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Messages - [Luke]

21
RMXP Script Database / Re: [XP] Show Event Name
January 07, 2011, 10:40:43 am
If you want ideas for your script, I'll tell you what I did in mine (screenshots are here):

  • Plugin for Blizz-ABS: Add \(your tag) to the event name to set the shown name to the battler's name. See Screenshots.

  • Various colors: Color of the name sprite depens on the alignment group of the battler (red - enemies, yellow - neutral, blue - allies).

  • And make sure the name sprites aren't drawn outside Scene_Map as in RMX-OS.



PM me if you want to see my script. I would post it here but I just added it as an part of RMX-OS script, since I'm lazy as hell and I'm a terrible scripter.
22
Well, the first feature I thought of was the use of Input.press? instead of Input.trigger?, which I could make by myself with no problem. But then I realised that if that might be a part of the update, why don't we take the opportunity and include all those features? Key holding is just how it works in World of Warcraft, an advanced version (the wepon, bow and fireball ideas) I took from the Gothic 3 video game (charging sword hit, sneaking when charging bow/some spells) - I just mean that if the Blizz ABS focuses on action and keyboard, such a feature would improve the system a lot.

If you don't like the idea, I'm gonna make the plugin anyway... would you make that an official part of Blizz-ABS if I made it?
23
Does it work as an On-Map menu?
24
Okay, an interesting thing coming up.

Charging. Right now it works like that: press a button - release it and wait - see the results or press the buttons again if "Trigger after charge".

How should it work?
Press a button and HOLD IT. The action executes in one of those options:

  • immediately after the charging time ends, you don't have to release the button

  • after you release the key (you can "hold" it for the best place to perform")

  • in the old way - you press, you wait for the skill to charge, you press again to execute (like crossbow)

  • Option to distinct "Move at Charge", "Sneak at Charge", "Trigger after Charge (Sneak till execute)", "Trigger after Charge (Sneak till charged, then move till execute)" and "Trigger after Charge (Move)"

  • Important option: for some actions the effect may vary if you hold down the key for a longer time. For example casting a Fireball would take 2 seconds to charge, but if you hold down the button and wait 3 seconds, it multiplies the damage by 1.5. Same for the normal sword attack. Normally it has no charge time, but if you hold down the attack key for some time, it multiplies the damage depenging on time, up to 2 seconds. (damage is multiplied by (max[180,100 + press time in frames]/100))



What would it enable people to do:


  • Melee weapon charging. Greater damage with some time to prepare the strike. Weapon charging stops you in place.

  • Bow charging. The stronger (longer) you pull the bowstring, the more damage the arrow deals. You can sneak while charging the attack.

  • Crossbow charging. (Additional option: When you use the weapon for the first time, it's charged). You press the attack button, then you load the crossbow (that forces you to sneaking). Right now when the trigger-after-charge action is loaded, you still sneak till you trigger it. Some actions should enable walking after charge complete (you press the button, charge the crossbow, wait, then you are free to go, but when you press the attack button, it immediately fires).

  • Charging Fireball charging :) You hold the button and you get damage boost depending on the time of charging.

  • Ice Wave charging - just like old Freeze ( :) ) or Sneak at Charge option, but you always have to hold the button until action is ready. Then, the skill is executed when you release the skill button or if you define other way, after the charging time.



And another enhancment for the config: Animations played when charging (looping) and when charging is complete (single informing animation, for the skills that execute after you release the button), with an option of global charging animation (for people who just want a single blink when all actions complete). It would be really great.

So, in the config menu, it would be like this:

  • No "Sneak on Charge" option in Movement&Lag Prevention tab

  • "Charging Animation" and "Charged Animation" in "Animations & Sprite Control" tab

In "Weapons", "Skills", "Items" and "Enemies" tab:

  • Activation Type: Immediate, Press and Wait, Hold and Wait

  • (only if "Press and Wait" or "Hold and Wait") Charge Movement: Freeze, Sneak, Move

  • Execute when ready? (checkbox, if no, the action will be executed only after key is pressed again (when Press and Wait - it's the old "Trigger after Charge") or released (when Hold and Wait))

  • Overcharge Type: None, Freeze, Sneak, Move

  • Execute overcharge when ready? (checkbox)

  • Charge Time (only if not "Immediate"), Overcharge Time (only if Overcharge Type isn't "None"), Overcharge Bonus (same as Time) (in percent, the result is (100 + overcharge_bonus * max[(time_you_spend_on_charging - charge_time)/overcharge_time,overcharge_time])/100  )

  • Charging Animation, Charged Animation


I can give fine examples of every configuration. Notice: for weapons that would have an option of charging the attack, you set the Activation type to "Immediate", Execute when ready to "yes" (you don't hold the sword charged, you prepare the big swing and peform it), Overcharge Type to Freeze (you have to stand still to make a big swing, for some weapons, like bow, it can be "Sneak"), Overcharge Time to 80 (2 seconds) and Overcharge Bonus to 60 (+60% damage). And the charge animations to "Sword_Charging"/"Default", "No" (no 'charged' animation is needed since the attack will perform just when it's overcharged and we don't need to inform the player that the weapon is ready. For bow it could be a "Blink", cause you can hold the bow when it's overcharged).


This shouldn't be that hard to do and it would improve the system A LOT. If you're planning to give it up, let me know and maybe I'll manage to do it by myself. I just want neither  to make it as a plug-in (lots of work and lots of config) nor to modify Blizz-ABS itself (easier, but what about updates?).
25
No script below changes the move_speed value, although changing it doesn't seem to affect player speed (I've checked with your simple but great console output - the variable change is executed, value for the battler changes, but nothing happens on the screen).
How it looks now:
module LUKConfig
  SLOW_STATES = [58]
  HASTE_STATES = [51]
end

class Game_Character
  alias luke_speed_states_update update
  def update
    luke_speed_states_update
    return if !self.is_a?(Map_Battler)
    if LUKConfig::SLOW_STATES.any? {|id| self.battler.states.include?(id)}
      @move_speed = @normal_speed - 1
    elsif LUKConfig::HASTE_STATES.any? {|id| self.battler.states.include?(id) }
      @move_speed = @normal_speed + 1
    end
  end
end


It would be nice to have this working, since I'm gonna expand it and add penalty & charging time change for specified states.
26
As the name says. It seems it doesn't work. What am I doing wrong?

module LUKConfig
  SLOW_STATES = [58]
  HASTE_STATES = [51]
end

class Map_Battler
  alias luke_speed_states_update update
  def update
    luke_speed_states_update
    self.battler.states.each {|id|
      if LUKConfig::SLOW_STATES.include?(id)
        @move_speed = @normal_speed - 1
      elsif LUKConfig::HASTE_STATES.include?(id)
        @move_speed = @normal_speed + 1
      end}
  end
end
27
I'd edit it by myself, but it's a lil' bit more complicated than I presumed and you'll definitely make that quick - I have three little suggestions:

1. Make the ACT_TIME constant actually do something. The best would be: defining how long the action info stays on screen, as you probably wanted it to be :)
2. Add the icon display to the item gain window.
3. Add the gold gain window.
28
RMXP Script Database / Re: [XP] Blizz-ABS
December 30, 2010, 06:41:32 am
Set the "Turn" key to the same key as "defend".
29
About sizing down the animations:

Blizz-ABS calls the sizing down method in Scene_Title. RMX-OS doesn't use it, it calls Scene_Servers instead.

So, I'm 99% sure you have added RMX-OS script. Here's an addon for Blizz-ABS Plugin for RMX-OS, I had the same problem.
#==============================================================================
# Scene_Servers
#------------------------------------------------------------------------------
#  This class was enhanced to size down the animations upon loading.
#==============================================================================

class Scene_Servers
 
  #----------------------------------------------------------------------------
  # override main
  #----------------------------------------------------------------------------
  alias main_blizzabs_later main
  def main
    # call original method
    main_blizzabs_later
    # if SMALL_ANIMATIONS is turned on and scene exists
    if BlizzABS::Config::SMALL_ANIMATIONS && $scene != nil
      # size down animations
      $BlizzABS.util.animations_size_down
    end
  end
end

Tada! ;)
30
Find the refresh_switches method. Add a line

$game_variables[CLIMATE_VARIABLE_ID] = map_climate($game_map.map_id)

Haven't test, not sure, etc.
31
You made the impossible, you're the man, bla bla blah. We all approve your genius, Now let's do something useful.

I've tested this with the Blizz ABS, RMX-OS, half of the Tons of Addons enabled, Multiple Message Windows, CCTS, Ryex's Collapsing CMS, and many, many other scripts (even some yet unnamed made by me) in my project and NOTHING DID CRASH. Well, at least after I've repaired the MMS issue: The initialize method of the Window_Message class needs an 'msgindex' argument. Also the initialization called in the Scene_Map has an argument of 0 specified. Fix:

alias zer0_resolution_message_fix_init initialize
  def initialize(msgindex)
    zer0_resolution_message_fix_init(msgindex)
    self.x = (SCREEN[0] - self.width) / 2
    self.y = SCREEN[1] - (self.height + 16)
  end

All we need is a pair of brackets and some characters inside ;)

So, nothing did crash. But... There are some major issues with the Blizz-ABS:
1. HUD is too 'low' and it's not visible (same for the RMX-OS chat window, both covered with map)
2. Blizz-ABS battlers have similar issue - there is no priority of their 'upper' parts, if you're 'north' to the enemy, his head doesn't cover your legs.
Well, they are not that major, but still this is a must-fix.

And my personal objection:
The player's character appears at the same position of the screen as in the 640x480 resolution instead of the center of the current resolution's rectangle.
32
RMXP Script Database / Re: [XP] Blizz-ABS
December 18, 2010, 01:07:27 pm
Quote from: The Niche on December 17, 2010, 11:15:27 am
One: Change movement speed.
Two: Don't know, good question.
Three: Not sure, but there's probably a way through messing around with frame penalties. You may have to duplicate your weapons, items and skills to do this, I haven't played around with combos much yet.

1: More details please. How to connect a state with the movement speed? My current idea is to alias the movement speed in Game_Battler and change the value if one of the specific states is applied.
2: Yeah, tell me about it :D
3: Umm... I'm gonna repeat step 1 and alias the method that checks the penalty database.
33
RMXP Script Database / Re: [XP] Blizz-ABS
December 17, 2010, 06:24:12 am
I suggest making additional topic for the combo system. Since there is no demo or tutorial, I'd like to see your ideas for combos, as the possibilities are quite huge.
So, practical questions:

  • How to implement "slow" or "haste" state that changes the battler's movement?

  • How to, in a combo, insert condition "Battler is facing another battler"?

  • How to make a "reflex" state that influences the battler's attack/item/skill penalty?


This many so far.
34
RMXP Script Database / Re: [XP] RMX-OS
December 13, 2010, 11:34:25 am
Re-install the SQL database engine, it's not Internet, it's your database. Try WebServ, it works perfect for me.
35
Is it possible to not have all the enemies respawned when you leave and re-enter the map when you have the respawn time defined and it hasn't come yet?

Also, I'd like to bump up the suggestion of "Progress Bar of Charging Weapons, Items and Skills".
36
General Discussion / Re: Screenshot Thread
December 07, 2010, 07:41:54 am
Okay. Now something from me:
Spoiler: ShowHide


Solenburg City (I'm using CCTS, as you see)

The inn (notice the event names - I'm gonna release the script as soon as I manage to put it outside the RMX-OS script). As you see, I'm using Multiple Message Windows by Wachunga, SDK defused (yeah, I mean that, SDK's like a bomb) by ForeverZer0.

The alchemist. Notice that the player's name is transparent to avoid covering NPCs' faces.

Practising on a training dummy. When the player performs a skill or uses an item, its name appears as an action above his head to be noticed by other players.

Sewers. The colour of the event's name depends on the alignment group, if it is a Blizz-ABS battler.

Yeah, I know it's lame to use the Kaliban resources and so on and so on. Just don't beat me :D
37
RMXP Script Database / Re: [XP] Custom Blizz ABS Menu
December 03, 2010, 01:34:14 pm
Nevermind. Just a fully developed Blizz-ABS Controller for RMX-OS with Muse Controller should allow to target enemies by clicking on them, just like in WoW. So it appears I'm gonna make a mouse window API menu system, if I succeed, I guarantee I'm gonna post it here.
38
RMXP Script Database / Re: [XP] Custom Blizz ABS Menu
December 03, 2010, 06:49:20 am
Since the Blizz-ABS part of the Mouse Controller doesn't seem to be updated soon, I'd rather stay with the arcade keyboard-only controls. But if you say so... I'll try to rewrite your CMS or just keep it as it is until I'll manage to develop mouse-controlled menu. Which, I'm afraid, will take a week or two of pure coding and checking and I'm not going to delay the alpha that much. I want to have a playable beta till Christmas to set up the level designer team before the end of the year. So... maybe you've got an idea, anyway, how to make the CMS update the map?
39
RMXP Script Database / Re: [XP] Custom Blizz ABS Menu
December 02, 2010, 10:02:33 am
That's really awesome, but the Blizz-ABS Menu (no allies -> no AI) is useless in RMX-OS and there a non-pausing menu is really neccessary. Could you help me developing an on-map version of Ryex's Collapsing Menu? I've tried already inserting somewhere this part of the code
[@spriteset, $game_map, $game_system.map_interpreter, $game_system, 
$game_screen].each {|s| s.update if s != nil}
$BlizzABS.AI.update

but it didn't work in the places I had put it into.
Any ideas?
40
RMXP Script Database / Re: [XP] Versioning for RMX-OS
November 12, 2010, 04:28:31 pm
Okay, I haven't read the code, but I bet that Scripts.rxdata is one of the files that you definitely CANNOT update through a script. You know, Versioning is a script, so it's inside that file. But what do I know :p