Quote from: Zexion on August 26, 2014, 03:10:09 am
Why would you want to print your ego? tis joke pls dnt h8
Cuz I feel awesome, but it printed Blizzard instead ... Don't know why ..
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Quote from: Zexion on August 26, 2014, 03:10:09 am
Why would you want to print your ego? tis joke pls dnt h8
Quote from: Sgt. Tuggernuts on August 24, 2014, 10:01:01 pm
Just a heads up, Metal:
I am pretty sure you're using Project Zelda Engine, and last I tried, XPAce doesn't work with it.
(or maybe I did something wrong, lol, so definitely try)
Quote from: KK20 on August 24, 2014, 04:06:22 pm
You're still calling the same amount of code in the long run. There's no way that would make it "faster and efficient". Just lazier.
Quote from: KK20 on August 24, 2014, 04:04:04 pm
I'd suggest reading over your script again. You have a lot of syntax mistakes such as using one & when you should be using && or 'and'. You also have too many 'end's for def character_name.
Also, is the alias for initialize even necessary?
#===============================================================================
# ■ LOW_LIFE_ANIMATION
#===============================================================================
#If Link's HP is under 40 (1 heart), change his charset if he's not moving after 15 frames
module LOW_LIFE_ANIMATION
#Suffix of the spriteset
LOW_LIFE = "_LOWANI"
#Wait count when he's standing still and seems hurt
WCOUNT = 15
#Here, add the sound when Link is suffering
SE = RPG::AudioFile.new('Link_Huff1', 100)
#--------------------------------------------------------------------------
# ● Sound effect initialize - FAULTY
#--------------------------------------------------------------------------
alias lowlife_setup_init initialize unless $@
def initialize
@waitcount_se = 0
lowlife_setup_init
end
#--------------------------------------------------------------------------
# ● Character Name
#--------------------------------------------------------------------------
def character_name
filename = super
for i in 0...$game_party.actors.size
actor = $game_party.actors[i]
if @breakacting and not $game_system.map_interpreter.running? & if actor.hp * 100 / actor.maxhp <= 40
new_name = filename + LOW_LIFE
filename = new_name if RPG_FileTest.character_exist?(new_name)
end
end
end
return filename
end
#--------------------------------------------------------------------------
# ● Breakact
#--------------------------------------------------------------------------
def breakact=(b)
@breakacting = b
@step_anime = b
end
#--------------------------------------------------------------------------
# ● Update
#--------------------------------------------------------------------------
alias idontknow_update update unless $@
def update
super
if controllable?
if @breakact_count.to_i > 0
@breakact_count -= 1
else
self.breakact = true
end
#################################" Faulty
@waitcount_se += 1
if @waitcount_se > WCOUNT
@waitcount_se = 0
end
if @step_anime and @waitcount_se = 14
Audio.se_play("Audio/SE/" + LOW_LIFE_ANIMATION::SE, 100, 100) rescue nil
end
##################################"
else
@breakact_count = WCOUNT
unless self.action != nil or $game_map.starting? or
self.knockbacking?
self.breakact = false
end
end
idontknow_update
end
end
#===============================================================================
# ■ Game_Player < Game_Character
#===============================================================================
class Game_Player < Game_Character
include LOW_LIFE_ANIMATION
end
#===============================================================================
# ■ Game_Player
#===============================================================================
class Game_Player < Game_Character
#--------------------------------------------------------------------------
# ● Controllable?
#--------------------------------------------------------------------------
def controllable?
return false if @actor == nil
return false if moving?
return false if @move_route_forcing or $game_temp.message_window_showing
return false if $game_system.map_interpreter.running?
return false if self.action != nil
return false if self.battler.stop
return false if @character_name != @actor.character_name
return false if terrain_tag == XAS::FALL_TERRAIN
return false if terrain_tag == XAS::SWIMMING_TERRAIN
for i in 0...$game_party.actors.size
actor = $game_party.actors[i]
return false if actor.hp * 100 / actor.maxhp > 40
end
return true
end
end
$LOW_LIFE_ANIMATION = true
Quote from: LiTTleDRAgo on August 18, 2014, 04:52:08 am
http://www.gdunlimited.net/forums/topic/4908-moving-platform/#entry59012
note that it isn't compatible with other script that alters movement (BlizzAbs, XAS, etc)
Quote from: SpritingNomad on August 18, 2014, 06:17:52 pm
Looks very nice, MetalZelda, i like the layout of the town too.
Are the graphics all edited rips? I see somethings i never saw but i don't keep up with the LOZ games much.
Take my advice with a grain of salt, but i think Links duds look too bland, maybe increasing the lighting, or saturation on the greens would make him stand out some more.
Flags look cool, do they move in four frames or more?
Quote from: LiTTleDRAgo on June 29, 2014, 12:40:42 pm
http://littledrago.blogspot.com/2014/06/rgss-picture-index-modifier.html
Quote from: Zexion on June 29, 2014, 09:42:49 am
I can possibly do this monday night if no one else gets to it
Just curious as to why you even need 50 pictures on the screen lol
Quote from: soulshaker3 on April 11, 2014, 07:12:11 am
Never said being a newbie discourage me i said that i need to learn a lot and I'm making my way to it, when i finish the status part of the menu i might post it because the code is a mess and i would like to clean it a lot