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Messages - Ally

1
Yes, I tried to contact him for a long time (almost a month), but seems to have disappeared and no longer responds to anyone.
I'm sorry if I broke some of the regulation by creating this topic, but maybe I can find someone to help me solve the problem (I distributed the project in my region for a very big event, but now I'm having serious difficulties with this plugin) .
2
Hei everyone,
i have a one problem with this plugin:
http://sumrndm.site/translation-engine/

The plugin work perfectly, but there's two thing...
1) The Plugin Command: [SetTranslation LANGUAGE]
In order to force a traslation
Doesn't work 😞
2) Building an .APK on the options menù there's no language selection!

So force translation plugin command is the only way to create custom flags or whatever to change language...

PS: On desktop versions, i have 3 language instead 2 (Italian/English) on menu options i have: Italian English English.
English is repeated twice.
3
Hey guys,
I use the character effects by Galv:
https://galvs-scripts.com/2013/02/21/character-effects/

To have more animations frames, I use two more scripts:
Extra Movement Frames (modern algebra)
and
Galv's Character Animations

Using multiple motion frames, I get this kind of error:


The effect of the shadow, displays 8 frames as the character, and not a frame as it should happen.
Does anyone have a solution?
Can you edit some parameters to use it with multiple frames?
4
Thank you ^^
I hope to find a one Scripter that can help me solve the problem!
5
Because without that script, the following happens:
http://imgur.com/mDP3ybx

Apparently, the bug occurs when there are two tile close...
In fact, the lamp is 4 tile, then from the second tile onwards, the error occurs...
I believe this is the problem...
http://imgur.com/g6PiDND

http://imgur.com/8rkvJ3a

If I leave the Oz Overtiles script, the error disappears, but the problem remains in the streetlight.
6
What do you mean?
7
Hi, I have a problem that apparently no one can solve...
I use character larger than 32x32...
When using tileset with ☆, this happens:

http://imgur.com/C5gb52B

And this, my tileset setting:
http://imgur.com/8rkvJ3a

and terrain tag:
http://imgur.com/57LZcES

The terrain tag is 6 beacuse I use this script:
##-----------------------------------------------------------------------------
#  Large Sprite ☆ Display Fix v1.3
#  Created by Neon Black at request of seita
#  v1.4 - 12.18.14 - Added position tuning
#  v1.3 - 1.12.14  - Viewport/position issue fixes
#  v1.1 - 8.18.13  - Fixed an odd lag issue
#  v1.0 - 8.17.13  - Main script completed
#  For both commercial and non-commercial use as long as credit is given to
#  Neon Black and any additional authors.  Licensed under Creative Commons
#  CC BY 4.0 - http://creativecommons.org/licenses/by/4.0/
##-----------------------------------------------------------------------------

##------
## By default, this script only affects the player.  To allow it to affect
## an event page as well, add a comment with the tag <large sprite> to the page
## of the event you would like to have affected by this.

class Sprite_Character < Sprite_Base
  ##------
  ## The ID of the terrain used to display the large character above ☆ tiles.
  ## If the player is below this tile (y position), the sprite will appear
  ## above all tiles and events from that y position up.  If the player is on
  ## the same tile or above (y position) the event will appear BELOW ☆ tiles
  ## from that position up.
  ##------
  UpperTerrain = 6
 
  ##------
  ## This value is the pixel tuning used to check the location.  This is
  ## because characters tagged with a '!' in their name are drawn lower than
  ## normal characters and are considered to be lower than these.  This causes
  ## the script to think they are on the tile below where they really are and
  ## draw them above tiles they should appear under.
  ##------
  Tuning = -1
 
  alias :cp_011214_update_bitmap :update_bitmap
  def update_bitmap(*args)
    if graphic_changed? && @set_upper_area_sprite
      @force_no_gfx_change = true
    else
      @force_no_gfx_change = false
    end
    cp_011214_update_bitmap(*args)
  end

  ## Alias the update method to add in the new graphic check.
  alias :cp_073013_update_pos :update_position
  def update_position(*args)
    cp_073013_update_pos(*args)
    check_encompassed_area if sprite_is_onscreen?
  end

  ## Alias the dispose to dispose the upper sprite.
  alias :cp_073013_dispose :dispose
  def dispose(*args)
    @upper_area_sprite.dispose if @upper_area_sprite
    cp_073013_dispose(*args)
  end

#~   ## Alias the graphic changed method to allow the sprite to revent to what it
#~   ## was during the last frame.  This allows the check to work again.
#~   alias :cp_073013_graphic_changed? :graphic_changed?
#~   def graphic_changed?(*args)
#~     cp_073013_graphic_changed?(*args) || @set_upper_area_sprite
#~   end

  ## Check if the sprite is onscreen.  Reduces redundant drawing.
  def sprite_is_onscreen?
    return false if @character.is_a?(Game_Vehicle) || @character.is_a?(Game_Follower)
    return false unless @character.is_a?(Game_Player) || @character.large_sprite
    return false if @character.screen_z >= 200
    top_left, bot_right = get_edge_corner_dis
    return false if top_left[0] > Graphics.width
    return false if top_left[1] > Graphics.height
    return false if bot_right[0] < 0
    return false if bot_right[1] < 0
    return true
  end

  ## Get the top left and bottom right positions.
  def get_edge_corner_dis
    top_left = [self.x - self.ox, self.y - self.oy]
    bot_right = [top_left[0] + self.width, top_left[1] + self.height]
    return [top_left, bot_right]
  end

  ## Long method that checks each position and draws the upper sprite.
  def check_encompassed_area
    if @set_upper_area_sprite && !@force_no_gfx_change
      old_src = self.src_rect.clone
      self.bitmap = @old_bitmap
      self.src_rect = old_src
    end
    @set_upper_area_sprite = false
    top_left, bot_right = get_edge_corner_dis
    last_x, last_y, copy_region = nil, nil, 0
    map_xd, map_yd = $game_map.display_x * 32, $game_map.display_y * 32
    total_height = (self.height + @character.jump_height).round
    self.width.times do |x|
      xp = map_xd.to_i + top_left[0] + x
      unless xp / 32 == last_x
        last_x = xp / 32
        last_y, copy_region = nil, 0
        total_height.times do |y|
          yp = map_yd.to_i + bot_right[1] + @character.jump_height - y + Tuning
          next if yp.to_i / 32 == last_y
          last_y = yp.to_i / 32
          if last_y == (@character.screen_y + @character.jump_height + Tuning +
                        map_yd).to_i / 32
            break if $game_map.terrain_tag(last_x, last_y) == UpperTerrain
            next
          end
          next if $game_map.terrain_tag(last_x, last_y) != UpperTerrain
          copy_region = [self.height, total_height - y + 1].min
          set_upper_sprite
          break
        end
      end
      next if copy_region == 0
      rect = Rect.new(src_rect.x + x, src_rect.y, 1, copy_region)
      @upper_area_sprite.bitmap.blt(x, 0, self.bitmap, rect)
      self.bitmap.clear_rect(rect)
    end
    if !@set_upper_area_sprite && @upper_area_sprite
      @upper_area_sprite.visible = false
    end
  end

  ## Creates the upper sprite that's a copy of the current sprite.
  def set_upper_sprite
    return if @set_upper_area_sprite
    @upper_area_sprite ||= Sprite.new
    @upper_area_sprite.bitmap = Bitmap.new(self.width, self.height)
    props = ["x", "y", "ox", "oy", "zoom_x", "zoom_y", "angle", "mirror",
             "bush_depth", "opacity", "blend_type", "color", "tone", "visible",
             "viewport"]
    props.each do |meth|
      @upper_area_sprite.method("#{meth}=").call(self.method(meth).call)
    end
    @upper_area_sprite.z = 200
    @set_upper_area_sprite = true
    @old_bitmap, old_src_rect = self.bitmap, self.src_rect.clone
    self.bitmap = Bitmap.new(@old_bitmap.width, @old_bitmap.height)
    self.bitmap.blt(0, 0, @old_bitmap, @old_bitmap.rect)
    self.src_rect = old_src_rect
  end
end

class Game_Event < Game_Character
  attr_reader :large_sprite

  alias :cp_081713_setup_page_settings :setup_page_settings
  def setup_page_settings(*args)
    cp_081713_setup_page_settings(*args)
    get_large_sprite_conditions
  end

  def get_large_sprite_conditions
    @large_sprite = false
    return if @list.nil? || @list.empty?
    @list.each do |line|
      next unless line.code == 108 || line.code == 408
      case line.parameters[0]
      when /<large sprite>/i
        @large_sprite = true
      end
    end
  end
end


But the problem is not solved...
I also tried to use this script:
=begin
#==============================================================================
# OZ OverTiles
#==============================================================================
Solves the problem when using character overworld sprites bigger than 32x32.

CHANGELOG
1.00 Initial release.
1.01 Performance increase, fixed an issue with the process_data method.
1.02 Fixed a bug with looping maps.

=end

class Game_CharacterBase
  def simple_screen_y
    ($game_map.adjust_y(@real_y) * 32) + 32
    #((@real_y - $game_map.display_y) * 32) + 32
  end
  def screen_z
    simple_screen_y.to_i + (@priority_type * 100)+100
  end
end

#==============================================================================
# ** Spriteset_Map
#------------------------------------------------------------------------------
#  This class brings together map screen sprites, tilemaps, etc. It's used
# within the Scene_Map class.
#==============================================================================

class Spriteset_Map
  #--------------------------------------------------------------------------
  # * Create Tilemap
  #--------------------------------------------------------------------------
  alias ozot_create_tilemap create_tilemap
  def create_tilemap
    ozot_create_tilemap
    process_mapdata
    @spr_over = Spriteset_OverMap.new(@over_data,@tilemap.bitmaps,@viewport1)
  end
#~   #--------------------------------------------------------------------------
#~   # * Create Airship Shadow Sprite (you can try and mess up with this, I don't want to :V
#~   #--------------------------------------------------------------------------
#~   def create_shadow
#~     @shadow_sprite = Sprite.new(@viewport1)
#~     @shadow_sprite.bitmap = Cache.system("Shadow")
#~     @shadow_sprite.ox = @shadow_sprite.bitmap.width / 2
#~     @shadow_sprite.oy = @shadow_sprite.bitmap.height
#~     @shadow_sprite.z = 180
#~   end
  #--------------------------------------------------------------------------
  # * Free
  #--------------------------------------------------------------------------
  alias ozot_dispose dispose
  def dispose
    ozot_dispose
    @spr_over.dispose
  end
  #--------------------------------------------------------------------------
  # * Update Tilemap
  #--------------------------------------------------------------------------
  alias ozot_update_tilemap update_tilemap
  def update_tilemap
    ozot_update_tilemap
    refresh_sprover if refresh_sprover?
    #@spr_over.refresh
    @spr_over.update
  end
 
  def refresh_sprover?
    return @gm_bck != $game_map.data
  end
  def refresh_sprover
    process_mapdata
    @spr_over.map_data = @over_data
    @spr_over.bitmaps = @tilemap.bitmaps
    @spr_over.refresh
  end
 
  def process_mapdata
    @gm_bck = $game_map.data
    @over_data = $game_map.data.dup
    @over_data.xsize.times{|x|
      @over_data.ysize.times{|y|
        flag = $game_map.tileset.flags[$game_map.data[x, y, 2]]
        # [?]: No effect on passage
        if (flag & 0x10 == 0) && ($game_map.data[x, y, 2] != 0)
          @over_data[x, y, 2] = 0
        #elsif (flag & 0x10 != 0) && ($game_map.data[x, y, 2] != 0)
        #  $game_map.data[x, y, 2] = 0
          #p @over_data[x, y, 2]
        end
      }
    }
  end
end

class Spriteset_OverMap
  attr_accessor :bitmaps
 
  def initialize(map_data,bitmaps,viewport)
    @map_data = map_data
    @bitmaps = bitmaps
    @vport = viewport
    #create sprites
    create_sprites
    refresh
  end
  def map_data=(n)
    @map_data = n
  end
  def vport=(n)
    @vport=n
    @sprites.each{|s| s.viewport=@vport}
  end
  def vport
    @vport
  end
 
  def create_sprites
    h_size = (Graphics.height/32) + 2
    @sprites = Array.new(h_size) {|i|
      s = Sprite.new(@vport); s.y = (i*32)
      s.bitmap = Bitmap.new(Graphics.width+64,32)
      s.ox = s.oy = 32 ; s.z = s.y.to_i+200
      s
    }
  end
 
  def update
    #update sprites, refresh if necessary
    update_sprites
    refresh if need_refresh?
  end
 
  def update_sprites
    dx= $game_map.display_x * 32
    dx= dx>0 ? dx%32 : dx%-32
    dy= $game_map.display_y * 32
    dy= dy>0 ? dy%32 : dy%-32
    @sprites.each_with_index{|s,i|
      s.x = -dx
      s.y = (i*32)-dy
      s.z = s.y.to_i+200
      s.update
    }
  end
 
  def refresh
    @actual_ox = ($game_map.display_x)
    @actual_oy = ($game_map.display_y)
   
    @map_data
    @sprites.size.times{|y|
      yy=@actual_oy+y-1
      yy=(yy%$game_map.height)
      next if (yy==-1)
      t = (Graphics.width+64)/32
      @sprites[y].bitmap.clear
      t.times{|x|
        xx = @actual_ox+x-1
        xx=(xx%$game_map.width)
        id = @map_data[xx,yy,2]
        next if id==nil
        #blit each tile
        i=id/256
        ii=id%256
        b=@bitmaps[i+5]
        off= ii>127 ? 256 : 0
        r=Rect.new( (ii%8*32)+off, ((ii/8)%16)*32, 32,32)
        @sprites[y].bitmap.blt(x*32,0,b,r)
      }
    }
  end
 
  def need_refresh?
    (@actual_ox != $game_map.display_x) || (@actual_oy != $game_map.display_y)
  end
 
  def dispose
    #dispose all sprites
    @sprites.each{|s| s.dispose; s=nil}
  end
end


Does anyone know how to fix it?
8
The problem was the anti lag O_o
I insert the moghunter script (anti lag), and it work ... incredible -.- '

Thanks KK20, You've been very kind :D
9
I send you a PM ;)
10
I tried to change switches and to do testing, but does not work ^^
Ok, I await updates  :D
11
Thank you for your support ^^
I tried the script, but if the switch is ON, it does not work...
This is my configuration for test:
 # Switch to Turn ON Khas
  ENABLE_SWITCH = 5


http://imgur.com/55EUcpI
12
Thank you for your reply KK20 ^^

To enable the script when I need it, I insert the switch to ON before the message?
13
 I use this script by Khas:
http://arcthunder.blogspot.it/p/khas-message-system.html

This script does not use the default message system of RPG Maker, but I can not help but also use the default system.
Can anyone help me to insert a switch for enable and disable this script?
14
SOLVED

Thank you for your support!
15
Ooooh thank you, I've learned something new ^^
However, I receive an error:
http://imgur.com/CioMxfE

I followed the instructions O_o
16
You are very fast man!  :o

Can you pass me the character template for the test?
Don't really know how to thank you  :facepalm:
17
I didn't know  :^_^\':
Okay, thanks a lot  :haha:
If you can do something, I'm waiting  :D
18
Maybe, my mistake is to place graphic files  :huh:
Can you pass your character template?

PS:I mustn't use the sprite as the main character, but as an event.
19
I tried to insert the character in the size you indicated, but will not work as it should ;_;
20
 I use these scripts to enhance the character frames:

https://galvs-scripts.com/galvs-character-animations/

and

http://rmrk.net/index.php/topic,46822.0.html


We created this character to add it as an enemy in an event.
But I can not figure out how to rename the file for have both the walking animation, both the idle animation...
http://imgur.com/B1RAJyk

How must rename the file?

The first 4 frames are those of idle poses, the others are the walking frames...