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Messages - Satoh

261
Script Requests / [NEW request]Question/Request
October 15, 2008, 01:40:42 pm
NEW
Quote from: Satoh on October 16, 2008, 11:16:27 am
NEW INFO:
OK, is there a way to change the EXP rewarded to a specific number based on the level of each party member in comparison to the level of the enemy...? (using a field in the Enemy DB to define the level, like the EXP field for instance.)

and is there a way to raise the level cap to something higher than 99? (Lvl150, Lvl9999, etc...?)

AND finally, stop the characters' "To next level"  EXP from increasing with each level, (such as always needing exactly 2000 exp to level up no matter what level)


EXAMPLE:

Markus is lvl 10
Jesse is lvl 12

Enemy is lvl 12

After the battle Jesse gains 500 exp because she is equal lvl with the enemy.
Markus gains 750 exp because he is a lower level than the enemy.



RESOLVED

I'd like to know where the initial setup for all 'window' processes is, so I can make the window_back 2 pixels smaller in every direction (the background is clipping with the rounded corners of my window-skin edges)

and I'd like to know where/ would like a script for: displaying all text with a 1 pixel black outline. (Much like the HP counter in Blizz-ABS' HUD)

Also, is there a way to use separate fonts for menu, battle menu, and generic window texts? (I want my HP/ battle text to be one font, the speaking text to be another and the pause menu text to be a third font.)

If anyone could answer my questions or better yet script them up first, It'd be much appreciated.

Thank you for your time.
262
RMXP Script Database / Re: [XP] Tons of Add-ons
August 19, 2008, 04:39:30 pm
Quote from: shadonking on August 19, 2008, 03:57:08 pm
when i go into the menu then options and try to change bar opicity in game is comes up with an error wich is

Tons of addons part 1 line 1744

cannot convert nil into string.


I get errors like that a lot when I put scripts in the wrong order, are you sure you have it in the right place?

And have you configured everything? (those are what causes 80% of my issues)
263
RMXP Script Database / Re: [XP] Blizz-ABS
August 18, 2008, 12:20:03 am
Quote from: Blizzard on August 17, 2008, 07:41:35 pm
I know exactly what you mean. It was me who was not perfectly clear. Problem is that something like that would increase lag as well. But oh well, I might just add it anyway. I need to remodel the damage display handling anyway.


When you said remodel, it gave me another idea...(in case you haven't noticed that happens to me a lot.)

Anyway, I don't know how practical or difficult it would be, but for the aesthetics, you could add an option for diagonal sprites if the 8 direction movement is flagged ON. (not that it really needs it, but it would make a nice smooth walk/run/etc sequence... aside from the aesthetics though, it would be useless...)

And just so I don't come off wrong, I'm not nitpicking, just making (potentially...?) helpful suggestions.

Also, I'd like to state that almost all I know about ruby, I learned while trying to figure out what your code does. If I ever get a handle on ruby, you can bet I'll release a few expansions to the Blizz-ABS system...

I think it has the potential to be the ultimate add-on for RMXP.
264
RMXP Script Database / Re: [XP] Blizz-ABS
August 17, 2008, 06:54:05 pm
Quote from: Blizzard on August 17, 2008, 07:42:37 amAs for the damage display, it would be easier to make an add-on that displays more than one damage number. -_-



I may not have been absolutely clear, but that was what I meant... you press the button once, but the character/enemy/skill can be setup to display damage/ X, X times...

Just an aesthetics thing...

For instance instead of a character with a machinegun doing a solid 200 damage per attack, he could do one attack, but display 10 damage counters worth 20 damage, still the same amount of damage, but it gives more (visual) diversity in the types of characters there are.

And believe me, if I knew any more about ruby scripting than I do, I'd do it myself, along with any number of other things, and submit them here. Unfortunately I still have a long way to go before I can match your scripting efficiency...
265
RMXP Script Database / Re: [XP] Blizz-ABS
August 17, 2008, 12:23:46 am
Quote from: Blizzard on August 16, 2008, 04:25:48 pm
Have you configured the different terrain tags in Blizz-ABS right? Also, consider that all 3 layers are used for passability. If one of them is impassable, the tile is impassable. Check all 3 layers.

@shadonking: Dropped stuff are normal event except that they blink. Just press the confirm button.


I'm not sure exactly how to setup the BlizzABS passability... but what's strange is that the passability issues only happen on one map... most of the tiles I'm having issues with are only one layer deep, all from the same square in the tileset, but some of them register as solid and some don't... I'm gonna try remaking the map a second time, just in case its some strange data error on that map...

I don't know if it matters or not, but its a custom tileset... If I still have issues, I'll take a snapshot of it for better illustration.


Also, Suggestion:
      Allowing for multi-hit skills or attacks while using B-ABS...(I noticed it in Tons')
      Not specifically a skill that executes more than once, but more like a single attack that displays 2+ damage counters... (Like for characters that dual-wield, they don't slash just once per attack, but twice.)

(And I am constantly coming up with new things to add, I could probably compile a very large list, but I also understand you have to have time, and you have to get party AI working XD; )
266
RMXP Script Database / Re: [XP] Blizz-ABS
August 16, 2008, 02:05:16 pm
Quote from: shadonking on August 16, 2008, 01:34:31 pm
i cant pick up weapons when they are droped by an enemy, iv tried every button and looking through the script and i cant spot the problem. before anyone says i have not changed the script in any way and if tried it in two other prodjects and the same happens.


Not my script, but I have an idea... Can you pick up dropped Items? If so, you could make an item that deletes itself and adds a weapon when picked up.... just a thought...


Oh, and Blizzard, you're a genius, I did forget to configure it >.<;


I'm also having trouble with my normal map passability... the game isn't recognizing some squares as solid while others of the same tile are solid... is there a way I need to set things up to fix this? (Right now, some, not all, of my floor tiles are impassable, while some, not all, of my walls are passable. I'm having to use events to make my walls at the moment >.<; )
267
RMXP Script Database / Re: [XP] Blizz-ABS
August 16, 2008, 03:16:33 am
I was examining your scripts and noticed that there is a predefined method (or re-defined I guess) for calculating how long or how often states and slip damage should happen... however... I tried setting the duration of Venom to 5 turns (assuming it would deal 5 consecutive damages or stop after 5 seconds or something) however, it continued until I was dead.

I tried assigning the SP Regen skill ID in the Tons of Add-ons script to be a state that would... obviously regenerate SP over time... the game would not even allow my character to gain this status, even when told to by an event.

(By the way we spoke recently in an email about similar issues XD; but I felt it less painful to continue through this glorious place!)

Anyway, I am now(finally having updated my settings) using BlizzABS 1.99.

I suppose I should mention that this is formally a bug-report (or maybe troubleshooting issue?)

To put it simply, here are my problems:
    Status effects never end once gained
    SP Regen (and presumably HP Regen and SP Poison) do not work at all/cannot be gained



Is this a legit bug, or is it user(me XD) error?

EDIT:Oops, sorry, moving this to the proper Bug Report thread...