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Messages - Sylphe

1
Yeh I know, but those games are not references xD they're not worthy to mention here u.u
People who buy every COD or FIFA once they're in sale are some rich sheeps I think
2
RMXP Script Database / Re: [XP] Blizz-ABS
July 16, 2015, 05:03:31 pm
It's hard to do since the entire party is teleported when you make your player teleport. Even with $game_player.moveto(x, y) :/
but I guess you can try things with the common event calling when using your skill + the BABS skill combo system (that is a little bit glitchy... but lol)
3
QuoteCOD for instance, or FIFA.

What's that ? References ? ... LOL
Well I completed the survey honestly, I think my answers should really help you. Make sure to watch B-|
Good initiative by the way :)
4
Hello ! Looks good :)
Is it normal that in the Title screen, when I was searching the key settings, I pressed Z and then ... BOUM the HUD appears in title screen ? XD
5
RMXP Script Database / Re: [XP] Blizz-ABS
June 17, 2015, 01:38:06 pm
You right thx !! Didn't notice the low @player = Controller.new ! :3

So I'm good my running limit system for BABS works well ... And now what I was afraid of is happening : My jauge said  
QuoteFuck you I won't show up !


EDIT :
Ok I found out why x)  ... The BABS Hud don't let me place my jauge at the bottom left of screen :/
6
RMXP Script Database / Re: [XP] Blizz-ABS
June 15, 2015, 03:00:20 pm
Hey guys I didn't found a script that limit running with a jauge and compatible BABS, do I have to make it ?  8)
But I'm not in ease with those Jauge things, I expect the code to say f*ck you first

EDIT : Well the jauge is no problem now, it is the place where I should init my variables....
I changed first lines of class Controller in module BlizzABS like that :

  • 2 accessors (runTime and runWait)

  • 2 initialisations in initialize method



Spoiler: ShowHide

class Controller
   
   # Center screen x-coordinate * 4
   CX = (320 - 16) * 4
   # Center screen y-coordinate * 4
   CY = (240 - 16) * 4
   
   # set all accessible variables
   attr_accessor :encounter_count
   # stanley's change
   attr_accessor :runTime
   attr_accessor :runWait
   #--------------------------------------------------------------------------
   # Initialization
   #--------------------------------------------------------------------------
   def initialize
     # set memory jump
     @memory_jump = false
     @runTime = 100
     @runWait = 0
  #   print "ok?"+@runWait.to_s
   end


and yeah it does the low print with value so I think it is okay :)

And I also want to modify a method in this class so I logically do this (in MY script) :

Spoiler: ShowHide



module BlizzABS
 
 #============================================================================
 # BlizzABS::Controller
 #----------------------------------------------------------------------------
 #  This class is a special controller that controls the party leader.  Some
 #  input is processed instantly, while some is converted into commands to be
 #  given to the player character.
 #============================================================================
 
 class Controller
#--------------------------------------------------------------------------
   # update_control
   #  Processes player control.
   #--------------------------------------------------------------------------
   def update_control
     # ETC.
    end
  end
end


BUT THEN I want to use my small variable in the hud class with this simple line :

Spoiler: ShowHide

draw_runj if @runTime != BlizzABS::Controller.runTime


and there we are : there is no method runTime for Controller bitch
7
RMXP Script Database / Re: [XP] Blizz-ABS
June 09, 2015, 01:48:21 pm
AheĆ¹m HEY GUYS WHATUP !?
Me ? I'm chilling B-|

But well !  This time I'm looking for a script that allows a negative knockback with BABS because :
This would be cool to have a skill like the UNION in Kingdom Hearts  that make an attractive zone for nearest enemies

So I'm about to make it

I searched what I need to change - I think it is the lines where you make the enemy make a forced movement due to knockback -
and I found this method line 6082 :

Spoiler: ShowHide
 #--------------------------------------------------------------------------
    # update
    #  char - the map character
    #  This is the first phase of the AI update. It determines whether a
    #  character is able to act at all or if an exception has occured and
    #  needs to expire first.
    #--------------------------------------------------------------------------
    def prepare(char)
      # temporary variables
      x, y, ai = char.x, char.y, char.ai
      # if char was attacked - Stanley's add => != 0 ?
      if char.attacked > 0
        # set state
        ai.state = Knockback
        # stop if force moving knockback already
        return if char.moving?
        # if forced to move
        if char.move_type == 3
          # delete pending movement commands
          char.force_move = []
        # if not moving already
        elsif !char.moving?
          # add throw back moving commands
          char.force_move = [Cache::FDirs[10 - char.direction]]
        end
        # cancel action
        char.in_action = 0
        # decrease attacked counter
        char.attacked -= 1
      # if char in action
      elsif char.in_action > 0
        # set state
        ai.state = Abort
        # if defending
        if char.ai.act.defend?
          # decrease shock count
          char.in_action -= 1
          # set state
          ai.state = Defend
        # if not freeze action and no action sprite
        elsif !char.freeze_action && char.current_sprite == ''
          # decrease shock count
          char.in_action -= 1
        end
      # if char is moving or restricted to move
      elsif char.moving? || char.restriction == 4
        # set state
        ai.state = (char.ai.act.escape? ? Escape : Abort)
      # if char needs to move
      elsif char.force_move.size > 0
        # set state
        ai.state = (char.ai.act.escape? ? Escape : MoveOnly)
      # if target exists
      elsif ai.target != nil
        # set pre-state
        ai.state = Ready
      else
        # set pre-state
        ai.state = Return
      end
    end


And more precisely this line :
Spoiler: ShowHide
# add throw back moving commands
          char.force_move = [Cache::FDirs[10 - char.direction]]


I don't really get what it does but I think this is important part to change in order to do what I want

... But I'm not sure so I summon WINKIO or BLIZZARD or ANYONE WHO KNOW BABS WELL please help xD

:-*
8
Yes in the Window notify  update method =3
Ok I saw "babs" in the subject so I thought you gave a rmxp script

Hum KK20 just stop posting pleaz
The reason why: ShowHide

2222 POSTS !!!!!

9
Just saying, perhaps it would work better if you put this in the Scene_Map main method override 

Spoiler: ShowHide
@skilllearn_window = Window_Skill_Notify.new
   # Maybe you will not often see a square on the map with that shi
    @skilllearn_window.visible=false
    init_skilllearn_win_main
    @skilllearn_window.dispose


Just added a line

:-* :-*
10
RMXP Script Database / Re: [XP] Blizz-ABS
May 29, 2015, 06:08:51 pm
Ow ok thank you !  :)
Weird simple events pathfinder isn't in BABS XD

And another small thing : I want to make a skill that summon a monster, and this skill will be used by another monster ...

The manual said : Let there be light "You will be able to choose the id of the actor or enemy to summon, as well as the Summon Time, or how long the summon lasts."
But in the BABS configurator you can only choose the actor when you summon pet, and when you want to summon monster it doesn't show a list of monsters to summon :/


The manual then said "In the Skills module of the script, you must set the value of the summon method to an array containing the summon type, summon id, and summon time   [SummonPet, 5, 30]." And there was light
But even when I reconfigure the script  ( with [Summon, EXPLNone, 2, 30] then [Summon, 2, 30] in my case) the monster doesn't use the skill, even when I force the skill with the enemy_force_action
._.
Does this feature require a specific sprite ? ^^ Or will it just not work ? XD

EDIT :

The code said manual fuck you
what the code said: ShowHide
# if summoning
      if type[0] == SUMMON
        # nobody except actors can summon with caterpillar turned on
        return false unless ch.is_a?(Map_Actor) && $game_system.caterpillar


I think it will be harder to do what I want x)
11
RMXP Script Database / Re: [XP] Blizz-ABS
May 29, 2015, 02:02:08 pm
How do we make pathfind for an event ?
I saw it was possible for the player in the manual but.. No pathfind for events ? :3
Even in the FAQ their isn't the question  >:(  xD

If this feature isn't available...: ShowHide
12
Resources / Re: Creation of MIDI musics
May 27, 2015, 07:40:59 pm
Yeah it does ! It is starting from nothing but it is way better than having nothing to start from nothing, if you see W I M 8)
Thank you  very much :3
13
Resources / Creation of MIDI musics
May 27, 2015, 07:10:58 pm
Hello I was wondering if anyone here knows exactly how to easily (or not xd) make cool custom MIDI musics as BGM in RMXP ^^
Or create MIDI based on another music ^^
14
Welcome! / Re: Hello!
May 27, 2015, 07:00:45 pm
Hey stop it !
You're not kids anymore !! *Pull your ears*
15
Welcome! / Re: Hello!
May 27, 2015, 08:43:35 am
Well comeback man ! 
16
Wtf trade skill !? =0 Is it like some spells that force the target to trade your item ? xD
That look very good ! :)
17
Wow great thank you !! I changed the Scene_Title to make it more custom and I make some pictures move in a long loop so the animation freeze before the loop end. I think I have to put @titleAnimation.update at the end of this loop :)

I want 2 pictures appear in an animation : the first must appear in an explosion (it is the 2nd word of the name of my game) and the second ... I'm not sure by now I will try with what I can xD

I tried to frankenscript a script made to make an animation appear anywhere on the map/screen but I was only getting the sound ._.
18
Hey hey the subject is clear :D I want to make an animation (ex: heal) pop on the Title Screen on a specific location, do you know a way to do it without adding modules or something ? :3
I don't know if we can make an animation pop on something that's not necessarily a character/battler :/

and congratulations again KK20
19
Resource Requests / Re: Spider Web Animation
May 16, 2015, 07:33:26 pm
Maybe you can start with this :  http://i178.photobucket.com/albums/w267/legendofthefallen/LOS-RedSpiderWEB.png
Then you make it grow by zooming in the animation editor ^^
20
D'you help with fresh new invented stories (only knowing the main frame of the story ) or only stories with deeply thought background charac etc ? ^^