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Topics - Nath

1
I feel like this should be a common issue, but I haven't been able to find a solution to my specific situation.

Spoiler: ShowHide


In the image above, I have a two tile gap with events that have the graphic of a bridge (from the tileset) set to be partially transparent. When a certain switch is on, they become opaque and (theoretically) should have some method of becoming passable.

(I actually would have expected them to have the passability of the bridge tile, overruling the tiles below it, and need to be made impassable while transparent, but that turns out not to be the case.)

The only way I can think to deal with this is to have no tiles under the bridge events, thus making the spaces passable. Then I'd set the graphics on the default page to be the appropriate tiles for the gap, thus making them impassable, again. Then when the bridge is revealed, it shouldn't have any complications from competing with the map's tiles.

The main issue with this approach is that I would lose the transparent bridge effect, which I really like for this, as a visual cue. The idea here is that there is an illusion hiding the bridge, but I won't get too into the details of all that. :P

I'm hoping there's something embarrassingly simple that I'm missing, or a solution that doesn't require anyone to go to any great effort to help me out. If not, I can always just scratch the transparent idea and deal.

EDIT: Of course, I figured it out myself, right after posting!  :>.<:

My solution is to put the bridge tiles on the map, then set the events to look like a gap, but be slightly transparent. On the second event page, it's just empty, with no graphic, and thus the bridge is literally revealed! I had to mess with the 4-way passability of some tiles to allow walking onto the bridge from the ledge tiles to its sides, but it works!
2
If I were doing all my own sprites, this wouldn't be an issue, but I'm trying to use as much RTP stuff as possible for my current project. It's my first "serious" attempt at making something, and I'm doing it mostly for practice. In future projects, I hope to actually use none of the RTP. It'll be great, maybe!

Anyway, what I'd like to do is take care of something that's been subtly bothering me for the last couple of weeks since I've been working on this. I really feel like characters (the player and NPC's, specifically) should all be about 16 pixels higher, to look like they're standing in the center of the square they're in, rather than at the bottom. I could go and edit every sprite I use, making them shorter, and pushing them upward, but... that would be a ton of work, and it'd likely be easier to make sprites from scratch.

A scripting solution should be possible, I hope... I'm just still not great at this stuff. I imagine it'd have to involve putting a Comment in any events that represent NPC's, so as to avoid offsetting doors and the like. Can anyone help me out with this?

I really should just stop trying to put all these fancy things into my practice project, but... I guess I'm just too nitpicky! <_<;
3
This seems like a topic that is halfway between troubleshooting and a script request, so I wasn't sure where to put it, but here we are. :uhm:

I like this Scrolling Message System Ex script, but not because of it's core functionality. I'd really like to grab these features, which I haven't seen anywhere else:

  • Bold and Italic: Self-explanatory (\b and \i)

  • Face: A small graphic is shown inside the message (\face[file])

  • Name Box: Text is shown in a small window above message (\name[text])

  • Font change: Change the font name or font size (\font[fontname,fontsize])

  • Conditional Text: Show the text if condition is met (\if[etc] or unless[etc])


...especially Name Box and Font Change, but I don't really have any interest in the rest.
(The Scrolling and Letter by Letter features are the most offensive. The other \whatever codes can just be ignored if I don't want to use them.)

I thought to try pulling out the good stuff, myself, but it's a bit more complex than I'm able to handle, at the moment. :^_^':
4
This Events Troubleshooting section seems pretty sparse, but... I have a thing. :P

So here's my situation: I have a place on one map that has a ledge, which can be hopped down from, but not back up onto, as pictured below.

Spoiler: ShowHide


The events shown are set to trigger on Player Touch, and they check for the direction the player is facing, then hop down from the ledge. The lower ones drop 2 squares down, whereas the ones on the right edge drop down one, and right one.

Spoiler: ShowHide


The issue I'm having is that only these circled ones work, because the tile beneath the events are impassable. These ones work perfectly, as intended.

Spoiler: ShowHide


These others do not work, because RMXP expects the player to have to actually walk on top of the tile to trigger it. The player can't actually do that, because the ledge tile doesn't allow walking to and from it's right edge.

Spoiler: ShowHide


Moving the events to the top of the ledge would cause the player to jump as soon as they stand there, rather than having to actually move toward the edge, which is undesirable. My current (and hopefully temporary) fix is to move the events up to the top and have them trigger on the Action Button instead, but this is... suboptimal...

Is there any solution to this that I'm just not clever enough to figure out?
5
So I have this idea that I wish I was able to code, myself, but... I am a total noob, it seems. I'm using a few things from Tons of Addons, and I thought about trying to modify Blizzard's Blue Magic Skill script, but I'm not sure that's the best way, and I am also not nearly skilled enough. I don't think any of my little custom scripts are involved enough to conflict with this idea.

OK, so, what I want to do is have a skill (just one skill, that only one character will have) which, when used on an enemy, will cause the user to learn a new skill based on which enemy was targeted, assuming they don't have it, already. Unlike Blue Magic, it's not a skill that the target enemy actually possesses.

I imagine there would need to be a configuration area that includes a list of learnable skill ID's, each paired with an array of enemy ID's, since there will likely be a bunch of enemies that can "teach" the same skill. Oh, and... probably the ID of the main skill, too.

I hope that's enough info to go on. Thanks to whoever goes to the trouble of helping me out!  :D