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Messages - Sin86

1
Thank you, it worked.
2
I know that we have the \nodmg for events but I was wondering how I can disable the damage numbers for the player. Not just the damage numbers but also the "defend" message when you defend.
3
Even if I set the terrain tag on a tileset to something like 2, and then put in 2 for NO_ENEMY_TAGS = [2], then change the map's tileset to a different tileset and then set it back to the original. The enemy still walks over. I tried it on a body of water and the enemy still walks all over it.
4
I love the idea of timed traps but I was wanting to have the ability to have timed traps not only hurt enemies, but also hurt the player and have to distance myself from a timed trap. It would feel more immersive and realistic.
5
Troubleshooting / Help / RPG Maker XP stopped working
December 09, 2024, 03:11:49 pm
The last time I used it was on October 31st 2024, that is when my project was last saved. Then I tried to come back to it again and every time I click on the game.exe, it loads the window up for a few seconds with a black screen, then crashes with no error.

The Game.rxproj won't even load up either. Again, no error.

I tried uninstalling it and reinstalling it and no such luck. I have not made any changes to the program or even my own computer.

My antivirus has never had any issues with this and I even for years have whitelisted all RPG Maker related folders on my computer.

Found the fix: It was caused be DEP being enable for all programs. All I had to do on Windows 10 was go to Control Panel\All Control Panel Items\System, click on "Advance System Settings", then the Advance tab, then "Settings" under "Performance", then go to the tab that says "Data Execution Prevention". The 2nd option was turned on and I don't know how it got turned on, but I changed it to the first option and things are working again.
6
RMXP Script Database / Re: [XP] Continuous Maps
September 11, 2024, 05:05:10 pm
I am so sorry to necropost this one too but I found an incompatibility with "[XP] XP Ace Tilemap". Yes, I am aware that it has issues with custom resolution scripts but I thought the incompatibility would be if you actually do change the resolution. For me, I'm just using the default resolution but still, that script will cause this script all kinds of issues such as crashes and an invisible player when trying to travel around the maps.
7
This is a very interesting script and it's great that it can help you bypass the engine's limit but the problem is, some scripts will require you to put in their IDs for certain functions to work. How can I put in the ID for a map on Disc 1 when normally any script that deals with map IDs are based on Disc 0?
8
RMXP Script Database / Re: [XP] Weapon Charge
August 25, 2024, 05:22:28 pm
Quote from: Blizzard on August 24, 2024, 03:31:44 am
Quote from: Sin86 on August 22, 2024, 03:23:28 pmIt's a great script and I love it, but I saw some bugs.

You can hold down the attack button during any autorun events, when there is text being displayed, when your character is forced to do a move route. Much of this can be game breaking. Is there any way to disable the script on certain events and then re-enable it when you are ready?

Yes, there is. Check the manual for script calls. There is one that disables all ABS controls.

Tried it while talking to an NPC, it still charges if I hold the attack button. I tried $game_system.blizzabs and $game_system.attack_button and it still thinks it can charge.

Only way this script is ever disabled is if there are no enemy events on the map in the first place.
9
RMXP Script Database / Re: [XP] Weapon Charge
August 22, 2024, 03:23:28 pm
It's a great script and I love it, but I saw some bugs.

You can hold down the attack button during any autorun events, when there is text being displayed, when your character is forced to do a move route. Much of this can be game breaking. Is there any way to disable the script on certain events and then re-enable it when you are ready?
10
Hi, it has been a very long time. I'm back and am wanting to make a game with this script. Problem is, when using the skill condition, it only works as long as its any skill, meaning skills with no ID. If I set a condition to be like

$game_map.events[@SELF].triggered?(BlizzABS::CETSkill, 7)

No crash or error, but the condition simply is ignored and what is supposed to happen does not happen. If I set the code in the conditional branch to

$game_map.events[@SELF].triggered?(BlizzABS::CETSkill)

Without the ID, then it will go in just fine.

The same can be said for

$game_map.events[@SELF].triggered?(BlizzABS::CETItem)

Works with any item but if you do a specific item, nothing.
11
Quote from: KK20 on November 13, 2018, 01:02:32 am
That would require a separate script that handles each weapon/armor as its own object. A couple do exist out there, though I have never tried them myself nor do I remember who made them. I did, at one point, try creating my own while being compatible with other equipment-focused scripts. Which therein lies the potential problem: they might not be compatible with Blizz-ABS.


Well, the closest I can think of to what you are talking about might be game guy's item storage script as I believe that allows items, armors and weapons to be their own objects. I could be wrong though. I did however try out his script, didn't see any issues when used with Blizz ABS.
12
Hi, I was wondering on if there is a way you can have durability for specific weapons and armors in a game.

Let's say I have a steel sword. I then get another steel sword. I use Steel Sword A until it is about to break and move to Steel Sword B, which has never been used.

How would I be able to do that?
13
Thanks for the help. Sorry that I'm months late. Anyway, I'm trying to figure this other part out.

I have a shop that is set to use weapons 1 and 3 and armor 1


w = [3,4]
a = [1]
i = 5
$scene = Scene_Blacksmith.new(w, a, i)


Shop opens up normally, but then it still allows me to extract, which I'm trying to disable. I look in the instructions and it says to use these with true/false values.

[CAN_FORGE?, CAN_EXTRACT?, CAN_ENCHANT?]

However, if I use:

w = [3,4]
a = [1]
$scene = Scene_Blacksmith.new(w, a)
[CAN_EXTRACT? = false]


I get an error. Now, I guess I am doing it wrong but the instructions are not giving me examples of how it should be done.

Wait, never mind, I found out how it is done. It has to be like this:

Quotew = [3,4]
a = [1]
i = [5]
l = [true, false, false]
$scene=Scene_Blacksmith.new(w,a,i,l)
14
RMXP Script Database / Re: [XP] Item Weight
July 30, 2018, 01:09:19 am
Ah, so that was the problem. Normally I thought the status effects would go right into play when the weight reaches the limit. I know, been playing too much Elder Scrolls lol.

All good to know, thank you.
15
RMXP Script Database / Re: [XP] Item Weight
July 29, 2018, 11:55:53 pm
I know that this is necroposting but no one else has mentioned this but apparently, I use Stormtronics CMS and this may or may not have anything to do with the issue I'm having but if I go over my weight limit, the states won't apply like they should. Also, when browsing through my inventory, I will see how much any other item weighs except for weapons.
16
Higher resolution can cause lag, yes but it also depends on how big you set your resolution to. If you set it to something huge like 1920x1080, regardless of priority layers then yeah, you're going to have some lag but if you set it something a little small like 800x600, then you're fine just as long as you set the priority layers to something like 3.
17
Yeah, it worked well.

Also, I just noticed a HUGE performance boost in an area with 30 events, which is a lot in this one area as it had the most slow down of all areas. I set the resolution to 800x600 with the priority layers set to 3 and I've never seen anything like this before. This is fantastic!
18
Just to clarify, I think I found it 5 or 6 times. Some of them have a self.y = 16, others had @gold_window.y = 192. I did your trick on all of them along with a script patch that gave CCoa's UMS compatibility with custom resolution scripts such as the one you use.

Thank you so much!
19
So in other words, would it be best to disable intelligent passiblity?

Also, I notice that when talking to NPCs, the talk window is at the top. How do I bring it down to the bottom?
20
It worked, thank you!

However, I am having a few issues. I currently have 848 maps as of right now in one project. On all 848, everything works fine without XPA but when I install XPA, the 848th map will crash if I attempt to move within it. This is the traceback.log.

undefined method `[]' for nil:NilClass

[0101]Blizz 2:8801:in `tile_check'
[0101]Blizz 2:8740:in `direction_passable?'
[0101]Blizz 2:8705:in `self_passable?'
[0102]Blizz 3:2789:in `jump_passable?'
[0102]Blizz 3:1869:in `jump'
[0102]Blizz 3:2988:in `jump'
[0101]Blizz 2:3679:in `update_control'
[0102]Blizz 3:2081:in `update'
[0077]Scene_Map:56:in `block in update'
[0077]Scene_Map:49:in `loop'
[0077]Scene_Map:49:in `update'
[0096]Ccoa's UMS:329:in `update'
[0097]Tons 1:2475:in `update'
[0098]Tons 2:517:in `update'
[0098]Tons 2:2378:in `update'
[0098]Tons 2:3182:in `update'
[0102]Blizz 3:6806:in `update'
[0077]Scene_Map:25:in `block in main'
[0077]Scene_Map:19:in `loop'
[0077]Scene_Map:19:in `main'
[0097]Tons 1:1797:in `main'
[0097]Tons 1:2438:in `main'
[0098]Tons 2:2372:in `main'
[0098]Tons 2:3172:in `main'
[0102]Blizz 3:6714:in `main'
[0109][XPA] Main:37:in `block in <main>'
:1:in `block in rgss_main'
:1:in `loop'
:1:in `rgss_main'
[0109][XPA] Main:28:in `<main>'
ruby:in `eval'


But on the other 847, it will load as it should.

However, some maps have issues with me clipping through walls and this happens no matter if the tiles are set to an X or not.

Wait, never mind. Well, sort of. I did not have debug mode turned on. Strange, though if I was to launch through the game, it would be normal.