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Messages - KK20

1
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
2
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.
3
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.
4
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.
5
What do you mean by "number the switch"? It's just a "Control Switches" event command. I don't know what Switch IDs you're already using, so that's up to your discretion which ID you want to use.

As for running a common event, does it have to be a script call? There is a "Call Common Event" event command after all. But I thought the objective was to have the common event be a parallel process. You should just make its Trigger "Parallel" and choose a switch to enable it. The process is no different from any other RPG Maker...
6
Quote from: Queenvespi on September 05, 2022, 11:33:34 amThe download links seem broken.
I click them, a tab opens then immediately closes.
 :(
I've updated the links to use HTTPS. Chrome doesn't like it when you use HTTP on HTTPS websites. Firefox, for example, doesn't.
7
That sounds fairly easy to do.
Conditional Branch: [Item] in inventory
  # Player gained an item, so prepare for when they run out of it again
  Control Switches: Switch = OFF
Else
  # This check is to ensure we don't fire off the event more than once
  Conditional Branch: Switch == OFF
    # Do your stuff here...
    Control Switches: Switch = ON
  END
END
8
Yes, you will need to make the create_event_from_template script call each time on each map, whatever method you end up going with like making an autorun event on every map do it.

Again, the best method largely depends on what exactly it is you're trying to do. I can't give you any further advice without knowing.
9
The manual (PDF) is in the MediaFire download link.

It's hard to understand what your exact problem is. I can help if you send me a project that shows the problem you are having.
10
Yeah, this script does not work with save files. You need to start a new game. Usually authors mention this in their post, but I guess he forgot.

And it depends on what you need copied to every map. Like is it not something you can use a Common Event for?
11
It's not worth the hassle. Unless you REALLY want to support mkxp-z, there's nothing needed from your side.
12
Yes, the box is OFF when a default value (i.e. the values stated in `def initialize`) is provided, as Blizz said. You can even see this yourself when trying to set the "Turn" condition to 0 + 1X and reopen the window.
13
RMXP Script Database / Re: [XP] Blizz-ABS
July 08, 2022, 01:53:30 am
Your English is totally fine :) I was able to reproduce it so I looked into it. My guess is this:

Map_Battler has a method update_pixel_rate that does this:
Code: ruby
  #----------------------------------------------------------------------------
  # update_pixel_rate
  #  Updates the pixel movement rate if necessary.
  #----------------------------------------------------------------------------
  def update_pixel_rate
    # if pixel movement rate different than the stored one
    if @pixel_rate != $game_system.pixel_rate
      # updating factor
      factor = 2.0 ** ($game_system.pixel_rate - @pixel_rate)
      # store new pixel movement rate
      @pixel_rate = $game_system.pixel_rate
      # refresh coordinates
      @x, @y = (@x * factor).to_i, (@y * factor).to_i
      # update memorized coordinates
      @ai.memory.values.each {|a| a.x, a.y = (a.x * factor).to_i, (a.y * factor).to_i}
    end
  end

Map_Actor, which inherits Map_Battler, has a rewritten update_pixel_rate method.
Code: ruby
  #----------------------------------------------------------------------------
  # update_pixel_rate
  #  Updates the pixel movement rate if necessary.
  #----------------------------------------------------------------------------
  def update_pixel_rate
    # stop if pixel movement rate is not different than the stored one
    return if @pixel_rate == $game_system.pixel_rate
    # store old buffer and clear buffer
    tmp, @force_move = @force_move, []
    # while there is still data in the old buffer
    while tmp.size > 0
      # if normal command
      if tmp[0][1] == true || tmp[0][1] == false
        # get current command
        move = tmp.shift
        # remove the rest of the commands depending on old pixel movement
        (2 ** @pixel_rate - 1).times {tmp.shift}
        # add into new buffer depending on new pixel movement
        (2 ** $game_system.pixel_rate).times {@force_move.push(move)}
      else
        # directly add into new buffer
        @force_move.push(tmp.shift)
      end
    end
  end
I'm pretty sure it's supposed to call the superclass method too. So update it such that it looks like this:

Code: ruby
  def update_pixel_rate
    # stop if pixel movement rate is not different than the stored one
    return if @pixel_rate == $game_system.pixel_rate
    # store old buffer and clear buffer
    tmp, @force_move = @force_move, []
    # while there is still data in the old buffer
    while tmp.size > 0
      # if normal command
      if tmp[0][1] == true || tmp[0][1] == false
        # get current command
        move = tmp.shift
        # remove the rest of the commands depending on old pixel movement
        (2 ** @pixel_rate - 1).times {tmp.shift}
        # add into new buffer depending on new pixel movement
        (2 ** $game_system.pixel_rate).times {@force_move.push(move)}
      else
        # directly add into new buffer
        @force_move.push(tmp.shift)
      end
    end
    super #<========= add it here
  end
14
RMXP Script Database / Re: [XP] Tons of Add-ons
June 30, 2022, 12:13:27 am
The targets.any? addition should only be applied to Blue Magic Skill IDs, not just any skill. You should be able to confirm this easily by putting a print statement below it
    if BLUE_MAGIC_IDS.include?(battler.current_action.skill_id) && targets.any?
      print 'blue magic used!'
      targets.each {|target| target.damage = nil}
If you ever figure out how to reproduce it (even if not consistently), you should provide your scripts file. I'm leaning towards a different script being the problem.
15
RMXP Script Database / Re: [XP] Tons of Add-ons
June 26, 2022, 08:39:02 pm
Quote from: Blizzard on June 26, 2022, 05:16:47 pmDo I need to fix anything on my end in the original script?
I think only the targets.any? fix. If the user is unable to use the skill in make_skill_action_result, the alias still returns an empty list of targets, I think.
16
Already answered in PM but repeating anyways.

Screenshot clearly shows mkxp-z usage which doesn't allow 32-bit DLLs. And if you rebuild the DLL for 64-bit, RGSS Bitmap data is not the same as mkxp's, so some editing would be required.
17
RMXP Script Database / Re: [XP] Tons of Add-ons
June 22, 2022, 10:51:20 pm
It should just be
if $game_system.BLUE_MAGIC_STATUS && self.is_a?(Game_Actor) && !BLUE_MAGIC_UNLEARNABLE_SKILLS.include?(skill.id)
18
RMXP Script Database / Re: [XP] Tons of Add-ons
June 22, 2022, 08:30:56 pm
    if $game_system.BLUE_MAGIC_SKILL &&
        BLUE_MAGIC_IDS.include?(battler.current_action.skill_id) &&
        targets.any?
19
Did Heretic's demo run for you?
20
Yep, that's one of the changes VXA made from XP: Game_Screen no longer has a global instance saved in $game_screen. It's instead instantiated as an instance variable in Game_Troop and Game_Map, allowing you to have separate screen effects in battle and on the map, rather than having to modify $game_screen each time you jump from the map scene to battle and back.