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Messages - Seltzer Cole

1
I like that there is gangs and you could choose a life of crime. But what about if you lead a life of good? Do you go to school/college and that effects your job later in life?

I actually had an idea similar to this game at one point. Btw I would love to help out if you need any.
2
Intelligent Debate / Re: Spirituality
March 09, 2014, 01:00:54 am
Quote from: Blizzard on March 03, 2014, 02:02:38 am
I have never heard about any proofs for either side.


Obviously one cannot prove god does not exist. I can think up a million different things and then present some sort of evidence to attempt to prove it is real. There is no 100% "factual proof" of his/her existence however. Just claims which can be argued. Maybe I do not spend enough time explaining things and I type half ass sentences on here, my apologies.

My "proof" I so quickly typed and clicked "Post" without second thought was meant to be the argument of faith. Which in itself is believing with no evidence. I am a person of evidence and facts. Without that, I simply see no need for faith or else I might as well believe in the one eyes monster from planet X.
3
Script Troubleshooting / Re: Death on the map.
March 03, 2014, 01:04:10 am
Quote from: Zexion on March 01, 2014, 11:47:30 pm
Yeah I did, but it didn't work :s The best thing is just to call the gameover scene when only one hp is left. Though, atm, I am trying to figure out how I am going to go about this whole abs situation. My evented one is running into problems with the animations, so I might have to scrap it D:


Your own evented abs? You have a demo?
4
Intelligent Debate / Re: Spirituality
March 03, 2014, 12:58:26 am
Quote from: Blizzard on February 13, 2014, 02:15:11 am
Actually, no, you have no way of proving that god does not exist (as you have no way to prove that he does exist). In order to prove a negative, you first have assume the positive and then find counter examples which counter the initial hypothesis (basic logic, duh). Since god by itself is an undefined and vague mystery, you can't set up a hypothesis about god's existence.

I am a person of evidence and hard facts myself. But that doesn't mean that I can't believe.


I was meaning that I like to remain open minded. I consider both to be true and let the facts stack up. Proof that he does not exist outweighs the proof of his/her existence. Think of it as a scale and facts stack on both sides...which ever weighs more I will believe.
5
Quote from: Zexion on February 13, 2014, 02:06:15 am
No basically that little snip is just adding code to the end of "def update_item" in Scene_Equip.


You know, just yesterday I took every weapon off of me and to my surprise I stayed inflicted with "Spear". I implemented my own fix and things are all good now but I just wanted to let you know.

:P
6
RMXP Script Database / Re: [XP] Item Storage
March 03, 2014, 12:52:55 am
The only issue I have with this script is that if you have 99 of an item and use the "store all"
chest = $game_system.chests(4)
chest.empty_all
then any of that same item you have in the chest gets deleted.

Example: You have 99 potions on you and 50 in the storage box. You choose to "Store All" and it works...except 50 of your potions got deleted.

When you manually store things it stops you from going over, but not storing everything in one go. It also deletes things when you "Take All" as well.

Other than that, awesome script.
7
I downloaded the complex demo back in December and I still love how you evented the title screen. I made my own evented title screen and even though it does not compare to your kingdom heart one...it still owns  :D I highly recommend this to anyone who is interested.
8
Intelligent Debate / Re: What makes an adult?
February 13, 2014, 01:56:26 am
Mental maturity. Enuff said.
9
Intelligent Debate / Re: Spirituality
February 13, 2014, 01:55:07 am
I believe there are things outside of our universes existence that we will never understand, since we are stuck on the inside. Perhaps time does not even exist there but there are things that allow for a universe to blow up and exist. Whatever the case may be, we will never fully understand it.

As for a god or higher being...no I don't believe in such things. I am more of a person that believes in evidence and facts and I have way to many proving god does not exist as opposed to him/her existing.
10
Quote from: Zexion on February 12, 2014, 01:47:34 am
Fixed. Omg, I'm learning o.o


So I got rid of my crappy script and added yours into its own thingy above MAIN and it works lol. Pretty sure I implemented it right or else I wouldn't even be able to attack enemies so thank you! I will give you credit in my game  :P

EDIT : I don't need to call upon this from scene_equip like I asked right? It seems to be working without being called on. Like I said, I am unfamiliar with a lot of scripting stuff.
11
Script Requests / Re: [XP] Character Data Exporter?
February 11, 2014, 10:22:39 pm
Quote from: Redd on February 10, 2014, 07:07:30 pm


Why are you collecting this data? You haven't even specified whether or not you messed around with the values of the parameters or not.
12
Script Troubleshooting / RMXP Weapon States (Any advice?)
February 11, 2014, 10:12:07 pm
I am making an ABS first off. The battles take place on the actual map, not in a zoomed screen. I wanted to add status effects (States) to my weapons. After many attempts, I realized you cannot equip a weapon and it automatically inflict you outside of a battle. Even still, within a battle the affliction only works on enemies, not on a character.

I wrote a script (Probably the crappiest script anyone has ever seen) to fix my issue. It is as follows...

Spoiler: ShowHide
      $game_party.actors[0].remove_state(30)
      $game_party.actors[0].remove_state(31)
      $game_party.actors[0].remove_state(32)
      $game_party.actors[0].remove_state(33)
      # Below is for Spear
      if $game_party.actors[0].weapon_id == 1
      $game_party.actors[0].add_state(30)
    end
      if $game_party.actors[0].weapon_id == 2
      $game_party.actors[0].add_state(30)
    end
      if $game_party.actors[0].weapon_id == 3
      $game_party.actors[0].add_state(30)
    end
      if $game_party.actors[0].weapon_id == 4
      $game_party.actors[0].add_state(30)
    end
      if $game_party.actors[0].weapon_id == 5
      $game_party.actors[0].add_state(30)
    end
      if $game_party.actors[0].weapon_id == 6
      $game_party.actors[0].add_state(30)
    end
      if $game_party.actors[0].weapon_id == 7
      $game_party.actors[0].add_state(30)
    end
      if $game_party.actors[0].weapon_id == 8
      $game_party.actors[0].add_state(30)
    end
      if $game_party.actors[0].weapon_id == 9
      $game_party.actors[0].add_state(30)
    end
      # Below is for knife
      if $game_party.actors[0].weapon_id == 11
      $game_party.actors[0].add_state(31)
    end
      if $game_party.actors[0].weapon_id == 12
      $game_party.actors[0].add_state(31)
    end
      if $game_party.actors[0].weapon_id == 13
      $game_party.actors[0].add_state(31)
    end
      if $game_party.actors[0].weapon_id == 14
      $game_party.actors[0].add_state(31)
    end
      if $game_party.actors[0].weapon_id == 15
      $game_party.actors[0].add_state(31)
    end
      if $game_party.actors[0].weapon_id == 16
      $game_party.actors[0].add_state(31)
    end
      if $game_party.actors[0].weapon_id == 17
      $game_party.actors[0].add_state(31)
    end
      if $game_party.actors[0].weapon_id == 18
      $game_party.actors[0].add_state(31)
    end
      if $game_party.actors[0].weapon_id == 19
      $game_party.actors[0].add_state(31)
    end
      # Below is for club
      if $game_party.actors[0].weapon_id == 21
      $game_party.actors[0].add_state(32)
    end
      if $game_party.actors[0].weapon_id == 22
      $game_party.actors[0].add_state(32)
    end
      if $game_party.actors[0].weapon_id == 23
      $game_party.actors[0].add_state(32)
    end
      if $game_party.actors[0].weapon_id == 24
      $game_party.actors[0].add_state(32)
    end
      if $game_party.actors[0].weapon_id == 25
      $game_party.actors[0].add_state(32)
    end
      if $game_party.actors[0].weapon_id == 26
      $game_party.actors[0].add_state(32)
    end
      if $game_party.actors[0].weapon_id == 27
      $game_party.actors[0].add_state(32)
    end
      if $game_party.actors[0].weapon_id == 28
      $game_party.actors[0].add_state(32)
    end
      if $game_party.actors[0].weapon_id == 29
      $game_party.actors[0].add_state(32)
    end
      # Below is for Creator
      if $game_party.actors[0].weapon_id == 31
      $game_party.actors[0].add_state(33)
    end


A quick explanation... There are 3 weapon types. Spears, Knives and Clubs. There are nine of each type (Meaning 9 spears, 9 knives and 9 clubs). The one at the very end of the code called "Creator" is just something extra I threw in for testing purposes.

I tagged this code into Scene_Equip here...

Spoiler: ShowHide
   # If C button was pressed
    if Input.trigger?(Input::C)
      # Play equip SE
      $game_system.se_play($data_system.equip_se)
      # Get currently selected data on the item window
      item = @item_window.item
      # Change equipment
      @actor.equip(@right_window.index, item == nil ? 0 : item.id)
----------> HERE!!!!!!!!!!!!!! <----------
      # Activate right window
      @right_window.active = true
      @item_window.active = false
      @item_window.index = -1
      # Remake right window and item window contents
      @right_window.refresh
      @item_window.refresh
      return
    end
  end
end


The final product is as follows...

Spoiler: ShowHide
    # If C button was pressed
    if Input.trigger?(Input::C)
      # Play equip SE
      $game_system.se_play($data_system.equip_se)
      # Get currently selected data on the item window
      item = @item_window.item
      # Change equipment
      @actor.equip(@right_window.index, item == nil ? 0 : item.id)
      $game_party.actors[0].remove_state(30)
      $game_party.actors[0].remove_state(31)
      $game_party.actors[0].remove_state(32)
      $game_party.actors[0].remove_state(33)
      # Below is for Spear
      if $game_party.actors[0].weapon_id == 1
      $game_party.actors[0].add_state(30)
    end
      if $game_party.actors[0].weapon_id == 2
      $game_party.actors[0].add_state(30)
    end
      if $game_party.actors[0].weapon_id == 3
      $game_party.actors[0].add_state(30)
    end
      if $game_party.actors[0].weapon_id == 4
      $game_party.actors[0].add_state(30)
    end
      if $game_party.actors[0].weapon_id == 5
      $game_party.actors[0].add_state(30)
    end
      if $game_party.actors[0].weapon_id == 6
      $game_party.actors[0].add_state(30)
    end
      if $game_party.actors[0].weapon_id == 7
      $game_party.actors[0].add_state(30)
    end
      if $game_party.actors[0].weapon_id == 8
      $game_party.actors[0].add_state(30)
    end
      if $game_party.actors[0].weapon_id == 9
      $game_party.actors[0].add_state(30)
    end
      # Below is for knife
      if $game_party.actors[0].weapon_id == 11
      $game_party.actors[0].add_state(31)
    end
      if $game_party.actors[0].weapon_id == 12
      $game_party.actors[0].add_state(31)
    end
      if $game_party.actors[0].weapon_id == 13
      $game_party.actors[0].add_state(31)
    end
      if $game_party.actors[0].weapon_id == 14
      $game_party.actors[0].add_state(31)
    end
      if $game_party.actors[0].weapon_id == 15
      $game_party.actors[0].add_state(31)
    end
      if $game_party.actors[0].weapon_id == 16
      $game_party.actors[0].add_state(31)
    end
      if $game_party.actors[0].weapon_id == 17
      $game_party.actors[0].add_state(31)
    end
      if $game_party.actors[0].weapon_id == 18
      $game_party.actors[0].add_state(31)
    end
      if $game_party.actors[0].weapon_id == 19
      $game_party.actors[0].add_state(31)
    end
      # Below is for club
      if $game_party.actors[0].weapon_id == 21
      $game_party.actors[0].add_state(32)
    end
      if $game_party.actors[0].weapon_id == 22
      $game_party.actors[0].add_state(32)
    end
      if $game_party.actors[0].weapon_id == 23
      $game_party.actors[0].add_state(32)
    end
      if $game_party.actors[0].weapon_id == 24
      $game_party.actors[0].add_state(32)
    end
      if $game_party.actors[0].weapon_id == 25
      $game_party.actors[0].add_state(32)
    end
      if $game_party.actors[0].weapon_id == 26
      $game_party.actors[0].add_state(32)
    end
      if $game_party.actors[0].weapon_id == 27
      $game_party.actors[0].add_state(32)
    end
      if $game_party.actors[0].weapon_id == 28
      $game_party.actors[0].add_state(32)
    end
      if $game_party.actors[0].weapon_id == 29
      $game_party.actors[0].add_state(32)
    end
      # Below is for Creator
      if $game_party.actors[0].weapon_id == 31
      $game_party.actors[0].add_state(33)
    end
      # Activate right window
      @right_window.active = true
      @item_window.active = false
      @item_window.index = -1
      # Remake right window and item window contents
      @right_window.refresh
      @item_window.refresh
      return
    end
  end
end


When I enter my game now, I can equip any weapon and become afflicted with whatever I want. I control what the status effect does from a common event.

My problem is that I originally wanted this script in its own window above MAIN, so that it can be called upon from Scene_Equip instead of a huge amount of crappy code tagged in there lol. I have no clue how to go about that as I am a complete newb to scripting. Making even what I have was a miracle enough. If anyone can write it better that would be much appreciated and perhaps find a way for me to call upon it from within Scene_Equip so that it can run from its own script page.

Side note : There is only one character in the game. So I never needed to add multiple character IDs. That is why it only applies to if $game_party.actors[0]

Thanks for looking into my newb script troubles.
13
Express your Creativity / Re: Intro Theme for RPG
December 19, 2013, 10:14:27 am
Quote from: Shek on December 10, 2013, 07:57:42 pm
I've been too lazy to get all my music stuff set up for my new computer, so right now I'm just futzing around and making everything in Reason 5.0

If I search hard enough and find my DVDs of EWSQL Symphonic Orchestra Gold Edition, I'll be using that combined with Sonar. (those sounds are awesome).

Until then, crappy Reason sounds all the way!

For example, this Choir sound sucks, it's clipping on high notes, no matter how I equalize it I can hear distortion and it's ticking me off.


I will have to check those programs out. I use anvil studios simply because I like the old sound of crappy snes/nes midi's. Using anything better than a midi feels like the game is to far ahead of its time on the music and not far enough on the graphics. Like an in between of SNES and PS1. I create my own graphics anyway and using anything better than a midi would put my graphics to crap lol.
14
Resources / Re: Hand drawn
December 19, 2013, 10:06:38 am
Quote from: Kiwa on December 17, 2013, 10:56:13 am
That looks really good actually...thanks shek lol.

ive already moded the game sprites to fit some of my needs after i felt this failed.
but you made it look real nice.

I give it to anyone to use. lol.

perhaps i'll use it later.. idk yet. im a wishy washy person at times :P


Keep us updated. I want to see more!

:)
15
Troubleshooting / Help / Re: Menu Is Closing
December 10, 2013, 06:48:58 pm
Quote from: KK20 on December 10, 2013, 01:02:10 pm
Replace the section with this
Spoiler: ShowHide

     # If effect scope is an ally
     if @item.scope >= 3
       # Activate target window
       @item_window.active = true
       @target_window.x = (@item_window.index + 1) % 2 * 304
    #   @target_window.visible = true
    #   @target_window.active = true
       # Set cursor position to effect scope (single / all)
       if @item.scope == 4 || @item.scope == 6
         @target_window.index = -1
       else
         @target_window.index = 0
       end
       
       
     # If items are used up
     if $game_party.item_number(@item.id) == 0
       # Play buzzer SE
       $game_system.se_play($data_system.buzzer_se)
       return
     end
     # If target is all
     if @target_window.index == -1
       # Apply item effects to entire party
       used = false
       for i in $game_party.actors
         used |= i.item_effect(@item)
       end
     end
     # If single target
     if @target_window.index >= 0
       # Apply item use effects to target actor
       target = $game_party.actors[@target_window.index]
       used = target.item_effect(@item)
     end
     # If an item was used
     if used
       # Play item use SE
       $game_system.se_play(@item.menu_se)
       # If consumable
       if @item.consumable
         # Decrease used items by 1
         $game_party.lose_item(@item.id, 1)
         # Redraw item window item
         @item_window.draw_item(@item_window.index)
       end
       # Remake target window contents
       @target_window.refresh
       # If all party members are dead
       if $game_party.all_dead?
         # Switch to game over screen
         $scene = Scene_Gameover.new
         return
       end
       # If common event ID is valid
       if @item.common_event_id > 0
         # Common event call reservation
         $game_temp.common_event_id = @item.common_event_id
         # Switch to map screen
         $scene = Scene_Map.new
         return
       end
     end
     # If item wasn't used
     unless used
       # Play buzzer SE
       $game_system.se_play($data_system.buzzer_se)
     end
     return
     
     
     
     # If effect scope is other than an ally
     else



Works flawlessly! I was all  :wacko: but now I am  :-*

;) lmao THANK YOU!

Quote from: gameus on December 09, 2013, 07:55:11 pm
You do know you can store an Actor's HP in a variable right?

Spoiler: ShowHide



Yeah I know that, but the issue was when you used an item it always wanted a "Scope" which would pop a window up in game, asking who to use the item on. I just wanted it to automatically use any selected item on you instead of asking who to use it on (You have no teammates in my game). But KK20 fixed the issue for me.
16
Express your Creativity / Re: Intro Theme for RPG
December 10, 2013, 06:42:15 pm
Quote from: Shek on December 10, 2013, 03:49:46 am
Updated this piece A LOT.


I didn't think you could get better than that first song by much...but your second draft tops it pretty hard. I applaud. What program are you using if you don't mind sharing?
17
Troubleshooting / Help / Re: Menu Is Closing
December 09, 2013, 07:32:49 pm
Quote from: KK20 on December 09, 2013, 04:36:18 pm
Honestly, at this point, you really are better off just requesting a custom item scene. This is getting obscenely messy and confusing. I had to read your last post more than twice to understand it.


I'm sorry. Sometimes I ramble a bit.   :^_^':

Put simply, when you use an item from the inventory (The one the game comes with) and it displays which character you wish to use the item on (Depending on the Scope you chose), is there a way to bypass this and have it automatically use the item on the main character instead of asking you who to use the item on (I have tried every scope and none of them automatically use the item). Doesn't matter what the item is or does (Could be a healing item for all I care).

With leaving Scope blank, I will not be able to assign it a "State Change" therefore not allowing my variable within my common event to know which item I am trying to use since the inventory menu has closed (Unless of course I make a common event for every item in the game).

If a custom item scene is what I need to request, I may just do that. But thank you for all your help!

Looks like the issue may be fixed in here,
Spoiler: ShowHide
# If effect scope is an ally
     if @item.scope >= 3
       # Activate target window
       @item_window.active = false
       @target_window.x = (@item_window.index + 1) % 2 * 304
       @target_window.visible = true
       @target_window.active = true
       # Set cursor position to effect scope (single / all)
       if @item.scope == 4 || @item.scope == 6
         @target_window.index = -1
       else
         @target_window.index = 0
       end
     # If effect scope is other than an ally
     else
       # If command event ID is valid
       if @item.common_event_id > 0
         # Command event call reservation
         $game_temp.common_event_id = @item.common_event_id
         # Play item use SE
         $game_system.se_play(@item.menu_se)
         # If consumable
         if @item.consumable
           # Decrease used items by 1
           $game_party.lose_item(@item.id, 1)
           # Draw item window item
           @item_window.draw_item(@item_window.index)
         end

But I don't know if it would be wise for me to go editing this without someones help...lol. I did set @target_window.visible = true to false so the window will not pop up but I still have to hit enter again to use the item.
18
Troubleshooting / Help / Re: Menu Is Closing
December 09, 2013, 04:10:35 pm
So I made a common events that can be called upon for your 2 hotkeys. The problem is setting the hotkeys. When I open my inventory and use an item, it of course closes and then calls the common event, works for me. The issue is letting the game know which item you just clicked so that the common event can set its variable to a specific digit which would indicate the item. I don't want to have 30 different common events for each and every item. Just use 1.

I tried giving the items different "states" so when you use the item it inflicts you, and then I can just check which infliction you have and that would tell me the item you selected...then it could assign you the hotkey of your preference.

The problem is that the only way to inflict someone is to use the item and then select your character. Is there a way to bypass selecting yourself? Like when you use an item for healing lets say, it makes you choose a "Scope" and I tried making BS State Changes so that I could check that to see the item you used. I want for when you use an item it auto state changes you to whatever I have it set to without even giving you the option of choosing a character to use the item on. Sounds like a simple fix but I have no scripting knowledge =\
19
Downloading complex demo...

Going to give this a try. Looks interesting.
20
Event Systems / Re: Event Title Screen
December 09, 2013, 10:32:53 am
Broken link to your demo.