - no animation at all
#:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=
#==============================================================================
# Spriteset_Battle
#==============================================================================

class Spriteset_Battle

#::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::
# START Configuration
#::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::

# how many REAL frames that should be skipped before updating the background,
# note that using anything below 8 is not recommended and that using low values
# can increase lag dramatically
SPEED = 8

#::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::
# END Configuration
#::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::


 
  alias init_animated_battle_background_later initialize
  def initialize
    setup_battleback
    init_animated_battle_background_later
  end
 
  alias upd_animated_battle_background_later update
  def update
setup_battleback if @origin_name != $game_temp.battleback_name
@frame = (@frame + 1) % @max_frame if Graphics.frame_count % SPEED == 0
$game_temp.battleback_name = @origin_name + (@frame > 0 ? @frame.to_s : '')
upd_animated_battle_background_later
$game_temp.battleback_name = @origin_name
  end
 
  def setup_battleback
    @origin_name = $game_temp.battleback_name
    @frame, @max_frame = 0, 1
    name = @origin_name + @max_frame.to_s
    while FileTest.exist?("Graphics/Battlebacks/#{name}.jpg") ||
          FileTest.exist?("Graphics/Battlebacks/#{name}.png")
      @max_frame += 1
      name = @origin_name + @max_frame.to_s
    end
  end

end

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Raziel 0128

Not sure which topic to post this in so apologies if it's in the wrong place. But there's an error when used with the Downward Ice sliding script.

The game crashes upon loading a new game with the following error:
QuoteScript "Downward ice Sliding" line 677:NoMethodError occured.
undefined method '[]' for nil:NilClass


This occurs in a fresh project with only those two scripts (Tons + both required ice scripts). There are no changes made to either or any script activated with tons of addons. Altering the order of the scripts makes no difference.

Nath

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.