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Topics - monkeydash

1
Tutorial Requests / Enemies Not Aggressive Enough
January 13, 2012, 10:41:18 am
My characters enemies just don't seem all that bothered about the hero.

A rat running around in a back alley ignores him for a while before going for him.
A Guard won't attack unless you go for him first even though he is set to be an enemy and the Passive button in Blizzabs is clear.

Have I missed something? (The answer probably is yes)
2
Tutorials / Changing an event name
January 12, 2012, 02:33:02 pm
I'm trying to do something quite simple. (At least I thought it would be)

I have a Border Guard who won't let you through a gate unless you have a pass.
I want it so that if you try and make a run for the gate without a pass he becomes an enemy and attacks you.

I have tried creating an event triggered by actor touch that changes a switch. The switch should then make the Border Guard become an enemy. I was trying to do this by having the Border Guards name change from 'Border Guard' to 'Border Guard \e[6] \g[18]'.

I don't think I have the correct script code to change the name though as it doesn't seem to be working. I put in this:

$game_map.rename_event (008, 'Town Border Guard \e[6]\g[18]')
3
Script Troubleshooting / Stack Error
January 25, 2011, 05:53:18 pm
I've been getting a stack error while testing my game. It happens when I try to change equipment.
Im using a number of XP scripts.

I'm wondering what would cause this and how I can fix it. If I at least knew the cause I might be able to figure out how to sort it out.

I've been searching forums for clues, but not much has come up. It says something about pressing F12 causing it, but I've never done that.

I also found this. But I'm not sure if it applies.

QuoteMy Game Has a "Stack too Deep" Error!
This is a bug in RGSS and when a script uses 'alias' in certain situations and the user restarts a game via F12. You can't fix RGSS but you can correct the issue in the scripts. In all scripts you included in your game (the default scripts don't have this issue as they never use alias) and find all lines that are an alias. It should look something like

alias new_function_name old_function_name

Add the following to the end:

unless $@

So the line looks like

alias new_function_name old_function_name unless $@

Then F12 will no longer cause "Stack too Deep" errors!
4
Script Requests / [XP] Continuous map load
January 23, 2011, 01:41:02 pm
I'm using Blizzards Continuous Maps. This request is more for an add on than a complete script I guess.

When using the script I noticed that it works best if all connected maps have the same tileset, else you get odd squares appearing on the maps you arent directly on.

So each of my connected maps uses the same tileset to avoid the odd look. But, annoyingly whenever you go between maps there is some amount of lag while it reloads the tileset.

Would it be possible in some way to have the tileset preloaded so it neednt reload the same thing over and over?

The trick here would also be that non connected maps use different tilesets, so it cant be loaded the entire time.
5
Im using Blizz Continuous Maps with BlizzABS.

I have a map where there is a rat. Two maps over (connected) there is a guardsman on patrol.
They both have default detection range of 5 squares set, but for some reason the guard keeps running over two maps to kill the rat and then starts patrolling where he finishes up.

Firstly is there a way to stop this?
If the rat happened to wander over to him he can kill it, (that's what he is there for) but I dont want him going looking for it. I dont understand how he can see a rat 90 squares away with just a 5 square detection range. Hearing range is 40%. Maybe that has something to do with it?

Secondly, if he does wander off, is there a way to make him go back to where he is meant to be?

Anyone have any ideas?
6
Tutorial Requests / Enemy death condition
January 21, 2011, 10:32:39 am
Sorry if this has an obvious answer that I've overlooked, but I am trying to figure something out.

I'm using Blizzabs, so obviously all of the battles are taking place in real time on screen. I'm making a traning mission in which your coach tells you to go kill a specific rat then come back to him.

There doesnt seem to be a condition to say something like 'If this event is dead then...'
Will this be a script thing or am I just missing something?

EDIT: Having just posted this, I seem to remember reading that a dead battlers events will play out on death...
7
Resource Requests / Fallout sprites
January 17, 2011, 04:45:19 pm
Hi. These dont seem to exist. In the meantime I have looked for things like zombies and ogres that could fill the need, but nothing looks quite right. So if there is anyone who is looking for a project some fallout characters would be great.
Some specific things in rough order of importance:

Super Mutant (variants: Master, Mariposa, Behemoth)
Spoiler: ShowHide

Ghouls and Glowing Ones (a number of variants for males and females)
Spoiler: ShowHide

Feral Ghouls
Spoiler: ShowHide

Feral Glowing Ones
Spoiler: ShowHide

Brotherhood of Steel
Spoiler: ShowHide

Bloatfly
Spoiler: ShowHide

Mirelurk/ Mirelurk King
Spoiler: ShowHide

Deathclaw
Spoiler: ShowHide

Mr Handy
Spoiler: ShowHide

Mr Gutsy
Spoiler: ShowHide

Sentry Bot
Spoiler: ShowHide

Protectron
Spoiler: ShowHide

Nightkin
Spoiler: ShowHide

Molerat
Spoiler: ShowHide

Catfish Mirelurk
Spoiler: ShowHide

Radroach
Enclave Member
8
RMXP Script Database / [XP] Sub Menu
January 16, 2011, 03:48:40 pm
Sub Menu
Authors: Monkeydashunderscore
Version: 1.0
Type: Menu
Key Term: Custom Menu System



Introduction

Creates a SubMenu to tidy up your main one if you are using a lot of scripts and add ons.


Features


  • One SubMenu




Screenshots

N/A Looks just like a regular menu. I'm sure you can edit it to make it snazzy though.


Demo

None Required


Script


Spoiler: ShowHide

#==================================
#
#Monkeydashunderscore's SubMenu
#
#If you have a lot of add ons and your main menu is getting crowded, then this
#is what you need.
#
#This is currently set up to work with
#
#Quest log and Achievements by game_guy
#Passive Augments by Xelias
#Books by Forever Zero
#
#So if you have those installed then you are nearly done.
#=================
#Config instructions below.
#
#FIRST go to Scene_Menu (THIS SECTION TAKEN FROM BLIZZARDS TRICKS)
#
#    Find where it says:
#
#    s1 = $data_system.words.item
#    s2 = $data_system.words.skill
#    s3 = $data_system.words.equip
#    s4 = "Status"
#    s5 = "Save"
#    s6 = "End Game"
#    @command_window = Window_Command.new(160, [s1, s2, s3, s4, s5, s6])
#
#    EDIT this so it looks like this:
#
#    s1 = $data_system.words.item
#    s2 = $data_system.words.skill
#    s3 = $data_system.words.equip
#    s4 = "Status"
#    s5 = "NEW_OPTION"
#    s6 = "Save"
#    s7 = "End Game"
#    @command_window = Window_Command.new(160, [s1, s2, s3, s4, s5, s6, s7])
#
#    See the added option and the 's7' in the brackets at the end.
#    Change NEW_OPTION to the name of what you want your Submenu to be for
#    example "Info".
#
#   Now find:
#
#   when 4  # save
#        if $game_system.save_disabled
#          $game_system.se_play($data_system.buzzer_se)
#          return
#        end
#        $game_system.se_play($data_system.decision_se)
#        $scene = Scene_Save.new
#      when 5  # end game
#        $game_system.se_play($data_system.decision_se)
#        $scene = Scene_End.new
#      end
#
#    CHANGE it to:
#
#   when 4  # SubMenu
#        $game_system.se_play($data_system.decision_se)
#        $scene = Scene_SubMenu.new
#      when 5  # save
#        if $game_system.save_disabled
#          $game_system.se_play($data_system.buzzer_se)
#          return
#        end
#        $game_system.se_play($data_system.decision_se)
#        $scene = Scene_Save.new
#      when 6  # end game
#        $game_system.se_play($data_system.decision_se)
#        $scene = Scene_End.new
#      end
#
#      THIS ADDS THE SUBMENU TO THE MAIN MENU
#===================
#      USING THE SAME PRINCIPLE EDIT THIS SUBMENU SCRIPT TO ADD ANY OTHER SCRIPTS
#
#      IN YOUR OTHER SCRIPTS FIND A LINE THAT IS SOMETHING LIKE
#
#     $scene = Scene_Menu.new
#
#    OR
#
#    $scene = Scene_Map.new
#
#   CHANGE IT TO
#
#    $scene = Scene_SubMenu.new
#
#   THEN FIND THE CLASS NAME OF THE OTHER SCRIPT SO YOU KNOW WHAT TO ADD TO THIS.
#
#===================================


class Scene_SubMenu

 def initialize(menu_index = 0)
   @menu_index = menu_index
   end

 def main
 
   s1 = "Quests"
   s2 = "Notes"
   s3 = "Perks"
   s4 = "Achievements"
 
   @command_window = Window_Command.new(160, [s1, s2, s3, s4])
   @command_window.index = @menu_index
 
     # Make status window
   @status_window = Window_MenuStatus.new
   @status_window.x = 160
   @status_window.y = 0
   
   Graphics.transition
loop do
 Graphics.update
 Input.update
 update

 if $scene != self
   break
 end
end


Graphics.freeze
 @command_window.dispose
 @status_window.dispose
end
 
def update
 @command_window.update
 @status_window.update

 if @command_window.active
   update_command
   return
 end

 if @status_window.active
   update_status
   return
 end
end

def update_command
 if Input.trigger?(Input::B)
   $game_system.se_play($data_system.cancel_se)
   $scene = Scene_Menu.new
   return
 end
 
if Input.trigger?(Input::C)
 if $game_party.actors.size == 0 and @command_window.index < 4
   $game_system.se_play($data_system.buzzer_se)
   return
 end
 case @command_window.index
 when 0
 $game_system.se_play($data_system.decision_se)
 $scene = Scene_Quest.new

  when 1
 $game_system.se_play($data_system.decision_se)
 $scene = Scene_Book.new

 when 2
 $game_system.se_play($data_system.decision_se)
 $scene = Scene_Passive.new

 when 3
 $game_system.se_play($data_system.decision_se)
 $scene = Scene_Achievements.new

 end
   return
 end
end

def update_status
   # If B button was pressed
   if Input.trigger?(Input::B)
     # Play cancel SE
     $game_system.se_play($data_system.cancel_se)
     # Make command window active
     @command_window.active = true
     @status_window.active = false
     @status_window.index = -1
     return
   end
 end
 end



Instructions

In the Script


Compatibility

Should work with anything. Though if you have a script that affects your Main Menu, you may need to edit that instead of Scene_Menu


Credits and Thanks


  • Monkeydashunderscore

  • Blizzard



9
Tutorials / Sub Menu Help
January 15, 2011, 10:56:30 am
Hi. I'm attempting to script a sub menu so that I don't clutter up the main one.

I followed the tutorial on the site, but now I am getting a syntaxerror on line 14. I've looked over the tutorial again and it doesnt explain what could be wrong.

Can anyone help? I'm sure it must be something simple. (For you guys)

Spoiler: ShowHide
class Scene_SubMenu
 
  def initialize(menu_index = 0)
    @menu_index = menu_index
    end
 
  def main
   
    s1 = Quests
    s2 = Notes
    s3 = Achievements
   
    @command_window = Window_Command.new(160, [s1, s2, s3]
    @command_window.index = @menu_index
   
    Graphics.transition
loop do
  Graphics.update
  Input.update
  update
 
  if $scene != self
    break
  end
end

@playtime_window = Window_PlayTime.new
@playtime_window.x = #Set the x co-ordinates of where the playtime window will appear
@playtime_window.y = #Set the playtime window's y co-ords
@steps_window = Window_Steps.new
@steps_window.x = #The x co-ords of the steps window
@steps_window.y = #The steps window's y co-ords
@gold_window = Window_Gold.new
@gold_window.x = #The x of the gold window
@gold_window.y = #The y of the gold window
@status_window = Window_MenuStatus.new
@status_window.x = #The x of the menustatus window
@status_window.y = #The y of the menustatus window

Graphics.freeze
  @command_window.dispose
  @playtime_window.dispose
  @steps_window.dispose
  @gold_window.dispose
  @status_window.dispose
end
   
def update
  @command_window.update
  @playtime_window.update
  @steps_window.update
  @gold_window.update
  @status_window.update
 
  if @command_window.active
    update_command
    return
  end
 
  if @status_window.active
    update_status
    return
  end
end

def update_command
  if Input.trigger?(Input::B)
    $game_system.se_play($data_system.cancel_se)
    $scene = Scene_Menu.new
    return
  end
 
  when 0
  $game_system.se_play($data_system.decision_se)
  $scene = Scene_Quest.new
 
   when 1
  $game_system.se_play($data_system.decision_se)
  $scene = Scene_Book.new
 
  when 2
  $game_system.se_play($data_system.decision_se)
  $scene = Scene_Achievements.new
 
  end
    return
  end
end
end
10
Tutorials / Beginners Trouble
January 06, 2011, 10:32:25 am
Hi. I have only just started using Rpg Maker XP with Blizz ABS.
I'm having a few teething problems. Seems like everything I try to do goes wrong at some stage and is normally down to something simple.

I've been searching the site threads and reading and re-reading the manual, but its been difficult to find answers.

My problem at the moment is that for the game opening, I have had my player character speak to a doctor as an introduction.
After the intro, I would like the Doctor to no longer say the intro things, but something else like 'good to see you'. Ill change it later, but for now it will be a placeholder.
The intro works fine, but once that is done, the doctor does not do what I want him to.

To try and fix this I had a switch turn off at the end of the intro, which makes the doctor disappear and an identical one appear in its place which has different events. But he wont respond when I press enter.