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Messages - Gears

1
RMXP Script Database / Re: [XP] Advance Wars Engine
October 28, 2015, 08:22:18 pm
I managed to fiddle some more during my downtime. Anybody got some interesting CO ideas?
2
RMXP Script Database / Re: [XP] Advance Wars Engine
July 19, 2015, 06:51:13 pm
Is 4 players still a possibility in the long run?
3
RMXP Script Database / Re: [XP] Advance Wars Engine
July 19, 2015, 03:23:38 pm
I could show you my former build introducing new CO's but i'm not sure how up to date it is.
4
RMXP Script Database / Re: [XP] Advance Wars Engine
July 03, 2015, 12:29:53 pm
Sure thing:

5
RMXP Script Database / Re: [XP] Advance Wars Engine
July 01, 2015, 03:18:28 pm
It seems to run smoother indeed, but the text is all messed up and blurry. is that a bug?
6
RMXP Script Database / Re: [XP] Advance Wars Engine
June 30, 2015, 06:23:54 pm
This isn't completely dead? Awesome! I'll take a look into the capabilities of this new release. See if i can come up with even more shenanigans then i did last time.
7
RMXP Script Database / Re: [XP] Advanced Weather
January 27, 2015, 05:51:28 pm
Got it. Now it works. Time to make bloodrain a thing.
8
RMXP Script Database / Re: [XP] Advanced Weather
January 26, 2015, 07:58:11 pm
I'm afraid i don't quite follow. I did move the weather script below the spriteset_Map script, but that did not seem to do anything.
9
RMXP Script Database / Re: [XP] Advanced Weather
January 20, 2015, 01:38:13 pm
I seem to be having weird trouble getting the variations to work in the script. the script is included in KK20's Advance wars engine, but if i try to call it there trough the game with the $game_screen.weather(1, 25, 40, 1)  function, i get normal rain instead of the bloodrain that's supposed to fall. Any idea what might cause the lack of variation?
10
RMXP Script Database / Re: [XP] Advance Wars Engine
January 14, 2015, 08:56:58 am
Then the problem must be on my side. I cannot get the variations to work. I might have to put some additional thought into it.
11
RMXP Script Database / Re: [XP] Advance Wars Engine
January 12, 2015, 06:28:54 pm
I see. That explains some of the things I've been seeing. Another question entirely, did you disable the variations for fzero's weather script?
12
RMXP Script Database / Re: [XP] Advance Wars Engine
December 22, 2014, 04:55:52 pm
Now that's some grade A stuff. I've been having a ball replacing various textures and ending up with some of the most goofball units in the history of advance wars.

Edit: Managed to make the collateral artillery damage work.

EDIT: After playing a bit in regular advance wars 2, it seems units die quicker in this emulator, i'm not entirely sure of it but where did the damage calculation come from?
13
RMXP Script Database / Re: [XP] Advance Wars Engine
December 12, 2014, 09:00:14 am
This poject is aiding me in ways i never saw coming.
14
RMXP Script Database / Re: [XP] Advance Wars Engine
August 04, 2014, 08:38:26 am
Quote from: KK20 on July 09, 2014, 04:05:04 am
Oh my god dude, you should have posted another post or messaged me--didn't see this until now.

Have you tried putting print statements in between the code to see what numbers you're getting? For example:

      if @scop
      damage *= 10000000
      p(damage)


p(damage)
target.injure(damage, false, initialized)


I haven't looked at AWE in a while due to other programming projects I'm working on (which in the long run will benefit this project too) so I can't really see where the bug is happening. I should also inform you that you can push all those get_unit commands into an array and evaluate those one at a time rather than having 4 if statements.

targets = []
targets.push($game_map.get_unit(g-1, h))
...
targets.each{|target|
  if target.is_a?(Unit)
    # Continue with your code
  end
}



I've been a bit busy lately, i think we probably all have. Thanks for the info!  I'll look to see if it works real soon!
15
RMXP Script Database / Re: [XP] Advance Wars Engine
April 19, 2014, 07:09:28 am
I see. The capitalization is rampant within my script. it all works though, so i'm not really anxious to change that.

I've got a question again. I've been tinkering on a part of code that should allow me to do collateral damage, making it so that on certain conditions, a CO's artillery pieces will also hit (practically fire at), units next to the target unit. The code seems to work, as the enemy units indeed do get damaged. however, they always get damaged for 1HP, while i specifically coded it to vary the damage depending on whether you're in your COP, SCOP, or not. here's how i tried it:

this is in the firing script, triggering if the unit attacks:
Spoiler: ShowHide
if @army.officer.class == CO_Chumbeque
     if INDIRECT.include?(unit_type)
     chumbeque_collateral(target.x,target.y)
     end
   end


and this is the specific function i created it links to:
Spoiler: ShowHide
  def chumbeque_collateral(g,h) # target x and y
     
                     target1= $game_map.get_unit(g-1, h)
                     target2= $game_map.get_unit(g+1, h)
                     target3= $game_map.get_unit(g, h+1)
                     target4= $game_map.get_unit(g, h-1)
      initialized = true
     if target1.is_a?(Unit)
               target = $game_map.get_unit(g-1, h)
   
         
                  if  DamageChart::PriDamage[@unit_type][target.unit_type] == -1
                   damage = DamageChart::SecDamage[@unit_type][target.unit_type].to_f * (unit_hp/10.0)
                   @weapon_use = 2
                 else
                   damage = DamageChart::PriDamage[@unit_type][target.unit_type].to_f * (unit_hp/10.0)
                   @weapon_use = 1
                 end
     # Damage calculations
damage *= offense_power
damage += luck_bonus
damage /= target.defense_power
damage *= target.terrain_defense
damage -= target.def_luck_bonus
damage /= 10.0
     if @scop
     damage *= 10000000
     elsif @cop
      damage /= 2.0
     else
       damage /= 4.0
     end
# Drop any hundredths and beyond numbers (5.556 => 5.5)
damage = sprintf("%10.1f", damage).to_f

     
# Calculate last stand
if target.is_a?(Unit) and target.army.officer.last_stand
if target.unit_hp > 1 and target.health - damage <= 0.0
damage = (0.1 - target.health).abs
end
end

      target.injure(damage, false, initialized)
     
    destroy if unit_hp <= 0    
       
     target.destroy if target.unit_hp <= 0
   end
   
   
   
       if target2.is_a?(Unit)
         target = $game_map.get_unit(g+1, h)
   
         
              if  DamageChart::PriDamage[@unit_type][target.unit_type] == -1
damage = DamageChart::SecDamage[@unit_type][target.unit_type].to_f * (unit_hp/10.0)
       @weapon_use = 2
               else
damage = DamageChart::PriDamage[@unit_type][target.unit_type].to_f * (unit_hp/10.0)
       @weapon_use = 1
               end
     # Damage calculations
damage *= offense_power
damage += luck_bonus
damage /= target.defense_power
damage *= target.terrain_defense
damage -= target.def_luck_bonus
damage /= 10.0
  if @scop
     
     elsif @cop
      damage /= 2.0
     else
       damage /= 4.0
     end
# Drop any hundredths and beyond numbers (5.556 => 5.5)
damage = sprintf("%10.1f", damage).to_f

     
# Calculate last stand
if target.is_a?(Unit) and target.army.officer.last_stand
if target.unit_hp > 1 and target.health - damage <= 0.0
damage = (0.1 - target.health).abs
end
end

      target.injure(damage, false, initialized)
     
    destroy if unit_hp <= 0    
       
     target.destroy if target.unit_hp <= 0
   end
   
        if target3.is_a?(Unit)
          target = $game_map.get_unit(g, h+1)
   
         
          if  DamageChart::PriDamage[@unit_type][target.unit_type] == -1
damage = DamageChart::SecDamage[@unit_type][target.unit_type].to_f * (unit_hp/10.0)
       @weapon_use = 2
    else
damage = DamageChart::PriDamage[@unit_type][target.unit_type].to_f * (unit_hp/10.0)
       @weapon_use = 1
     end
     # Damage calculations
damage *= offense_power
damage += luck_bonus
damage /= target.defense_power
damage *= target.terrain_defense
damage -= target.def_luck_bonus
damage /= 10.0
  if @scop
     
     elsif @cop
      damage /= 2.0
     else
       damage /= 4.0
     end
# Drop any hundredths and beyond numbers (5.556 => 5.5)
damage = sprintf("%10.1f", damage).to_f

     
# Calculate last stand
if target.is_a?(Unit) and target.army.officer.last_stand
if target.unit_hp > 1 and target.health - damage <= 0.0
damage = (0.1 - target.health).abs
end
end

      target.injure(damage, false, initialized)
     
    destroy if unit_hp <= 0    
       
     target.destroy if target.unit_hp <= 0
   end
        if target4.is_a?(Unit)
          target = $game_map.get_unit(g, h-1)
   
         
          if  DamageChart::PriDamage[@unit_type][target.unit_type] == -1
damage = DamageChart::SecDamage[@unit_type][target.unit_type].to_f * (unit_hp/10.0)
       @weapon_use = 2
    else
damage = DamageChart::PriDamage[@unit_type][target.unit_type].to_f * (unit_hp/10.0)
       @weapon_use = 1
     end
     # Damage calculations
damage *= offense_power
damage += luck_bonus
damage /= target.defense_power
damage *= target.terrain_defense
damage -= target.def_luck_bonus
damage /= 10.0
     if @scop
     
     elsif @cop
      damage /= 2.0
     else
       damage /= 4.0
     end
# Drop any hundredths and beyond numbers (5.556 => 5.5)
damage = sprintf("%10.1f", damage).to_f

     
# Calculate last stand
if target.is_a?(Unit) and target.army.officer.last_stand
if target.unit_hp > 1 and target.health - damage <= 0.0
damage = (0.1 - target.health).abs
end
end

      target.injure(damage, false, initialized)
     
    destroy if unit_hp <= 0    
       
     target.destroy if target.unit_hp <= 0
   end
   
 
 
 end


Note that the *10000 damage was changed to verify it worked, yet it didn't.
16
RMXP Script Database / Re: [XP] Advance Wars Engine
April 18, 2014, 05:22:20 am
Well, if everything that's in advance wars is in, it should be good enough. One thing that might be handy is to have some form of trigger that will allow you to create a conversation regardless of what's currently going on. that would allow things like capturing maps in campaign, or perhaps having some form of gloating once you destroy a key enemy unit.

Edit: i managed to break one of my CO's somehow. he was working properly, but not anymore. The idea is that he damages his own units at the end of his CO, i did this by using a activator in the preturn code in the scenemap, like this:

Spoiler: ShowHide
def phase_preturn
# ////////////////////////////////////////////////////////////
# // Reset values (turn off powers, weather, music, graphics
# ////////////////////////////////////////////////////////////
if @preturn == 1
# Do not process preturn phase until wait timer finishes
return if @wait > 0
     
############################################################
     if @player_turn.officer.scop == true
     @player_turn.officer.Core_Overclock_endscop
     end
     ############################################################
     
# Disable the units that have a disabled flag
@player_turn.units.each{|u|
if u.disabled
u.acted = true
u.disabled = false
end
}
# Play the player's CO theme music
$game_system.bgm_play(@player_turn.officer.name)
# Turn off COP and SCOP flags

     
     @player_turn.officer.cop = false
@player_turn.officer.scop = false

which links to this in the officer class:

Spoiler: ShowHide
def Core_Overclock_endscop

   if @Core_overclock_penalty == true
      (@army.units).each{|unit|
unit.injure(8, true, false, true)
}
   end
end

with @Core_overclock_penalty being a legitimate extra:
Spoiler: ShowHide
def initialize(army)
   @name = ""
   @cop = false
   @scop = false
   @cop_name = ""
   @scop_name = ""
   @description = []
   @cop_stars = 0.0
   @scop_stars = 0.0
   @army = army

# Define bonus effects that COs may have

@repair = 2
@income_multiplier = 1
   @cost_multiplier = 1.0
@no_snow_penalty, @no_PoisonGas_penalty, @no_rain_penalty, @no_sand_penalty = false, false, false, false
@build_on_cities = false
@perfect_movement = false
@pierce_fow = false
@last_stand = false
   
   @APC_repair = false
   @Core_overclock_penalty = false
   @reconcapture = false
   
   @gain_dmg_as_HP = false
 end
and the CO in question having it as "true"

Any ideas what's gone wrong?


Also, i just noticed now for some reason, but why is the daily fuel depletion carried out before the fuel resupply? this would cause aircraft to crash even if they reached an airport. Repair and resupply is a bit wonky in general. I had a match today using teamviewer, and am going to see if i can somehow share the recording with you. you'll notice one stupid oversight in my CO and a lot of wonky/not-activating repairs.Repairs are probably fixed in your version, i don't really remember. Still was a fun match though.
17
RMXP Script Database / Re: [XP] Advance Wars Engine
April 17, 2014, 04:57:08 pm
Honestly no idea, but additional options is ALWAYS a plus. i think the text enters letter by letter though. not sure on it, but that's how i remember it.

On that subject, how are we going to handle differently colored armies and the CO-power Letters on the flyover?
18
RMXP Script Database / Re: [XP] Advance Wars Engine
April 15, 2014, 06:21:54 pm
Wonder if we could implement CO specific pre - COP one-liners.
19
RMXP Script Database / Re: [XP] Advance Wars Engine
April 10, 2014, 02:33:54 pm
Funnily enough, it might have accidentally balanced them against my CO's, though my balance is sketchy at best.

Then again, if you make  everything OP it works out in the end.

Edit: I managed to fill most faction tabs with CO's. Anyone know how to make those buggers scroll?
20
RMXP Script Database / Re: [XP] Advance Wars Engine
April 09, 2014, 05:02:06 pm
I think i'll simply bump meteor strike's damage up a bit to either 5 or 6 to compensate, personally going for 6, as this version of Sturm focuses on his low offense but amazing strike/shock potential.

I guess Kanbei's 1.1 cost modifier instead of 1.2 can also be accounted to executive meddling?