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Topics - exile360

1
I usually don't have any problems with eventing, but I really don't understand what's going on right now.

Basically, I have a quest in my game that has you kill as many monsters as you can within 5 minutes. Once the timer reaches 0, a parallel process common event kicks in, stops the timer and notifies the player that the time is up and he/she should return to the questgiver NPC. Everything works fine, except once the event kicks in, it aborts battle for no reason (if the player is in one) and completely skips over the text. You see the message window appear for a split second, but it disappears instantly. I tried setting a wait command after the text, but no help. I made a fresh new project and did the exact same thing, and it works just fine. Message is displayed properly. I also simply created a parallel process common event with random text to let it run in the background, and in the fresh project the text is displayed properly, but in my project it keeps getting skipped over. It's as if the parallel process does not stop to wait for anything to be completed, even "Wait" command itself, but just rushes through all the commands.

So I am unsure about what's happening here, could it be some kind of script interference? I am using RTAB for battle system, and Multiple Message Windows by Wachunga/ForeverZer0 if it's important.

I'm actually pretty sure this didn't happen before, as I've had similar situations like this and don't remember having problems. I have added a few scripts to my project since then but they are not even related to messages or such in any way, so I don't see how they could cause this. If it's script related at all.
2
Introduction:
Hey there! I'm here to request a little script, as I have been unable to find one. Hopefully, it should be fairly easy to do, and if allowed or possible, other scripts can even be referenced as a base. Basically, I need script that makes certain items in the database increase the players stats passively, when the player is in possession of these items. There are similar scripts out there, such as passive skills, but I haven't been able to find one for items. I am planning to make an Artifact System, where the player can find secret gatherable items hidden throughout the game. These items would then, as a reward, passively increase the player's stats while they remain in the inventory. This would increase replay value and add a nice exploration factor to the game. Obviously, I will event the gathering part etc, I just require the script to add the passive stat boosts to the artifact items.

Details:
The script is for RMXP. It should be pretty self-explanatory really. The script should have a configuration part where the user can determine the items which act as artifacts by entering their database ID, and how much of which stat they increase. It would be cool, if it was possible to increase EXP or Gold gain as well, but it's not a necessity if it's too complicated to add. The passive stat increase should affect the entire party. The stat increase should be disabled when the item is sold/removed from the players inventory, thus returning the players stats to normal.

I am not sure whether this will affect anything, but the script should be compatible with RMX-OS and RTAB. I have more scripts, but I don't see how they could interfere. I'm not a scripter, though, so I could be wrong. :P If the full script list is needed, I'll gladly provide it.

Well, I hope I didn't miss anything. If more information is needed, please ask. I hope someone can spare a moment take this request, as making this system is quite important for me. Thank you for your time! :)
3
Hey guys. I've recently started a project with RMX-OS, and everything has been going great this far. I was surprised that I was able to use most of the scripts from my old project, without any incompatibilities. However, some have started to pop up now after further testing. I'm not a scripter, but I do use my own head and try to search and test things out before asking, but these issues have left me pulling my hair out... I simply can't seem to be able to find what's causing them, or how to fix it. Thus, I've decided to ask here. There's quite a few so bear with me. If anyone could help me with even one of them, I'd be very grateful.

1) RMX-OS & RTAB - Error upon using an item. Fixed
I was so happy when I saw that RTAB worked with RMX-OS. It's simply my favorite battle system, and I really wanted to keep it for my new project. However, today I discovered that when using an item, an error pops up. I've tried re-arranging my scripts etc but nothing seems to help... I don't even know which script is causing this, whether its RMX-OS itself, or something else. This is the error I'm getting:
Spoiler: ShowHide

Which leaves me at line 1915 in RTAB. The line is: target.item_effect(@item, battler)
I'm not sure how the error system in RMX-OS works, because the lines shown in the error seem to have nothing to do with the problem. I'm not even using those options in TONS. :/ Just in case it's relevant, here are the addons I have enabled in TONS:
Shaded text
Ultimate Font override
Multi-drop
Heal at lvl-up
Enemy Status

2) Shaded Text issue in RTAB. Fixed
Uhh this is pretty low-priority, as it's merely a small cosmetic annoyance, and I could just disable Shaded Text in TONS to make it go away (I like it, though), but if there's a solution, it'd be better. Basically, the text (like HP & SP, or menu selections) becomes shaded and non-shaded randomly during battle within RTAB. Sometimes the shades are on, sometimes they're off. I think this happens whenever something is affected, for example if I use a skill and lose SP, it becomes non-shaded. I'm not sure about this though.

3) CMS + Item Rarity issue. Fixed
I'm using an older Custom Menu System by LegACy and the Item Rarity script by game_guy, but the item colors don't display in the CMS. It actually partially worked at some point, displaying the colors in the equipment window (nowhere else, though) but now it doesn't at all. They completely disappeared after I implemented either TONS or the Multiple Message Windows by Wachunga/ForeverZer0, not sure which is causing it. This probably requires some sort of editing to the CMS. Here's the script, in case it's needed.
Spoiler: ShowHide
It didn't let me post this because it exceeded the max character amount, lol, so I put the script in a txt and uploaded it.
http://www.upload.ee/files/2991540/CMS_by_LegACy.txt.html


4) Lighting System rough edges. Fixed
Since my old Lighting system doesn't work (requires SDK, sadly) I resorted to using the Dynamic Lighting System by kellesdee. It has some sweet options like flicker which I've found useful, so it's pretty nice. However, if the lights have remained on-screen for a while, they get these ugly edges. Sometimes even square shaped... At first I thought it was the light image, so I made my own with very soft edges and made sure nothing is clipping off it. Still the same, though. I guess it's in the script then, but I don't know. The creator of the script doesn't seem to be active on it anymore.
Here's a screenshot to explain what I mean:
Spoiler: ShowHide

And here is the script itself:
Spoiler: ShowHide
#==============================================================================
# ** Dynamic Lights
#------------------------------------------------------------------------------
# by kellessdee
# Version: 1.00
# Date: 23/05/2011
#------------------------------------------------------------------------------
# Version History:
#
#   1.00 - First release
#------------------------------------------------------------------------------
# Description:
#
#   Allows the user to set up dynamic lights on the game map
#------------------------------------------------------------------------------
# Compatibility:
#
#------------------------------------------------------------------------------
# Instructions:
#
#   To create an event as a light source, create an event and set the first
#   command as a comment. The syntax is as follows:
#       render_light filename
#       radius
#       tone_red tone_green tone_blue
#       flicker
#       glow
#       brightness
#------------------------------------------------------------------------------
# Parameters:
#
#   filename      :the light picture file
#   radius        :radius in pixels
#   tone_red      :tone red value to be mixed (0 - 255)
#   tone_green    :tone green value to be mixed (0 - 255)
#   tone_blue     :tone blue value to be mixed (0 - 255)
#   flicker       :type true if you want the lights to flicker
#   glow          :type true if you want the lights to glow
#   brightness    :the brightness of the light source (0 - 255)
#------------------------------------------------------------------------------
# Notes:
#
#   Any questions, comments or issues you may reach me at:
#
#     kellessdee@gmail.com
#     http://www.rmxpunlimited.com/forums (look for kellessdee)
#     http://wakingdreams.weebly.com/
#
#==============================================================================

#==============================================================================
# ** Sprite_Light_Source
#------------------------------------------------------------------------------
#   Displays the light on the screen
#==============================================================================
class Light_Source < Sprite
 #----------------------------------------------------------------------------
 # * Constants
 #----------------------------------------------------------------------------
 DEFAULT = 'light_render'
 #----------------------------------------------------------------------------
 # * Public Instance Variables
 #----------------------------------------------------------------------------
 attr_accessor :event
 #----------------------------------------------------------------------------
 # * Object Initialization
 #----------------------------------------------------------------------------
 def initialize(event, radius, tone, flicker, glow, brightness, filename)
   super()
   self.z = 1000
   self.tone = tone
   self.opacity = brightness
   self.x = (event.real_x - radius * 2 - $game_map.display_x) / 4 + 12
   self.y = (event.real_y - radius * 2 - $game_map.display_y) / 4 + 6
   bmp = filename == nil ? RPG::Cache.picture(DEFAULT) : RPG::Cache.picture(filename)
   self.bitmap = Bitmap.new(radius, radius)
   self.bitmap.stretch_blt(Rect.new(0, 0, radius, radius), bmp, bmp.rect)
   @radius = radius
   @brightness = brightness
   @event = event
   @flicker = flicker
   @glow = glow
   @step = 0.001
   @flicker_count = -1
   @count = 0
 end
 #----------------------------------------------------------------------------
 # * Update Frame
 #----------------------------------------------------------------------------
 def update
   # Update flicker effect
   if @flicker
     self.opacity += rand(5) * @flicker_count
     @flicker_count = -@flicker_count if self.opacity >= @brightness || self.opacity <= 0
   end
   # Update Glow effect
   if @glow
     self.zoom_x += @step
     self.zoom_y += @step
     @count += 1
     if @count == 220
       @step = -@step
       @count = 0
     end
   end
   self.x = (@event.real_x - (@radius * 2).to_f * self.zoom_x - $game_map.display_x) / 4 + 12
   self.y = (@event.real_y - (@radius * 2).to_f * self.zoom_y - $game_map.display_y) / 4 + 6
 end
end
#==============================================================================
# ** Spriteset_Map
#------------------------------------------------------------------------------
#   Redefine initialization to create light array
#   Redefine update to update light array
#   Redefine dispose to destroy light array
#   Added render light method to set up light array
#==============================================================================
class Spriteset_Map
 #----------------------------------------------------------------------------
 # * Method Aliases
 #----------------------------------------------------------------------------
 unless self.method_defined?(:new_light_render_init)
   alias :new_light_render_init :initialize
 end
 unless self.method_defined?(:new_light_render_updt)
   alias :new_light_render_updt :update
 end
 unless self.method_defined?(:new_light_render_disp)
   alias :new_light_render_disp :dispose
 end
 #----------------------------------------------------------------------------
 # * Object Initialization
 #----------------------------------------------------------------------------
 def initialize
   @light_source = []
   render_light_source
   new_light_render_init
 end
 #----------------------------------------------------------------------------
 # * Update Frame
 #----------------------------------------------------------------------------
 def update
   @light_source.each {|light| light.update } unless @light_source == []
   new_light_render_updt
 end
 #----------------------------------------------------------------------------
 # * Dispose Object
 #----------------------------------------------------------------------------
 def dispose
   new_light_render_disp
   @light_source.each {|light| light.dispose }
   @light_source = []
 end
 #----------------------------------------------------------------------------
 # * Render Light Source
 #----------------------------------------------------------------------------
 def render_light_source
   $game_map.events.values.each {|event|
     next if event.list == nil
     if event.list[0].code == 108 && event.list[0].parameters[0].split[0] == 'render_light'
       # Get file name
       filename = event.list[0].parameters[0].split[1]
       parms = []
       (1..5).each {|i|
         if event.list[i].code == 108
           parms << event.list[i].parameters
         end
       }
       5.times {|i| parms[i] = [0] if parms[i] == [nil] }
       # Get Radius
       rad = parms[0][0].to_i
       t = parms[1][0].split
       ton = Tone.new(-t[0].to_i, -t[1].to_i, -t[2].to_i)
       fli = (parms[2] == ['true'])
       glo = (parms[3] == ['true'])
       bri = parms[4][0].to_i
       @light_source << Light_Source.new(event, rad, ton, fli, glo, bri, filename)
       @light_source << Light_Source.new(event, rad + 50, ton, fli, glo, bri - 25, filename)
       @light_source << Light_Source.new(event, rad + 100, ton, fli, glo, bri - 50, filename)
     end
   }
 end
end


Here is a list of scripts I'm using, and the order of them. I know that the order is different from Blizzard's recommended script order, but I tried that, and it resulted in a ton of errors... I just can't put TONS and certain other scripts above RMX-OS scripts, or it gives me errors. :/ Not sure why.
RMX-OS Options
RMX-OS Script
RTAB
MOG - Battler L Effects
Critical Hit Screen Shake (I believe this was custom written for me by someone in the past, just a short and simple script)
CMS 1.17b by LegACy
Item Quality 1.4 by game_guy
Dynamic Lights by kellesdee
MOG C HUD
MOG - Location Name
TONS 1
TONS 2
TONS 3
Multiple Message Windows by Wachunga & De-SDKed by ForeverZer0
Global Switched & Variables
ATES
Global Day-and-Night System for RMX-OS by Blizzard
Daily Messages
Achievement System by game_guy
Achievement RMX-OS patch
RMX-OS Player Report


I also have a question about RMX-OS itself. I've found a possible exploit, and I'm wondering if its just me doing something wrong, or its an actual issue. Basically, when you have an event on auto-run, for a cutscene for example, and it gives you some items and continues dialogue after, the user can close the game window (red X) and once they log back in, the NPC starts talking again and gives you the items again, but the old ones also remained, resulting in double items. People can exploit this rather easily. Is there any fix to this?

Thanks a lot in advance! Have a nice day everyone.