Show posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.

Messages - Magnum-X

1
Script Requests / occupy actual space
April 23, 2011, 06:52:38 am
lets say u have a very fat man in your game...
he is as large as 3 tiles but u can pass right through his left and right...

any one know a script that makes a sprite occupy the tiles its on
2
Script Requests / Re: 8x4 sprite sheet script
April 23, 2011, 06:07:55 am
Quote from: stripe103 on April 23, 2011, 06:03:03 am
If you use RMXP, then Night_Runner made a script for me which does exactly that.
#==============================================================================
# ** Night_Runner's More Sprite Frames
#------------------------------------------------------------------------------
# History:
#  Date Created: 15/Dec/10
#  Created for: Stripe103
#   @> http://www.rpgrevolution.com/forums/index.php?showtopic=46903
#
# Description:
#  This script is designed to have more frames for the walking motion of a
#  player, increasing the default 4 frames of walking to 8.
#
# How to Install:
#  You know the drill by now, copy, Tools >> Script editor, scroll down,
#  bottom right right click >> Insert, paste.
#==============================================================================



#==============================================================================
# ** Game_Character
#------------------------------------------------------------------------------
#  Edited to show 8 sprite frames for a player (line 49 edited edited).
#==============================================================================

class Game_Character
  #--------------------------------------------------------------------------
  # * Frame Update
  #--------------------------------------------------------------------------
  def update
    # Branch with jumping, moving, and stopping
    if jumping?
      update_jump
    elsif moving?
      update_move
    else
      update_stop
    end
    # If animation count exceeds maximum value
    # * Maximum value is move speed * 1 taken from basic value 18
    if @anime_count > 18 - @move_speed * 2
      # If stop animation is OFF when stopping
      if not @step_anime and @stop_count > 0
        # Return to original pattern
        @pattern = @original_pattern
      # If stop animation is ON when moving
      else
        # Update pattern
        @pattern = (@pattern + 1) % (self.is_a?(Game_Player) ? 8 : 4)
      end
      # Clear animation count
      @anime_count = 0
    end
    # If waiting
    if @wait_count > 0
      # Reduce wait count
      @wait_count -= 1
      return
    end
    # If move route is forced
    if @move_route_forcing
      # Custom move
      move_type_custom
      return
    end
    # When waiting for event execution or locked
    if @starting or lock?
      # Not moving by self
      return
    end
    # If stop count exceeds a certain value (computed from move frequency)
    if @stop_count > (40 - @move_frequency * 2) * (6 - @move_frequency)
      # Branch by move type
      case @move_type
      when 1  # Random
        move_type_random
      when 2  # Approach
        move_type_toward_player
      when 3  # Custom
        move_type_custom
      end
    end
  end
end



#==============================================================================
# ** Sprite_Character
#------------------------------------------------------------------------------
#  Edited to half hte width of the bitmap for a player (line 119 edited).
#==============================================================================

class Sprite_Character
  #--------------------------------------------------------------------------
  # * Frame Update
  #--------------------------------------------------------------------------
  def update
    super
    # If tile ID, file name, or hue are different from current ones
    if @tile_id != @character.tile_id or
       @character_name != @character.character_name or
       @character_hue != @character.character_hue
      # Remember tile ID, file name, and hue
      @tile_id = @character.tile_id
      @character_name = @character.character_name
      @character_hue = @character.character_hue
      # If tile ID value is valid
      if @tile_id >= 384
        self.bitmap = RPG::Cache.tile($game_map.tileset_name,
          @tile_id, @character.character_hue)
        self.src_rect.set(0, 0, 32, 32)
        self.ox = 16
        self.oy = 32
      # If tile ID value is invalid
      else
        self.bitmap = RPG::Cache.character(@character.character_name,
          @character.character_hue)
        @cw = bitmap.width / (@character.is_a?(Game_Player) ? 8 : 4)
        @ch = bitmap.height / 4
        self.ox = @cw / 2
        self.oy = @ch
      end
    end
    # Set visible situation
    self.visible = (not @character.transparent)
    # If graphic is character
    if @tile_id == 0
      # Set rectangular transfer
      sx = @character.pattern * @cw
      sy = (@character.direction - 2) / 2 * @ch
      self.src_rect.set(sx, sy, @cw, @ch)
    end
    # Set sprite coordinates
    self.x = @character.screen_x
    self.y = @character.screen_y
    self.z = @character.screen_z(@ch)
    # Set opacity level, blend method, and bush depth
    self.opacity = @character.opacity
    self.blend_type = @character.blend_type
    self.bush_depth = @character.bush_depth
    # Animation
    if @character.animation_id != 0
      animation = $data_animations[@character.animation_id]
      animation(animation, true)
      @character.animation_id = 0
    end
  end
end



#==============================================================================
# ** End of Script.
#==============================================================================


Here is the link to the topic at RPG Revolution
There is also a version of this which makes you able to have the sprite animate faster.


tnx so much
3
Script Requests / 8x4 sprite sheet script
April 23, 2011, 05:37:47 am
basically its a script that will allow the use of a sprite sheet like this:


if there already is a script llike this
please post a link ^^

thanks
4
Quote from: LiTTleDRAgo on April 23, 2011, 04:12:57 am
maybe use combo in weapon?

Action 1
change player graphic : raise sword
wait for move completion
wait 2~4 frame
change player graphic : sword raised
wait for move completion
wait 4~8 frame
go to action 2


Action 2
Attack
abort combo


or someting like that


hmmm...i'm gonna try that out ^^
tnx
5
Script Troubleshooting / Blizz-ABS atttack sprites
April 23, 2011, 03:15:41 am
so lets say the frames in the sprite sheet are like this
frame 1 = raising sword
frame 2 = sword raised
frame 3 = same as frame 2
frame 4 = sword slash

my problem is at frame 1 the damage already appears...

Problem:
How do I delay the damage so that the enemy will get damaged at frame 4?

(i'm using the latest version of Blizz-ABS)
6
General Discussion / Which has to be done first?
April 18, 2011, 02:13:56 am
i messed up bad on my game started making tons of maps (isn't that a good thing?, let me finish) WITHOUT A STORY
now i have to restart from begining...

so which has to be done first when making a game?
the story, character profiles, weapons, armor, etc..

(hope this is the right place to post this)
7
Script Troubleshooting / Re: Compatibility Problem
April 15, 2011, 02:29:49 am
Quote from: Blizzard on April 15, 2011, 02:20:51 am
Make sure you start a new game and don't use old save games.

i do start a new game ( my game has no saved games)
right now i'm considering removing mouse controller or Ccoa's UMS T_T
but both scripts are just so awesome
8
Script Troubleshooting / Oh God i'm so stupid
April 15, 2011, 02:04:31 am
Quote from: Blizzard <--A SCRIPTING GENIUS! on April 14, 2011, 08:48:54 am
http://forum.chaos-project.com/index.php/topic,23.0.html

I arranged and re-arranged the scripts i use so many time already but keep coming up with the same error....
would you be so kind enough to tell me in what order should i arrange the scripts in my game?....please

(while i wait for your reply i'll try to arrange the scripts in my game)
10
Script Troubleshooting / Compatibility Problem
April 14, 2011, 07:49:26 am
sooo i started using Blizzards mouse controller + Nathmatts Enhancement but the problem is after i added Ccoa's UMS the game keeps showing an error saying


The scripts i use:


Blizzard's Mouse Controller + Nathmatt's Enhancement + Ccoa's UMS = ERROR

how can i make these scripts work together?
is it even possible?
11
can't seem to figure out how to make Blizz-ABS use 8x4 sprite sheet (dont know if its the right term)
like this

is this even possible using Blizz-ABS
or am i going to need a seperate script?
if so do you know where i can get such a script?

Thank you..