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Messages - Seox

1
Quote from: Cid on July 26, 2009, 02:38:49 am
Ah, that seems to have done the trick. Thanks.  8)


So, problem solved? No other errors? I'm glad!

Thanks again, Fantasist. Couldn't have done it without you!
2
Quote from: Fantasist on July 25, 2009, 07:21:34 am
Also, you could try putting this script above Minkoff's animated battlers. If Mink's script aliases the methods involved, it will probably work, but if the methods are written, you'll have to tweak the script.


Good thinking. That eluded me.


Try that, Cid, and let me know if it works, or, if not, the error.


Thanks, Fantasist!
3
Quote from: Cid on July 24, 2009, 12:19:19 pm
That hasn't solved either problem.  :^_^':

By "use item" and "struck" I mean the animations used in Minkoff's Animated Battlers, not animations from the database. When a character uses an item their battle sprite will animate, and the same goes for when they're hit by an attack. But neither work with this script. Their sprites just remain static.

All the other MAB animations are working fine, so it's just these two.




Hmmmm.....is there any particular way that you could get me minkoff's scripts? It'd make it easier to fix ^_^
4
Quote from: Cid on July 24, 2009, 08:10:37 am
Ah, one small problem. Can I disable this for items? I'm using Minkoff's Animated Battlers, and this script is overriding the "item use" animation.

edit: actually, it's also blocking the "struck" animation for some reason.



Easily. I'm sorry for the trouble. What do you mean by the item use and struck animations? I need a bit more info. Sounds like an easy fix. Meanwhile, I'll guess mah way through and try to do this based on what I THINK the issue is.



Yeah, I figured you'd want it to simultaneously play more often than not, so I just went ahead and made it easier to configure ^_^

Don't EVER feel even SLIGHTLY bad about requesting help with something that I've taken up. If I've accepted the request, it means I'm with you til the end. If it's not what you want, I will make it so, as, otherwise, both our time has been wasted, and that's not cool. XD. But yeah, I'd be glad to fix it. I'm gonna test some potential fixes atm.

Thanks again, Fantasist!



EDIT: Ok, I see what you mean, and I also see why. I left out one line >.>. But yeah, I can't get the "use item" animation to play if another actor has made an instant animation action before the item's use. That's why - I forgot to reset the value of skipping >.>. Easy fix. Testing.

module Seox
  # DON'T TOUCH THIS!
  NORMAL_ANIMATION_WEAPONS = []
  NORMAL_ANIMATION_ENEMIES = []
  NORMAL_ANIMATION_SKILLS = []
  # DON'T TOUCH ANYTHING ABOVE THIS!
  #--------------------------------------------------------------------------
  # * BEGIN CONFIGURATION
  #--------------------------------------------------------------------------
  # Pretty easy. Firstly, anything that
  # you put in here will NOT animate instantly. Anything else will, automatically.
  # Actor attacks are decided by the weapon, enemy attacks are based on the enemy.
  # Skills are the same for both actors and enemies.
 
  # Put the ID of weapons which DO NOT HAVE INSTANT ANIMATIONS inside of the
  # brackets, like this: NORMAL_ANIMATION_WEAPONS = [1, 15, 67], seperating
  # multiple entries with commas.
  NORMAL_ANIMATION_WEAPONS = [1]
 
  # Put the ID of enemies which DO NOT HAVE INSTANT ANIMATIONS inside of the
  # brackets, like this: NORMAL_ANIMATION_enemies = [1, 15, 67], seperating
  # multiple entries with commas.
  NORMAL_ANIMATION_ENEMIES = []
 
  # Put the ID of skills which DO NOT HAVE INSTANT ANIMATIONS inside of the
  # brackets, like this: NORMAL_ANIMATION_SKILLS = [1, 15, 67], seperating
  # multiple entries with commas.
  NORMAL_ANIMATION_SKILLS = []

  #--------------------------------------------------------------------------
  # * END CONFIGURATION
  #--------------------------------------------------------------------------
end

class Scene_Battle
  #--------------------------------------------------------------------------
  # * Frame Update (main phase step 3 : animation for action performer)
  #--------------------------------------------------------------------------
  def update_phase4_step3
    @skip = false
    # Animation for action performer (if ID is 0, then white flash)
    if @active_battler.current_action.kind == 0
      if @active_battler.is_a?(Game_Actor)
        if !Seox::NORMAL_ANIMATION_WEAPONS.include?(@active_battler.weapon_id)
          @skip = true
        end
      else
        if !Seox::NORMAL_ANIMATION_ENEMIES.include?(@active_battler.id)
          @skip = true
        end
      end
    elsif @active_battler.current_action.kind == 1
      if (!Seox::NORMAL_ANIMATION_SKILLS.include?(@active_battler.current_action.skill_id))
        @skip = true
      end
    end
    if !@skip
      if @animation1_id == 0
        @active_battler.white_flash = true
      else
        @active_battler.animation_id = @animation1_id
        @active_battler.animation_hit = true
      end
    else
      if @animation1_id == 0
        @active_battler.white_flash = true
      else
        @active_battler.animation_id = @animation1_id
        @active_battler.animation_hit = true
      end
      for target in @target_battlers
        target.animation_id = @animation2_id
        target.animation_hit = (target.damage != "Miss")
      end
    end
    # Shift to step 4
    @phase4_step = 4
  end
  #--------------------------------------------------------------------------
  # * Frame Update (main phase step 4 : animation for target)
  #--------------------------------------------------------------------------
  def update_phase4_step4
    # Animation for target
    if !@skip
      for target in @target_battlers
        target.animation_id = @animation2_id
        target.animation_hit = (target.damage != "Miss")
      end
    end
    # Animation has at least 8 frames, regardless of its length
    @wait_count = 8
    # Shift to step 5
    @phase4_step = 5
  end
end


Better?  :haha:

Lemme know if there's ANYTHING ELSE I can do for you! Thank you all for your support and cheesecake!

I could go for some of that about now. Or some key lime pie. Haven't had that in YEARS....
5
No problem, working on it now. Should be done soon ^_^

Thanks for the powerup, Fantasist, and thank you for respecting my attempts, Ryex! ^_^


Cid, do you want it to be configurable? IE Do you want certain attacks to work like they normally did?

EDIT: Also, I assume you want it for certain enemies? I'll make it configurable based on enemy ID (their ATTACKS, skills ALWAYS play instant if you configure them to do so. IE if Cid uses "fart" and Seox uses "fart" and "fart" is set to play both animations simultaneously, then both will play simultaneously, for both of us. However, if we attack, and you are configured to play both at once and I am not, then that's how it'll work for attacking. ^_^)

Which would you prefer the default to be, simultaneous or not? That way there's less config.





EDIT AGAIN:

Tell me if this isn't what you wanted.  :)

module Seox
  # DON'T TOUCH THIS!
  INSTANT_ANIMATION_WEAPONS = []
  INSTANT_ANIMATION_ENEMIES = []
  INSTANT_ANIMATION_SKILLS = []
  # DON'T TOUCH ANYTHING ABOVE THIS!
  #--------------------------------------------------------------------------
  # * BEGIN CONFIGURATION
  #--------------------------------------------------------------------------
  # Pretty easy. Firstly, know that the names are very misleading. Anything that
  # you put in here will NOT animate instantly. Anything else will, automatically.
  # Actor attacks are decided by the weapon, enemy attacks are based on the enemy.
  # Skills are the same for both.
 
  # Put the ID of weapons which DO NOT HAVE INSTANT ANIMATIONS inside of the
  # brackets, like this: INSTANT_ANIMATION_WEAPONS = [1, 15, 67], seperating
  # multiple entries with commas.
  INSTANT_ANIMATION_WEAPONS = []
 
  # Put the ID of enemies which DO NOT HAVE INSTANT ANIMATIONS inside of the
  # brackets, like this: INSTANT_ANIMATION_enemies = [1, 15, 67], seperating
  # multiple entries with commas.
  INSTANT_ANIMATION_ENEMIES = []
 
  # Put the ID of skills which DO NOT HAVE INSTANT ANIMATIONS inside of the
  # brackets, like this: INSTANT_ANIMATION_SKILLS = [1, 15, 67], seperating
  # multiple entries with commas.
  INSTANT_ANIMATION_SKILLS = []

  #--------------------------------------------------------------------------
  # * END CONFIGURATION
  #--------------------------------------------------------------------------
end

class Scene_Battle
  #--------------------------------------------------------------------------
  # * Frame Update (main phase step 3 : animation for action performer)
  #--------------------------------------------------------------------------
  def update_phase4_step3
    # Animation for action performer (if ID is 0, then white flash)
    if @active_battler.current_action.kind == 0
      if @active_battler.is_a?(Game_Actor)
        if !Seox::INSTANT_ANIMATION_WEAPONS.include?(@active_battler.weapon_id)
          @skip = true
        end
      else
        if !Seox::INSTANT_ANIMATION_ENEMIES.include?(@active_battler.id)
          @skip = true
        end
      end
    elsif @active_battler.current_action.kind == 1
      if (!Seox::INSTANT_ANIMATION_SKILLS.include?(@active_battler.current_action.skill_id))
        @skip = true
      end
    end
    if !@skip
      if @animation1_id == 0
        @active_battler.white_flash = true
      else
        @active_battler.animation_id = @animation1_id
        @active_battler.animation_hit = true
      end
    else
      if @animation1_id == 0
        @active_battler.white_flash = true
      else
        @active_battler.animation_id = @animation1_id
        @active_battler.animation_hit = true
      end
      for target in @target_battlers
        target.animation_id = @animation2_id
        target.animation_hit = (target.damage != "Miss")
      end
    end
    # Shift to step 4
    @phase4_step = 4
  end
  #--------------------------------------------------------------------------
  # * Frame Update (main phase step 4 : animation for target)
  #--------------------------------------------------------------------------
  def update_phase4_step4
    # Animation for target
    if !@skip
      for target in @target_battlers
        target.animation_id = @animation2_id
        target.animation_hit = (target.damage != "Miss")
      end
    end
    # Animation has at least 8 frames, regardless of its length
    @wait_count = 8
    # Shift to step 5
    @phase4_step = 5
  end
end




Put it in above main, and below any script that messes with the battle system. Optimally, put it JUST ABOVE MAIN.
6
Still need a fix? If so, I'll try it for you.

Seox out.
7
RMXP Script Database / Re: [XP] Save File System
July 18, 2009, 03:32:11 pm
Having the same "initialize" problem, which is a pity, since that function (continuing) is fricking AWESOME.

This script is AMAZING!!! *POWERS UP*
8
Quote from: Pyhankoski on July 16, 2009, 03:32:10 am
Powers/levels up (one up something eh, ;))
Thank you Blizzard. You´re a scripting god!



That's demeaning. He's better than A scripting god. He's THE scripting god.  :haha:
9
Quote from: Longfellow on July 15, 2009, 11:09:52 pm
Quote from: Seox on July 15, 2009, 09:44:59 pm
It's July. That's past april. My computer is still on, and noone is dead. I thought the cunt licker virus was supposed to do something more? What gives? Anyone have news on it?


Quote from: Longfellow on April 05, 2009, 11:20:25 pm
Check the first link on my link. Explains.

And I don't think that it's point matters: 10 million computers can DoS the world. That's enough power to force world super powers to bow to your will.


It's also enough power to download a shitload of porn.


The only reason that your computer would crash would be if a) You were infected and b) The controllers hit the kill switch.

Right now, Conficker-E is pretty much just a botnet, though noone can tell for sure what it's doing, since they've yet to crack the current obfuscation technique.



So then, I take it that they did NOTHING on april fools? THOSE LIARS!!!!!!!!!!!!!!!  >:(
10
It's July. That's past april. My computer is still on, and noone is dead. I thought the cunt licker virus was supposed to do something more? What gives? Anyone have news on it?


Quote from: Longfellow on April 05, 2009, 11:20:25 pm
Check the first link on my link. Explains.

And I don't think that it's point matters: 10 million computers can DoS the world. That's enough power to force world super powers to bow to your will.


It's also enough power to download a shitload of porn.
11
Quote from: Blizzard on July 15, 2009, 07:14:33 am
I'll do it somewhere later today if I can find the time.

EDIT: Here it is without AIDS. I mean SDK. It wasn't really dependant on SDK, it was just a bit badly coded.

Spoiler: ShowHide
#==============================================================================
# ** Multiple Languages
#------------------------------------------------------------------------------
# SephirothSpawn
# Version 2
# 2006-08-27
#------------------------------------------------------------------------------
# * Version History :
#
#   Version 1 ---------------------------------------------------- (2005-09-04)
#    - Note : 99% of the System Created By Makeamidget
#   Version 2 ---------------------------------------------------- (2006-08-27)
#    - Update : Rescripted Entire System System
#------------------------------------------------------------------------------
# * Description :
#
#   This script was designed to let you simulate multiple languages through
#   letter transfers. It allows you to transfer one letter to another, until
#   you learn the letter (One Letter = Another Letter). You can set up
#   multiple languages and control color of known and unknown letters for
#   each language.
#------------------------------------------------------------------------------
# * Instructions :
#
#   Place The Script Below the SDK and Above Main.
#
#   Turning on Different Language:
#    - $game_languages.language_id = language_id
#
#   Turning off multiple langauges:
#    - $game_languages.language_id = nil
#
#   To Learn a letter, use:
#    - $game_languages.learn_letter(language_id, 'letter')
#
#   ** NOTE: Due to the complexity of message systems, you cannot use special
#   commands such as the show gold window when displaying an alternate language
#------------------------------------------------------------------------------
# * Setting Up A Language
#
#   Setting Color for Known and Unknown letters
#    - Known_Letter_Color = {language_id => text_color, ...}
#    - Unknown_Letter_Color = {language_id => text_color, ...}
#
#   Setting Up Language Table
#    - Languages = {language_id => <language_table>, ...}
#
#   <language_table> is a hash of all letters and symbols that will transfer
#   to something else. The keys are what the letter is, and the values are
#   how the letters will appear until translated.
#
#   Example:
#    {'a' => 'j', 'b' => 'k', 'c' => 'l', 'd' => 'm', 'e' => 'n'}
#
#    CbaEBac -> LkjNKjl
#------------------------------------------------------------------------------
# * Credits :
#
#   Thanks To Makeamidget For helping me with previous versions
#==============================================================================

#==============================================================================
# ** Game_Languages
#==============================================================================

class Game_Languages
 #--------------------------------------------------------------------------
 # * Letter Colors
 #
 #  ~ language_id => text_colors
 #
 #  The Text Colors are the colors you would use when you use \c[n].
 #  By Default, these are the colors:
 #
 #  0 : White            1 : Dark Blue
 #  2 : Red              3 : Green
 #  4 : Light Blue       5 : Purple
 #  6 : Yellow           7 : Gray
 #--------------------------------------------------------------------------
 Known_Letter_Color = {
   1 => 0
 }
 Unknown_Letter_Color = {
   1 => 6
 }
 #--------------------------------------------------------------------------
 # * Languages
 #
 #  ~ language_id => {a => 'f', 'b' => 'c', ...}
 #
 # * Template For Letters
 #  = {'a' => '', 'b' => '', 'c' => '', 'd' => '', 'e' => '',
 #     'f' => '', 'g' => '', 'h' => '', 'i' => '', 'j' => '',
 #     'k' => '', 'l' => '', 'm' => '', 'n' => '', 'o' => '',
 #     'p' => '', 'q' => '', 'r' => '', 's' => '', 't' => '',
 #     'u' => '', 'v' => '', 'w' => '', 'x' => '', 'y' => '',
 #     'z' => ''}
 #--------------------------------------------------------------------------
 Languages = {
   1 => {'a' => 'y', 'b' => 'p', 'c' => 'l', 'd' => 't', 'e' => 'a',
         'f' => 'v', 'g' => 'k', 'h' => 'r', 'i' => 'e', 'j' => 'z',
         'k' => 'g', 'l' => 'm', 'm' => 's', 'n' => 'h', 'o' => 'u',
         'p' => 'b', 'q' => 'x', 'r' => 'n', 's' => 'c', 't' => 'd',
         'u' => 'i', 'v' => 'v', 'w' => 'f', 'x' => 'q', 'y' => 'o',
         'z' => 'w'
   }
 }
 #--------------------------------------------------------------------------
 # * Public Instance Variables
 #--------------------------------------------------------------------------
 attr_accessor :language_id
 #--------------------------------------------------------------------------
 # * Object Initialization
 #--------------------------------------------------------------------------
 def initialize
   @language_id = nil
   @known_letters = {}
 end
 #--------------------------------------------------------------------------
 # * Learn Letter
 #--------------------------------------------------------------------------
 def learn_letter(language_id, letter)
   unless @known_letters.has_key?(language_id)
     @known_letters[language_id] = []
   end
   unless @known_letters[language_id].include?(letter.downcase)
     @known_letters[language_id] << letter.downcase
   end
 end
 #--------------------------------------------------------------------------
 # * Change To Language
 #--------------------------------------------------------------------------
 def change_to_language
   return_text = ''
   text = $game_temp.message_text
   last_color = 0
   begin
     while ((c = text.slice!(/./m)) != nil)
       if @known_letters.has_key?(@language_id)
         if @known_letters[@language_id].include?(c.downcase)
           next_color = Known_Letter_Color[@language_id]
           unless next_color == last_color
             last_color = next_color
             return_text += '\c' + "[#{next_color}]"
           end
           return_text += c
           next
         end
       end
       if Languages[@language_id].include?(c.downcase)
         if c.upcase == c
           c = Languages[@language_id][c.downcase].upcase
         else
           c = Languages[@language_id][c]
         end
       end
       next_color = Unknown_Letter_Color[@language_id]
       unless next_color == last_color
         last_color = next_color
         return_text += '\c' + "[#{next_color}]"
       end
       return_text += c
     end
   end
   $game_temp.message_text = return_text
 end
end

#==============================================================================
# ** Window_Message
#==============================================================================

class Window_Message
 #--------------------------------------------------------------------------
 # * Alias Listings
 #--------------------------------------------------------------------------
 alias seph_gmlngs_wdmsg_refresh refresh
 #--------------------------------------------------------------------------
 # * Refresh
 #--------------------------------------------------------------------------
 def refresh
   # If Alternate Languages Isn't Nil
   unless $game_languages.language_id.nil?
     $game_languages.change_to_language
   end
   # Original Method Refresh
   seph_gmlngs_wdmsg_refresh
 end
end

#==============================================================================
# ** Scene_Title
#==============================================================================

class Scene_Title
 #--------------------------------------------------------------------------
 # * Alias Listings
 #--------------------------------------------------------------------------
 alias seph_gmlngs_scnttl_cng command_new_game
 #--------------------------------------------------------------------------
 # * Command : New Game
 #--------------------------------------------------------------------------
 def command_new_game
   # Original Command New Game
   seph_gmlngs_scnttl_cng
   # Creates Game Languages Game Data
   $game_languages = Game_Languages.new
 end
end

#==============================================================================
# ** Scene_Save
#==============================================================================

class Scene_Save
 #--------------------------------------------------------------------------
 # * Alias Listings
 #--------------------------------------------------------------------------
 alias seph_gmlngs_scnsave_wd write_save_data
 #--------------------------------------------------------------------------
 # * Command : New Game
 #--------------------------------------------------------------------------
 def write_save_data(file)
   # Original Write Data
   seph_gmlngs_scnsave_wd(file)
   # Saves Game Languages Data
   Marshal.dump($game_languages, file)
 end
end

#==============================================================================
# ** Scene_Load
#==============================================================================

class Scene_Load
 #--------------------------------------------------------------------------
 # * Alias Listings
 #--------------------------------------------------------------------------
 alias seph_gmlngs_scnload_rd read_save_data
 #--------------------------------------------------------------------------
 # * Command : New Game
 #--------------------------------------------------------------------------
 def read_save_data(file)
   # Original Write Data
   seph_gmlngs_scnload_rd(file)
   # Saves Game Languages Data
   $game_languages = Marshal.load(file)
 end
end




I'm powering you up, JUST FOR SAYING THAT.


With real AIDS, you can't get rid of it. At least with RGSSAIDS, you can. Hurray, CTRL + A + Delete!



Which is really quite ironic. Now you're going from lv 270 to 271. I just ruined a rifle round, and I'm the ballistics maven.

:/
12
Event Systems / Re: mission system.
July 15, 2009, 02:07:30 am
Quote from: scoace13 on July 14, 2009, 04:16:35 pm
this is an event system that allows you to put specific missions in your game. it includes NPC reactions to you missions your undertaking and have completed, a map screen for selecting you mission, a breifing officer, and everythings 100%(ok 99.5%) customiziable to your specific game. check it out and please give feed back

http://www.sendspace.com/file/mg60iy


credit: Ryexander, Seox, Scoace13


EDit: you will need the two scripts in the editor to make it run properly.


Thanks for the creds! ^_^


Ok, guys, this system is very well made. It's easy to use, with a bit of configuration, and the demo is a very good example of both the capabilities and use of the system. Give it a shot - it has my endorsement ^_^
13
RMXP Script Database / Re: [XP] Threat System v1.0
July 14, 2009, 06:41:09 pm
Quote from: Fantasist on July 14, 2009, 06:36:52 pm
Well, frankly, I don't want anything to do with this anytime soon, but sure, why not? I'll do what I can while I'm still into it.


^_^
14
General Discussion / Re: RMXP to Work with Vista
July 14, 2009, 04:00:15 pm
By the way, the SAME MP3's and WMA files will play on windows media player....soo.....dunno if that helps ^_^
15
General Discussion / Re: RMXP to Work with Vista
July 14, 2009, 02:59:18 pm
Might I add that Yin's problem does not occur when music isn't playing. In other words, when she disables title music, she can get to the title screen. Sound test won't work. In other words, it has something to do with sound files. We've tested it, and MP3s and WMA files are the bad ones. .wav works, but is WAY too big for songs.

Anyone have a fix?
16
I haven't read any of the replies due to laziness, but let me just SINCERILY compliment you on the descriptiveness of your request. You DESERVED the script, since you put so much into the topic. Trust me, scripting is a bitch unless you know what you're doing, exactly - bad topics don't help. Thank you.
17
No, if you use a script, you should only need to start messages with a shortcut type thing.

IE

\albhed[So, you want to know what color my underwear is?]

And it would do everything else for you. No switches. No variables. No hassle. There are some things money can't buy. For everything else, there's mastercard.


Ya know, if Aqua doesn't do this, I will. Thanks, Longfellow ^_^


EDIT:

Ok, I've talked with Aqua, and I'm going to attempt this myself. Gimme a bit of time, I have a bit of a queue to work through >.<. Should be able to start within a few days. ^_^
18
Quote from: Hellfire Dragon on July 14, 2009, 10:43:48 am
The lies Blizzy >:( (unless you already did :P)


Lolz, let's go beat the shit out of him.

*Blizz walks in*


OH!. Errrr.....Hi Blizz, the most awesomeful person in da world. Hiya! *hides gun behind back*
19
I am positive that this can be scripted, as the RTP's scripts replace certain things, too, like the variable shortcuts, in message boxes. It'd be EXTREMELY easy to use, and as a matter of fact, you could/should probably have it so that you flip the "al bhed" switch, and....well, you get the drill. I'm pretty busy now, but PM me if a few days go by without any results, and I'll be glad to help. ^_^


Seox out.
20
RMXP Script Database / Re: [XP] Threat System v1.0
July 14, 2009, 10:23:47 am
Quote from: Kagutsuchi on July 14, 2009, 06:43:09 am
Quote from: Seox on July 14, 2009, 12:12:18 am
Quote from: Kagutsuchi on July 13, 2009, 08:28:01 pm
Does this script give you threat depending on how much damage you do?


No. Even misses generate threat. Try the demo, you'll see very quickly how it works. However, with basic scripting knowledge, an edit is possible. I might not be able to SOON, but within the next couple of days, I can edit it for you.

Good ^^ I could see that some people might want to use this version of a threat system, but to me it just doesn't make sense to have a threat system where how much damage you deal doesn't deside your threat.
< wow and aoc geek =D


Send me a PM with the details?


Fantasist, my coding isn't exactly the CLEANEST stuff around, but it works, and it's (I SUPPOSE) readable. If I make this edit for Kagutsuchi, would you like a copy of the result with which to base a possible update off of, or release as 1.something? I'll make it configurable as to the threat style - current, or damage based. What do you say?