Show posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.

Messages - KK20

21
Searching for Vampyr SBABS showed me some other results. All signs point to a version 12 existing (or is it 1.2?).

The only site that doesn't have a dead redirect link is on RMRK:
https://rmrk.net/index.php/topic,33456.0.html
I think you need to have an account on here to view attachments though. I don't have one, so can't verify myself.
22
RMXP Script Database / Re: [XP] Event Templates
June 21, 2023, 02:41:58 pm
Are you using a save game file or loading a new game? If the former, the script won't work.
23
 # Define switch for active/visibility control within game.
  ONOFF_SWITCH = 10
That just refers to the Game Switch ID that needs to be set to ON.
So you just need to turn Game Switch 10 on (Event Commands Tab 1, Control Switches).
If you're already using 10, then you just change the ONOFF_SWITCH to a different number.
24
RMXP Script Database / Re: [XP] Dynamic Gardening
June 01, 2023, 07:16:29 pm
Yeah, pretty much all of F0's Dropbox links have expired years ago.

I don't have it on my desktop either.
26
You asked a similar question 8 years ago regarding making this work in Win7, which it does. Nothing has changed since then and never will in the future.

You're going to need to be more specific with your question. Have you even attempted to get your environment set up yet?
27
I mean, if you ever get whatever AI engine you use to output something valid, I could probably come up with a script to convert the output to actual map data.
28
If such a thing eventually (if it doesn't already) exists, it wouldn't be made for RPG Maker.

What do you expect it to do? Is the file like a paragraph that tries its best to describe a map, and then the AI would, using a given tileset, construct a map?
29
RMXP Script Database / Re: [XP] Blizz-ABS
February 09, 2023, 01:12:11 pm
QuoteMatching is not perfect, but is good enough.
That's the fun part with UI... experimenting with different values until it looks good. Based on your screenshot, it looks like you want to increase the number a bit more. Try adding another 16 to it.

QuoteWith the same script, sometimes the hotkeys bar it keeps being visible all the time, also if is empty.
Are you not aware that there is a button to show/hide the hotkeys? I think you had it configured to Tab. It's in part 1 of Blizz-ABS.
30
RMXP Script Database / Re: [XP] Blizz-ABS
February 08, 2023, 09:25:18 pm
In the same script, locate def update_choice. The first line of the method is this
@choice.y = 192 + @index * 32
Just make that 192 a smaller number.
31
RMXP Script Database / Re: [XP] Blizz-ABS
February 07, 2023, 10:41:39 pm
Quotethere is a file called scripts.rxdata , but if i open it, is full of japanese characters. It seems encrypted in some way.
Yeah don't worry about it. Has to do with Ruby Marshal. Programmer stuff.

The idea was to just put the Scripts.rxdata into a new project and then open the RMXP editor to view the scripts. But you provided me with the whole project instead, so that's even better :)

Anyways, looks like Blizz-ABS HUD is the script you want to work with. Specifically, the edited Hotkey_Assignment class.

The algorithm it uses to draw the hotkeys depends on the Z_HOTKEYS_BACK graphic file. I looked at your project's Pictures and it seems the "hotkey.png" graphic was never finished. It's just a black 10x10 pixel square. So what I did, in the meantime, was change the graphic to be a 32x32 black square.

Then I changed the class to this (compare my edits before you replace the original, for learning purposes):
class Hotkey_Assignment
 
  def initialize(viewport = nil)
    super
    self.bitmap = Bitmap.new(32, 320)
    self.bitmap.font.bold = true
    self.bitmap.font.size -= 8
    self.bitmap.font.color = system_color
    self.x, self.y, self.z = 4, 160, 1100
    @skills = BlizzABS::Cache::EmptyKeys
    @items = BlizzABS::Cache::EmptyKeys
    update
  end
 
  def draw(index = nil)
    back = RPG::Cache.picture(BlizzCFG::Z_HOTKEYS_BACK)
    w, h = back.width, back.height
    ow, oh = (w - 24) / 2, (h - 32) / 2
    (index == nil ? BlizzABS::Cache::HotkeyRange : [index]).each {|i|
        if $game_player.skill_hotkeys[i%10] != 0
          object = $data_skills[$game_player.skill_hotkeys[i%10]]
        elsif $game_player.item_hotkeys[i%10] != 0
          object = $data_items[$game_player.item_hotkeys[i%10]]
        end
        if @items[i%10] != $game_player.item_hotkeys[i%10] ||
            @skills[i%10] != $game_player.skill_hotkeys[i%10]
          self.bitmap.fill_rect(0, h*(i-1), w, h, Color.new(0, 0, 0, 0))
          self.bitmap.blt(0, h*(i-1), back, Rect.new(0, 1, w, h))
          if object != nil
            bitmap = RPG::Cache.icon(object.icon_name)
            self.bitmap.blt(ow, h*(i-1)+oh, bitmap, Rect.new(0, 0, 24, 24))
          end
          self.bitmap.draw_text_full(0, h*(i-1)+oh, w-2, 32, (i%10).to_s, 2)
        end}
    @items = $game_player.item_hotkeys.clone
    @skills = $game_player.skill_hotkeys.clone
  end
 
end
Looks like it's more formatted now:
Spoiler: ShowHide



32
RMXP Script Database / Re: [XP] Blizz-ABS
February 06, 2023, 06:51:33 pm
Think you can send over your Scripts.rxdata file? Doesn't seem like vertical hotkeys is a normal behavior in Blizz-ABS, so it most likely is custom-made. I can't really tell you what to fix without any code for reference.
33
RMXP Script Database / Re: [XP] Blizz-ABS
February 05, 2023, 06:34:44 pm
I'm using v2.87 as reference, so I'm not sure how wildly different v2.80 is.

For the minimap problem, do a search for class Minimap. Its initialize method looks like this
  def initialize
    # call superclass method
    super(Viewport.new(476, 356, 160, 120))
Simply update the line to be this:
super(Viewport.new(4, 356, 160, 120))

I don't understand what you're talking about with the hotkeys. Screenshots would be appreciated.
34
RMXP Script Database / Re: [XP] Blizz-ABS
December 23, 2022, 08:58:42 pm
Did you try this?
QuoteInstructions

The instructions can be found in the User Manual.

If you don't have Adobe Acrobat Reader, you can download a Word Viewer here which will allow you to open the manual file:
Adobe Acrobat Reader Download
Alternatively (which I recommend) you can use Foxit Reader to open the PDF files
Foxit PDF Reader Download
If that doesn't work, just google how to find a way to properly open/view a CHM file.
35
RMXP Script Database / Re: [XP] Blizz-ABS
December 21, 2022, 12:00:02 am
What do you mean by tutorial? One of the demos? Screenshots would be appreciated.
36
Paste this script below the defaults, above Main, as typical
class Scene_Battle
  alias main_after_cloning_globvars main
  def main
    @_cloned_global_vars = [
    Marshal.dump($game_system),
    Marshal.dump($game_switches),
    Marshal.dump($game_variables),
    Marshal.dump($game_self_switches),
    Marshal.dump($game_screen),
    Marshal.dump($game_actors),
    Marshal.dump($game_party),
    Marshal.dump($game_troop),
    Marshal.dump($game_map),
    Marshal.dump($game_player)]
   
    main_after_cloning_globvars
   
    if @_restart_battle
      $game_system = Marshal.load(@_cloned_global_vars.shift)
      $game_switches = Marshal.load(@_cloned_global_vars.shift)
      $game_variables = Marshal.load(@_cloned_global_vars.shift)
      $game_self_switches = Marshal.load(@_cloned_global_vars.shift)
      $game_screen = Marshal.load(@_cloned_global_vars.shift)
      $game_actors = Marshal.load(@_cloned_global_vars.shift)
      $game_party = Marshal.load(@_cloned_global_vars.shift)
      $game_troop = Marshal.load(@_cloned_global_vars.shift)
      $game_map = Marshal.load(@_cloned_global_vars.shift)
      $game_player = Marshal.load(@_cloned_global_vars.shift)
    end
  end
 
  def restart_battle
    @_restart_battle = true
    $scene = Scene_Battle.new
  end
 
end

Make a new Common Event, in which you just put a solitary script call:
$scene.restart_battle
As for configuring the skill/item, first make a dummy State. I gave it no name and checked "Nonresistance". Go to your skill/item and make it target the user, have 0 power, and apply that dummy state. This will effectively remove the "Miss!" pop-up. And then make it call the Common Event you just created.
37
RMXP Script Database / Re: [XP] Easy Party Switcher
November 29, 2022, 12:08:10 am
You can just make the two windows invisible right before switching to the PartySwitcher scene.

In Scene_Battle#update_phase2 (near the bottom of the script), add these four lines I point out:
Code: ruby
      $scene = Scene_PartySwitcher.new
     
      @party_command_window.visible = false #<==
      @status_window.visible = false        #<==
     
      $scene.main
     
      @party_command_window.visible = true  #<==
      @status_window.visible = true         #<==
     
      $scene = self
38
RMXP Script Database / Re: [XP] Easy Party Switcher
November 28, 2022, 07:39:50 pm
Seems to be caused by this (note, it's present in classes Window_Reserve and Window_HelpStatus)
    if scene == Scene_Map && $game_system.order_only ||
        scene == Scene_Battle && $game_system.battle_order_only
      self.opacity = 128
    end
When I have $game_system.battle_order_only set to true, I can partially reproduce what you have there.

Window_Current doesn't have this logic, so I'm not sure why your screenshot shows the left window with halved opacity too.

I don't particularly understand the reasoning behind this opacity change, so you could just remove it.
39
The transition effect plays on the scene you're switching over to. So when leaving the battle scene, you're probably heading back to the map scene. Thus we need to introduce our code changes to Scene_Map.

You should already be aware that this is what we need to change in Scene_Map:
    # Transition run
    Graphics.transition

In Scene_Battle, it handles the transition like so
    # Execute transition
    if $data_system.battle_transition == ""
      Graphics.transition(20)
    else
      Graphics.transition(40, "Graphics/Transitions/" +
        $data_system.battle_transition)
    end

We need to copy some of this over, but we also need to make Scene_Map aware that we're coming from Scene_Battle.

I would suggest adding a new method to Scene_Map:
  def initialize(last_scene = nil)
    @_last_scene = last_scene
  end
Replace the Graphics.transition code called out above with this:
    # Transition run
    if @_last_scene == :battle
      if $data_system.battle_transition == ""
        Graphics.transition(20)
      else
        Graphics.transition(40, "Graphics/Transitions/" +
          $data_system.battle_transition)
      end
    else
      Graphics.transition
    end
Then find "def battle_end" in Scene_Battle 1 and make the following change:
    # Switch to map screen
    $scene = Scene_Map.new(:battle)

All of this assumes you're using the default scripts, of course.
40
RMXP Script Database / Re: [XP] Blizz-ABS
September 28, 2022, 10:52:15 am
Blizz-ABS doesn't touch the damage formulas, so it should be fine.