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Messages - Makasu

1
RMXP Script Database / Re: [XP] Continuous Maps
December 22, 2009, 10:31:13 am
But see its a teleported map. Its an interior map. Or y'know what I could just link the map to itself right?

EDIT: Okay linking the map to itself worked but now events from other maps are showing up. Like map 9 is the interior map and like events from 39 are showing up because its another map linked to itself.
2
RMXP Script Database / Re: [XP] Z-HUD for Blizz-ABS
December 22, 2009, 10:30:18 am
My one weakness scripting. :) It took me forever just to edit BABS default HUD to show the currently equipped icon but I guess I could play around with it and find out. :D
3
RMXP Script Database / Re: [XP] Continuous Maps
December 22, 2009, 09:35:36 am
Quote from: Blizzard on December 22, 2009, 09:27:05 am
Teleporting to another map doesn't work? Then I have to check that.


It doesn't because I get the following error:

Script (*) Continuous Map' line 255: NoMethod Error occurred.
undefined method 'each' for nil:NilClass


which of course takes me to line 255

CTMAPS::MAPS[@map_id].each {|data|
4
RMXP Script Database / Re: [XP] Z-HUD for Blizz-ABS
December 22, 2009, 09:32:56 am
No I mean like this

Ergo Proxy: ShowHide


See how the HP and Mp bar has like a background image something along those lines.


I don't mean as flashy of course. But along those lines.
5
RMXP Script Database / Re: [XP] Continuous Maps
December 22, 2009, 08:23:47 am
Alrighty after finally kinda sorta figuring out how to use this. (Negative numbers included) I've encountered another bug I can't teleport to another map. Let's say like an interior. I have to have every single map linked. Its not really a problem par se its just I like the interior transition (fade to black) but without it I get an error. I can't remember the exact error at the moment but ill post it when I have comp. Access.
6
RMXP Script Database / Re: [XP] Z-HUD for Blizz-ABS
December 22, 2009, 08:04:32 am
Now I have to ask does this support a background image for the hp bar and mp bar?  Y'know just like a box picture or something so you can truly make custom Huds? Sorry if it does. I haven't had time to test and I'm typing this from my phone at the moment. :p thanks in advance.
7
RMXP Script Database / Re: [XP] Continuous Maps
December 20, 2009, 09:27:49 pm
Ahh a new game helped but now all of my enemies that I have on one map appear on the beginning map and not the area they are...If that makes sense?

IE:

I have no enemies on map one but enemies on map 2. The enemies on map 2 are on map one when I start the game.

Yeah lol I need a manual. >_> I fail at continuous maps. :(

EDIT: This also seems to create a problem in babs when switching the player.

Whenever I switch with the script in I get the following:

Script 'Blizz ABS pt 2' line 2854: ArgumentError occured.
wrong number of arguments (3 for 2)


which of course takes me to:

 center(player.x, player.y, true) if $game_system.caterpillar
8
RMXP Script Database / Re: [XP] Continuous Maps
December 19, 2009, 08:52:40 am
I love you for this. :3 <3

EDIT: I get errors when trying to use this with BABS. something about [] nil class

Script '(*) Continuous Map' line 257: NoMethodError occurred.
undefined method '[]' for nil:NilClass


which of course takes me to

257  if @maps[id] != nil
9
RMXP Script Database / Re: [XP] Blizz-ABS
September 21, 2009, 09:06:50 am
Yeah that might be what I have to do actually. But since the jump function is a part of BABS and its like an entire rooftop it'll mean a lot of changing. So I'll either just make it where you can't jump down or event it like you said. Thanks nonetheless.
10
RMXP Script Database / Re: [XP] Blizz-ABS
September 21, 2009, 07:22:28 am
I have. But literally its like a very small jump. Off of a roof with half a door way. So there's three tiles. The roof, the door, then the grass. But see then I can jump back up onto the roof but I don't want that necessarily. If no I can just eliminate the jump altogether. I think my jumping is set to 1? I'm not on my computer at the moment so I can't tell for sure. But if I set eeither the roof to not be jumpable I can't jump off and with the grass as well. I could try the door but I think I already have?
11
RMXP Script Database / Re: [XP] Blizz-ABS
September 18, 2009, 12:10:06 pm
Or make em neutral. Because if you set them to be an enemy they'll attack you on sight.

O_o but now I have a question. Is it possible to make it where you can only jump one way. Say like you jump down a cliff but can't jump back up it?
12
:( me and homework have never gotten along. And once again homework screws me over! Well its not a major thing hindering my progress like I said. Its more of a matter of convenience than anything. Placing one teleport event for a whole lets say 12 ain't half bad.
13
Yeah. That'd probably be best. Because I can't seem to get it to work. And I've tried it without BABS and it works fine but with BABS in it just disables it.
14
RMXP Script Database / Re: [XP] Blizz-ABS
September 15, 2009, 11:36:03 pm
Did you give the enemy a group?

AND

Are you using any enemy defined in the database?

IE: you use \e[5]\g[whatever] and you only have 4 enemies set up in the database?
Because I've done this before so maybe you are as well.
15
I probably typed it wrong. Lemme see though.

EDIT: Okay well the error is gone but still no teleporting.  :???:
16
But see I'm still confused. If I add it to a new script it does nothing and if I add it to the end of maplinks v1 it gives me the error

Script 'Maplink' line 145 SyntaxError occured


which takes me to:

$game_map.maplinks[dir].activate]


I don't know whats causing it. I'm guessing maplink isn't really compatiable with BABS. Which sucks because like I said putting down a whole bunch of blank teleport events causes me to experience MAAAADDD lag. :(
17
Now in a new script or at the very bottom of the script? like where those extra two attr's are?
18
Quote from: Blizzard on September 15, 2009, 04:36:35 am
BlizzABS::Player_Controller is does not exist since a specific version (probably 1.8x, 1.9x or 2.0x). It's BlizzABS::Controller you probably need to put there.


Thank you but that didn't do anything. The error isn't there anymore but I think its disabled maplinks altogether?

EDIT:

I've uploaded a demo using a new[er] version of Maplinks in case someone wants to mess around with it and possible make it work with BABS

Download here!
19
Script Requests / A Simple merge request [MAPLINKS + BABS]
September 14, 2009, 11:18:21 pm
Howdy!

I'd like to request a simple merge of Wachunga's Maplinks script to be compatible with BABS v 2.x

I read on an rrr post that there was a merge done by Blizz himself. But somehow I don't know if its the same or if some alias' have changed or whatever the case may be.

Now according to the post that I read located here

All I need to change is the class Game_Player from:

class Game_Player

alias ml_cett check_event_trigger_touch
def check_event_trigger_touch(x, y)
check_maplinks(x,y)
ml_cett(x,y)
end

def check_maplinks(x,y)
if $game_map.valid?(x, y) then return end
dir = nil
if y == $game_map.height then dir = 2
elsif x == -1 then dir = 4
elsif x == $game_map.width then dir = 6
elsif y == -1 then dir = 8
end
if dir != nil
if $game_map.maplinks[dir] != nil
$game_map.maplinks[dir].activate
end
end
end

end


to:

class BlizzABS::Player_Controller

  alias ml_cett check_event_trigger_touch
  def check_event_trigger_touch(x, y)
    check_maplinks(x,y)
    ml_cett(x,y)
  end

  def check_maplinks(x,y)
    return if $game_map.valid?(x, y)
    if y == $game_map.height
      dir = 2
    elsif x == -1
      dir = 4
    elsif x == $game_map.width
      dir = 6
    elsif y == -1
      dir = 8
    else
      dir = nil
    end
    if dir != nil && $game_map.maplinks[dir] != nil
      $game_map.maplinks[dir].activate
    end
  end
 
end


But upon doing so I run into the error that reads:

Code: error
Script 'Maplinks' Line 125: NameError occured.
undefined method 'check_event_trigger_touch' for class BlizzABS::Player_Controller'


I have the maplinks script if it'll make the slight merge or the update of Blizz's other post easier?

Spoiler: ShowHide
Code: Maplinks
=begin
============
Maplinks - version 0.95 (2005-11-10)
============
by Wachunga

This script simplifies linking maps together: a single event sets up an
entire edge of the map as a teleport to another map. Players trying to
leave that edge of the current map are automatically teleported.

(This can also be achieved with many copies of teleport events along the edges
of a map or with a parallel-process event that sets variables and uses them to
teleport, but these methods are not optimal -- causing lag and/or inconvenience
for the mapper.)

To link a map with another on a specific edge (north, east, south or west),
create an event with <maplink> included in its name on the appropriate edge of
the map. (To avoid confusion, maplink events on corners of the map are
not valid.) Then, add a teleport ("Transfer Player") command to the event
to specify the destination map and other details (e.g. player direction,
fading on/off). If the destination is an east or west edge, then the Y
coordinate is calculated based on the player's Y coordinate when
teleporting; likewise, the X coordinate is calculated automatically when
the destination is a north or south edge.

Note: unlike normal teleport events, maplinks are activated when the player
tries to leave the screen instead of when stepping on the last tile. This
behaviour could be changed, but I feel that it's more natural this way:
it leaves the whole map open for actual exploration, instead of "wasting"
the outer tiles of a map.

=end

#-------------------------------------------------------------------------------

class Game_Event < Game_Character
alias ml_ge_init initialize
def initialize(map_id, event)
ml_ge_init(map_id, event)
if @event.name.upcase.include?('<MAPLINK>')
dir = nil
if @event.y == $game_map.height-1
dir = 2 unless @event.x == 0 or @event.x == $game_map.width-1
elsif @event.x == 0
dir = 4 unless @event.y == 0 or @event.y == $game_map.height-1
elsif @event.x == $game_map.width-1
dir = 6 unless @event.y == 0 or @event.y == $game_map.height-1
elsif @event.y == 0
dir = 8 unless @event.x == 0 or @event.x == $game_map.width-1
end
if dir != nil
@list.each { |command|
if command.code == 201
# make sure new location isn't be specified by variables
if command.parameters[0] == 0
$game_map.maplinks[dir] = Maplink.new(command.parameters)
break
end
end
}
end
end
end
end

#-------------------------------------------------------------------------------

class Game_Map
attr_accessor :maplinks

alias ml_gm_setup setup
def setup(map_id)
@maplinks = {}
ml_gm_setup(map_id)
end

def width(map_id = @map_id)
if map_id == @map_id
return @map.width
else
return load_data(sprintf("Data/Map%03d.rxdata", map_id)).width
end
end

def height(map_id = @map_id)
if map_id == @map_id
return @map.height
else
return load_data(sprintf("Data/Map%03d.rxdata", map_id)).height
end
end

end

#-------------------------------------------------------------------------------

class Maplink

def initialize(parameters)
@param = parameters
end

def activate
width = $game_map.width(@param[1])
height = $game_map.height(@param[1])
# modify x (p[2]) or y (p[3]) coordinates appropriately
if @param[2] == 0 or @param[2] == width-1
@param[3] = $game_player.y
elsif @param[3] == 0 or @param[3] == height-1
@param[2] = $game_player.x
end
# set up a dummy interpreter just for teleport
interpreter = Interpreter.new
interpreter.parameters = @param
interpreter.index = 0
interpreter.command_201
end

end

#-------------------------------------------------------------------------------

class Game_Player

alias ml_cett check_event_trigger_touch
def check_event_trigger_touch(x, y)
check_maplinks(x,y)
ml_cett(x,y)
end

def check_maplinks(x,y)
if $game_map.valid?(x, y) then return end
dir = nil
if y == $game_map.height then dir = 2
elsif x == -1 then dir = 4
elsif x == $game_map.width then dir = 6
elsif y == -1 then dir = 8
end
if dir != nil
if $game_map.maplinks[dir] != nil
$game_map.maplinks[dir].activate
end
end
end

end

#-------------------------------------------------------------------------------

class Interpreter
attr_accessor :parameters
attr_accessor :index
end


Its not that its majorly important. Its for simple recreation purposes and for some odd reason in BABS 2.57 whenever I have a lot of teleport events it causes the game to lag like crazy. :/

So any help or assistance is greatly appreciated. And will not go unnoticed. I'm willing to trade art in exchange for help. :)

Thank you in advance.
20
RMXP Script Database / Re: [XP] Blizz-ABS
September 14, 2009, 01:26:58 pm
Quote from: Blizzard on September 14, 2009, 11:39:02 am
$game_party.all_dead?


When Auto Gameover is on, it switches to the game over screen when everybody is dead. When it's off, it does nothing.


Yes, I know that. Its just I thought it used to activate a switch when you had Auto Gameover set to false. But my mistake on not clearing that up and thank you for the code as well. :) I can just throw this in the "script" part of a conditional branch and throw an 'if' in front correct?

EDIT: Nevermind got it. Thank you once again Blizz.