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Messages - Shadow Eye31

1
Hello.

I was wondering if there is a way to record the distance traveled by a projectile before impact to a variable for use in the attack_effect method. For instance, if the player fires an arrow that travels 3 tiles, variable @distance_traveled is set to 3. Then, in attack_effect, @distance_traveled can be referenced for various things, such as damage multiplier or hit rate. I do not know if this is possible, but if it is, how would I go about recording that distance and referencing it in attack_effect?

Thank you.
2
If this is the wrong sub-forum for this thread, i apologize in advance.

I have created a rudimentary 'limit break'-esque system for my game. Basically, once the 'trance' counter reaches a point, the character gains a special state. Everything works save for the visual effect of gaining the state. I cannot for the life of me find how to play the animation correctly; everything I have tried either does not work or only plays the animation on the controlled character, regardless of who actually gained their state.

It may be a simple question, but I cannot figure it out. How do I make animations play per actor/battler, rather than the currently controlled one? Also, the animation will be called in the attack_effect and skill_effect sections of Game_Battler, right after the game runs the trance checks.

Thank you for your time.
3
Quote from: Kiwa on January 07, 2013, 10:37:42 am
Hey guys.
I've been using all my free time on my game again recently so i am preping everything before i drop more info on CP-Forums. (dont want any empty promises...ya know!?)
while preping for an Online style game i decided to make some changes... twiddeling with BABS today i turned off "Auto Game Over" in "Basic Configuration"

I set up some mobs of different sort ..including a massive scary max level boss who of cores 1shot me.
YES! COOL! just want i wanted! now im a ghost that runs around looking for a rez cuz i noobed it.
only to decide "im gonna pwn this dragon!! lolololol...wait WTF?!? i can hit him!?"

(bug detail)
it seems i can only Melee the monsters... i can hit them and kill them and collect the drops.
but i cant use items or spells.
i did run a test with a common event restoring HP slowly.. if i died and the event tried to restore my HP i got a "Game Over" screen.
also if it helps debug this.....i can spam my attack button 'K' with no penalty..it seems to have defaulted to 0 and the knockback didn't work.

============TLDR=============

When "Auto Game Over" = false   i can attack/melee as a ghost. (see 'bug detail' above)


Because the game does not issue the game over command at Hp 0. The command, to my knowledge, is meant to be used as a custom game over, through Common Events or such. Without calling a common event at Hp 0 with game over set to off, the game will continue regularly. Either set a common event or turn it back on. Not really a bug, rather than a side effect of that option.


And a suggestion for BABS. Wall-like effects. An example would be a fire wall spell that makes 3 tile in a line in front of the caster deal damage to all who enter it. Possibly push enemies back as well. It can be done through some clever eventing/scripting, but would be nice for people who can't/don't want to go that far into their game.
4
Well, I feel stupid now. There is an ABS that uses guns in a realistic manor, but it won't have your headshot only condition. A guy aliased Behemoth made it a good while ago. Its rather impressive, but there is not skill support, though that shouldn't be a problem with your concept. If you're still needing a battle system, I could shoot it over to you.

Also, if you recognize you are not good enough to make this game in the image you want it to be, don't make it. Put it on the back burners and make something else. Otherwise, you'll look back and go "damn, I wish I had waited to make that now." Make a bunch of crappy, small projects to perfect your skills, like graphic design, eventing, writing, scripting, understanding other scripts like Blizz ABS, or whatever. That way, you're trying to learn everything and use it effectively at the same time. Just a bit of advice.
5
Ah, would explain it. Thanks!
6
An easier way to go about it would to do a side arc. As much as I'd love to play through each scene, it'd be more entertaining to play through a new story that filled the same world. Would also make it easier to get resources, like rather than waiting for an Atlanta tileset, you can use a basic city tileset and make a new city. Characters would also be easier, too.

For the battle system, I'd recommend Blizz ABS, found here. Wouldn't exactly be the best for firearm-type weapons, but I doubt anyone will jump to remake a new system to fit this project. Also, if you chose to use Blizz ABS, I might be able to offer my hand at the graphics department, since its fairly easy to create the action sprites for it from base characters.

If you want any help with writing, basic scripting, or graphics, let me know and I'll be glad to help. Zombies for the win!
7
Hello, all.

I have been trying to make several combo skills that involve the character moving, such as dashing forward and the like. However, when I execute said skill, while every action in the combo is played out in sequence, the Character Movement Speed command is either skipped or not working, so the character moves at his walking speed rather than the dash forward I am going for. I can dash if I hold my run key, but I'd very much like to fix this command so that is not needed. This problem persists regardless of default movement and pixel movement rate, and I have no scripts that touch movement speed or even Game_Character for that matter, other than Blizz ABS.

I have searched both Google and here for this problem, searching for RMXP blizz ABS combo, RMXP BABS Combo, RMXP BABS Combo movement, and RMXP Blizz ABS Combo Movement. Nothing has come up that is relevant to my issue. Anyone got any ideas? Thanks.
8
Mathematics / Re: Discrete Mathematics
November 10, 2012, 11:40:21 pm
Quote from: Apidcloud on November 09, 2012, 06:50:07 pm
Besides, are you guys familiar with truth tables or whatever they're called? I remember doing really long tables in order 2 get all possible results lol


Truth tables are like this, right?

Proposition: A and B
A     B     Truth
T     F     F
F     F     F
F     T     F
T     T     T


Quote from: Blizzard on November 09, 2012, 06:39:43 am
Here's a trick.

Quote
Chocolate will rain from the heavens only if I get elected and Bill Cosby stops eating pudding or Hey Arnold! comes back on TV.

Quote
Chocolate will rain from the heavens only if I get elected and Bill Cosby stops eating pudding or Hey Arnold! comes back on TV.

Quote
X if A and B or C

Quote
if A and B or C then X

Quote
A & B | C -> X
where:
A = I get elected
B = Bill Cosby stops eating pudding
C = Hey Arnold! comes back on TV
X = Chocolate will rain from the heavens





That actually does help. A lot. Thanks! Maybe now I can make a bigger dent in this book.
9
Mathematics / Re: Discrete Mathematics
November 09, 2012, 06:33:03 am
The hardest part for me, and what's making me move so slow through the sections, is translating, honestly. If I have easy propositions like "If I get elected, chocolate will rain from the heavens", p -> q, I have no problems. Its when it goes into "Chocolate will rain from the heavens only if I get elected and Bill Cosby stops eating pudding or Hey Arnold! comes back on TV." That's the part I'm struggling with, translating all that into propositional conjunctions and the like. But I'm getting there.
10
Got it. Thank you for all your help. Its been very, well, helpful!
11
Simple enough.

So, to ensure I am understanding everything, let's say I have this code:

class Game_Actor < Game_Battler

  attr_accessor   :vit

  alias alias_setup setup
  def setup(actor_id)
    alias_setup(actor_id)
    @vit = 0
  end

end


I would be able to call, use, and rewrite vit at will in other classes? Such as below:

class Scene_Awesome

  def awesomer
     if @actor.vit <= 9000
        @actor.vit += 1
     end
  end

end


Or would I still have to make a def vit somewhere to utilize it?

I apologize for pestering you with this, and thank you for helping me thus far.
12
Thanks for helping me out a bit on this. It's good to see the comparison.

Is there a definite advantage to using one over the other? Obviously, there's less code in using a declaration, so I mean aside from that.

Thanks in advance.
13
Mathematics / Discrete Mathematics
November 08, 2012, 05:26:51 am
Hello there.

Probably not what someone expected in this section, but here it goes.

I am studying discrete mathematics of my own accord. As I have no professor, nor do any of my peers understand even the fundamentals of logic (seriously, how hard is it to tell me if A is a knight or a knave?), I am struggling to fully grasp and understand what I am teaching myself. It's most likely a long shot, but I figured perhaps someone here may have a firm enough grasp to help me as I move through the text book I have, or maybe point me to where I can find such help.

Before anyone suggests this, my job does not readily allow me to take regular college courses, online or otherwise, due to irregular work hours highly prone to change. So, no, I cannot take a course for this subject, nor do they even offer one where I live currently.

At the moment, I am merely seeing if there is someone who might be able to help me with my study. I have a fairly good grasp of propositions, though I am a bit frustrated when trying to translate from English to a proposition, but I have no concrete issues at this time. I am using Discrete Mathematics and Its Applications (Seventh Edition) as my reference, just finishing section 1.2 yesterday.

If anyone would like to throw up a hand and allow me to prod their brain from time to time when I'm confused about something I'm currently working on in regard to discrete mathematics, I'd be grateful.
14
Hello there.

I recently had an issue in creating a script due to my lack of general knowledge on RGSS. I have read several articles, tutorials, guides, and topics for learning RGSS, however, I find I learn much faster if I learn in an engaged way. Merely reading an article on a function or topic does not leave the same impression a lesson or conversation would, for example. To this end, I'd like to request some help with understanding attr_writer/reader/accessor.

I recently created a script for creating custom stats which I required help with. KK20 jumped in and provided the solution:

Quote: ShowHide
Quote from: KK20
It's exactly what the message window says: You don't have a 'set' method for your variables. Easy way to do that would be to make your new stats be attr_writer
attr_writer :vit


I noticed you defined your 'get' methods, so I that's why I didn't suggest attr_accessor.


Once I set the attr_writer for all of the new variables I was using, everything worked. If I held a better understanding of these functions, I feel I wouldn't have had this issue. So here I am.

I believe attr_writer/reader provide the writing/reading function to a value, respectively. However, I have little to no understanding of attr_accessor, except that perhaps it provides both of these functions. Beyond those basic statements, I haven't the foggiest impression of their function and how to effectively utilize them.

Bottom Line-
For attr_reader/writer/accessor, would someone mind going in-depth in explaining these for me?
For attr_accessor, how would this differ from using attr_reader/writer and definitions? Is it more effective?

Thank you in advance if you decide to indulge my curiosity.
15
That fix worked perfectly. Thank you!

And with that, this topic has been resolved.
16
Hello there.

I have been tinkering with a script to add two new stats to the actors and have them effect Hp and Sp, as well as a new point-based level-up screen to use this feature. Everything works fine, except when I try to leave the level-up screen. If I confirm changes, it shoots this error each time:

Error Message: ShowHide


If I try to just exit without confirming changes, it shoots a similar error, just referencing the actor's variable that holds the amount of points they have. I am able to level the character up, as the variable seems to change correctly within the Game_Actor class, but if I try to spend a point to increase a stat, it throws the error, again, referencing the new variable. Same error, different line each time. The game reads the variables, utilizes them correctly, but can't alter them outside Game_Actor. I tried to follow the way the original stats were set up, but I seem to be missing something.

The link below is the download for my demo project for it, including the module, Game_Battler, Game_Actor, and Scene_LevelUP with all corresponding windows. Maybe someone more savvy with RGSS can see what I'm doing wrong.

http://www.mediafire.com/?chn6gch9u6agboh

Thank you for reading through this topic, and thanks in advance if you decide to help.
17
I see. I noticed those changes, but its nice to know the reasoning behind it. I probably would have never figured that out... Now that I really think about it, I don't know why I was so stuck on item being the cause. It really doesn't make sense now. I shouldn't try writing/reading code when I'm tired I guess.

Thank you again!
18
Okay, now I'm embarrassed... But at least now I know I was on the right track with the index, I guess?

Thanks! The setup for the equipment giving boosts to stats, states, and elements was already finished before hand, so, while I need to test it, it should work. And I just fixed the display and refresh so it acts like a normal equipment screen, save the new equip types. But again, thanks for the help!
19
Quote from: Ezel Berbier on October 16, 2012, 03:21:40 am
I looked at how you did @item_window.item, and noticed you did this:
  def item
    return @data[self.index + 5]
  end
Me:  :O.o:


That's the only fix I could find to fix a previous issue. It was equipping the shard to its sister index in the other screen, which I concluded was due to the fact that the base equip screen seems to equip via index rather than equip_type. By adding the 5, I figured it would push the index up by five to the new equipment, making 0 = 5 and equipping the shards appropriately. It fixes the issue of equipping to the wrong slot, but falls just short of fixing the issue entirely. There's probably a better way to do it, but I can't see it, sadly.
20
Hello, all.

I have been trying to create a script for new equipment for the better part of two days, and find myself stuck. The script will create five new equipment slots, two that will be based on weapons, three based on armors. I have added them to Game_Actor, Interpreter, and created a custom equip scene and windows to go along with it, as well as defined what items are equip-able via two id-defined elements.

So far, I have gotten the new scene running, the correct weapons/armor populating the lists, and said weapons/armor are not appearing in the regular equip scene, which is all correct. However, when I go to equip an item in this new scene, it will unequip the corresponding piece of equipment from the original equip scene without equipping the item. Let's say I try to equip the first weapon 'shard', as I call them, which is set as equip_type  5, but is the first on the list, making it index 0. It will unequip my weapon (equip_type 0, index 0 on the original screen), and will not equip the item to either slot, be it weapon or the first shard. The second weapon shard slot (equip_type 6, index 1) will do the same to the shield (type 1, index 1).

I feel like it is something simple I am missing, seeing as how everything else works fine, but I can't figure it out for the life of me. If anyone here could possibly point me in the right direction, I'd really appreciate it. You might even get a cookie!