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Messages - monkeydash

21
RMXP Script Database / Re: [XP] Passive Augments
January 24, 2011, 06:17:07 pm
OK, cos I did that and it didnt work.

But that may be because of trouble with another script.

Thank you. At least I know that it isnt this one thats playing silly buggers.

Do you have to do this for everything in the database or just the ones you are using?
22
RMXP Script Database / Re: [XP] Passive Augments
January 23, 2011, 05:38:05 pm
I'm having some trouble with this.

How exactly do you add skills such as "Equip Weapon"?
23
RMXP Script Database / Re: [XP] Tons of Add-ons
January 23, 2011, 04:53:41 pm
I edited the item requirement for skills, the multi hit and master thief.

I have an error in Window_EquipItem here on the return line which appeared when I tried to equip an item.

#--------------------------------------------------------------------------
 # * Item Acquisition
 #--------------------------------------------------------------------------
 def item
   return @data[self.index]
 end

The item is a Sniper Rifle, which when equipped should have the actor learn the skill 'Snipe' which requires one sniper rifle ammo to be used.

I also have set up a common event where if the sniper rifle is equipped, the ammo is automatically hotkeyed.

I havnt tested any other items as Im trying to get this one to work before I make others.

EDIT: I tested again and got a different stack error. On the itemskill line.

class Scene_Equip

 alias update_item_ers_later update_item
 def update_item
     itemskill = Xelias.ers_config(@item_window.item)
     if Input.trigger?(Input::C)
      unless (@actor.skill_learn?(itemskill[0]))
       $game_system.se_play($data_system.buzzer_se)
       return

and this in Xelias passive skills on the case line:

module Xelias

  def self.ers_config(item)
   # weapon configuration
   if item.is_a?(RPG::Weapon)
     case item.id
     # START Weapon Configuration
     when 2 then return [100]
     # END Weapon Configuration
     end


Checking over the passive skills instructions again, it says that every weapon needs to be set to a skill, which is probably why the new weapon isnt working as I havnt done that yet...

EDIT: Or maybe not...
24
RMXP Script Database / Re: [XP] Continuous Maps
January 23, 2011, 04:30:40 pm
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?

Thirdly, if I kill the rat myself, its corpse appears on the next map over. Of course this is not entirely desirable.
25
Script Requests / Re: [XP] Continuous map load
January 23, 2011, 03:05:35 pm
Hmm, maybe it is just because I know its there
26
Script Requests / Re: [XP] Continuous map load
January 23, 2011, 02:53:07 pm
I see.

Would there be any way to further reduce the lag? If everythings loaded anyway?
27
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.
28
RMXP Script Database / Re: [XP] Tons of Add-ons
January 23, 2011, 01:24:39 pm
Thanks. I'll have another look at that.

There are TONS of addons so its taking time to get through them all!

EDIT: Had a bit of a look and found it thanks. Did some editing and while testing I got an error with Blizzabs Part 2 saying I had a stacking error. This happened when trying to change equipment. What could this mean?
29
RMXP Script Database / Re: [XP] Sub Menu
January 23, 2011, 01:23:08 pm
Did I? Oh well. Its sorted now
30
RMXP Script Database / Re: [XP] Sub Menu
January 22, 2011, 05:11:58 pm
QuoteNow you messed up the header big time.


This seems like an exaggeration considering all that was wrong was that there was a 't' instead of a 'T'.

Had me panicking.
31
RMXP Script Database / Re: [XP] Sub Menu
January 22, 2011, 04:24:39 pm
But the Key Term has no special size in the template  :???:
32
RMXP Script Database / Re: [XP] Sub Menu
January 22, 2011, 02:16:35 pm
If that's not right, then I don't know what is.
33
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?
34
Tutorial Requests / Re: Enemy death condition
January 21, 2011, 12:13:53 pm
Thanks anyway!
35
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...
36
Resource Requests / Re: Fallout sprites
January 19, 2011, 05:56:20 pm
Nah it's ok. I found some pretty usable tilesets.
Just need the characters to put in them.

Any talented artists who are interested in doing them?
37
Resource Requests / Re: Fallout sprites
January 18, 2011, 06:18:47 pm
I like it!
It's a start anyway. Thanks guy
38
Resource Requests / Re: Fallout sprites
January 18, 2011, 01:17:03 pm
Thanks guys. But I was more hoping for the cartoony type sprites that are usually used for RPGMaker. So they would definately have to be custom jobs.
The realistic style of Fallout wont look right in the cartoony tilesets. :)
39
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
40
RMXP Script Database / Re: [XP] Sub Menu
January 17, 2011, 05:05:06 am
Sorry. Wasnt sure what that was.