Where is this cluster damage thing.
Also.. bonus question
How would I go about redirecting to the game over screen when a specific character dies if he's in the first position.
P.S. I just noticed the search tab in the help file. Which made it waaaay easier for me to find other answers.
Cluster Damage is in Anima
Mmm off the top of my head... hope it works XD
if $game_party[0].state.include?(1)
$scene = Scene_Gameover.new
end
Quote from: Aqua on April 26, 2009, 09:33:14 pm
Cluster Damage is in Anima
if $game_party[0].state.include?(1)
$scene = Scene_Gameover.new
end
~.~ I cant in good conscience take a script designed for a game that wasn't publicly released.
Also.
I'm not scripter but that looks weird to me. It's like checking for a party leader without checking for an actor.. infact its not even doing that. Then again.. not a scripter so my perception of the script snippet may be leagues from what it is in actuality.
Quote from: RoseSkye on April 26, 2009, 09:29:08 pm
How would I go about redirecting to the game over screen when a specific character dies if he's in the first position.
Add this below Blizz-ABS:
class Scene_Map
def judge
return $game_party.actors[0].dead?
end
end
If it doesn't work, tell me and I will tell you what else you need to do.
Quote from: game_guy on April 26, 2009, 09:35:03 pm
Not sure if this really counts as a question for BABS
What exactly does Cluster Damage do?
Displays more than 1 damage sprite flying around.
Quote from: RoseSkye on April 27, 2009, 02:47:08 am
~.~ I cant in good conscience take a script designed for a game that wasn't publicly released.
Anima was publicly released. And Cluster Damage is more a hack than a well designed plugin as it simply executes a skill multiple times (hence the multiple damage sprites) rather than actually just showing multiple damage sprites for just one damage value. i.e. You have done 47 damage and you get 3 sprites with the numbers 13, 27 and 7.
Thing is that I was going to include Cluster Damage as a part of Blizz-ABS. It's not complicated, I just need another option for weapons/skills/items/enemies.
Quote from: game_guy on April 26, 2009, 09:35:03 pm
What exactly does Cluster Damage do?
there's a skill in Anima that hits twice, and pops damage twice, that's what it does.
Quote from: RoseSkye on April 27, 2009, 02:47:08 am
~.~ I cant in good conscience take a script designed for a game that wasn't publicly released.
if you meant 'for' then it's been publicly released open-source...
if you meant 'from', then I understand.
Quote from: RoseSkye on April 27, 2009, 02:47:08 am
Also.
I'm not scripter but that looks weird to me. It's like checking for a party leader without checking for an actor.. infact its not even doing that. Then again.. not a scripter so my perception of the script snippet may be leagues from what it is in actuality.
that's exactly what it is doing, and...it's not what you asked for, good eye.
I'd write something up, but I'm at work and I don't trust writing RGSS code without RMXP handy to check it.
Aqua's code IS faulty.
Quote from: Blizzard on April 27, 2009, 10:40:29 am
Aqua's code IS faulty.
yours kinda does the same thing :^_^':
Aqua's will crash the game, mine just isn't fully doing what's it supposed to (thanks for bringing that to my attention).
I missed the part where it has to be a specific actor.
class Scene_Map
alias judge_rose_later
def judge
return ($game_party.actors[0].id == ID && $game_party.actors[0].dead?) || judge_rose_later
end
end
Change ID to the database ID of the actor.
Quote from: Blizzard on April 27, 2009, 05:54:46 am
Quote from: RoseSkye on April 26, 2009, 09:29:08 pm
How would I go about redirecting to the game over screen when a specific character dies if he's in the first position.
Add this below Blizz-ABS:
class Scene_Map
def judge
return $game_party.actors[0].dead?
end
end
If it doesn't work, tell me and I will tell you what else you need to do.
Quote from: RoseSkye on April 27, 2009, 02:47:08 am
~.~ I cant in good conscience take a script designed for a game that wasn't publicly released.
Anima was publicly released. And Cluster Damage is more a hack than a well designed plugin as it simply executes a skill multiple times (hence the multiple damage sprites) rather than actually just showing multiple damage sprites for just one damage value. i.e. You have done 47 damage and you get 3 sprites with the numbers 13, 27 and 7.
Thing is that I was going to include Cluster Damage as a part of Blizz-ABS. It's not complicated, I just need another option for weapons/skills/items/enemies.
It doesn't work ;-;.
Um, I meant the script itself. It doesn't matter if the game was decrypted. It feels like breaking and entering if I go into someones project and steal their scripts. I cant do it. =/
Quote from: Blizzard on April 27, 2009, 10:50:12 am
Aqua's will crash the game, mine just isn't fully doing what's it supposed to (thanks for bringing that to my attention).
I missed the part where it has to be a specific actor.
class Scene_Map
alias judge_rose_later
def judge
return ($game_party.actors[0].id == ID && $game_party.actors[0].dead?) || judge_rose_later
end
end
Change ID to the database ID of the actor.
Quote from: Blizzard on April 27, 2009, 11:00:39 am
Quote from: Blizzard on April 27, 2009, 10:50:12 am
Aqua's will crash the game, mine just isn't fully doing what's it supposed to (thanks for bringing that to my attention).
I missed the part where it has to be a specific actor.
class Scene_Map
alias judge_rose_later
def judge
return ($game_party.actors[0].id == ID && $game_party.actors[0].dead?) || judge_rose_later
end
end
Change ID to the database ID of the actor.
I lol'd
A. why did you have to use my name in the script
B. Why didn't you show me this one first. (I didn't try it out yet)
----------------------------------
Also is there anyway to start a certain music track when the party enters the range of enemies and play the track that was played before when they leave range of enemies?
Quote from: RoseSkye on April 27, 2009, 11:03:45 am
I lol'd
A. why did you have to use my name in the script
to make sure that the alias was uniquely named as to eliminate possible conflicts with other scripts
Quote from: RoseSkye on April 27, 2009, 11:03:45 am
B. Why didn't you show me this one first. (I didn't try it out yet)
because he misinterpreted your request at first, and didn't realize what you were asking for
Quote from: RoseSkye on April 27, 2009, 11:03:45 am
Also is there anyway to start a certain music track when the party enters the range of enemies and play the track that was played before when they leave range of enemies?
modern made a system that plays sounds based on how close you are to events, but it lags terribly and isn't compatible with BlizzABS
Hey Blizz. Did you come up with a fix?
Didn't winkio post an event system like that? Check out the Event Systems section.
Also, what do you mean with fix? This one isn't working?
Quote from: Blizzard on April 27, 2009, 12:42:06 pm
Also, what do you mean with fix? This one isn't working?
Nope
Yeah, I just noticed it in the shoutbox.
class Scene_Map
alias judge_rose_later judge
def judge
return ($game_party.actors[0].id == ID && $game_party.actors[0].dead?) || judge_rose_later
end
end
Script 'Blizz Thingy' line 4: Name Error occured.
uninitialized constant Scene_Map::ID
Quote from: Blizzard on April 27, 2009, 11:00:39 am
Change ID to the database ID of the actor.
In your case 10, right?
Quote from: RoseSkye on April 27, 2009, 12:52:33 pm
Script 'Blizz Thingy' line 4: Name Error occured.
uninitialized constant Scene_Map::ID
thing is...that error is saying that ID is an uninitialized constant, it's trying to use it as a value.
tell me, does your script look like this?
class Scene_Map
alias judge_rose_later judge
def judge
return ($game_party.actors[0].id == 10 && $game_party.actors[0].dead?) || judge_rose_later
end
end
Quote from: NAMKCOR on April 27, 2009, 01:12:03 pm
Quote from: RoseSkye on April 27, 2009, 12:52:33 pm
Script 'Blizz Thingy' line 4: Name Error occured.
uninitialized constant Scene_Map::ID
thing is...that error is saying that ID is an uninitialized constant, it's trying to use it as a value.
tell me, does your script look like this?
class Scene_Map
alias judge_rose_later judge
def judge
return ($game_party.actors[0].id == 10 && $game_party.actors[0].dead?) || judge_rose_later
end
end
I'm such an idiot .. no..
class Scene_Map
alias judge_rose_later judge
def judge
return ($game_party.actors[10].id == 0 && $game_party.actors[0].dead?) || judge_rose_later
end
end
it looked like this.
(Doesn't work)
when he said 'change ID' he really meant it lol
And the last one didn't work either?
Haha...
I really shouldn't script off the top of my head :P
The problem is that the dead leader is switched before the game over occurs. Add this code after the one I gave you before in order to prevent that.
class BlizzABS::Controller
alias switch_leader_rose_later switch_leader
def switch_leader
return if $game_party.actors[0].id == 10 && $game_party.actors[0].dead?
switch_leader_rose_later
end
end
$BlizzABS = BlizzABS::Processor.new
Quote from: Cool Trainer Blizzard on April 28, 2009, 03:42:12 am
The problem is that the dead leader is switched before the game over occurs. Add this code after the one I gave you before in order to prevent that.
class BlizzABS::Controller
alias switch_leader_rose_later switch_leader
def switch_leader
return if $game_party.actors[0].id == 10 && $game_party.actors[0].dead?
switch_leader_rose_later
end
end
$BlizzABS = BlizzABS::Processor.new
Blizz your new name is really lame :/
Edit: It works like a charm. I know someone who's getting extra nookie today!
It wasn't me who gave me the new name. O_o;
Quote from: Rival Blizzard on April 29, 2009, 05:39:55 am
It wasn't me who gave me the new name. O_o;
Ladies and Gentlemen, Cool Trainer Blizzard: ShowHide (http://www.demotivateus.com/posters/nintendo-demotivational-poster.jpg)