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Messages - Siffers

1
Quote from: ForeverZer0 on March 03, 2014, 01:08:58 pm
There is some error in the config program that outputs the name of the class with a different capitalization. I don't think I have the source files anymore, haven't really looked. All you need to do is as LiTTleDRAgo pointed out, and change the "S" in the word.


Oh, haha well that was a simple fix!
Thank you both for the quick reply  :xD:
2
Quote from: KK20 on January 02, 2014, 03:10:25 pm
I know this was a long time ago, and I'm sorry for not getting to it sooner. I guess people just stopped talking about it for a while and I forgot about the bugs.

I fixed a lot of graphical and functional bugs.

http://pastebin.com/AFrMCa2f

Looking for feedback and any more things that should be added/fixed.


Glad someone decided to pick this one back it, it's a really amazing script!

So I tossed the script back into my game and ended up with an error.
Made a fresh game with no scripts or changes to make sure it wasn't just an issue with my game.
Still got the error, so I thought I would post it here.

It happens when attempting to call the shop using
w = [1]
a = []
i = [1,2]
$scene = Scene_BlackSmith.new(w,a,i)

NameError occurred while running script.
uninitialized constant Interpreter::Scene_BlackSmith
3
Thank you very much for the help!  :haha:
4
I'm attempting to make my own equipment menu, and I would like the number that display the stat changes to change color depending on whether the stat rises or lowers.
Also, I can't figure out how to get it to show the Max HP/SP changes either. It took me while just to figure out how to get the Max HP/SP to even show.

Here's the altered Window_EquipLeft
Spoiler: ShowHide

#==============================================================================
# ** Window_EquipLeft
#------------------------------------------------------------------------------
#  This window displays actor parameter changes on the equipment screen.
#==============================================================================

class Window_EquipLeft < Window_Base

 #--------------------------------------------------------------------------
 # * Object Initialization
 #     actor : actor
 #--------------------------------------------------------------------------
 def initialize(actor)
   super(0, 64, 272, 416)
   self.contents = Bitmap.new(width - 32, height - 32)
   @actor = actor
   refresh
 end
 #--------------------------------------------------------------------------
 # * Refresh
 #--------------------------------------------------------------------------
 def refresh
   self.contents.clear
   draw_actor_name(@actor, 4, 0)
   self.contents.font.color = system_color
   self.contents.draw_text(4 , 32, 64, 32, "HP")
   self.contents.font.color = normal_color
   self.contents.draw_text(128 , 32, 64, 32, @actor.maxhp.to_s)
   self.contents.font.color = system_color
   self.contents.draw_text(4, 64, 64, 32, "SP")
   self.contents.font.color = normal_color
   self.contents.draw_text(128, 64, 64, 32, @actor.maxsp.to_s)
   draw_actor_parameter(@actor, 4, 96, 0)
   draw_actor_parameter(@actor, 4, 128, 3)
   draw_actor_parameter(@actor, 4, 160, 6)
   draw_actor_parameter(@actor, 4, 192, 4)
   draw_actor_parameter(@actor, 4, 224, 5)
   draw_actor_parameter(@actor, 4, 256, 1)
   draw_actor_parameter(@actor, 4, 288, 2)
   if @new_atk != nil
     self.contents.font.color = system_color
     self.contents.draw_text(160, 96, 40, 32, "→", 1)
     self.contents.font.color = normal_color
     self.contents.draw_text(200, 96, 36, 32, @new_atk.to_s, 2)
     end
   if @new_str != nil
     self.contents.font.color = system_color
     self.contents.draw_text(160, 128, 40, 32, "→", 1)
     self.contents.font.color = normal_color
     self.contents.draw_text(200, 128, 36, 32, @new_str.to_s, 2)
   end
   if @new_int != nil
     self.contents.font.color = system_color
     self.contents.draw_text(160, 160, 40, 32, "→", 1)
     self.contents.font.color = normal_color
     self.contents.draw_text(200, 160, 36, 32, @new_int.to_s, 2)
   end
   if @new_dex != nil
     self.contents.font.color = system_color
     self.contents.draw_text(160, 192, 40, 32, "→", 1)
     self.contents.font.color = normal_color
     self.contents.draw_text(200, 192, 36, 32, @new_dex.to_s, 2)
   end
   if @new_agi != nil
     self.contents.font.color = system_color
     self.contents.draw_text(160, 224, 40, 32, "→", 1)
     self.contents.font.color = normal_color
     self.contents.draw_text(200, 224, 36, 32, @new_agi.to_s, 2)
   end
   if @new_pdef != nil
     self.contents.font.color = system_color
     self.contents.draw_text(160, 256, 40, 32, "→", 1)
     self.contents.font.color = normal_color
     self.contents.draw_text(200, 256, 36, 32, @new_pdef.to_s, 2)
   end
   if @new_mdef != nil
     self.contents.font.color = system_color
     self.contents.draw_text(160, 288, 40, 32, "→", 1)
     self.contents.font.color = normal_color
     self.contents.draw_text(200, 288, 36, 32, @new_mdef.to_s, 2)
   end
 end
 #--------------------------------------------------------------------------
 # * Set parameters after changing equipment
 #     new_atk  : attack power after changing equipment
 #     new_pdef : physical defense after changing equipment
 #     new_mdef : magic defense after changing equipment
 #--------------------------------------------------------------------------
 def set_new_parameters(new_atk, new_str, new_int, new_dex, new_agi, new_pdef, new_mdef)
   if @new_atk != new_atk or @new_str != new_str or @new_int != new_int or @new_dex != new_dex or @new_agi != new_agi or @new_pdef != new_pdef or @new_mdef != new_mdef
     @new_atk = new_atk
     @new_str = new_str
     @new_int = new_int
     @new_dex = new_dex
     @new_agi = new_agi
     @new_pdef = new_pdef
     @new_mdef = new_mdef
     refresh
   end
 end
end
5
Script Requests / Re: [RMXP] New Inventory
July 28, 2013, 04:20:12 pm
Thank you for the reply.
I started looking around again and found a simple one that works just fine.
6
Script Requests / [RMXP] New Inventory
July 24, 2013, 04:48:36 pm
What I'm looking for.
I'm looking for a new inventory system, one that let's me sort the items into categories like Usable, Combat, Materials, Equipment, and Key Items. Don't really need anything fancy, just a sorting function is all. I liked ACE's Item System, but it was lagging the game for me.

Example
Spoiler: ShowHide
Something like this.


Scripts I am using right now.
GG's EXP Reset
GG's Actor Specific Equipment Names
Zeriab's Pausing
Blizz's Easy LvlUp Notifier
Valdred's Maps Before Title
Kread's AI Packages
Jens009's SP Pop Up
Jens009's SP increase on Defend
Nathmatt's Simple Event Ai
Zer0's Blacksmith Shop
RPG Advocate's Advanced Shop Status Window
Zer0's Expanded Choices
GG's Enemy Elemental Attack
Zer0's Advanced Title
ToA
MGC's FPLE Engine
Blizz's Easy Overdrive
8
I want to make some events accessible only if a certain party member is in the first slot of the party. Problem is, I don't know how to make the game check the ID of the Actor in the first slot of the party.
9
Okay, so I had the idea of making my characters battle graphic change to a dying state when their health reached 40%
I planned to use an auto state change to just cover the graphic with the dying one, but it'll be over powered by other states due to it's rating set to zero to avoid showing it as a status.

Is there a way to have their graphic change in mid battle upon reaching low health?
10
Thanks for the help and sorry for the late reply, been a little under the weather  :^_^':
11
I have a character that is meant to join the party later in the game, so I had it set to average his level with the rest of the party. The issue I'm having is after his level is changed, he didn't learn any of the skills he should have. How do I fix this?


I'm using a variable set with his level and a conditional branch to learn the skills, but I'd like an easier method if there is one.
12
Oh, I didn't know you retired ^^;
13
Okay, thanks again for the help ^^

EDIT:
If you get the chance to look into it a bit more it would be much appreciated.
I have a Blue Mage and it would be nice to keep his skills separated from learned monster skills.
14
I just reorganized them and it still brought up the same error.

EDIT:
I disabled Skill Separation in TOA2 and Overdrive worked fine, are they not compatible?
15
I got each script from the Script Database and I haven't used any save games.
Are the scripts in the database not up to date?
16
Thank you ^^
Glad I finally found someone who can help me.

EDIT:
This is off topic, but I'm having some problems with your Easy Overdrive System.
When I try to use an Overdrive I get this error with Tons of Addons:

Spoiler: ShowHide
 


I have no idea how to do any kind of scripting, so I'm at a loss of what to do >.<
17
I know how to make a chest that requires a combination to open, but I want to stop players from learning the code once and always knowing the code. Is there a way I can make the code random and be able to have an NPC give the code to the player?
18
Welcome! / Re: Welcome!
January 31, 2012, 10:31:27 am
Allo, my name is Wolfie but feel free to call me Charlotte or Frelic~
19
RMXP Script Database / Re: [XP] Easy Overdrive System
January 31, 2012, 07:33:18 am
Sorry for posting here, but I wasn't sure where to go for help.

I'm using Tons of Addons and wanted to add an Overdrive System, but when I try to use an Overdrive I get this error

Spoiler: ShowHide
 


I have no idea how to do any kind of scripting, so I'm at a loss of what to do >.<