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Messages - CountVlad

1
That's brilliant! Thank you! :D
2
Quote from: ForeverZer0 on July 08, 2012, 11:34:34 am
Do you have the pixel_rate in Blizz-ABS set to 0?

In part one of Blizz-ABS it says "PIXEL_MOVEMENT_RATE = 0".

EDIT: it's version 2.84 without any of the settings changed, if that helps.
3
I'm getting a divide my zero error on line 429 of the main custom resolution script when using the latest version of Blizz-ABS, the custom resolution script and the compatibility plugin.
I've got the scripts in the right order, as far as I know, and it's on a new project with no other custom scripts. I haven't changed any of the settings.

My script order:

ABS1
ABS2
ABS3
Custom Resolution
ABS Compatibility

They are all below the default scripts and above Main.

Any help would be much appreciated.
4
I've come across another problem with the script. It seems that when you change between two climates (by moving from one map to another) it resets the weather timer. Is there a way to make it so that the timer carries over between climates and continues even if the weather effects are turned off (e.g. indoors)?
5
It seems to work! Thanks! :haha:
6
Quote from: ForeverZer0 on December 28, 2010, 04:28:27 pm
If you are using it in a script call or event, you need to access the variable through its instance:

$game_map.map_climate($game_map.map_id)


I could be wrong. I honestly don't remember all the method names I used. I'll be home in about an hour and will double check for you what the exact syntax is.

Hmm... I'm not sure I quite understand what you mean.
Ideally what I'd like to do is put it in a script call inside an event so I can then set an event variable to whatever the climate script variable is then use that event variable in a conditional branch.
Or if it's easier to explain, I could get a conditional branch to check if an expression is true or not.
7
Quote from: [Luke] on December 28, 2010, 03:27:30 pm
Find the refresh_switches method. Add a line

$game_variables[CLIMATE_VARIABLE_ID] = map_climate($game_map.map_id)

Haven't test, not sure, etc.

I tried putting it in various places in the script, but it didn't seem to work. The only place I put it where it didn't produce a crashing error it didn't seem to change the variable.
8
I know this is going to sound nooby as always, but is there a way to output the current map climate to a variable?
The reason for this is that the player character graphic (and various other things) needs to change based on the climate and it would make it way simpler to just have one PP event with conditional branches running that change these things instead of having an event on every map.
9
RMXP Script Database / Re: [XP] Mode 7 (by MGCaladtogel)
November 01, 2010, 03:04:52 pm
Quote from: Blizzard on November 01, 2010, 02:24:17 pm
I've been retired for several months now. ._.

Oh yeah, good point.
Well... ahem... anyone else want to give it a go? Pretty please? :naughty:
10
@Tyril132: That's true, but I'm using some elements of BlizzABS and not others. For example, I'm making a custom card-based battle system but I'm also using features such as eight directional movement and the customisable image hud (plugin for BABS).
This would look awesome in my project because it's a combination of inside areas, a horizontal street and some other urban areas.
I really hope Blizzard manages to fix this one. :)
11
Wow! It works perfectly! :D

One thing, you may wish to edit the example in the comment.
It says that you have to put in "Bird Event" to make the event move automatically. In the coding it's set to "Auto Move".
12
Wow! It sound great! :)
Don't worry, there's no rush as it's one of those things that can be added later without too much trouble.
13
Quote from: ForeverZer0 on October 19, 2010, 12:15:45 pm
That is an ass-load of code for such a simple script.
If I get time, I can re-write the script for you, remove the SDK requirement, and add the above mentioned configurables. I may get time tonight, but dont count on it till after the week-end.

Thanks! I appreciate it! :D
14
Quote from: The Niche on October 17, 2010, 04:30:04 pm
Uhhh...pigeons are birds. [/asshole]

Thanks for that enlightened comment.
Has anyone worked out what I need to change yet?
15
Script Troubleshooting / [XP] Help Adapting a Script
October 17, 2010, 07:24:59 am
Hi,

I have a script that does automatic movement for Birds and Pigeons. Basically the way it works is you name an event either Bird of Pigeon and it changes the movement accordingly (and the graphic for the pigeon). The Bird flys in a straight line in a random direction until it gets to the edge. Then it gets transfered to a random edge in a random position and repeats.
I've already adapted it slightly so instead of putting 'Bird' as the event name I can use 'NPC'. I've also changed it so that the event will only move left or right.

However, I want to adapt the script so that the event will transfer to either the left or right edge when it goes off the map and only horizontally between the coordinates Y15 and Y17 (X doesn't matter if it only transfers to the left or right edge).
That way the event will walk along the street and then walk along it again from either left or right when it gets to the end.

Anyway, the script (with adaptations):

#--------------------------------------------------------------------------
# * SDK Log
#--------------------------------------------------------------------------
SDK.log('Birds', 'tibuda', 1.0, '')

#--------------------------------------------------------------------------
# * SDK Requirement Check
#--------------------------------------------------------------------------
SDK.check_requirements(2.0, [1, 2])

#--------------------------------------------------------------------------
# Begin SDK Enabled Check
#--------------------------------------------------------------------------
if SDK.enabled?('Birds')
#==============================================================================
class Game_Event
  #--------------------------------------------------------------------------
  def name
    return @event.name
  end
  #--------------------------------------------------------------------------
  if SDK.enabled?('AntiLag')
    alias_method :tibuda_birds_antilag_gm_event_in_screen?, :in_screen?
    def in_screen?
      if self.name == 'Pigeon' || self.name == 'NPC'
        return true
      else
        return tibuda_birds_antilag_gm_event_in_screen?
      end
    end
  end
end

class Game_Character
  #--------------------------------------------------------------------------
  alias_method :tibuda_birds_gm_char_up_movement, :update_movement
  def update_movement
    if self.is_a?(Game_Event) && self.name == 'Pigeon'
      move_type_pigeon
    elsif self.is_a?(Game_Event) && self.name == 'NPC'
      move_type_bird
    else
      tibuda_birds_gm_char_up_movement
    end
  end
  #--------------------------------------------------------------------------
  def move_type_bird
    return if moving?
    @bird_dir = @direction unless @bird_dir.is_a?(Numeric)
    @move_frequency = 6
    @through = false
    @always_on_top = false
    if !moving? &&
       ((self.x == 0 && [1,4,7].include?(@bird_dir)) ||
        (self.y == 0 && [7,8,9].include?(@bird_dir)) ||
        (self.x == $game_map.width-1 && [3,6,9].include?(@bird_dir)) ||
        (self.y == $game_map.height-1 && [1,2,3].include?(@bird_dir)))
      @bird_dir = rand(8) + 1
      @bird_dir += 1 if @bird_dir == 5
      case @bird_dir
      when 1
        pos = rand($game_map.width + $game_map.height - 1)
        if pos <= $game_map.width
          self.moveto(pos, 0)
        else
          self.moveto($game_map.width-1, pos - $game_map.width + 1)
        end
      when 2
        self.moveto(rand($game_map.width), 0)
      when 3
        pos = rand($game_map.width + $game_map.height - 1)
        if pos <= $game_map.width
          self.moveto(pos, 0)
        else
          self.moveto(0, pos - $game_map.width + 1)
        end
      when 4
        self.moveto($game_map.width - 1, rand($game_map.height))
      when 6
        self.moveto(0, rand($game_map.height))
      when 7
        pos = rand($game_map.width + $game_map.height - 1)
        if pos <= $game_map.width
          self.moveto(pos, $game_map.height-1)
        else
          self.moveto($game_map.width-1, pos - $game_map.width + 1)
        end
      when 8
        self.moveto(rand($game_map.width), $game_map.height-1)
      when 9
        pos = rand($game_map.width + $game_map.height - 1)
        if pos <= $game_map.width
          self.moveto(pos, $game_map.height - 1)
        else
          self.moveto(0, pos - $game_map.width + 1)
        end
      end
    end
    case @bird_dir
    when 1
      move_left
    when 2
      move_left
    when 3
      move_right
    when 4
      move_left
    when 6
      move_right
    when 7
      move_left
    when 8
      move_right
    when 9
      move_right
    end
  end
  #--------------------------------------------------------------------------
  def move_type_pigeon
    range = ((self.x - $game_player.x)**2 + (self.y - $game_player.y)**2)**0.5
    limit = @move_frequency == 3 ? 2 : 5
    if range > limit && $game_map.passable?(self.x, self.y, 0)
      @character_name = '166-Small08'
      @move_frequency = @page.move_frequency
      @through = @page.through
      @always_on_top = @page.always_on_top
      tibuda_birds_gm_char_up_movement
    else
      @character_name = '165-Small07'
      if @move_frequency == 3
        turn_away_from_player
        @bird_dir = nil
      end
      move_type_bird
    end
  end
  #--------------------------------------------------------------------------
end

end
#--------------------------------------------------------------------------
# End SDK Enabled Test
#--------------------------------------------------------------------------
16
Yeah, I'm using it. It's just that someone asked for the ability for the player to change the controls in-game. I'm not sure I'll include it though because I've got a whole load of shortcut keys I've programmed into other scripts and common events using the methods in BlizzABS as a basis. It would be way too complicated to develop a system that would change all of those and prevent key conflicts as well. I might use it later, though. Maybe if the player state is changed to 'Confused' or something... lol.
17
I remembered to check the manual this time. lol.
Anyway, what I'm trying to do is set up a system where you can talk to a person using the custom triggers of BlizzABS but you can also attack them (like in Oblivion or Morrowind where you can attack civilians if you really want to). The problem is that I want a variable to change when you first attack them (a bounty) and then to increase again if you kill them. Is there any way, using a parrallel processing event on the map, to detect if a certain group is hostile towards you and put it in a conditional branch?

e.g. (not real coding, sorry. Just might be easier to understand)

In the common event put something like:

if switch "civilian attacked" is OFF
    if "civilian group" is hostile
         Increase variable "bounty" +100
         Turn switch "civilian attacked" ON
    end
end


In the civilian event:

Page 1 - Dialogue that they use normally.
Page 2 - Run only if switch "civilian attacked" is on. Increases variable "bounty" if the event is 'killed'.

I hope that all makes sense.
Does anyone know if this is possible?

EDIT: Never mind, I managed to work something out using events.
18
Wow, that's awesome! Thanks!
19
I was wondering if anyone knows how to allow the user to change the BlizzABS controls in game, or if it's even possible?
Most games now allow you to change the controls, so it's a nice feature that's been requested and one I'd like to include in my game.
20
Hi,

I've been trying to improve the resolution of menu graphics by telling the windows that make up the menu screens (e.g. save screen, pause menu, inventory, etc.) to be transparent and then using...

    @sprite = Sprite.new
   @sprite.bitmap = RPG::Cache.windowskin("name of background image stored in windowskin folder")


... in one of the Window scripts to display an image in the background. I found out that I had to put this particular bit of script actually in the Window script instead of the Scene script because otherwise it would be referring to something that doesn't exist within that script.
This, however, causes problems because some Window scripts are used by more than one Scene, which means that if (for example) I have a background tailored to the inventory then if I try to change hotkeys (using BlizzABS), the Inventory background image will be displayed because both scripts use "Window_Item".

Ok, now for the question. Is there a way of putting the above script (along with disposing it when you close the scene) directly into a Scene script and getting it to display a picture in the background?

Screenies:

Spoiler: ShowHide




EDIT: Never mind, I worked out a way around the problem.