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Messages - Taiine

1
What folder is your XP installed to? I had that very same issue when it was installed in the default location. I moved the whole thing out of it and into just a folder under c:/ and it fixed everything.

Some system folders have these weird permissions where thing's wont edit/change unless they have admin power or are set to run as admin and then you may set one thing to be admn but the files it uses are not and a whole lot of mess.
2
Thanks muchly *HUG*, though I forgot this had enchanting to. Can that also be split off?
3
Could you then please? I'll give you lots of hugs :3
4
Question.
Can the shop be split? As in, a call for just the forging,and another for taking things apart? I'd like to split it between two npc's, one being the smith that will forge items from parts, and another that will take items apart into their base items.
5
Development Tools / Re: RMXP MapExtractor - BETA
February 23, 2012, 10:15:10 pm
I love you.

I;ve been using a 'game' map thing to export images, this looks MUCH better :P

Edit: I'm getting this error when I start it and open a project (any project, even new)


But it seems to work fine however just clicking continue.

It would be nice if it remembered the folder you went to instead of always defaulting to the same usser/doc folder.

Edit 2: Screen tone seems broke. It wont reset and it would be nice if it also remembered what it was set at rather then defaulting to 0000.
What I mean by reset is, you hit reset, all the bars go back to default, but the screen dosn't chang. whatever color you had before is the new 'default' and the files now effect that default.
Like... you make everything blue. close window, reopen, reset, siles are rset but your still blue, sliding the bars will just edit tha blue screen as if it was 'normal'.
6
RMXP Script Database / Re: [XP] Blizz-ABS
February 19, 2012, 07:05:22 pm
I think that's it, wheres he fix?
7
RMXP Script Database / Re: [XP] Blizz-ABS
February 19, 2012, 02:04:02 pm
I've not had any of those sort of issues in my game. O.o Only bug I have is not being able to use items like potions.
8
RMXP Script Database / Re: [XP] Z-HUD for Blizz-ABS
February 19, 2012, 02:00:34 pm
Thanks again. Though (as seen in last shot) the tip of my hp bars getting cut off... it's not when it's pulled back... am I missing the width somewhere?

and still like a level display ^^;
9
RMXP Script Database / Re: [XP] Z-HUD for Blizz-ABS
February 18, 2012, 02:52:26 pm
Thanks so much bliz. <3
But um.. what about the level display?

and also.. how doyou move the SP bar? I found out how to move the HP bar around by editing line 140
@hp_x, @hp_y, @sp_x, @sp_y = 25, 3, 0, b1.height + 8
But can't find where to edit to shft the sp bar.

10
It also helps when people are willing to accept criticism :P

I am guessing you are using the frame count to control the speed just as I was using the wait commands to slow down the sp gain?

Either way, when making the script edits (I changed it to switch 8 all around for my game) it still lets me run even with sp drained.
11
Issues with yours:
Can remove the speed controls for player, BABS already handles that

SP will drain even if player is standing still, there is no check to make sure the player is MOVING while the run key is pressed.
Player can still run when SP reaches zero.
SP does regen even after it hits zero, but it don't matter as there isn't any check to disable run when it hits zero.
SO regens very fast, even if running was disabled, you could tap the key or hold it down to a jiddery but still faster speed.

Heres what I have pretty much.

Spoiler: ShowHide


Yellow part is the issue. It's what tells it if SP is at or below whatever value, disable run, so you can not run at all, else, turn running back on.

The rest of it checks if the direction key and if you are running are on. is so drain sp, if not slowly regen. This way SP wont just drain even if you're standing still have have the run key held.

the issue is with the disable check, the part marked in yellow. WITH IT if you run and stop WITH OUT fully draining sp, it will regen just fine. IF you drain it fully, to what ever value you have it set, SP will not regen at all.

Yet with out it, so can drain to zero, and fully regen, but the play can run all the time, because there is nothing to tell them not to.

I made a topic about this way back in 10. x.x

edit: yep heres the OLLDDDDD topic. http://forum.chaos-project.com/index.php/topic,7766.0.html
I gave up on it, as nothing was really helping and people were not grasping what my issue was and trying to offer fix's for things I wasn't having issues with.

if you wish to resume, do it there I guess, so we arn't taking over this fellas topic :P  didn't mean to.
12
Yes that is the event system I used, what I spoke of there is not 'the exact event set up' but just the idea for it laid out better. I could have started it 'if not sprinting regen' for all sakes, it was just to give the idea of what I was getting at, NOT 'this is the exact set up I did for the event'.

So to put it BETTER
Check player SP
Is run key being pressed?
If yes drain SP, speed player up
If no regen SP, player walks
If SP is at zero, stop player from running, regen sp


But whatever. as said I gave up on this idea as I could not find any fix or work around for why SP would just flat out stop regening once it reached whatever value you set to 'stop player running'. I hoped one of these regens could maybe be edited for it.

Just accept that players may likly just always run to get to places faster :P
13
Script Requests / Re: spritesheet movement
February 17, 2012, 02:22:57 pm
Well BABS I think does it. If you look around for 'idle animation' scrips you'll find them.

ah I have this one.

Spoiler: ShowHide
#==============================================================================
# ** Night_Runner's Stopped Animation Script
#------------------------------------------------------------------------------
# Created for: Kinger556
#  @> http://www.rpgrevolution.com/forums/index.php?showtopic=39216
# Date Created: 9/Feb/10
#
# Description:
#  This script is designed to give characters a stopped animation from a
#   different character set, if the character set exists.
#==============================================================================



#==============================================================================
# Start Customization
#==============================================================================

module NR_WalkingAnim
  APPEND = "_Still"       # E.g. character name is "001-Fighter01_Still.png"
  TIME_TILL_ANIMATION = 2 # frames
end

#==============================================================================
# End Customization
#==============================================================================



#==============================================================================
# ** Game_Character
#------------------------------------------------------------------------------
#  Edited to make character_name and step_anime editable
#==============================================================================

class Game_Character
  #--------------------------------------------------------------------------
  # * Public Instance Variables
  #--------------------------------------------------------------------------
  attr_accessor :character_name           # character file name
  attr_accessor :step_anime               # character stepping
end



#==============================================================================
# ** Sprite_Character
#------------------------------------------------------------------------------
#  Edited to have a still animation.
#==============================================================================

class Sprite_Character < RPG::Sprite
  #--------------------------------------------------------------------------
  # * Alais Methods
  #--------------------------------------------------------------------------
  alias nr_walkinganim_initialize initialize
  alias nr_walkinganim_update update
  #--------------------------------------------------------------------------
  # * Object Initialization
  #--------------------------------------------------------------------------
  def initialize(*args)
    nr_walkinganim_initialize(*args)
    begin
      RPG::Cache.character(@character.character_name +
                              NR_WalkingAnim::APPEND.to_s, 0)
      @still_anim_exists = true
    rescue
      @still_anim_exists = false
    end
    @since_move = 0
  end
  #--------------------------------------------------------------------------
  # * Frame Update
  #--------------------------------------------------------------------------
  def update(*args)
    if !@character.moving? and @still_anim_exists
        old_name = @character.character_name.dup
      @since_move += 1
      if @since_move > NR_WalkingAnim::TIME_TILL_ANIMATION
        @character.character_name += NR_WalkingAnim::APPEND.to_s
        @was_step_anim = @character.step_anime if @was_step_anim.nil?
        @character.step_anime = true
      end
    else
      @since_move = 0
      unless @was_stop_anim.nil?
        @character.step_anime = @was_step_anime
        @was_step_anime = nil
      end
    end
    nr_walkinganim_update(*args)
    @character.character_name = old_name unless old_name.nil?
  end
end



#==============================================================================
# End Of Script
#==============================================================================
14
Another issue I see with the Light Circle Script, is you can't really use screen tones all that well. If you wanted say a blueish tint to night it would make everything really black even the lit areas. There's no control over the hue of the 'darkness' it's just shades of black and adding a screen tone over that just makes it even darker.

The over all look and effect don't really bother me much, true it could look better, and have an option to change the hue of the darkness and not just have it be only black.
15
Script Requests / Re: spritesheet movement
February 17, 2012, 09:16:58 am
So you want a default standing sprite and the rest for walking? You could use a script that will just change the char set to a standing one when your not moving. Then you could use the whole tile set for a standing animation, blinking or shifting or what not.
16
That Light Circles Script looks nice... can someone download the 1.2 demo and reupload it somewhere else? all that file sharing site it's hosted on ever does for me is load.. and load.. and load.. and load half hour later still loading waiting for it to dl. I've ever gotten anything off that silly site. >.<
17
Quote from: KK20 on February 16, 2012, 09:33:55 pm
Quote from: Taiine on February 16, 2012, 08:40:45 pm
That is actually the event system I tried using and is the one that gave me this bug. It works fine unless you let it fully drain, only then will the sp be 'locked' at that value unless you use a potion or something to up it.

ah well... guess sp will remain dull boring sp rather than 'energy' and players can run indef where ever they want! ;D

Did you at least give mine a try? Because from what I can tell, you said yours checked if the MP > 0 first. Mine checks if the run key is being held down first.


@.x I said in the last post that IS the event system I tried. :P
18
That is actually the event system I tried using and is the one that gave me this bug. It works fine unless you let it fully drain, only then will the sp be 'locked' at that value unless you use a potion or something to up it.

ah well... guess sp will remain dull boring sp rather than 'energy' and players can run indef where ever they want! ;D
19
The video for Raziel Light System was posted over a year ago, and any trace f it seems to be long gone.  I tried finding it myself and came across this older request for it as well.
http://forum.chaos-project.com/index.php?topic=11071.0
someone here apparently made a nice light system as well, but the demo is a dead link. There is a 2nd one for a tutorial but it's your basic image event.

Edit: Yeah after digging around all I come across is different sites and links pointing to the video, rather than the script. :/
20
Video Games / Re: Starcraft II
February 15, 2012, 09:09:22 pm
I don't ladder, people get to pissed with the lag I bring even if it's just slight lag they fume. I tried a few customs, but yeah same issue.. people don't like even a small bit of lag... so I stick to playing against the AI, I struggle to beat it on 'hard' difficulty but I started doing mono ai battles. 4 to 8 man vs AI matches with some on med/hard. There fun.. but ugh the AI becomes so predictable.

Maybe this friday we can have a poke at each other. What race do you play? Ilike my protoss :P