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Messages - Sacrifyx

1
Event Systems / Re: [XP] Temporary stat boost
November 10, 2011, 09:56:13 am
status being displayed is fine, I don't want the bonus to be kept secret from the player or anything...I'll give that a shot in a little bit and let you know how it goes!
2
Event Systems / [XP] Temporary stat boost
November 10, 2011, 07:57:47 am
Wondering if this will be possible without a script...

The idea is kind of like Fallout 3/NV's Well Rested deal, where you sleep in an owned bed and get an XP boost for an hour or something

Basically, when you sleep at an inn, you're given a choice of a normal room or, for some extra cash, a suite. If you stay in the suite, I'd like to boost some of the stats for a period of time afterwards.

I was thinking of just doing HP to keep it from getting too complicated, maybe boosting HP by a hundred or so, and that boost would last until you lost it in battle. I don't want to be able to heal up to the boosted amount, only to the normal max so it wouldn't be time-based at all, and I'd also prefer that the boost not be stackable, i.e., you can't sleep in the suite ten times and gain an extra 1000 hp, but if you lose part of the boost in battle you can sleep in a suite to recover the remainder of the boosted amount. Does that make sense? Is it even doable with events?
3
I've been trying to learn as I go, and this was like the 3rd major event I did and the most complex so far so the weird or otherwise unnecessary stuff you saw was the result of trial and error and jumping on the first thing that worked. For future reference, what exactly was it that was conflicting? I didn't have an issue getting page 5 to run in my test play, but I made some changes between the time I found page 3 not running and the time I posted the demo, so something may have gone wonky there. Again, thanks for the help, you're a lifesaver!
4
Post was edited to make it easier to read. Your help will be much appreciated! Thanks in advance!
5
Link to the demo in just a sec, here's some background:

This takes place at the very end of this section of the main quest. The NPC in question has 6 event pages, all kick off properly except page 3. Here's how it works:
On page 2, he'll send you to look for someone. You go and find the guy, then have the option of moving to stage 2, or going back to NPC. If you go back to NPC, page 6 will kick off and you move to stage 2.

Again, after completion, you have the option of continuing or returning. If you return, page 5 kicks off and you move to stage 3.

After completion, same deal, page 4 kicks off and you go to stage 4.

After completion of the final stage, you have to return to NPC, but page 3 never kicks off. Tried rearranging the conditions, etc., just can't get the guy to talk. Note that at any point you complete more than one stage, the necessary event page has dialogue indicating your completion and the next step you need to take, if any.

You can complete the whole thing after he gives you the quest and only talk to him at the end which would kick off page 6 and contain all the necessary stuff to wrap up your business there.

If you prefer the long route, which would be talking to him at any point between starting and completing the quest line, you can only finish stage 4, and he'll stonewall you at that point.

If anyone would be so kind as to take a look, there's a small demo, load the save game, new game won't work as I've removed everything that isn't necessary to this exact point in the game, or pull it up in the editor and see if you can figure out where I went wrong.

http://mixitup.us/Downloads/Demo.rar
6
RMXP Script Database / Re: [XP] Dynamic Gardening
October 26, 2011, 05:36:37 am
Gimme a bit to slap together the necessary bits and I'll pm you a link.

Edit: Check your inbox.
7
RMXP Script Database / Re: [XP] Dynamic Gardening
October 25, 2011, 02:18:39 pm
That was beautiful, and actually cleared up quite a bit of confusion, particularly around the growth stages bit. I'm gonna copy the comments from your example into the comments in the script (old age and memory, you know how it goes) so I have that reference. Thanks much!

Quick edit for a question: If the seed IDs are also in single IDs, will I still be able to use them in a two-seed process, or will they only work individually? I initially shied away from the two seed thing, but after thinking on it, that kind of thing will be handy for what I have planned.

Edit 2: In testing it looks like I've answered my own question above, however, in the test event, I have the farmer give the player 1 carrot seed and 1 potato seed. When I go to plant, carrot seeds are listed once, but potato seeds are listed twice, like so:
Potato seed: 1
Potato seed: 1
Using one potato seed causes the other instance to disappear as it should, and this did occur using the other method I was prior to your explanation, just wondering if this is a bug in the script or if you've heard of or seen this happening before.

Edit 3: Additional testing (adding a 3rd seed/item and swapping around the seed index) would seem to indicate that the issue is with whatever has seed index of 1.
8
RMXP Script Database / Re: [XP] Dynamic Gardening
October 25, 2011, 12:20:10 am
Well...I got the first item to work, so I decided to throw another one in to see if it was just a fluke.
SEED_IDS = [980, 981](this is what you meant by SEED_INDEX?)
SINGLE_IDS = [980, 981] (not sure if I needed this in both spots, but doesn't seem to hurt)

Set up the time...didn't mess with the stages as I still don't understand how that works.

Under results:
when 980 then [970]
when 981 then [3] (already had an item for this seed set up)

Duplicated that under the single seed part, again not sure if that's necessary or not. So, it looks like my method is a little off compared to yours and I still don't understand how or why it works or why it didn't before, but it works now and that's all I care about. I believe you said earlier in the thread you might add a watering feature to it at some point in the future, definitely looking forward to that! Thanks for the quick reply!

9
RMXP Script Database / Re: [XP] Dynamic Gardening
October 24, 2011, 10:36:42 pm
I'm having an issue with this script, more precisely with its configuration. I'm using a single seed dealie-o.
For testing purposes, I've set up one seed and one result item.
The seed has ID 980, the result item has ID 970.
I get the seed_id, single_id bit, that works fine.
I get the growth rate bit as well - when 980 then 10 - so seed grows at 10 second intervals or some such? Don't know for sure, but that bit works fine too.
The next bit is throwing me off. I don't understand how to define the number of stages - the numbers already there don't make any sense. when 8..16 return 4...eh?
Anyhow, if I can avoid messing with that, I will - I don't see any need to change it anyway. The big problem is the end result - it always gives me item ID 10, which is something I definitely don't want growing in the ground. How would I change it so a specific seed gives me a specific item every time? I can't seem to find that anywhere in the script...
10
I have an issue where if I save in the field and then load, my character is missing from the screen (doesn't even show up as a blip on my minimap) although I'm able to move using the arrow keys as if there was a character there. The point at which it loads is usually the next map over from the one I saved on and shows a bunch of weird graphical glitches that aren't there normally. Once I move to a new map, the maps all normalize, but the character remains missing. An early demo is available if you need to see what I'm talking about.

EDIT: I guess disregard this - the issue only seems to occur when I run it from inside the editor.  When I tried it in the demo it worked just fine.  But even though it's not an emergency anymore, any ideas why that might be?