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Messages - Susanm

1
RMXP Script Database / Re: [XP] Throw System
December 15, 2011, 12:30:01 pm
OOOOooooo.... LOVELY!!! :^_^':  Is there anyway to make the object that is thrown to land on another event and trigger it? for example: a rock is thrown at a switch and once the rock lands on the switch it opens a door? and also is there a way to make an object thrown to shatter? such as a pot thrown and it breaks once it lands?  :shy:
2
Projects / Games / Re: [RMXP] Reincarnations
August 25, 2011, 12:22:08 pm
this is one of the best games out there!  only thing is that you need to add more mini games.. would be awesome :roll:
3
ARC Reactor Engine / Re: Current Development Build
August 25, 2011, 12:16:42 pm
Oooooo INTERESTING! 8)  cant wait for official release  :-*
4
RMXP Script Database / Re: [XP][VX] Show Event Name
August 12, 2011, 01:14:18 am
Thank you littledrago... i love your script  :naughty:
5
RMXP Script Database / Re: [XP] Event Range Conditions
August 10, 2011, 08:22:45 pm
Thanks a bunch! It worked -)  kudos!  :shy:  now u have a new version LoL :haha:
6
RMXP Script Database / Re: [XP] Event Range Conditions
August 10, 2011, 05:15:21 am
range?(RANGE, EVENT_ID) 

I know that this line only checks for if EVENT_ID is in defined range distance away from PLAYER then it returns true.... Is there a way to use this line or perhaps another line in the script so it can be use for EVENT_ID checks another EVENT_ID if within range and not the player? Im trying to make an event check the distance range with another event and if within specified range between both events then condition is true and will say "Hi!" between both events...
7
Tutorials / Re: move event towards another event help?
August 10, 2011, 05:00:06 am
well thank you for trying anyhow will post in the board thank you =)  :-*
8
Tutorials / Re: move event towards another event help?
August 10, 2011, 04:41:22 am
Heres a script from foreverzero called event range conditions... only problem with this one is it only checks players distance to events... does not check distance from event to event and thats what im looking for


#:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:
# Event Range Conditions
# Author: ForeverZer0
# Date: 5.1.2011
# Version: 1.1
#:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:
#
# Explanation:
#
#   Allows you to set up conditional branches in events that will be based off
#   the event's coordinates in relation to the player's coordinates without
#   having to create any variables for the X and Y of each.
#
#   Here are the new features you can use a conditional branch. Just type these
#   into the script box for the branch.
#
#   range?(RANGE, EVENT_ID) - Will be true if player is anywhere in the radius
#                             defined by RANGE from the event with EVENT_ID
#
#   on_screen?(EVENT_ID)    - Will be true if the event with EVENT_ID is within
#                             the visible screen
#
#   x_dist?(DIST, EVENT_ID) - Returns true if the player's x/y is within DIST
#            OR               of event's x/y with EVENT_ID. These are absolute
#   y_dist?(DIST, EVENT_ID)   values, meaning it doesn't matter which direction,
#                             it just uses the total distance in tiles for that
#                             axis. Use a DIST of 0 to check if that axis is
#                             equal.
#
#   player_above?(EVENT_ID) - Returns true when player is above event.
#   player_below?(EVENT_ID) - Returns true when player is below event.
#   player_right?(EVENT_ID) - Returns true when player is right of the event.
#   player_left?(EVENT_ID)  - Returns true when player is left of the event.
#
#   For all of these, if the conditional branch that is using them is within
#   the event that it applies to, you do not have to include the EVENT_ID, it
#   is assumed to be that event's ID unless otherwise defined.
#
#   You can use these as a condition for just about anything, such as having
#   an event say something, run away, or run toward the player if it is within a
#   specific distance, and it's much easier than using multiple branches and
#   game variables to set it up.
#
#   Remember that if you use a range condition with a parallel trigger, it will
#   continue to execute as long as the condition is met and if the player cannot
#   move during the event's code, the game will effectively be stuck.
#
# Compatability:
#
#   - You may encounter issues if using a Pixel Movement script, though it
#     should still work fine with an 8-Way Movement script. (Not tested)
#
#:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:

class Interpreter
 
  def range?(range = 4, id = @event_id)
    e = $game_map.events[id]
    radius = (Math.hypot((e.x - $game_player.x), (e.y - $game_player.y))).abs
    return (radius <= range)
  end
 
  def on_screen?(id = @event_id)
    x, y = $game_map.events[id].real_x, $game_map.events[id].real_y
    return ((x - $game_map.display_x + 64) / 4).between?(0, 640) &&
      ((y - $game_map.display_y) / 4).between?(0, 480)
  end
 
  def x_dist?(distance = 0, id = @event_id)
    x_dif = ($game_map.events[id].x - $game_player.x).abs
    return (x_dif <= distance)
  end
 
  def y_dist?(distance = 0, id = @event_id)
    y_dif = ($game_map.events[id].y - $game_player.y).abs
    return (y_dif <= distance)
  end
 
  def player_above?(id = @event_id)
    return ($game_map.events[id].y > $game_player.y)
  end
 
  def player_below?(id = @event_id)
    return ($game_map.events[id].y < $game_player.y)
  end
 
  def player_right?(id = @event_id)
    return ($game_map.events[id].x < $game_player.x)
  end
 
  def player_left?(id = @event_id)
    return ($game_map.events[id].x > $game_player.x)
  end
end
9
Tutorials / Re: move event towards another event help?
August 10, 2011, 04:22:49 am
yea exactly  how do u do that? how can i figure out Jake is 4 tiles away from shawn as a conditional branch key so Jake can say Hi to shawn
10
Tutorials / Re: move event towards another event help?
August 10, 2011, 04:06:50 am
how about range event? do you know how to detect range of Jake or Shawn? if such amount of tiles away then range will be true for conditional branch... do you know how to detect the range?
11
Tutorials / Re: move event towards another event help?
August 10, 2011, 03:55:32 am
IMPRESSIVE!!! IT WORKED  :haha:  KUDO POINTS FOR YOU  :-*   THANKS A BUNCH FOR THE HELP SURELY APPRECIATED  :shy:
12
Tutorials / Re: move event towards another event help?
August 10, 2011, 03:29:25 am
NO WAY really? lets see what you got? Hopefully its what im talking about?
13
Tutorials / Re: move event towards another event help?
August 10, 2011, 03:13:44 am
im trying to do what your doing... kinda complex LoL
14
Tutorials / Re: move event towards another event help?
August 10, 2011, 02:58:32 am
can you show me what you got so far so i can get a general idea of what your doing?
15
Tutorials / Re: move event towards another event help?
August 10, 2011, 02:46:00 am
well i dont know about caterpillar cuz that would mean that event Y will never come into event X exact map location... what your saying is that event Y will do an exact move of event X? if so then both events wont come in contact with each other? i just want event Y to keep moving towards event X until event Y reaches event X map location.... both events could be on each on of the map... i just gotta find a way for event Y to keep moving towards event X location regardless event X is in random movement
16
Tutorials / Re: move event towards another event help?
August 10, 2011, 02:31:34 am
I dont get it? lol
17
Tutorials / Re: move event towards another event help?
August 10, 2011, 02:18:06 am
yes thats exactly it... event Y has to find event X when event X is in random movement... ya thats kinda easy to have both event set for the same route... but im making event X in random movement so u cant study his movement and event Y has to go chase event X... thats what im trying to figure out LoL... theres a pathfinding script by foreverzero... only problem is, it doesnt locate a random movement event... i tried using variables but i cant seem to get the event move to the specified events MAP X and Y's location
18
sorry i mean how do you make an event walk or move towards another event or to an events location?
like for example:

the only way an event can get to players location by movement is to have an event set to parallel process and set move event move towards player (repeated action) so within time, the specified event will eventually catch the player.... now is there a possible way to have the same method for an event to move towards another event(in random movement) location? Its like pathfinding... but instead an event has to chase another event thats already in random movement...
does that make any sense at all?
19
Tutorials / move event towards another event help?
August 10, 2011, 01:25:50 am
is it possible to move an event towards another event besides set event location? Set event location transport one event to another place instead of moving the event so is it possible to move an event towards another event?
20
RMXP Script Database / Re: [XP][VX] Show Event Name
August 10, 2011, 01:20:18 am
This is a great script :)

How can you edit the script to make it so that the name will appear above the event?

i tried editing the below lines and it didnt help at all:

#--------------------------------------------------------------------------
  # * Draw Name
  #--------------------------------------------------------------------------
  def draw_name
    if defined? Bitmap.draw_hemming_text
      @name_event.bitmap.draw_hemming_text(0, 0, 100, 20, @char ,4)
    else
      @name_event.bitmap.draw_text(0, 0, 100, 20, @char ,4)
    end
  end