Quote from: Cid on July 26, 2009, 02:38:49 am
Ah, that seems to have done the trick. Thanks.
So, problem solved? No other errors? I'm glad!
Thanks again, Fantasist. Couldn't have done it without you!
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Quote from: Cid on July 26, 2009, 02:38:49 am
Ah, that seems to have done the trick. Thanks.
Quote from: Fantasist on July 25, 2009, 07:21:34 am
Also, you could try putting this script above Minkoff's animated battlers. If Mink's script aliases the methods involved, it will probably work, but if the methods are written, you'll have to tweak the script.
Quote from: Cid on July 24, 2009, 12:19:19 pm
That hasn't solved either problem.
By "use item" and "struck" I mean the animations used in Minkoff's Animated Battlers, not animations from the database. When a character uses an item their battle sprite will animate, and the same goes for when they're hit by an attack. But neither work with this script. Their sprites just remain static.
All the other MAB animations are working fine, so it's just these two.
Quote from: Cid on July 24, 2009, 08:10:37 am
Ah, one small problem. Can I disable this for items? I'm using Minkoff's Animated Battlers, and this script is overriding the "item use" animation.
edit: actually, it's also blocking the "struck" animation for some reason.
module Seox
# DON'T TOUCH THIS!
NORMAL_ANIMATION_WEAPONS = []
NORMAL_ANIMATION_ENEMIES = []
NORMAL_ANIMATION_SKILLS = []
# DON'T TOUCH ANYTHING ABOVE THIS!
#--------------------------------------------------------------------------
# * BEGIN CONFIGURATION
#--------------------------------------------------------------------------
# Pretty easy. Firstly, anything that
# you put in here will NOT animate instantly. Anything else will, automatically.
# Actor attacks are decided by the weapon, enemy attacks are based on the enemy.
# Skills are the same for both actors and enemies.
# Put the ID of weapons which DO NOT HAVE INSTANT ANIMATIONS inside of the
# brackets, like this: NORMAL_ANIMATION_WEAPONS = [1, 15, 67], seperating
# multiple entries with commas.
NORMAL_ANIMATION_WEAPONS = [1]
# Put the ID of enemies which DO NOT HAVE INSTANT ANIMATIONS inside of the
# brackets, like this: NORMAL_ANIMATION_enemies = [1, 15, 67], seperating
# multiple entries with commas.
NORMAL_ANIMATION_ENEMIES = []
# Put the ID of skills which DO NOT HAVE INSTANT ANIMATIONS inside of the
# brackets, like this: NORMAL_ANIMATION_SKILLS = [1, 15, 67], seperating
# multiple entries with commas.
NORMAL_ANIMATION_SKILLS = []
#--------------------------------------------------------------------------
# * END CONFIGURATION
#--------------------------------------------------------------------------
end
class Scene_Battle
#--------------------------------------------------------------------------
# * Frame Update (main phase step 3 : animation for action performer)
#--------------------------------------------------------------------------
def update_phase4_step3
@skip = false
# Animation for action performer (if ID is 0, then white flash)
if @active_battler.current_action.kind == 0
if @active_battler.is_a?(Game_Actor)
if !Seox::NORMAL_ANIMATION_WEAPONS.include?(@active_battler.weapon_id)
@skip = true
end
else
if !Seox::NORMAL_ANIMATION_ENEMIES.include?(@active_battler.id)
@skip = true
end
end
elsif @active_battler.current_action.kind == 1
if (!Seox::NORMAL_ANIMATION_SKILLS.include?(@active_battler.current_action.skill_id))
@skip = true
end
end
if !@skip
if @animation1_id == 0
@active_battler.white_flash = true
else
@active_battler.animation_id = @animation1_id
@active_battler.animation_hit = true
end
else
if @animation1_id == 0
@active_battler.white_flash = true
else
@active_battler.animation_id = @animation1_id
@active_battler.animation_hit = true
end
for target in @target_battlers
target.animation_id = @animation2_id
target.animation_hit = (target.damage != "Miss")
end
end
# Shift to step 4
@phase4_step = 4
end
#--------------------------------------------------------------------------
# * Frame Update (main phase step 4 : animation for target)
#--------------------------------------------------------------------------
def update_phase4_step4
# Animation for target
if !@skip
for target in @target_battlers
target.animation_id = @animation2_id
target.animation_hit = (target.damage != "Miss")
end
end
# Animation has at least 8 frames, regardless of its length
@wait_count = 8
# Shift to step 5
@phase4_step = 5
end
end
module Seox
# DON'T TOUCH THIS!
INSTANT_ANIMATION_WEAPONS = []
INSTANT_ANIMATION_ENEMIES = []
INSTANT_ANIMATION_SKILLS = []
# DON'T TOUCH ANYTHING ABOVE THIS!
#--------------------------------------------------------------------------
# * BEGIN CONFIGURATION
#--------------------------------------------------------------------------
# Pretty easy. Firstly, know that the names are very misleading. Anything that
# you put in here will NOT animate instantly. Anything else will, automatically.
# Actor attacks are decided by the weapon, enemy attacks are based on the enemy.
# Skills are the same for both.
# Put the ID of weapons which DO NOT HAVE INSTANT ANIMATIONS inside of the
# brackets, like this: INSTANT_ANIMATION_WEAPONS = [1, 15, 67], seperating
# multiple entries with commas.
INSTANT_ANIMATION_WEAPONS = []
# Put the ID of enemies which DO NOT HAVE INSTANT ANIMATIONS inside of the
# brackets, like this: INSTANT_ANIMATION_enemies = [1, 15, 67], seperating
# multiple entries with commas.
INSTANT_ANIMATION_ENEMIES = []
# Put the ID of skills which DO NOT HAVE INSTANT ANIMATIONS inside of the
# brackets, like this: INSTANT_ANIMATION_SKILLS = [1, 15, 67], seperating
# multiple entries with commas.
INSTANT_ANIMATION_SKILLS = []
#--------------------------------------------------------------------------
# * END CONFIGURATION
#--------------------------------------------------------------------------
end
class Scene_Battle
#--------------------------------------------------------------------------
# * Frame Update (main phase step 3 : animation for action performer)
#--------------------------------------------------------------------------
def update_phase4_step3
# Animation for action performer (if ID is 0, then white flash)
if @active_battler.current_action.kind == 0
if @active_battler.is_a?(Game_Actor)
if !Seox::INSTANT_ANIMATION_WEAPONS.include?(@active_battler.weapon_id)
@skip = true
end
else
if !Seox::INSTANT_ANIMATION_ENEMIES.include?(@active_battler.id)
@skip = true
end
end
elsif @active_battler.current_action.kind == 1
if (!Seox::INSTANT_ANIMATION_SKILLS.include?(@active_battler.current_action.skill_id))
@skip = true
end
end
if !@skip
if @animation1_id == 0
@active_battler.white_flash = true
else
@active_battler.animation_id = @animation1_id
@active_battler.animation_hit = true
end
else
if @animation1_id == 0
@active_battler.white_flash = true
else
@active_battler.animation_id = @animation1_id
@active_battler.animation_hit = true
end
for target in @target_battlers
target.animation_id = @animation2_id
target.animation_hit = (target.damage != "Miss")
end
end
# Shift to step 4
@phase4_step = 4
end
#--------------------------------------------------------------------------
# * Frame Update (main phase step 4 : animation for target)
#--------------------------------------------------------------------------
def update_phase4_step4
# Animation for target
if !@skip
for target in @target_battlers
target.animation_id = @animation2_id
target.animation_hit = (target.damage != "Miss")
end
end
# Animation has at least 8 frames, regardless of its length
@wait_count = 8
# Shift to step 5
@phase4_step = 5
end
end
Quote from: Pyhankoski on July 16, 2009, 03:32:10 am
Powers/levels up (one up something eh,)
Thank you Blizzard. You´re a scripting god!
Quote from: Longfellow on July 15, 2009, 11:09:52 pmQuote from: Seox on July 15, 2009, 09:44:59 pm
It's July. That's past april. My computer is still on, and noone is dead. I thought the cunt licker virus was supposed to do something more? What gives? Anyone have news on it?Quote from: Longfellow on April 05, 2009, 11:20:25 pm
Check the first link on my link. Explains.
And I don't think that it's point matters: 10 million computers can DoS the world. That's enough power to force world super powers to bow to your will.
It's also enough power to download a shitload of porn.
The only reason that your computer would crash would be if a) You were infected and b) The controllers hit the kill switch.
Right now, Conficker-E is pretty much just a botnet, though noone can tell for sure what it's doing, since they've yet to crack the current obfuscation technique.
Quote from: Longfellow on April 05, 2009, 11:20:25 pm
Check the first link on my link. Explains.
And I don't think that it's point matters: 10 million computers can DoS the world. That's enough power to force world super powers to bow to your will.
Quote from: Blizzard on July 15, 2009, 07:14:33 am
I'll do it somewhere later today if I can find the time.
EDIT: Here it is without AIDS. I mean SDK. It wasn't really dependant on SDK, it was just a bit badly coded.
Quote from: scoace13 on July 14, 2009, 04:16:35 pm
this is an event system that allows you to put specific missions in your game. it includes NPC reactions to you missions your undertaking and have completed, a map screen for selecting you mission, a breifing officer, and everythings 100%(ok 99.5%) customiziable to your specific game. check it out and please give feed back
http://www.sendspace.com/file/mg60iy
credit: Ryexander, Seox, Scoace13
EDit: you will need the two scripts in the editor to make it run properly.
Quote from: Fantasist on July 14, 2009, 06:36:52 pm
Well, frankly, I don't want anything to do with this anytime soon, but sure, why not? I'll do what I can while I'm still into it.
Quote from: Hellfire Dragon on July 14, 2009, 10:43:48 am
The lies Blizzy(unless you already did
)
Quote from: Kagutsuchi on July 14, 2009, 06:43:09 amQuote from: Seox on July 14, 2009, 12:12:18 amQuote from: Kagutsuchi on July 13, 2009, 08:28:01 pm
Does this script give you threat depending on how much damage you do?
No. Even misses generate threat. Try the demo, you'll see very quickly how it works. However, with basic scripting knowledge, an edit is possible. I might not be able to SOON, but within the next couple of days, I can edit it for you.
Good ^^ I could see that some people might want to use this version of a threat system, but to me it just doesn't make sense to have a threat system where how much damage you deal doesn't deside your threat.
< wow and aoc geek =D