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Messages - Mixxth

41
Hey guys, just wondering if any of you would be willing to *shrink* the charset Hokoorq048.png so that it may be used with the world map chipset, kind of like the world charset size of chrono trigger :P

I tried and did not prevail I came out with something that looked like death had been sick and my charset was it.

That's what I get for using ms-paint to squish pixels together rather then simply shrinking the picture...I'm not artsy enough or fluent enough to do it on my own  :facepalm:, so I would be very appreciative and grateful :)

Sincerely Mixxth.

If you don't have Hokoorq048.png get it here:
42
Quote from: winkio on March 02, 2011, 07:20:51 pm
Second, how is it possible that in all this time, nobody has reported the bug that the game crashes when enemies try to jump (using the move route command)?


Never tried to make an enemy jump tbh; I don't even know when that would be called for, heh
43
Resource Requests / Fire Elemental / summon Charset RMXP
February 23, 2011, 08:34:54 pm
I need a nice looking fire charset for rmxp; to be used as a fire elemental summon that follows you around ect ect, I would use the
083-Elemental-1 but it looks to stuffed animal like hard to explain... to... nice... Needs to be more serious... hope someone can help >.< Google has failed me......
44
I'm making an evented level up system that uses the ffx idea, nodes that you activate via points earned in the game, with various sections on a map IE strength, magic, summons ect, thing is I don't know how to make it so the player can choose which character gets what, say I have 3 characters in my party, C1,C2,C3 and I want C1 be strength, C2 be magic, C3 be summons how would I do that any ideas?

I was thinking the leader gets locked into an area you pick via switch / party leader when started, but I have no idea how to make the event check whos party leader! any ideas are welcome.

*Edit* Don't know if this has ever happened to you guys before but after hours of trying to solve my problem after the post.. >.< I finally perfected a ffx event leveling system woot woot!!
45
Script Requests / Re: Falling boulders RMXP
February 22, 2011, 07:23:13 pm
Quote from: Kagutsuchi on February 22, 2011, 03:11:23 am
You could do this with some complicated movement events in blizz abs. Just have a bunch of rocks jump across the screen, and use custom event triggers to have them damage the player upon touch.


That's upsetting, been trying to maneuverer events to work it right but I'm failing bad, so I posted an event request to see if someone could succeed where I failed, I was told to try a script, scripts send me back to events >.< such a headache
46
Script Requests / Falling boulders RMXP
February 21, 2011, 11:36:07 pm
I need a script which was pointed out to me doesn't exist yet, basically a falling debris script that inflict damage on contact :P
this would be usable for anyone almost anywhere its fun to incorporate it into a game :P and would pwn event debris.. cuz those blow massive chunks

I use: BlizzABS; Tons; Ccoa's UMS; Nams Achievements; Maws; Ring menu, pretty much the important ones heh
47
RMXP Script Database / Re: [XP] Database Limit Breaker
February 21, 2011, 11:01:57 pm
Quote from: game_guy on February 21, 2011, 05:32:50 pm
You have to reload the project. As in close RMXP then re-open it.


I tried again, maybe I'm doing it wrong, I added the script above main, my items at 999, increased the items in the script for 1020, reloaded rmxp itself, and still at 999 also my game doesn't load with the script there lol
48
Event System Requests / Re: Falling boulders RMXP
February 21, 2011, 10:55:15 pm
Quote from: Ryex on February 21, 2011, 10:28:54 pm
something like this can rally only be done through scripting as events will never be fast enough.

but to do it with events have the boulders jump.  I'm not sure how jumping works with passibility. so you can store the players position in two variables using a process event. and test the boulders event position with the stored player position to see if it hit.

you can use script calls to help with this.


oic is there an existing script out there with this?
49
Event System Requests / Falling boulders RMXP
February 21, 2011, 10:00:12 pm
I need help with an event to make boulders fall from the sky and damage the player if hit...

I made a map with events at the top, triggered by a parallel process that randomizes a variable; in turn picking what boulder to fall... 3 things went wrong,
1: I haveta set the boulders to thorough and above to pass over non-passable terrain: this makes them pass the player doing no damage though, since the damage is set to the first pages of the boulders on player touch or event touch both dont work... ive tried everything :/

2: it looks cheesy and i have no idea how to make it look like the boulders are bouncing off a bridge per-say... >.>

3: my variable randoms for boulders over a width scale of 60, and sometimes the boulders glitch up i think this has something to do with events being updated on the screen and not off it, so yeah... basically i failed horribly
50
RMXP Script Database / Re: [XP] Database Limit Breaker
February 21, 2011, 02:17:39 pm
I tried... loaded it up put it under main, changed items to 1001... couldnt get past 999 still >.< grr arg
51
Quote from: Blizzard on February 21, 2011, 01:47:35 pm
I thought that was obvious.


Me to, but the specification on "set move route" made me think otherwise, tbh I wan't even sure if I was actually answering his question or not heh, either way hope it helps.
52
Not sure if this helps, but yes move route does not work to *hide* your player in a cut-scene atm, which sucks but its so minor that the very fact that it came up in a topic baffles me. :P see... an easy way to *hide* your character is; before the transfer to the cut-scene map simply change your actors graphic to nothing via event command "Page 3, first column, choice 15" set it to "actor, none, none" it will look similar
to: "Change Actor Graphic: Mixxth,,0,,0" hope this helps :P
53
Quote from: ForeverZer0 on February 20, 2011, 09:08:12 pm
I would suggest to go back to the newest version of the UMS, the one that didn't mess all this up. I think it would be easier to solve the face graphic problem than try to figure out what's going on with all that.

Changing the graphic location shouldn't be too difficult, mostly just a matter of changing around some coordinates, and possibly having to re-adjust the width and X of the message window. I'll check it out and see if I can come up with a little snippet that will allow you to do it easily.  ;)


Alright ty man, I owe ya a great deal, you know that hey.... :P
54
Quote from: Zexion on February 20, 2011, 08:36:56 pm
I had this problem too! I switched only because I wanted face sets :p, but I gave up on it because the abs are more important.
My solution was simple.(well for me)
Spoiler: ShowHide
  • Take a screen shot of your game while there is a chat window open. (prnt scren)
  • Paste it on gimp or photoshop
  • Cut out the game screen 640x480 (only the game screen not the whole window)
  • Make a new image 640x480 in size
  • Paste the game screen on it.
  • Create a new layer over it.
  • Make the faceset with whatever fancy border (or paste it watever), and position it wherever you want it.
  • Delete the bottom layer (the game screen)(make sure it's either a solid color not black, or make it transperent)
  • Save the face as WHATEVER.png into your pictures folder in the project


Okay so there is the face set, now how do you use it?
Spoiler: ShowHide
  • Create an event
  • use the "show picture" and show the picture, no additional settings are needed.
  • Make the dialog
  • After the dialog erase the picture, unless the same person is talking again.



so an example for 1 text box
show picture 1: Aluxes_chat
show text: hey dude like my faceset?????
erase picture 1


example for conversation
show picture 1: Aluxes_chat
show text: hey dude like my faceset?????
show picture 1: Becky_chat
show text: WTF? I'm not a dude!
show picture 1: Aluxes_chat
show text: HAHA LOL
erase picture 1



Oh icic, so theres no way for greedy Mixxth to have both? reason I ask is because that solution is nice and actually brilliant but my message boxes follow the player / npc events so the location changes frequently
55
I went from an old version of Ccoa's UMS to the newer one of v1.6 http://www.planetarpg.com.ar/foro/attachment.php?aid=174
Everything worked fine before this ~ and I only did this to get the facesets to work >.< except its made 2 major things mess up in my game which are as follows;

1: MOST IMPORTANT! (The BlizzABS system is set to execute the commands listed on the MobNPC page 1 when the mob dies...) so I have variables set there to count how many mobs are killed, works nice to execute boss encounters, "Variable => 5 Enable 'Switch' Encounter part 2"
after I added Ccoas the variables seem to go up anywhere from 1-∞..., I found a temp fix {Enable self switch A at the end of the page 1, except when the mob dies this negates the death animation >.>}

2: It would also seem that adding Ccoa's UMS has made it so text doesn't come letter by letter anymore for my intro, it appears all at once even when i use "$game_system.ums_mode = NORMAL_MODE + $game_system.text_mode = WRITE_FASTER" since it claims it supports it in Ccoa's script I'm assuming its another conflict with BlizzABS any suggestions on these anyone?

I know when it comes to my questions they fall under the category of either stupid easy to answer or impossible to answer, in this case I believe this wont be an easy fix, but ty to whoever tries to help... <3
56
Quote from: Kagutsuchi on February 20, 2011, 02:24:21 pm
Can't you just use an image event if you want the picture to be displayed outside of the text box? Half the point of ccoa's ums (the way I see it) is to let the images be placed inside the text box.


I feel like an idiot, I sat here for hours trying to figure this out and yes its that simple.... maybe I just got the *writers block* version on rmxp creation >.>
57
I would appreciate it muchly if someone could tell me how or post a finished copy of this script altered so that a face graphic appears on top and outside of the chat window, beside but outside the chat window and possibly make it shrink in size 50%ish, the graphic being inside the message box kinda sucks >.>

http://www.planetarpg.com.ar/foro/attachment.php?aid=174 <-- to big to post in spoiler

plz n thx; also i'm learning as I go, so if its not to much of a hassle could you show what was changed for me, if not its cool.
58
Quote from: ForeverZer0 on February 19, 2011, 01:06:33 am
Are you missing a section of script?
I know in the default scripts, that method is in the Game_Party class. I'm not sure if it was moved for BABS, but you can try adding changing the line so that it reads:
return $game_party.item_number(id) != 0


If someone else can say for sure if this method was moved for BABS, it would be most helpful. Otherwise I am not so sure of the wisdom in changing it where the method is being called from a class other than what it should be, which in this example appears to be in Game_Player.


ForeverZero your quickly becoming my favorite person in existence!
59
Hey I want to have a simple potion that heals a party member, but when I create it in the items screen add it to my inv then hotkey it to my hotbar and click "A" which I've allocated to be the *item use* button; a bubble pops up which I'm assuming is an AoE effect and I can click party members but the second I do i get this message;



In the script itself it takes me to BlizzABS Part 3 Line 581:
Spoiler: ShowHide
#----------------------------------------------------------------------------
 # item_can_use?
 #  id - item ID
 #  forced - whether this is a forced action
 #  Determines whether an item can be used, serves for extendable purposes.
 #----------------------------------------------------------------------------
 def item_can_use?(id, forced = false)
   if (forced)
     # Unusable If item quantity is 0
     return item_number(id) != 0      <--- Line 581
   end
   return $game_party.item_can_use?(id)
 end


I'm not sure whats going on so I checked both the manual and searched the forum; ultimately leading me to posting this >.<

I use scripts: BlizzABS 2.84 // Z-HUD and thats all I can think of that would effect it >.>
60
Quote from: Taiine on February 18, 2011, 11:34:30 pm
You can do 2 with a common event.

In the common event make a Condishenal Branch and tab 4, use Script and put
$game_party.actors[0].hp * 100 / $game_party.actors[0].maxhp <= 20

That's saying if HP is below 20, do this.
That do this is showing a image or playing a sound or whatever you want. In the else have it remove those things.







Sexy ty, couldn't i also use the same method to change the hud bars?