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Messages - Berans

1
RPG Maker Scripts / Re: custom batle menue?
August 29, 2008, 12:00:52 am
@legacyblade
Yeah, but the Scene_Battle class is pretty complicated. Not all the window positioning is done in the initialize method from what I know, you'd have to alias a fair few methods if you want to do it right XD
2
I suppose I could consider it at some time, but once I get some of my bigger script requests done I'm gonna move on to my own customization of the battle system lol...so that'll keep me busy for a while.
3
Tutorial Requests / Re: (RESOLVED)In-game Snapshots?
August 28, 2008, 12:32:26 am
*wonders why no-one ever told him about alt+print screen*
I seriously never knew about the heavenly combination of those two...that'll save me a lot of work in the future
4
Personally I don't mind writing a bit of inefficient code, provided it doesn't result in any visible lag. I avoid it as much as I can, but I find user friendlyness much more important than efficiency of code. It's pretty stupid if the user can't understand how to use a script because of a stubborn tendancy to optimise everything past belief :P
That's why I like using hashes, I know they're inefficient, I just feel that many users understand how to do setups with them more easily than with other systems.

Regardless, this is looking quite good ^_^
I'm gonna write my own script anyway :p
5
Actuallly, yes. The latest version of the script contains a functionality that allows you to create "unlockable codes"
I'll give you a quick rundown of how it works.
When you call the scene, rather than just calling it using $scene = Scene_Piano.new
you now call it like so
$scene = Scene_Piano.new(switch,code,mode)
replace switch with the switch number you want to affect, replace code with an "input code" and mode with the mode you want to open the scene in (see more info in the script.)
Your code should look something like
'C1B2As3....'
Make sure you include the quotation marks (and don't include the dots)
Basically, each of the bits before a number represents a note
For simplicity's sake (though I obviously know it's incorrect) I've called all the black keys "sharps"
Here's what you can choose from for the code
C1, Cs1, D1, Ds1, E1, F1, Fs1, G1, Gs1, A1, As1, B1

The 1 can also be a 2, 3 or 4 depending on which octave you want it played.
When you call the script like that, if you get the code right, the switch number you've put in will be set to true (ON)
otherwise, it'll be set to false (OFF). Feel free to ask anymore questions ;)
6
Actually, my idea was a little different from how you explained it
What I meant was
the learnable skills in that hash are 1 and 2
to learn skill 1,  skill 3 needs to be used 50 times AND skill 10 needs to be used 60 times
to learn skill 2, skill 12 needs to be used 10 times.
Wouldn't that also allow for multiple skills being unlocked by a single skill?
i.e. if skills 1 and 2 both require skill 3 to be used 50 times

SKILLS_TO_LEARN = {1 => [[3,50]], 2 => [[3,50]]}
as soon as skill 3 has been used 50 times, the condition for both those skills has been met, et voila.
7
My idea for a config that is possible to use in this system would be by using hashes, something like this:
SKILLS_TO_LEARN = {1 => [[3,50],[10,60]], 2=>[[12,10]]}
So that the key in the hash is the learnable skill's ID, and the array following it is filled with sub-arrays that each indicate required_skill_id,uses.
I'm not sure how practical it really is to use, but I think that's how I would set it up :P
just throwing it out there
8
Resources / Re: Winkio's MIDI Studio
August 25, 2008, 08:27:58 pm
Thank you very much, they're all there, and terrific quality. This'll make my piano script much better, I'll make sure to credit you
9
Resources / Re: Winkio's MIDI Studio
August 25, 2008, 09:16:47 am
around .5 seconds is what I'm using now and that seems to give a good feel lol. I tried it using anvil studios, bt like I said, my computer sucks and couldn't get an sound files without screwing them up :P
I think I set the beat count to 50 beats per minute and then used 8th notes
10
I can imagine the hardest part of this script will be making it relatively easy to set up. I've actually got some nice ideas on how to set up something like that though :P
I might let you know if you ask nicely lol, but maybe I'll give a similar system a pop, I'm after making useful customizations for my own game, and this kind of thing inspires me
11
Resources / Re: Winkio's MIDI Studio
August 25, 2008, 06:40:40 am
This may seem like a strange request, but is there any way you could get me grand piano notes in either midi or wav format(doesn't matter) I've tried on my computer but I can't get it to work without feedback or weird noises, even when using stereo mix, and I can't seem to find actual samples. I only need the sounds for 4 octaves starting from 2nd C. I'd like to provide a decent sound quality with my piano script lol. If you don't feel like it you don't have to of course, but I think better quality sounds would make my script just that much better :P
12
For those of you who want to base parallel process/autorun events off a switch turned on in the script, there's a line I forgot to add that you'll need.
All the way at the bottom of the main method under the line

$game_system.bgs_restore

add the line

$game_map.refresh

that'll make sure that the switches are updated
13
Tutorial Requests / Re: System Help
August 24, 2008, 09:14:14 am
Have a look in RM's helpfile. It outlines all these things, including all the battle formulas
14
Script Troubleshooting / Re: Licence Board Problems...
August 24, 2008, 07:59:08 am
On a sidenote, if you don't want to set up every single enemy separately, you could set it up in batches in various ways.
One way, if a number of consecutive enemies in the database should give the same LP is this

for id in first_enemy's_id..last_enemy's_id
  ENEMIES_LP [id] = some amount of lp
end

where "first_enemy's_id" is the id of the first enemy in the list you want to create and "last_enemy's_id" the last id in that list.
Another compactish way to do it is:

ENEMIES_LP[some id] , ENEMIES_LP[some other id] , ENEMIES_LP[another one] = lp, other lp, another lp value

I love the compact set-ups :P
15
Script Troubleshooting / Re: Licence Board Problems...
August 24, 2008, 07:41:58 am
Man....those scripts are pretty big. I'm trying to find scene battle to see if I can find the update method, but I can't seem to find it. As Blizzard suggested, a very likely problem causing the lag is inefficient use of refresh methods...no clue where to look though T_T
EDIT: oh, I just saw something that might interest you in the start of the script. This line here

ENEMIES_LP = []
    # Amount of LP won by defeating an enemy
    # ENEMIES_LP[Enemy id] = X

will let you set up earning license points.
Basically, from what I can tell (the comments are a bit less informative than they could be)
You should set it up like this
after:

ENEMIES_LP = []

For every enemy you add a line saying

ENEMIES_LP[enemy id] = some amount of lp

where the id is the enemy's ID in the database
16
Script Troubleshooting / Re: Licence Board Problems...
August 24, 2008, 07:20:52 am
My personal suggestion on learning how to script is pretty simple: Just script.
By trying to script stuff you'll learn much better how to script than you will by reading tutorials and books about it, since you geniunely have to learn how stuff works. That means you'll have a better understanding of the underlying structures and can therefore more aptly use them.
Of course there's massive internet communities out there to help you when you run into trouble, so you'll just keep learning ;)
17
I'm thinking of an actual useful script to write though :P
The code input functionality at least gives the piano some use, apart from just beeing fun.
I'm putting it in the drum script as well for the sake of things...
UPDATED to v1.12. Improved the parsing so that input codes that take up more than a line now get properly processed
18
Will do. Also I'll be updating the script in a second with a brand-new, well-anticipated feature....CODE  INPUTS!!!
Yes people, he's done it again. Read the new script's instructions for notes on how to use this feature.
19
My first, educated guess, you don't have the "Custom Game Controls" add-on in Tons of Add-ons set up the way it's in the demo. If you don't have it set up like that, it won't work, since the script heavily builds on the custom input module to allow for 48 different keys
20
I'm gonna see if I can use Audacity to do it, I'll try to re-record all the sounds if things go well and update the demo
EDIT: I'm re-uploading the demo with slightly improved soundfiles. My internet's not liking me though, so please be patient while the demo's down.
The keys with the weird buzzing noise now no longer have it, though there is still a little bit of weird static that I couldn't really get rid of.
EDIT2: Updated the demo, going to sleep :P
Maybe I'll script something genuinely useful in the next couple of days rofl