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Messages - Ravenith

1
RMXP Script Database / Re: [XP] Book Scene
September 21, 2010, 08:43:27 am
Very, very nice one! Thanks! Maybe port it to VX too? There's no book scripts for VX if I'm not mistaken, and I sure could use one..

(Why do I use VX? Long story... :/ )
2
RMXP Script Database / Re: [XP] Threat System v1.0
April 29, 2010, 10:05:57 am
A sideview battle system with notorious incombatibility issues. What I like about it is that you don't need a lot of custom sprites etc - the actor's characterset bashes the enemy with his equipped weapon's icon. Laziness ftw.

Anyway, thanks for the threat script - it's amazing how much design space it offers!
3
RMXP Script Database / Re: [XP] Blacksmith System
April 21, 2010, 07:22:13 pm
Very nice. The "Extract" feature explores a nice design space that few scripts had (directly) explored in the past.
4
Although I'm pretty much a nobody in the rmxp community, I feel I have to say you, Blizzard, never fail to impress me. Not so much with your scripting - I can barely judge that - but with your actions. You've been one of the most productive, praised and still levelheaded people of the community. Best of luck with your life, friend.
5
Easily one of the best message systems, now redeemed from the evil SDK :)
*levels up*
6
First of all, thank you VERY much for your time.
I noticed the #'s too late (must have been put there by some weird option in my editor), and by the time I got back from work to fix them, you had already looked into it.
Now, about it working as it is... I must have done something really (and repeatedly) dumb with the demo..  :^_^':
I'm very sorry... thanks again for your time.

*levels up*
7
Some time ago I wrote the algorithm for a script and Charly Lee helped me with the rgss syntax. It disallows reusing a skill for X turns after it is used.
It works like a charm with the DBS, but does not work with SBS Tankentai XP. ( http://www.hbgames.org/forums/viewtopic.php?f=11&t=60521 )
I know it is highly improbable to get help on this one, since Atoa already refused. The script itself is pretty simple, but the battle system is not, so I can't figure out this myself. From what I CAN figure out, the problem is in Scene_Battle (no rocket science here).
This script adds great functionality, and I'd really appreciate some help.
Thanks anyway :)

Spoiler: ShowHide

#SKILL REUSE BY CHARLY LEE & RAVENITH
 
SKILL_REUSE_DELAY={
1 => 10,
2 => 3
} # {skill_id => delay}
 
class Game_Actor
  attr_accessor :skill_reuse_delays
 
  alias srd_setup setup
  def setup(actor_id)
    srd_setup(actor_id)
    @skill_reuse_delays={}
  end
 
  # To be called at the beginning of a battle
  def reset_delays
    @skill_reuse_delays={}
  end
 
  def delay?(skill_id)
    if @skill_reuse_delays[skill_id]!=nil
      return @skill_reuse_delays[skill_id]
    end
    return 0
  end
 
  alias srd_skill_can_use? skill_can_use?
  def skill_can_use?(skill_id)
    if delay?(skill_id) > 0
      return false
    end
    return srd_skill_can_use?(skill_id)
  end
 
  def decrease_delays
    for k in @skill_reuse_delays.keys
      @skill_reuse_delays[k]=[@skill_reuse_delays[k]-1,0].max
    end
  end
 
  def skill_used(skill_id)
    return if SKILL_REUSE_DELAY[skill_id]==nil
    @skill_reuse_delays[skill_id]=SKILL_REUSE_DELAY[skill_id]
  end
end
 
class Scene_Battle
  alias srd_start_phase1 start_phase1
  def start_phase1
    srd_start_phase1
    for actor in $game_party.actors
      actor.reset_delays
    end
  end
 
  alias srd_start_phase4 start_phase4
  def start_phase4
    srd_start_phase4
    for actor in $game_party.actors
      actor.decrease_delays
    end
  end
 
  alias srd_make_skill_action_result make_skill_action_result
  def make_skill_action_result
    # Memorize current SP
    active_battler_sp = @active_battler.sp unless @active_battler.is_a?(Game_Enemy)
    srd_make_skill_action_result
    return if @active_battler.is_a?(Game_Enemy)
    if active_battler_sp != @active_battler.sp
      @active_battler.skill_used(@active_battler.current_action.skill_id)
    end
  end
end
8
RMXP Script Database / Re: [XP] Threat System v1.0
April 14, 2010, 09:41:01 am
Nice surprise - this works with sbs tankentai! ^^
9
Right... I feel pretty dumb right now...  :huh: Thanks!
10
Thank you very much.

*Boosts*

edit: okay, i put that as a condition in a conditional branch, and when it's executed the game crashes with a syntax error... :(
11
As the title implies, I'd like to know what line of script should I use in a conditional branch to check whether character X is the first character in the party.
Thank you very much!
12
Script Requests / Re: Common event on pressing a key
April 10, 2010, 01:31:16 pm
Quote from: Subsonic_Noise on April 09, 2010, 02:14:53 pm
Before RMXP everything had to be done with events, and the games worked anyways, so one more won't make a difference here, right?
Besides, the script would have been executed just as often as the event, so where is the big difference?


I'm not too into technical stuff of this kind myself, so I kinda repeat what I hear the most from other users. I guess you're right, no big difference here. Maybe I'll try to work with parallel process a bit more and test some other stuff with it. Thanks!
13
Script Requests / Re: Common event on pressing a key
April 09, 2010, 02:05:43 pm
Thanks guys.
I hoped this would be done with a scriptlet.. I'm kinda psychotic with using parallel process events as little as possible, and this is going in every single map of the project. A parallel process is executed every frame, right?
I guess one wouldn't make a real difference in lag, so I guess I'll do it that way.

Thanks again!
14
Hello there.
Without further ado. I'd like a script that executes common event X when pressing key Y (preferrably only on the map).
If this requires a custom input script, I'd really appreciate a link too.
Thanks in advance!  :)
15
hmmm bump?
sorry for being irksome  :^_^':
16
Although I'm not really familiar with scripting, my bet is that for some reason the script is run twice... maybe you have the same script twice in your database...
17
Yeah, projectiles are characters too. Thanks for the tip, but in order to do that I'd have to make all my character sprites equal in size, which would be impractical to say in the least.
18
Hello.

As I said in another topic, I have a request. Let me explain.
I'm casually working on a top-down space shooter (BABS, of course :) ) and an issue with character sprites came up.



Let me explain. Rpg Maker XP by default splits each character sprite (taller than 1 tile) in half.
The lower half is the "corporeal" part of the sprite, and the red dot (as seen in the pic) is the sprite's "center".
The upper half is supposed to be the character's upper body. It is displayed on on a higher layer to give a sense of height to the characters.

In Blizzard ABS the projectiles seem to come from the sprite's center (which is actually the lower half's center).
This causes the spaceship to shoot its ultra p4wnz0r beams from a weird place when facing left or right.

So, the request.
I'd like to have this "height" feature disabled, so each sprite's center would be where its real center lies (blue dot on the example picture).
Alternatively, if there is another way to fix this (through BABS maybe?), I'll welcome it with open arms, of course.

Thanks in advance for your time... :)
19
BUMP

The sprite thing is actually about sprite_character, i guess.
Should I make a new topic or abandon the thing altogether?
20
Thanks for the tip... :)

About the graphics thing, it has to do with how the script handles the sprites. When a sprite is more than a tile tall it divides it in two equal parts, upper and lower, then uses the lower part's center as the whole sprite's center. That's why "official" sprites are two tiles tall... i want that function gone...

EDIT: My bad, I realize this probably has to do with Game_Character... I'd still welcome a fix, though.