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Topics - Ravenith

1
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
2
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!
3
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!  :)
4
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... :)
5
Hey guys.
I'm casually working on a top-down space shooter (XP), using BABS , and have encountered a couple of  issues.

For starters, I'd like to deactivate the knockback option in BABS, but I can't figure out how.

I'd also like to change the way event sprites work, so that each sprite uses one tile instead of two.  
I can't explain it any better, I believe this is how it's in VX though...

Thanks in Advance :)
6
Script Troubleshooting / Some help with an XP script.
February 10, 2009, 10:16:52 am
Hello. I have a demo that contains some scripts and I need to use just one of them. However, I've been unable to figure out which parts of the script I need to use. It shouldn't be hard, but I'm no programmer :/

If someone could tell me which parts of the code I should use to include the Abilities feature (see demo) in my project, it would be a great help.

http://rapidshare.com/files/196390910/More_Scripts.rar.html


However, I suspect the script is not exactly well coded...
Thank you in advance for your time...