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1
RMXP Script Database / Re: [XP] Heretic's Collection ...
Last post by Ssinssrigg - May 08, 2021, 04:38:06 pm
Quote from: Heretic86 on May 06, 2021, 08:22:59 pm
Quote from: Ssinssrigg on April 19, 2021, 09:01:15 amWow! This is amazing!
What is the license/copyright of that scripts?
Is it not forbidden to modify them and use in any production (including commercial) as long as authors will be included in credits? Or I should feel free to do so as long as I credit everyone :D

License is decided by the original or current Rights Holder.  In case of my scripts in this pack, FREE FOR COMMERCIAL USE so long as you give me credit!

There is a ton of other stuff in the collection that come from other people too, KK20, Blizzard, etc.  Enterbrain obviously has the license for all of their content, but just so you know, much of the graphics content does not come from me.  To the best of my knowledge, the additional graphics and audio assets are covered by the Rights they granted, and I believe they were all also free.  None the less, I would still give all those people proper credits too so dont forget about them!

Oh, you can modify the scripts if you need to...

Thank you! You did amazing job with thi game/demo and scripts :)
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General Discussion / Re: Javascript postMessage los...
Last post by Blizzard - May 07, 2021, 10:07:09 am
Try printing just:

console.log(msg.data);

to see if you actually have the proper data/object inside.
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RMXP Script Database / Re: [XP] Heretic's Collection ...
Last post by Heretic86 - May 06, 2021, 08:22:59 pm
Quote from: Ssinssrigg on April 19, 2021, 09:01:15 amWow! This is amazing!
What is the license/copyright of that scripts?
Is it not forbidden to modify them and use in any production (including commercial) as long as authors will be included in credits? Or I should feel free to do so as long as I credit everyone :D

License is decided by the original or current Rights Holder.  In case of my scripts in this pack, FREE FOR COMMERCIAL USE so long as you give me credit!

There is a ton of other stuff in the collection that come from other people too, KK20, Blizzard, etc.  Enterbrain obviously has the license for all of their content, but just so you know, much of the graphics content does not come from me.  To the best of my knowledge, the additional graphics and audio assets are covered by the Rights they granted, and I believe they were all also free.  None the less, I would still give all those people proper credits too so dont forget about them!

Oh, you can modify the scripts if you need to...
4
General Discussion / Re: [XP] Trying to turn Intell...
Last post by SolarisSpell - May 03, 2021, 01:57:37 pm
Actually, I don't know how VXAce works, but it was just an idea.

In my project I have a luck stat that affects almost anything (hit chance, evasion, drop rate, critical rate, status effects, etc...), but also use Intelligence as a way to make added effects more effective. Intelligence improves magical damage, but also, when a skill causes some kind of status effect, its base probability is depending of user Intelligence versus objective Constitution (and then, that probability is further modified by luck).

This allows to offer more options for your characters. Some will be stronger and will deal more damage, but will have a low chance of inflicting states, while other characters will offer the strategic option of dealing less damage in exchange of a higher chance of inflicting states.
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General Discussion / Re: [XP] Trying to turn Intell...
Last post by MerryCureSlime - April 30, 2021, 06:09:39 pm
(maaaaaybe I should have titled the thread better... ah well)

@SolarisSpell Like VXA's Luck, huh? That's interesting.

Monster Super League's Recovery stat seems neat too (higher REC: gain more HP/SP from Orbs and other healing sources), assuming one doesn't already have an Augment Healing passive or similar on their game.
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General Discussion / Javascript postMessage loses C...
Last post by Heretic86 - April 27, 2021, 07:42:29 pm
Hopefully this is an "easy" one.

I have a page that creates an Instance of a Class.  Then the Class Instance is sent to another page using page.postMessage();  When I receive the data on the other page, and I check the received data to see if the object is an Instance of the Class, it always fails, presumably because I am missing a step.

Properties Page:
class MyClass {
  constructor(name, value){
    this.name = name;
    this.value = value;
  }
}
const foo = new MyClass("bob", 123);
window.postMessage( { myMsg : foo });
function messageListener(msg){
  console.log(msg.data.myMsg instanceof MyClass); // Always returns false
}

I left a lot of code out of the examples but basically using Modules so the same class constructor is available on both pages.

I would like to be able to check the data on the receiving page to see if the object is an instance of the class.

What am I doing wrong?  Most importantly, how can I check on the receiving page to see if the received data is an instance of the class?
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Script Troubleshooting / Re: [RESOLVED] [XP --> XPA] Ho...
Last post by SolarisSpell - April 26, 2021, 05:08:04 pm
SDK sounds like a good idea, but I can see the problems you're talking about.

It also creates a barrier for users like me who don't know how to properly script. My project has been constructed with a lot of scripts from a lot of sources from different countries, so it creates a barrier as some coding that should work is suddenly incompatible.

I've had it implemented since a lot of years ago, so it seems whatever I have in my game seems to work, but I cannot be certain. I have just discovered that this portion that should be ok wasn't working, so I'm going to check again every system, even those that I'm certain that were previously working.

Again, thanks for the help.
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Script Troubleshooting / Re: [XP --> XPA] How does 'eva...
Last post by SolarisSpell - April 25, 2021, 05:28:23 pm
Thanks for the explanation and for the solution (it was so simple... and I think I wouldn't have figured it)

I've checked the XPA demo, and it seems Google Drive had marked it as a violation of terms of service.
I have created a new file and updated the link. Maybe is not needed to check the script for those who might be interested, but is a XPA-ready project (it even autoupdates the .dll with the method you posted) so I though it could be nice having it.
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Script Troubleshooting / Re: [XP --> XPA] How does 'eva...
Last post by KK20 - April 25, 2021, 01:16:17 pm
Heads up, your second link didn't work.

SDK stands for standard development kit. It was a collaborative effort of many XP scripters to essentially rewrite the base XP scripts since XP wasn't exactly written with the best design principles in mind. The idea was to break up lengthy methods and modularize it, with the intent to make extending the base scripts easier for future user scripts. Basically, it tried to make XP look more like what VXA does.

Unfortunately, this caused a divide in the community since certain scripts now depended on SDK in order to function properly. Meanwhile, other scripters assumed no SDK was being used when writing their scripts, but now it's most likely incompatible when SDK is introduced. The idea had good intentions, but since it was never standardized, it ended up being a mistake. Not to mention, not all of the scripters who worked on the SDK were particularly good at programming either, so there's some poorly written/hackish solutions still lurking in it. We here at CP frown upon its usage as a result.

Anyways, the issue is the fact that Object#instance_variables has changed between Ruby versions 1.8 and 1.9; the former returned Strings while the latter returns Symbols. The solution is to convert the Symbols to Strings using to_s. Find and replace in Scene_Base:
  #--------------------------------------------------------------------------
  # * Main Processing : Disposal
  #--------------------------------------------------------------------------
  def main_dispose
    # Passes Through All Instance Variables
    self.instance_variables.each do |object_name|
      # Evaluates Object
      object = eval object_name.to_s
      # Pass Object To Auto Dispose
      auto_dispose(object)
    end
  end
  #--------------------------------------------------------------------------
  # * Main Processing : Ending
  #--------------------------------------------------------------------------
  def main_end; end
  #--------------------------------------------------------------------------
  # * Main Processing : Update
  #--------------------------------------------------------------------------
  def main_update
    # Passes Through All Instance Variables
    self.instance_variables.each do |object_name|
      # Evaluates Object
      object = eval object_name.to_s
      # Pass Object To Auto Update
      auto_update(object)
    end
  end
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Script Troubleshooting / [RESOLVED] [XP --> XPA] How do...
Last post by SolarisSpell - April 25, 2021, 10:41:59 am
Hi

I've just realized that my project had and old script used for crafting, but after updating to XPA it just fails.

I'm trying to fix it, but is a script far too complex for meeĀ”. It uses something called SDK that I don't know what it is (but somehow is in my project) and when I call the script it fails in a line that uses 'eval'. It should just be a selection menu.

In order to clarify, I have prepared a demo of the XP version (which works) and another version for the XPA version (which doesn't work)


Crafting - XP


Crafting - XPA


Also, as an added bonus, if someone is having problems updating to XPA, maybe you can use this demo as base

Thanks
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