[XP] Tons of Add-ons

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

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Blizzard

When NUM-LOCK is on and you press "Numberpad 0", it will give you the "0" character.
When NUM-LOCK is off and you press "Numberpad 0", it will give you the "Insert" character.

So you are saying that you cannot turn it on with NUM-LOCK on which makes sense, because it's been turned into the "0" character and it's not really "Numberpad 0" anymore.

NUM-LOCK is quite confusing so you should probably avoid using Numberpad keys.
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Sin86

August 30, 2012, 01:22:08 pm #861 Last Edit: August 30, 2012, 01:23:42 pm by Sin86
I'm getting an error with the Master Thief skill.

"Script 'Tons of Addons part 3' line 2144 no method error occurred.

undefined method `size' for nil:NilClass"

2144 should be at the part that says "return nil if @loot.size == 0"

Also, I set the part under items to be like this under the item loot database just to let you know that I'm doing it with items. Also, I'm using Blizz ABS 2.84.

"when 3 then return [[10, 3, 50]]"

Blizzard

Make sure you're not using an old save file. That's the only thing that comes to my mind right off the bat.
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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.

Sin86

Not on a save file at all, totally new game with no saves.

For some reason it wouldn't do what it should bust instead I get this error.

KK20

Are you using any other scripts? Only thing I can think of is somewhere below ToA, you have a script that does not alias the initialize method of Game_Enemy.

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Sin86

Only scripts below Tons of Addons is Blizz ABS and Main.

KK20

Called it. \(O 3o)/
Quote from: Blizz ABS User ManualMaster Thief Skill
Compatible: No.
Tested: No.
Notes: The system is mainly incompatible because of the handling in the battle scene where the actual change in the inventory happens.

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Spoofus

I really need help finding the line to edit in the Caterpillar script part in Tons
I have been trying on and off for a good bit now and still fail.(I have no idea on what to change)
Here is an example as to why I need to edit the spacing a bit if it helps show my problem.
Spoiler: ShowHide


it looks as if the Player and Arcanine have been Joined at the head in it.


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Boba Fett Link

September 04, 2012, 12:37:12 pm #868 Last Edit: September 04, 2012, 12:39:03 pm by Boba Fett Link
I think there are other caterpillar scripts that already have the option to space sprites out. If you search around a bit you might find one.
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Spoofus

I have looked at many other Caterpillar scripts and I have not found a way to increase the spacing between actor sprites in any of them.
some of them seem to use almost the same coding with each other, and I have tried to mess with anything I could think of that would increase the spacing, and fail at every attempt.


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KK20

There's a big difference between wanting to increase the distance between members and preventing sprite overlap amongst the members. The latter is practically impossible in a 2D environment.

So... what is the specific request?

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Spoofus

I am wanting to increase the distance between the members. ( i just now realized i did not mention that in the other post  :facepalm: )
the screenshot was to show that I was needing help on increasing the spacing/distance between the party members,it wasn't meant for the overlapping,I have no problem with that.


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Lukas

September 05, 2012, 01:14:03 am #872 Last Edit: September 05, 2012, 01:25:58 am by Lukas
I try edit in class class Game_Member < Game_Character
maybe this is a silly way, and a lot of glitch.
  def update
   refresh
   @transparent = $game_player.transparent
   @move_speed = $game_player.move_speed
   unless moving? || @buffer.size <= @index && @force_movement <= 0
     if @buffer.size > 0
       move = @buffer.shift
       if move.is_a?(Array)
         jump(move[0], move[1])
       else
         pluz = @character_name == '010-Lancer02' ? @index*1.5 : nil
         gp_d, xxx, yyy = $game_player.direction, $game_player.x, $game_player.y
         return if !pluz.nil? &&
           (gp_d == 4 && direction == 6 && @x - pluz <= xxx ||
           gp_d == 6 && direction == 4 && @x + pluz >= xxx ||
           gp_d == 2 && direction == 8 && @y + pluz >= yyy ||
           gp_d == 8 && direction == 2 && @y - pluz <= yyy)
         case move
         when 1 then move_lower_left
         when 2 then move_down(true)
         when 3 then move_lower_right
         when 4 then move_left(true)
         when 6 then move_right(true)
         when 7 then move_upper_left
         when 8 then move_up(true)
         when 9 then move_upper_right
         end
         if !pluz.nil?
           @x = xxx + (direction == 4 ? pluz : direction == 6 ? -pluz : 0)
           @y = yyy + (direction == 8 ? pluz : direction == 2 ? -pluz : 0)
           @y, @x = @y - 1, @x + pluz if gp_d == 2 && direction == 6
           @y, @x = @y - 1, @x - pluz if gp_d == 2 && direction == 4
           @y, @x = @y + 1, @x + pluz if gp_d == 8 && direction == 6
           @y, @x = @y + 1, @x - pluz if gp_d == 8 && direction == 4
           @y, @x = @y - pluz, @x + 1 if gp_d == 4 && direction == 8
           @y, @x = @y + pluz, @x + 1 if gp_d == 4 && direction == 2
           @y, @x = @y - pluz, @x - 1 if gp_d == 6 && direction == 8
           @y, @x = @y + pluz, @x - 1 if gp_d == 6 && direction == 2
         end
       end
       @force_movement -= 1 if @force_movement > 0
     end
   end
   super
   @step_anime = (ANIMATED_IDS.include?($game_party.actors[@index].id))
 end

but it's work  :^_^':
just setting at
pluz = @character_name == '010-Lancer02' ? @index*1.5 : nil
replace character name
Spoiler: ShowHide

This image been put in a spoiler because it's 2 MB which is above the size of images allowed in a spoiler.
Thank you for your understanding.
~Blizz



~Sorry :)

KK20

Thanks to that ^^^ I figured out that @index plays a huge roll in this.
If you want all your characters to be 1 character space apart, locate this line under def update in Game_Member:
unless moving? || @buffer.size <= @index && @force_movement <= 0
Just multiply @index by 2 like so:
unless moving? || @buffer.size <= @index*2 && @force_movement <= 0

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Spoofus

Yes I do believe that works out just perfect for me.as I have tested it and it is exactly what i was wanting.
I honestly never would of thought that index was the part that needed edited, I tried every thing involving the x,y stuff.


anyway I could kiss you both, who wants the first one.


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Lukas

@KK20 : wow.. you're awesome. :D

@Spoofus :
kiss yourself.
Spoiler: ShowHide

This image been put in a spoiler because it's 2 MB which is above the size of images allowed in a spoiler.
Thank you for your understanding.
~Blizz



~Sorry :)

Gmaker808

Can someone help with the master steal skill script i saw there was someone who posted something about there being an error when using this addon with the abs system but i dont get that error mine allows me to use my skill but does nothing when it is used. it wont let me steal anything. some one please help me.

KK20

Quote from: KK20 on September 02, 2012, 01:15:13 am
Quote from: Blizz ABS User ManualMaster Thief Skill
Compatible: No.
Tested: No.
Notes: The system is mainly incompatible because of the handling in the battle scene where the actual change in the inventory happens.


If you want these to be compatible, it will require an edit.

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Gmaker808

Yes i knew it wasnt compatible. What i meant was that id like help to make it compatible. I only started learning how to script recently so im prretty clueless i meant i figure the script needs to change the class where you can steal in a battle from an enemy to where you can steal from an enemy based on \e[1] <- that method but i dont know how to do it.  :(

MarkHest

April 17, 2013, 02:00:22 pm #879 Last Edit: April 17, 2013, 02:01:33 pm by MarkHest
So I've been thinking about ANIBATTLERS_NON_ACTION_BS in Tons of Addons 1 a bit. Is it possible to edit the script a bit so that you can define an enemy ID to have a different animation speed? Instead of everyone having the same frame speed you can actually adjust the animation speed for specific enemies that has a lot of animation frames.