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Messages - LivingstoneIPresume

1
I just meant that it would look for lines that start with 'def' and find all the methods after them, and then check that with a list of methods that you call.
For example, it would see this script:
Init.new
Run.new(45, 1, 3)
Gow.new(3, 6)
def Init
do stuff
end
def Run(x, y, z, a)
do stuff
end
def Go(x, y)
do stuff
end

And highlight the method "Gow" because it doesn't exist, along with maybe checking for the number of arguments after "Run" and highlighting that.
If this is what you were thinking, that's fine, but I feel like what you said was a bit more complicated.
2
Can anyone help me on this? How to I add a trigger check to the main loop of Blizz-ABS?
3
First of all, this is awesome. Second, I have a suggestion.
Would it be possible to highlight undefined methods? I always mispell or miscapitalize my methods, and it would be nice to know which ones don't exist. I don't know C# at all, so I have no idea how difficult this would be.
4
Script Troubleshooting / Re: Super simple question
August 29, 2011, 04:18:48 pm
Here's how centering is usually done:
cw = text.width / 2
ch = text.height /2
Set the bitmap's x to 240 - cw and y to 320 - ch

Sorry I can't give a definite answer or syntax here, I am a newbie.
5
Script Troubleshooting / Re: Super simple question
August 29, 2011, 02:42:39 pm
Here's a reply from another noob- see what you can do with it... :D
To draw text in a bitmap:
bitmap.draw_text(x, y, width, height, string)

Bitmap syntax can be found here: http://save-point.org/showthread.php?tid=2901
6
I'm presently working on a trap system for Blizz-ABS(I know one already exists, I'm still learning to script and practical attempts are allegedly the best way to go about it.) and I'm having some trouble with triggering. I don't know how I would go about continually finding out if the player meets specified condition without creating a loop which freezes the game.
Also, I'm having trouble with triggering the event- when I try, I end up crashing the game with an error that says "no method > for nil nilclass" or something to that effect.

Thanks in advance,
Livingstone
EDIT: So can anyone tell me the main loop in Blizz-ABS?
7
Script Requests / Re: [XP] Tiny noob question
August 26, 2011, 11:27:19 pm
Might be easier to just call Scene_Shop.new
8
RMXP Script Database / Re: [XP] Blizz-ABS
August 26, 2011, 12:42:17 pm
Not to offend, but is this possible?

Quote from: LivingstoneIPresume on August 12, 2011, 02:13:25 pm
I'm working on scripting in a few modifications to the script, but I'm running into a few problems.
Firstly I'm setting up a feature to change the actor's alignment. I know that changing a constant is bad, so I set up a new variable to refer to.
I've created two parts:

This one, which allows the use of the command AlignmentSet.new(alignment).
class AlignmentSet
  def initialize(alignment)
    @Group_Switched = 1
    @Actor_Alignment = alignment
  end
end

And this one, which sets @Actor_Alignment to 9 until the command is run.
  unless @Group_Switched == 1
    @Actor_Alignment = 9
  end

I've replaced all instances of ACTOR_GROUP, but for some reason it doesn't work.  :(

Secondly, I'm working on a modification which lets one event function as both an event and a battler, depending on whether their is an enemy nearby.
I used this code to disable replacing an event when the group was 6 or 8, my two npc groups. I will eventually add something to run it anyway if there is an enemy on the map.

if group != 6 or 8
         
          # set move flag if moving disabled
          move = true if event.name.clone.gsub!('\\move') {''}
...<Unnesesary parts ommitted>...
          # replace the real event with the new enemy
          $game_map.events[event_id] = Map_Enemy.new($game_map.map_id, event,
          id, group, attr, move, immortal, full_passable, custom, delay,
          view, hear)               
...<Unnesesary parts ommitted>...
          end

This doesn't accomplish anything...

I realize, as I am a new scripter, that I've probably made some stupid mistake or forgotten to do something important, but can anyone give me any insight as to what it is? :)

Thanks,
Livingstone
9
RPG Maker Scripts / Re: Screen Size Change
August 23, 2011, 11:59:03 pm
Sorry, I just skimmed his scripts that are not possible list and didn't read through the replies.
Thanks, though. I'll try that.
10
 :facepalm: I completely blanked on the HP thing, sorry.
11
RPG Maker Scripts / Screen Size Change
August 23, 2011, 11:35:13 pm
The script I'm currently working on requires me to increase the size of the game window without increasing the size of the map so I can put the HUD, clickable menu, and various other features on the outsideof the map without blockig out contents.
To simplify, basically all I need is to change the window to full screen without affecting the map at all. I'm not sure if this is possible, it's not a resolution change that Blizzard said would be impossible. So, does anyone have any methods on doing this?
Thanks,
Livingstone
12
RMXP Script Database / Re: [XP] Blizz-ABS
August 19, 2011, 09:48:40 am
Try looking at 4.3.8 in the manual, and using the death trigger to control a self switch.
13
RMXP Script Database / Re: [XP] Blizz-ABS
August 18, 2011, 10:51:40 am
Anyone have an answer to my question :O.o:(BUMP)
14
I think this is a great idea. I've not dealt in menu systems myself, but I imagine that this would be simple enough. You wouldn't really need much coding at all.
My suggestion:
Find a script that memorizes the players x and y position.
Learn how to call different scenes from events.

Make a room, and make a common event that runs when you press a button(or use an item, if you really want to go for the Fable 3 feel) to memorize your x and y position and transfer the player to the room. Have an exit that restores a players map and x,y position.
Add events to the room that call up your menu scenes.

Disable the current menu(no clue how).

All in all, it's fairly simple with little coding and a lot of eventing.

15
I agree, I know that there are a few commands available, but the an hp/sp check is missing. This would be a very useful check for game bosses and special monsters.
I'm not sure a cornered check would be possible or efficent, though.
16
Script Requests / Re: Invisibility for blizz abs
August 16, 2011, 01:21:49 pm
Not sure how much you know about scripting, but you might try changing you opacity and enabling sneak mode? If that doesn't work for you, I would suggest reading the part of the script where sneak mode is initialized and copying that into a new script, with your own modifications. You would then call that script with a common event that is performed whenever the skill is used.
17
RMXP Script Database / Re: [XP] Blizz-ABS
August 12, 2011, 02:13:25 pm
I'm working on scripting in a few modifications to the script, but I'm running into a few problems.
Firstly I'm setting up a feature to change the actor's alignment. I know that changing a constant is bad, so I set up a new variable to refer to.
I've created two parts:

This one, which allows the use of the command AlignmentSet.new(alignment).
class AlignmentSet
  def initialize(alignment)
    @Group_Switched = 1
    @Actor_Alignment = alignment
  end
end

And this one, which sets @Actor_Alignment to 9 until the command is run.
  unless @Group_Switched == 1
    @Actor_Alignment = 9
  end

I've replaced all instances of ACTOR_GROUP, but for some reason it doesn't work.  :(

Secondly, I'm working on a modification which lets one event function as both an event and a battler, depending on whether their is an enemy nearby.
I used this code to disable replacing an event when the group was 6 or 8, my two npc groups. I will eventually add something to run it anyway if there is an enemy on the map.

if group != 6 or 8
         
          # set move flag if moving disabled
          move = true if event.name.clone.gsub!('\\move') {''}
...<Unnesesary parts ommitted>...
          # replace the real event with the new enemy
          $game_map.events[event_id] = Map_Enemy.new($game_map.map_id, event,
          id, group, attr, move, immortal, full_passable, custom, delay,
          view, hear)               
...<Unnesesary parts ommitted>...
          end

This doesn't accomplish anything...

I realize, as I am a new scripter, that I've probably made some stupid mistake or forgotten to do something important, but can anyone give me any insight as to what it is? :)

Thanks,
Livingstone