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Messages - yuhikaru

1
Another bug I found was that if the actual event page has a tag, and you change the event page while the player is within it's range, but the new event page doesn't have a tag, the icon won't be erased until you exit the map. (Example: Chest with tag 'OPEN', and when it's open doesn't have any tag).
I tried to correct it with this change, but I don't know if it's a good approach. Apparently works.
def update_icons
    # Return if no icons exist for page, or set icon if none is defined
    if @character.icons.empty?
      @icon_sprite.dispose  #ADD THIS LINE
      return
[....]

(And just a little bump on the save error thing).
2
Whoa, that's a real time saver, thank you! 
If it interests anyone, aparently works fine with cogwheel's pixel movement :)
3
Script Troubleshooting / Re: [XP] Ring menu mods
January 01, 2011, 07:32:02 am
Actually, it's in the scenes themselves. You have to search in each scene (Skills, hotkeys, equipment.....) for the exiting part and change it.
The default indexes are                     0 = items 1 = skills 2 = equipments 3 = Stats 4 = Save 5 = Exit.
But with your modifications, it became 0 = items 1 = skills 2 = hotkeys 3 = equipment 4 = stats 5 = Behavior 6 = Triggers 7 = save 8 = quit
So the equipment scene, by default, returns to the command menu index 2, that's why it returns to hotkeys.

(I'm assuming you are using the default scenes)
In the Scene_Equip you have to look for
$scene = Scene_Menu.new(2)

in def update_right and exchange (2) for (3), the new index.

The same for all of them, stats, save and exit.

Now, in the hotkeys, Behavior and Triggers scenes you probably just have to look for:
$scene = Scene_Map.new

And substitute it for
$scene = Scene_Menu.new(x)

x being 2 for hotkeys, 5 for behavior and 6 for triggers.

Well, try that xD I'm not familiar with BlizzABS at all, so I'm not sure... =/
Happy new year, by the way <3
4
Script Troubleshooting / Re: [XP] Ring menu mods
December 30, 2010, 07:28:17 pm
Hi there. First of all, I'm not a scripter. But it's really easy, so I think I can help you.

In def update_command you have to change what happens when the player selects equipment, skills and stats. What the code says is to show and activate the @status_window (the character select thingy). You just have to remove that and call the scene directly from there.
Taking 'Skills' as an example, in def update_command:
when 1  # Skills
     # ???? SE ?????t
     $game_system.se_play($data_system.decision_se)
     # ?X?e?[?^?X?E?B???h?E???A?N?e?B?u?????
     @command_window.active = false
     @status_window.active = true
     @status_window.visible = true
     @status_window.index = 0

Would become something like this:
when 1  # Skills
     # ???? SE ?????t
     $game_system.se_play($data_system.decision_se)
     # ?X?e?[?^?X?E?B???h?E???A?N?e?B?u?????
     $scene = Scene_Skill.new
     


After you did that for all the other options, you can remove all that refers to the @status_window in this script, in def main, def update, def update_status and so on, as you won't be needing it. I'm almost sure that's all you have to do, if not, someone please correct me =/

As for the other question, you have to search where the scene is closed. As you said, pressing esc (B). In this script for example, it would be this part, in def update_command:

if Input.trigger?(Input::B)
   $game_system.se_play($data_system.cancel_se)
   $scene = Scene_Map.new
   


When you press the cancel key, it calls $scene = Scene_map.new. You just have to change that, type $scene = Scene_Menu.new instead. You can use it like $scene = Scene_Menu.new(1), 1 being the index of the command menu. This way it would return to the command menu on the skill option.

Hope it helps, good luck with that ^^
5
First of all, I have no real ruby scripting knowledge, I only know C! So I don't really know what I was doing, but anyway, looks like it worked.

I think I found solution for the force action issue.

First, look for def update_phase4_step2, which should be on line 259 if you don't modify anything from the script.
Then substitute this:

 def update_phase4_step2
   @active_battler.make_action if @active_battler.is_a?(Game_Enemy)
   update_phase4_step2_choose_actor_realtime
 end

For this:
def update_phase4_step2
   if $game_temp.forcing_battler == nil # If there is no force action this turn
     @active_battler.make_action if @active_battler.is_a?(Game_Enemy)
   end
   update_phase4_step2_choose_actor_realtime
 end


I tried it on the demo, and looks like it worked. Didn't extensively tested it though...
(On my project, it worked more or less, but probably because it's full of my own noob game_battler/scene_battle modifications...)

So good luck with this xD

EDIT: I just noticed. The force action has to be 'execute now'.
6
Script Troubleshooting / [RESOLVED]Is it a bug? (TONS)
October 20, 2010, 03:23:24 pm
When I used TONS' "Item requirement skill", I think I found a bug... I don't think it was supposed to be this way º¬º

For example, the default: 1 potion to use heal. If the HP is full, you can't use the skill, but you lose 1 potion anyway.

Unfortunatly, the code is too complicated for me to figure it out by myself.

This stuff:
Spoiler: ShowHide
class Game_Battler
 
 alias skill_effect_item_reqs_later skill_effect
 def skill_effect(user, skill)
   result = skill_effect_item_reqs_later(user, skill)
   if $game_system.ITEM_REQUIREMENT
     data = BlizzCFG.item_reqs(skill.id)
     if user.is_a?(Game_Actor) && data.all? {|i| i > 0}
       $game_party.lose_item(data[0], data[1])
     end
   end
   return result
 end
 
 alias skill_can_use_item_reqs_later? skill_can_use?
 def skill_can_use?(skill_id)
   if $game_system.ITEM_REQUIREMENT
     data = BlizzCFG.item_reqs(skill_id)
     if self.is_a?(Game_Actor) && $game_party.item_number(data[0]) < data[1]
       return false
     end
   end
   return skill_can_use_item_reqs_later?(skill_id)
 end
 
end


Somebody help me? Thanks in advance <3
7
Uh, I'm no expert, but I don't think it's evented.
This is a topic about eventing a havest moon game, see if it's any help for you:
http://www.rpgrevolution.com/forums/index.php?s=f785210b44e45bea19da3c989deb1847&showtopic=36978&pid=362137&st=0&#entry362137
The guy suggested a visual equipment script. That's all I have. Good luck  :D
8
@nathmatt: Yeah, I tried that >_<

@Blizzard: Wow, Ccoa's has a lot of stuff O_O I loved it <3 Thanks!
9
Hello, I'm using slipknot's letter-by-letter (XP) (Link here: http://www.creationasylum.net/forum/index.php?showtopic=9480), and when I use the "show message window above event" thing, the game crashes. Aparently it has something to do with BlizzABS Event Anti-Lag Script, because it works fine if I remove it. It crashes when I'm using others anti-Lag scripts as well.

I don't know if it possible to make then work together.

The error message is:

Script 'Window_Message' line 292: NoMethodError Ocurred
undefined method 'bitmap' for #<sprite_Character:0x8ae0db8>

The line 292 is: ch = [$scene.spriteset.character_sprites[event - 1].bitmap.height /4 + 4, 48].max

Please, help me! Thanks in advance <3
10
Resources / Re: Some Monster Battlers
April 19, 2010, 08:51:51 pm
Oh, I'm so happy <3 Thank you for replying!

They are actually just the right size for my backgrounds (And some of them still look okay even if you double the size), but I agree toad is wierd and tiny, though... At least that's one easy to do ^^' Anyway, If I did then any bigger, I would die (Too..... Much.... Work.....)

And I did get some time from college and managed to make some more, Harhar! xD Now, back to study ;_;
11
Resources / Some Monster Battlers
April 11, 2010, 04:34:32 pm
My friend liked those battlers, and as they are based on RTP monsters sprites, I thought I would post them xD
They are something different from the usual, I think. Maybe not much skilled, but they go very well with my battlegrounds ^^'
I'm still making then (Started two weeks ago) but I don't have much time from school, so they are coming along very slowy.

Anyway, everything here is free to use, just credit me, please <3
Although a lot of people people use blizz-abs, I think =X Either way, I would love some feedback.

Bee
Spoiler: ShowHide


Bat
Spoiler: ShowHide


Weird and Tiny Toad
Spoiler: ShowHide


Fungus-mushroom-thingy
Spoiler: ShowHide


Three-headed Snake (These ones maybe need a few retouches......)
Spoiler: ShowHide


Big Bird *new one, comments please?*
Spoiler: ShowHide
12
Cool <3 Thanks!
13
Thank you <3 Thanks to your tip I started looking for the window_skill draw_item thing (Which was found and taken care of, by the way), and I acidently found this line

 if aps > 0
         text += " (#{@actor.ap(skill.id)}/#{aps})"
       elsif DISPLAY_AP_ZERO
         text += ' (0/0) '
       end

I thought at first 'Noooo, it can't be that easy....'. But it worked, aparently xD I'm so happy!
I should start learning some ruby.....

But before write [RESOLVED] I just wanna ask....
I know it's just text, but are there any side effects to this change? If there aren't, you can cross that out your to-do list xD

Anyway, thanks again <3
14
Hi there. I'm not sure where I should post this.... Oh well.... xD

It's just a (hopefully) simple request, actually two.... I'm using TONS' equap skills, and now skill separation, also.

The first problem is that even if a skill is not equap, I mean, it's not in equap database, when I turn 'skill separation' ON it starts showing the AP as (0/0), which I think doesn't look nice. I would like to know how to hide that.

And second, I read somewhere on this forum (I tried searching for it, but wasn't sucessful >.>) how to hide the SP cost of a skill when it's 0. I did that, and worked fine until I turned the 'skill separation' ON. Then, it (the 0) started showing again =/ I just want to hide the zero.

Kind of silly.... I guess I could just turn the thing off, but I thought of asking first xD

Thanks in advance <3
15
Resources / Re: Just some sprite recolors
March 17, 2010, 12:28:37 pm
Yay, I have one level xD I use photoshop. I separate the different parts of the sprite in different layers and just change saturation/tint/contrast of each one. This way I can make them the color I want in seconds xD Although it does take 5~10 minutes to separate all the parts... But even then, it's quickier than changing the heads.
Anyway, if any photoshop user is interested in the .psd file of them, fell free to ask. Mine is photoshop v.7, but if should work on the new ones, right? xD
When I get some free time from school, maybe I'l post some others I have.
16
Resources / Just some sprite recolors
March 07, 2010, 08:11:28 am
I made some simple town people recolors for my game, and I thought it could be useful for other people xD (But I don't remember which ones are the originals  :o and don't even remember if they are RTP)
Oh, and maybe they are kind of bright, I don't know... My game is very bright. Just remove a little bit of saturation and/or contrast, then xD

Town girl 1
Spoiler: ShowHide


Town girl 2
Spoiler: ShowHide


Town girl 3
Spoiler: ShowHide


Town guy 1
Spoiler: ShowHide


Town guy 2
Spoiler: ShowHide


Farmer guy
Spoiler: ShowHide


Bartender
Spoiler: ShowHide


Town woman 1
Spoiler: ShowHide


Town woman 2
Spoiler: ShowHide


Little boy 1
Spoiler: ShowHide


Little boy 2
Spoiler: ShowHide


Little girl
Spoiler: ShowHide


Baby
Spoiler: ShowHide


I hope it helps anybody =]
17
Event System Requests / Re: Help with ammo system
March 07, 2010, 07:30:29 am
I'm guessing that's not something simple to do, huh?   :wacko:
Maybe its better to not mess with that if I have no idea of what I'm doing  :^_^':

But I had another idea! Is it possible to make a conditional branch "If actor X choose the 'attack' option", or anything to that effect? Although I'm almost sure it'll have something to do with scripting xD
18
Event System Requests / Re: Help with ammo system
February 27, 2010, 01:50:54 pm
Yeah, I thought so. Any ideas how to do that?  :naughty:
Oh, and thank you for the topic link! :-* I was looking for that (I saw it on another forum, no idea it would be posted here as well...)
19
Event System Requests / Help with ammo system
February 26, 2010, 04:01:51 pm
Hi, people!
I'm using RMXP, and I'm an alright eventer (methinks) but I'm not used to battle eventing, so I suck at it  :^_^':

The thing is I'm trying to make an simple ammo event system. The arrows would be stored in a variable, and you would need a quiver to be able to use the bow.

I don't know if it's easy/possible to do it like this, I'm really clueless :???: :

if (player-weapon is a bow AND quiver is in inventory)
{
    if (number-of-arrows>=1) then 'Enable attack'
    {
          If (player use attack option) then (number-of-arrows -1)
    }
    else 'Disable attack'
}

Of course there is no such option as 'enable attack' (... is there?!?!?!  :O.o:) so I have no idea how to pull that off....
I saw an event system for ammo somewhere, but he forced the defense action, and it would be better if you could still use itens and skills.
So can someone help me, please? If you have a script for it, it'll be nice as well, but I'm looking foward to learn a little of battle events xD

Thanks in advance <3
20
Script Requests / Re: Lead Actor Swapper Edit
February 08, 2010, 09:10:27 am
 :^_^': lol, I spent more time checking my grammar than waiting for a reply xD Thank you! I can't test it now, but there shouldn't be a problem.

EDIT: It works perfectly ^^ Thanks <3