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Messages - Shining Riku

1
RMXP Script Database / Re: [XP] Blizz-ABS
March 07, 2015, 05:15:00 am
Hmm, I have a question regarding the combo system. I've got some ideas I really like regarding the conditional branches, but I don't actually know how to set those up in the combos! Is there a way for me to check what states are on the actor/enemy is activating the combo, or at least check if a switch is on? I'm not sure if the Battler option (Which I realize is unimplemented as of this post!) would take care of the state thing or not. I'm quite eager to know if I can check those things! It'd help me add even more depth to the system I'm setting up.

Second question, mostly wishful thinking! Back when BABS was in 2.54 or so, I was using Winkio's exploding skills addon (Which is now worked into BABS) and there was this really cool bug I actually took advantage of. Whenever you used a shooting/thrusting skill and set the explosion radius, it made the projectile behave as if it were, say, a "wide-shot"

For example I made a skill that fires a compressed ball of sound and it damaged stuff anywhere within a 2.5 tile radius as it flew. I REALLY like the idea of wide projectiles being an option even though the spritesets for them cant't reflect that (Side view of the projectile not being able to extend downwards, front/back views could cover the range). It'd be cool if that could be implemented for real but it's probably a bit much to ask :hm:

Anyways, first question's most pertinent! Second thing would just be flat out awesome.
--------------------------------------------------------------------------------------------------
By the by, Kiwa, a fix I can think of for your door is to make a dud tile for your tileset with a terrain tag# of 4 or something you don't use often and set that terrain tag to specifically block jumps. I think it's a thing but you could make it a wall too. I'll have to check the config. Just make sure the invisible tile you set to the terrain tag# is passable normally and just blocks jumps! Just slap that tile on the layer above your floor/ground that's around the door and have the door event directly on that tile.

That's the best I can come up with, it's a bit of an extreme fix but if that's what it takes, that's what it takes! Now I'm going to bed it's 5AM here. I'm out!
2
IT WORKS, YESSSSS.

Thanks so much for your help 8D I think I can take it from here. I still have a few more features to add and graphical stuff to iron out but if you'd like to see it in action, here ya go:

#:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=
#Persona Style Personality Status (P.S.P.S) Module by ShiningRiku
#Version: 1.0
#Type: Status/Menu Addon
#Date v1.0: 6.5.2014
#:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=
#BLAHBLAHBLAHBLAH
#:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=

#==============================================================================
# module Personality
#==============================================================================

module Personality

#::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::
# START Configuration
#::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::
  # basic config, insert variables that determine personality trait levels.
  COURAGE = 12
  KNOWLEDGE = 13
  UNDERSTANDING = 14
  DILIGENCE = 15
  EXPRESSION = 16
  ORDERCHAOS = 17
  GOODEVIL = 18
#::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::
# END Configuration
#::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::
end
#==============================================================================
# Game_System
#==============================================================================

#==============================================================================
# Window_Base
#==============================================================================
class Window_Base
 
  def draw_actor_status(x, y)
    bitmap = RPG::Cache.picture("#{$game_actors[1].character_name}_person")
    src_rect = Rect.new(0, 0, bitmap.width, bitmap.height)
    self.contents.blt(x, y, bitmap, src_rect)
  end
 
  def draw_stat_background(x, y)
    bitmap = RPG::Cache.picture("1PersonBG")
    src_rect= Rect.new(0, 0, bitmap.width, bitmap.height)
    self.contents.blt(x, y, bitmap, src_rect)
  end
 
  def draw_stat_knowledge(x, y)
    if [0,1,2,3,4].include?($game_variables[Personality::KNOWLEDGE])
      bitmap = RPG::Cache.picture("Knowledge" + ($game_variables[Personality::KNOWLEDGE] + 1).to_s)
      src_rect= Rect.new(0, 0, bitmap.width, bitmap.height)
      self.contents.blt(x, y, bitmap, src_rect)
    end
  end
 
  def draw_stat_courage(x, y)
    if [0,1,2,3,4].include?($game_variables[Personality::COURAGE])
      bitmap = RPG::Cache.picture("Courage" + ($game_variables[Personality::COURAGE] + 1).to_s)
      src_rect= Rect.new(0, 0, bitmap.width, bitmap.height)
      self.contents.blt(x, y, bitmap, src_rect)
    end
  end
 
  def draw_stat_diligence(x, y)
    if [0,1,2,3,4].include?($game_variables[Personality::DILIGENCE])
      bitmap = RPG::Cache.picture("Diligence" + ($game_variables[Personality::DILIGENCE] + 1).to_s)
      src_rect= Rect.new(0, 0, bitmap.width, bitmap.height)
      self.contents.blt(x, y, bitmap, src_rect)
    end
  end
 
  def draw_stat_expression(x, y)
    if [0,1,2,3,4].include?($game_variables[Personality::EXPRESSION])
      bitmap = RPG::Cache.picture("Expression" + ($game_variables[Personality::EXPRESSION] + 1).to_s)
      src_rect= Rect.new(0, 0, bitmap.width, bitmap.height)
      self.contents.blt(x, y, bitmap, src_rect)
    end
  end 
 
  def draw_stat_understanding(x, y)
    if [0,1,2,3,4].include?($game_variables[Personality::UNDERSTANDING])
      bitmap = RPG::Cache.picture("Understanding" + ($game_variables[Personality::UNDERSTANDING] + 1).to_s)
      src_rect= Rect.new(0, 0, bitmap.width, bitmap.height)
      self.contents.blt(x, y, bitmap, src_rect)
    end
  end
end

#==============================================================================
# Window_Personality
#==============================================================================

class Window_Personality < Window_Base

  def initialize
    super(0, 0, 640, 480)
    self.contents = Bitmap.new(width - 32, height - 32)
    refresh
  end

  def refresh
    self.contents.clear
    self.contents.font.color = normal_color
    self.contents.draw_text(224, 0, 120, 32, $game_actors[1].name, 1)
    self.contents.draw_text(224, 0, 150, 32, $game_actors[2].name, 1)
    draw_stat_background(0, 0)
    draw_stat_knowledge(0, 0)
    draw_stat_courage(0, 0)
    draw_stat_diligence(0, 0)
    draw_stat_expression(0, 0)
    draw_stat_understanding(0, 0)
    draw_actor_status(0, 0)
    draw_actor_hp($game_actors[1], 400, 92, 172)
    draw_actor_sp($game_actors[1], 400, 122, 172)
  end
   
end

#==============================================================================
# Scene_Personality
#==============================================================================

class Scene_Personality
 
  def main
    @personality_window = Window_Personality.new
    Graphics.transition
    loop do
      Graphics.update
      Input.update
      update
      break if $scene != self
    end
    Graphics.freeze
    @personality_window.dispose
  end
 
  def update
    @personality_window.update
    if Input.trigger?(Input::B)
      $game_system.se_play($data_system.cancel_se)
      $scene = Scene_Menu.new
    end
  end


end
 


I can't thank you enough asfghdjs ;-;
3
Well, seeing as I copied and pasted some code and didn't indent it afterwards...^^;;

I've updated the script, and cut out bits that I identified as being unnecessary (like using the map as a BG when technically it won't even be visible! :P )

I replaced all my code walls with the condensed versions and updated the terms, but now it's telling me the KNOWLEDGE term on line 53 is uninitialized? I can post the script again if you like.

EDIT: I went ahead and just added the script to this post:
#:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=
#Persona Style Personality Status (P.S.P.S) Module by ShiningRiku
#Version: 1.0
#Type: Status/Menu Addon
#Date v1.0: 6.5.2014
#:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=
#BLAHBLAHBLAHBLAH
#:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=

#==============================================================================
# module Personality
#==============================================================================

module Personality

#::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::
# START Configuration
#::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::
 # basic config, insert variables that determine personality trait levels.
 COURAGE = 12
 KNOWLEDGE = 13
 UNDERSTANDING = 14
 DILIGENCE = 15
 EXPRESSION = 16
 ORDERCHAOS = 17
 GOODEVIL = 18
#::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::
# END Configuration
#::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::
end
#==============================================================================
# Game_System
#==============================================================================

#==============================================================================
# Window_Base
#==============================================================================
class Window_Base
 
 def draw_actor_status(x, y)
   bitmap = RPG::Cache.picture("#{$game_actors[1].character_name}_person", hue)
   src_rect = Rect.new(0, 0, bitmap.width, bitmap.height)
   self.contents.blt(x, y, bitmap, src_rect)
 end
 
 def draw_stat_background(x, y)
   bitmap = RPG::Cache.picture("1PersonBG")
   src_rect= Rect.new(0, 0, bitmap.width, bitmap.height)
   self.contents.blt(x, y, bitmap, src_rect)
 end
 
 def draw_stat_knowledge(x, y)
   if [0,1,2,3,4].include?($game_variables[KNOWLEDGE])
     bitmap = RPG::Cache.picture("Knowledge" + ($game_variables[KNOWLEDGE] + 1).to_s)
     src_rect= Rect.new(0, 0, bitmap.width, bitmap.height)
     self.contents.blt(x, y, bitmap, src_rect)
   end
 end
 
 def draw_stat_courage(x, y)
   if [0,1,2,3,4].include?($game_variables[COURAGE])
     bitmap = RPG::Cache.picture("Courage" + ($game_variables[COURAGE] + 1).to_s)
     src_rect= Rect.new(0, 0, bitmap.width, bitmap.height)
     self.contents.blt(x, y, bitmap, src_rect)
   end
 end
 
 def draw_stat_diligence(x, y)
   if [0,1,2,3,4].include?($game_variables[DILIGENCE])
     bitmap = RPG::Cache.picture("Diligence" + ($game_variables[DILIGENCE] + 1).to_s)
     src_rect= Rect.new(0, 0, bitmap.width, bitmap.height)
     self.contents.blt(x, y, bitmap, src_rect)
   end
 end
 
 def draw_stat_expression(x, y)
   if [0,1,2,3,4].include?($game_variables[EXPRESSION])
     bitmap = RPG::Cache.picture("Expression" + ($game_variables[EXPRESSION] + 1).to_s)
     src_rect= Rect.new(0, 0, bitmap.width, bitmap.height)
     self.contents.blt(x, y, bitmap, src_rect)
   end
 end  
 
 def draw_stat_understanding(x, y)
   if [0,1,2,3,4].include?($game_variables[UNDERSTANDING])
     bitmap = RPG::Cache.picture("Understanding" + ($game_variables[UNDERSTANDING] + 1).to_s)
     src_rect= Rect.new(0, 0, bitmap.width, bitmap.height)
     self.contents.blt(x, y, bitmap, src_rect)
   end
 end
end

#==============================================================================
# Window_Personality
#==============================================================================

class Window_Personality < Window_Base

 def initialize
   super(0, 0, 640, 480)
   self.contents = Bitmap.new(width - 32, height - 32)
   refresh
 end

 def refresh
   self.contents.clear
   self.contents.font.color = normal_color
   self.contents.draw_text(224, 0, 120, 32, $game_actors[1].name, 1)
   self.contents.draw_text(224, 0, 150, 32, $game_actors[2].name, 1)
   draw_stat_background(0, 0)
   draw_stat_knowledge(0, 0)
   draw_stat_courage(0, 0)
   draw_stat_diligence(0, 0)
   draw_stat_expression(0, 0)
   draw_stat_understanding(0, 0)
   draw_actor_status(0, 0)
   draw_actor_hp($game_actors[1], 400, 92, 172)
   draw_actor_sp($game_actors[1], 400, 122, 172)
 end
   
end

#==============================================================================
# Scene_Personality
#==============================================================================

class Scene_Personality
 
 def main
   @personality_window = Window_Personality.new
   Graphics.transition
   loop do
     Graphics.update
     Input.update
     update
     break if $scene != self
   end
   Graphics.freeze
   @personality_window.dispose
 end
 
 def update
   @personality_window.update
   if Input.trigger?(Input::B)
     $game_system.se_play($data_system.cancel_se)
     $scene = Scene_Menu.new
   end
 end


end
 


Yeah, "Uninitialized constant Window_Base::KNOWLEDGE" line 53

Nice thing is it plugs right into the demo, derp. When it works it should show everything.  :^_^':
4
Aha! I had a gut feeling I did something weird with those elsifs. I didn't find any examples of elsif spamming lying around like that so I just rolled with it.

I try to avoid walls of text when I'm typing but it seems that etiquette hasn't carried over to my scripting yet. Thanks for being so quick to reply to me :'D I really appreciate it!
5
I added that too and same error >_>;;

I've created a demo that includes all the graphics if the script theoretically works.

https://www.mediafire.com/?soutyptzewgyr4g

It includes the changes you told me to make, which for some reason still aren't working on my end bleh.
I apologize for the hassle.
6
Hmm, I just put the end at the end of window_base like you said, and it gave me the same error. Lemme try it again in a fresh project just in case it's an incompatibility(which is kinda weird I guess) I'll check back in a moment.

EDIT: Yeah, same error as before, syntax error on the line defining the personality window D:

7
I've been working on a status scene that displays the player's personality traits and their levels, much like the Status screens in Persona 3 and Persona 4. I'm not much of a scripter, honestly so I'm kind of flailing around.

That said, I'll link my script here in this code box:
#:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=
#Persona Style Personality Status (P.S.P.S) Module by ShiningRiku
#Version: 1.0
#Type: Status/Menu Addon
#Date v1.0: 6.5.2014
#:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=
#BLAHBLAHBLAHBLAH
#:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=

#==============================================================================
# module Personality
#==============================================================================

module Personality

#::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::
# START Configuration
#::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::
  # basic config
  COURAGE = 12
  KNOWLEDGE = 13
  UNDERSTANDING = 14
  DILIGENCE = 15
  EXPRESSION = 16
  ORDERCHAOS = 17
  GOODEVIL = 18
#::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::
# END Configuration
#::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::

#==============================================================================
# Game_System
#==============================================================================

#==============================================================================
# Window_Base
#==============================================================================
class Window_Base
 
  def draw_actor_status(x, y)
    bitmap = RPG::Cache.picture("#{$game_actors[1].character_name}_person", hue)
    src_rect = Rect.new(0, 0, bitmap.width, bitmap.height)
    self.contents.blt(x, y, bitmap, src_rect)
  end
 
  def draw_stat_background(x, y)
    bitmap = RPG::Cache.picture("1PersonBG")
    src_rect= Rect.new(0, 0, bitmap.width, bitmap.height)
    self.contents.blt(x, y, bitmap1, src_rect)
  end
 
  def draw_stat_knowledge(x, y)
    if $game_variables[KNOWLEDGE] = 0
    bitmap = RPG::Cache.picture("Knowledge1")
    src_rect= Rect.new(0, 0, bitmap.width, bitmap.height)
    self.contents.blt(x, y, bitmap, src_rect)
    elsif $game_variables[KNOWLEDGE] = 1
    bitmap = RPG::Cache.picture("Knowledge2")
    src_rect= Rect.new(0, 0, bitmap.width, bitmap.height)
    self.contents.blt(x, y, bitmap, src_rect)
    elsif $game_variables[KNOWLEDGE] = 2
    bitmap = RPG::Cache.picture("Knowledge3")
    src_rect= Rect.new(0, 0, bitmap.width, bitmap.height)
    self.contents.blt(x, y, bitmap, src_rect)
    elsif $game_variables[KNOWLEDGE] = 3
    bitmap = RPG::Cache.picture("Knowledge4")
    src_rect= Rect.new(0, 0, bitmap.width, bitmap.height)
    self.contents.blt(x, y, bitmap, src_rect)
    elsif $game_variables[KNOWLEDGE] = 4
    bitmap = RPG::Cache.picture("Knowledge5")
    src_rect= Rect.new(0, 0, bitmap.width, bitmap.height)
    self.contents.blt(x, y, bitmap, src_rect)
  end
 
  def draw_stat_courage(x, y)
    if $game_variables[COURAGE] = 0
    bitmap = RPG::Cache.picture("Courage1")
    src_rect= Rect.new(0, 0, bitmap.width, bitmap.height)
    self.contents.blt(x, y, bitmap, src_rect)
    elsif $game_variables[COURAGE] = 1
    bitmap = RPG::Cache.picture("Courage2")
    src_rect= Rect.new(0, 0, bitmap.width, bitmap.height)
    self.contents.blt(x, y, bitmap, src_rect)
    elsif $game_variables[COURAGE] = 2
    bitmap = RPG::Cache.picture("Courage3")
    src_rect= Rect.new(0, 0, bitmap.width, bitmap.height)
    self.contents.blt(x, y, bitmap, src_rect)
    elsif $game_variables[COURAGE] = 3
    bitmap = RPG::Cache.picture("Courage4")
    src_rect= Rect.new(0, 0, bitmap.width, bitmap.height)
    self.contents.blt(x, y, bitmap, src_rect)
    elsif $game_variables[COURAGE] = 4
    bitmap = RPG::Cache.picture("Courage5")
    src_rect= Rect.new(0, 0, bitmap.width, bitmap.height)
    self.contents.blt(x, y, bitmap, src_rect)
  end
 
  def draw_stat_diligence(x, y)
    if $game_variables[DILIGENCE] = 0
    bitmap = RPG::Cache.picture("Diligence1")
    src_rect= Rect.new(0, 0, bitmap.width, bitmap.height)
    self.contents.blt(x, y, bitmap, src_rect)
    elsif $game_variables[DILIGENCE] = 1
    bitmap = RPG::Cache.picture("Diligence2")
    src_rect= Rect.new(0, 0, bitmap.width, bitmap.height)
    self.contents.blt(x, y, bitmap, src_rect)
    elsif $game_variables[DILIGENCE] = 2
    bitmap = RPG::Cache.picture("Diligence3")
    src_rect= Rect.new(0, 0, bitmap.width, bitmap.height)
    self.contents.blt(x, y, bitmap, src_rect)
    elsif $game_variables[DILIGENCE] = 3
    bitmap = RPG::Cache.picture("Diligence4")
    src_rect= Rect.new(0, 0, bitmap.width, bitmap.height)
    self.contents.blt(x, y, bitmap, src_rect)
    elsif $game_variables[DILIGENCE] = 4
    bitmap = RPG::Cache.picture("Diligence5")
    src_rect= Rect.new(0, 0, bitmap.width, bitmap.height)
    self.contents.blt(x, y, bitmap, src_rect)
  end
 
  def draw_stat_expression(x, y)
    if $game_variables[EXPRESSION] = 0
    bitmap = RPG::Cache.picture("Expression1")
    src_rect= Rect.new(0, 0, bitmap.width, bitmap.height)
    self.contents.blt(x, y, bitmap, src_rect)
    elsif $game_variables[EXPRESSION] = 1
    bitmap = RPG::Cache.picture("Expression2")
    src_rect= Rect.new(0, 0, bitmap.width, bitmap.height)
    self.contents.blt(x, y, bitmap, src_rect)
    elsif $game_variables[EXPRESSION] = 2
    bitmap = RPG::Cache.picture("Expression3")
    src_rect= Rect.new(0, 0, bitmap.width, bitmap.height)
    self.contents.blt(x, y, bitmap, src_rect)
    elsif $game_variables[EXPRESSION] = 3
    bitmap = RPG::Cache.picture("Expression4")
    src_rect= Rect.new(0, 0, bitmap.width, bitmap.height)
    self.contents.blt(x, y, bitmap, src_rect)
    elsif $game_variables[EXPRESSION] = 4
    bitmap = RPG::Cache.picture("Expression5")
    src_rect= Rect.new(0, 0, bitmap.width, bitmap.height)
    self.contents.blt(x, y, bitmap, src_rect)
  end
 
  def draw_stat_understanding(x, y)
    if $game_variables[DILIGENCE] = 0
    bitmap = RPG::Cache.picture("Understanding1")
    src_rect= Rect.new(0, 0, bitmap.width, bitmap.height)
    self.contents.blt(x, y, bitmap, src_rect)
    elsif $game_variables[DILIGENCE] = 1
    bitmap = RPG::Cache.picture("Understanding2")
    src_rect= Rect.new(0, 0, bitmap.width, bitmap.height)
    self.contents.blt(x, y, bitmap, src_rect)
    elsif $game_variables[DILIGENCE] = 2
    bitmap = RPG::Cache.picture("Understanding3")
    src_rect= Rect.new(0, 0, bitmap.width, bitmap.height)
    self.contents.blt(x, y, bitmap, src_rect)
    elsif $game_variables[DILIGENCE] = 3
    bitmap = RPG::Cache.picture("Understanding4")
    src_rect= Rect.new(0, 0, bitmap.width, bitmap.height)
    self.contents.blt(x, y, bitmap, src_rect)
    elsif $game_variables[DILIGENCE] = 4
    bitmap = RPG::Cache.picture("Understanding5")
    src_rect= Rect.new(0, 0, bitmap.width, bitmap.height)
    self.contents.blt(x, y, bitmap, src_rect)
  end

#==============================================================================
# Window_Personality
#==============================================================================

class Window_Personality < Window_Base

  def initialize
    super(0, 0, 640, 480)
    self.contents = Bitmap.new(width - 32, height - 32)
    refresh
  end

  def refresh
    self.contents.clear
    self.contents.font.color = normal_color
    self.contents.draw_text(224, 0, 120, 32, $game_actors[1].name, 1)
    self.contents.draw_text(224, 0, 150, 32, $game_actors[61].name, 1)
    draw_stat_background(0, 0)
    draw_stat_knowledge(0, 0)
    draw_stat_courage(0, 0)
    draw_stat_diligence(0, 0)
    draw_stat_expression(0, 0)
    draw_stat_understanding(0, 0)
    draw_actor_status(0, 0)
    draw_actor_hp($game_actors[1], 400, 92, 172)
    draw_actor_sp($game_actors[1], 400, 122, 172)
  end
   
end

#==============================================================================
# Scene_Personality
#==============================================================================

class Scene_Personality
 
  def main
    @spriteset = Spriteset_Map.new if MAP_BACKGROUND
    @personality_window = Window_Personality.new
    Graphics.transition
    loop do
      Graphics.update
      Input.update
      update
      break if $scene != self
    end
    Graphics.freeze
    @spriteset.dispose if MAP_BACKGROUND
    @personality_window.dispose
  end
 
  def update
    @personality_window.update
    if MAP_BACKGROUND && (Input.trigger?(Input::A) || Input.trigger?(Input::C))
      Graphics.freeze
      $game_system.se_play($data_system.cursor_se)
    end
    if Input.trigger?(Input::B)
      $game_system.se_play($data_system.cancel_se)
      $scene = Scene_Menu.new
    end
  end


end
 


First off, this is a learning experience for me, and as far as working standalone script goes this is my first work. Iunno if it's optimized with the way I'm doing things.

I'm probably missing things and some of the code I'm learning from in Blizzard's scripts, the settings haven't been finalized and cuz of syntax errors I haven't actually gotten it to run ingame yet.

Currently it tells me I have a syntax error on line 171, right where I start defining how the actual window works :C
My work here is roughly the equivalent of a blind person driving a car, so it's pretty...interesting to say in the least!

Idunno what else to add, this is my first time making a script, let alone requesting aid in debugging >_>;;

I can set up a demo with sample graphics since this script is so heavy on pictures if that will help.
8
RMXP Script Database / Re: [XP] Blizz-ABS
April 15, 2014, 10:29:46 pm
This is about the level of difficulty I expected in being able to issue default triggers. Seriously, thank you for listing all the operands. I'm gonna copy this down and put it in my notes so I can access it whenever I need reminders.

Now to practice and make sure I get them working how I want XD
9
RMXP Script Database / Re: [XP] Blizz-ABS
April 15, 2014, 04:07:04 am
Thanks for updating the scripts ^^

Say, I've been wondering about something and I searched pretty thoroughly for it but couldn't find an answer. Is it possible to give allies fixed AI Triggers with script calls yet? Just curious.

I also saw mention of there possibly being an editor for people to give allies default AI triggers? I really like the AI triggers as they make allies a lot smarter than just using the default programming (even though they're pretty dang smart already compared to some games I've played)

I'm wanting to focus more on how the characters themselves act, maybe use the AI triggers to fit their personalities and whatnot instead of making the players themselves have to do all the trigger setup themselves ingame. Nothing wrong with it I've just been wanting some extra room to pre-set things myself a bit  :^_^':
10
RMXP Script Database / Re: [XP] Blizz-ABS
April 12, 2014, 04:00:12 am
No problem! I'm just glad that there was already a script lying around, I was worried this would just add to your scripting workload >_>

Thanks muchly for the updated patch, I've already tested it and no skill crashes.  :haha: I had
a nice battle system set up around it and this way I get to keep it~
11
RMXP Script Database / Re: [XP] Blizz-ABS
April 12, 2014, 12:58:53 am
Nope, order stayed the same. I've backed up my scripts, removed all others to test it and the same error popped up. I DO have the plugin, that's the funny thing. It seems to trigger anytime a skill is used.

I have the scripts in this order, excluding the others I tested (and made no impact whether they were absent or not)
...
Blizz ABS1
Blizz ABS2
Blizz ABS3
Blizz Auto Targeting
Exp in BABS HUD
Critical sounds BABS
Random Action Sprites
Rapid Fire
BABS Secondary weapon
Action Recharge Times
Chaos Rage Limit System
CRLS + BABS Compatibility plugin
Soul Force Combo System
...

I've tested without the BABS extras, with just BABS and CRLS too just to be sure.

Going by Blizzard's script order I'm pretty sure those are all in the proper order, correct me if I'm mistaken lol.

Minus the plugins that didn't work with BABS 2.54, that order worked for me in the past.
12
RMXP Script Database / Re: [XP] Blizz-ABS
April 11, 2014, 10:43:52 pm
Before I post this bug, I'd like to know where you'd prefer me to post bugs in the future for Blizz ABS, either here or the bug/suggestion thread?

That said, I've run into another issue recently. I updated Blizz ABS from 2.84 to 2.86 recently and it seems it's no longer compatible with the Chaos Rage Limit system. It gave me this:
Spoiler: ShowHide


The line it brings up is this bit:
if skill_can_use?(skill.id, forced)


Any idea if that's an easy fix or not? I tried using the forum's search function to see if anything would pop up and it doesn't seem anybody's mentioned recent bugs or incompatibilities, that I could find anyhow :C
I seem to be something of a bug magnet these days but as long as it helps sort out issues I guess that's good.

BTW I checked Blizzard's script order list and I have the CRLS + BABS compatibility patch.
13
Ah, the fix worked, thanks muchly! Really needed the common events in skills for things I've set up.
14
I'm not sure quite yet how to implement this otherwise I'd have added it myself, but would it be easy to add in a feature for Auto-Gameover where that can be attached to a switch?

Let me clarify: Game Switch 8 "Gameover" is set to true (for example) and the game won't immediately end if the player's whole team dies. Set Switch 8 to false and when they die boom, gameover screen.

I've tried using a common event in place of that, but...suffice it to say it is incredibly bad for lag. I figure this would give a little more system flexibility, and it'd certainly help simplify some things for me.

Thanks in advance to anybody that replies

EDIT: I'd also like to add that in Version 2.86 I am unable to open the game menu with F until I've used a basic attack. If I use a skill, that makes me unable to open it until I've attacked again. Dunno if that's just me so it'd be nice if somebody could check and see if that's an issue for them as well.

Skills that have common events also crash the game. Here's a screenshot.
Spoiler: ShowHide
15
RMXP Script Database / Re: [XP] Blizz-ABS
April 25, 2013, 08:22:43 am
Oh my goodness, this is beautiful

Thank you so much KK20 ;v;

I didn't know the skill blocking would need this many lines lol so there's no way I could have made this myself. I think I can handle the rest of my ideas from here, so I really appreciate this c:

('Course I may have to break BABS a couple of times to figure out where to stick the sound command but that's what I do best hurr)
16
RMXP Script Database / Re: [XP] Blizz-ABS
April 24, 2013, 03:52:38 am
I need to change some things in Blizz ABS. I'm decent at editing now but sometimes I have problems finding the lines I need, and the things I wanted to add in are real necessary for a game project I'm working on XD;;

What I was hoping to do was:

Make it so defending affects damage taken from skills like in the default battle system again. I disabled full defend and reconfigured the core battle system itself so the defense rate is dependent on one of the character's stats.

That said, I also would like to know where it checks whether a player (or enemy) is being hit when they are defending so that I may add in a line where it'll play a sound effect.

If somebody could point me in the right direction I believe I can take it from there. Thankies :'>
(I'm posting/asking in the wrong topic aren't I? 8C )
17
Hmm. I have no idea what the problem is, but I've used this tutorial to upgrade one of my projects and got the error: "the specified procedure could not be found"

I'm 99% certain I followed all of the steps, and have tried this in a full project, and then a few times in the same project minus all of its scripts (pretty much a New Project at that point)

Do you have any idea what might cause something like this? o.O
In the meantime I'll fiddle around more. I should probably add this to the bug logger...If only there were more I could offer to give insight into this problem in the first place! Guh!

It literally tells me nothing more than this.
18
Sorry to necropost here...It's just that this script isn't very easy to find, let alone get help with.

I've tried using it in my games and even tested in a new project but it gave me an error:

"Script 'KGC's Battle Cam' line 21: NoMethodError occurred.

Undefined method '[]=' for nil:NilClass"

Am I missing a core script for this to function or something? I checked that line and it says something about importing. I'm no expert scripter but I really have to wonder what I'm missing here, plugins, or brains.  :urgh:

If any extra details are needed I will provide what I can. (BTW I tested both the untranslated and translated versions if that helps any.)

Thanks in advance for reading
19
Sorry for the necroposting, but I was just wondering if it's possible to make edits and add in extra equipment slots on the equip scene?

I've tried adding in extra equipment slots with mixed results. Ideally what I want to do is add in two extra accessory slots. I'm only here asking cuz of my own failed attempts :C

I know my way around the script well enough at this point that I can make the edits myself, but...I think I just need a point in the right direction.

My main reason for not just using, say, Guil's multi slot equipment script is the status update it shows on the left with the HP, evasion, SP boosts and even elemental resistances. It's very in depth.

If it'd be simpler, I'd be happy with just a default equip screen edit with that info but this isn't exactly the right topic for that kinda request now is it :C
Regardless, if anybody's read this, thank you for taking the time to listen and thanks in advance if anybody helps me out!
20
I'm not entirely sure what did it, but it worked!

I really appreciate your help, KK20! :D
Now that I understand these combos much better and figured out how to add actions and stuff, I may as well change the tag on this topic to [resolved].

Thanks again, winkio and KK20! ^^