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 - KK20

1
Towards the bottom you see
if defined?(Hangup) #xp
Try changing it to
if true
Since this is technically XP, we need the methods defined below it.
2
RMXP Script Database / Re: [XP] Terrain Step Sound
September 08, 2019, 05:21:12 pm
Please use code tags when pasting large blocks of code. [ code ] and [ /code ] without the spaces

At this point I'd need you to upload a demo of your project. This doesn't problem does not appear to be script related.
3
RMXP Script Database / Re: [XP] Terrain Step Sound
September 08, 2019, 04:52:09 pm
I thought "Floor" was your doing :O.o: . In the original script, it's "Sound":
  Tilesets[2] = []
  Tilesets[2][0] = ["Sound"]
  Tilesets[2][1] = [["sound", 75, 50]]
If you're not using "Floor" then remove it.
4
RMXP Script Database / Re: [XP] Terrain Step Sound
September 08, 2019, 04:33:42 pm
I also forgot to mention in the previous post that if you specify a volume and pitch, you need to wrap those around an array too. Otherwise you'll get some Fixnum conversion error.
Tilesets[1][1] = [["Floor", 50, 100]]

Tilesets[52][1] = [["TalkAngryBirds", 100, 0]]

So you're saying that you have made an entry in your Tileset Database with an ID of 52, changed the Terrain Tag for some of those tiles to either 0 or 1, and there is a sound effect in your Audio/SE folder named 'TalkAngryBirds'?
5
RMXP Script Database / Re: [XP] Terrain Step Sound
September 08, 2019, 02:04:10 am
Your configuration is wrong clearly. Pointing out this in particular:
  Tilesets[1] = []
  Tilesets[1][0] = "Floor"
  Tilesets[1][1] = ["Floor", 50, 100]
  #
  Tilesets[1][0] = "TalkAngryBirds"
  Tilesets[52][1] = ["TalkAngryBirds", 100, 0]
So the first set is almost correct: You just need to put "Floor" in an array like the example showed.
Tilesets[1][0] = ["Floor"]

The "TalkAngryBirds" section is completely wrong. First off, you're overwriting the value stored in Tilesets[1][0], which originally contained "Floor", to "TalkAngryBirds". Not to mention, you need to put it in an array too.

Secondly, you forgot to initialize Tilesets[52] to an empty array like the first set did.
Tilesets[52] = []
That is the reason why you are getting the error.

From the looks of things, I believe you don't really know what you're doing. Please explain and I can point you to the right direction in configuring it properly.
6
RMXP Script Database / Re: [XP] Terrain Step Sound
September 08, 2019, 01:08:56 am
Can you provide the full message of the error? And your configuration
7
You do know that I said all that was needed to be said. It is up to you to make the effort to do it.
8
[XP] Status Window Refreshing During Battle Events

Description

When in battle, the Window_BattleStatus keeps refreshing while a battle event is running. You can see this under Scene_Battle#update:

    # If battle event is running
    if $game_system.battle_interpreter.running?
      # Update interpreter
      $game_system.battle_interpreter.update
      # If a battler which is forcing actions doesn't exist
      if $game_temp.forcing_battler == nil
        # If battle event has finished running
        unless $game_system.battle_interpreter.running?
          # Rerun battle event set up if battle continues
          unless judge
            setup_battle_event
          end
        end
        # If not after battle phase
        if @phase != 5
          # Refresh status window
          @status_window.refresh
        end
      end
    end


Solution

A user posted a potential solution on the official RM forums: https://forums.rpgmakerweb.com/index.php?threads/rmxp-battle-text-lag.111312/#post-987292
9
I've spent the better part of an hour to see if there was any quick way to do it, but nothing came up yet. The idea is to set the projectile sprite's animation_id when the check_explosion call is made. You'll have to edit some of the update methods for Spriteset_Map and other sprite classes to ensure that, for this special scenario, you don't prematurely dispose the projectile sprite until after the explosion animation finishes.

I'm at a point where I can see the first few frames of the animation but a fade_out flag is being set, which causes the opacity to reach 0 and the animation disappears (probably because one of the update methods I pointed out above is disposing the sprite).
10
That is how it was designed. I feel like I've done this type of request before in the past, but this was many years ago.
11
He also posted on RM forums
https://forums.rpgmakerweb.com/index.php?threads/rename-a-map-with-script.110982/

So we'll see what his reply is then.
12
Quote from: SpoofusWould it be to hard do a version of it where instead of basing it on the actor level, have it instead based on class level based from RO job/skill script?
I am trying something with balancing actor and enemy stats


Untested

#==============================================================================
# Job-based Level Up Stats (RO Edit)                                    Ver 1.0
# By KK20                                                             Jul 10 19
#------------------------------------------------------------------------------
# Purpose:
#  Allows actors to gain bonus stats based on their class/job upon leveling up.
#  For example, a Warrior gains more STR and Max HP while Mages gain more INT
#  and Max MP.
#
# Instructions:
#  Place below default scripts but above Main (the usual). The lower the better.
#  Place below RO Job/Skill System.
#  Configure the stat bonuses below (instructions provided there).
#
#==============================================================================
module JobLevelUp
  def self.level_up_stats(id)
    case id
    #-------------------------------------------------------------------------
    # Configure:
    #
    #   when CLASS_ID
    #     [MAX_HP, MAX_SP, STR, DEX, AGI, INT]
    #
    # where CLASS_ID is the database index of the class and each stat in the
    # array indicates how much that stat will increase per level up.
    #-------------------------------------------------------------------------
    when 1 # Fighter
      [7, 2, 5, 2, 3, 2]
    when 2 # Lancer
      [8, 3, 4, 3, 2, 3]
    when 3 # Warrior
      [10, 1, 7, 1, 4, 1]
    when 4 # Thief
      [4, 3, 2, 6, 6, 4]
    else # Classes not defined will use this default value
      [3, 3, 3, 3, 3, 3]
    end
  end
end

class Game_Actor
  def level_up_stat_gain(levels, class_id)
    stat_array = JobLevelUp.level_up_stats(class_id)
    self.maxhp += stat_array[0] * levels
    self.maxsp += stat_array[1] * levels
    self.str   += stat_array[2] * levels
    self.dex   += stat_array[3] * levels
    self.agi   += stat_array[4] * levels
    self.int   += stat_array[5] * levels
  end

  #----------------------------------------------------------------------------
  # job_level_change
  #  val  - new level value
  #  id   - class ID
  #  flag - determines whether EXP should be updated or not
  #  This method processes change of a job level.
  #----------------------------------------------------------------------------
  alias get_job_level_change_diff job_level_change
  def job_level_change(val, id = @class_id, flag = true)
    old_level = job_level(id)
    get_job_level_change_diff(val, id, flag)
    level_diff = job_level(id) - old_level
    level_up_stat_gain(level_diff, id)
  end

end
13
RMXP Script Database / Re: [XP] Passive Augments
June 18, 2019, 12:54:14 am

class Scene_Battle
  def make_skill_action_result
    # スキルを取得
    @skill = $data_skills[@active_battler.current_action.skill_id]
    sp_cost = @skill.sp_cost
    # 強制アクションでなければ
    unless @active_battler.current_action.forcing
      # SP 切れなどで使用できなくなった場合
      unless @active_battler.skill_can_use?(@skill.id)
        # アクション強制対象のバトラーをクリア
        $game_temp.forcing_battler = nil
        # ステップ 1 に移行
        @phase4_step = 1
        return
      end
    end
    if @active_battler.is_a?(Game_Actor) && @active_battler.skill_learn?(DEMI_MP_ID)
      sp_cost /= 2
    end   
    if @active_battler.is_a?(Game_Actor) && @active_battler.skill_learn?(TURBO_MP_ID)
      sp_cost *= 2
    end   
    # SP 消費
    if @active_battler.is_a?(Game_Actor) && @active_battler.skill_learn?(BLOOD_PRICE_ID)
      @active_battler.hp -= (sp_cost * 5)
    else
      @active_battler.sp -= sp_cost
    end
    # ステータスウィンドウをリフレッシュ
    @status_window.refresh
    # ヘルプウィンドウにスキル名を表示
    @help_window.set_text(@skill.name, 1)
    # アニメーション ID を設定
    @animation1_id = @skill.animation1_id
    @animation2_id = @skill.animation2_id
    # コモンイベント ID を設定
    @common_event_id = @skill.common_event_id
    # 対象側バトラーを設定
    set_target_battlers(@skill.scope)
    # スキルの効果を適用
    for target in @target_battlers
      target.skill_effect(@active_battler, @skill)
    end
  end
end
14
Another user reported having issues running the demo a few years back. You can try what Heretic suggested: https://forum.chaos-project.com/index.php/topic,13682.msg194076.html#msg194076

To help narrow down if it may be a script causing it, you can put
print 'This is the ____ script'

at the top of each script, replacing the line with the name of the script. You will get alert windows popping up in the order of the scripts list (i.e. from top to bottom). Clearly, whatever message was printed last is your problem script.
15
Pokemon Essentials received a C&D by Nintendo so we do not support that anymore. Author is also old so its expected for links to disappear.
Regarding download links, your best bet in most scenarios is posting if anyone still has a copy that they can re-upload and/or messaging the original author (though this will really only apply to us more active users). Otherwise, Google search. No results? Script is lost forever.

Quick google search for RPG Maker XP SDK and this was at the top of the list: https://save-point.org/thread-2361.html
It's a 10k lines script that makes the default scripts more modular (intended to be easier to make script add-ons). But this caused a rift in the dev community as some scripts just do not work with SDK. We are a community that heavily despises SDK and you will not get support for it here. Your mileage will vary.
16
...did you not read the post above?
17
Updated to v2.34

XPA Tilemap up to v0.42
XPA_Window up to v1.4 - this brought changes to the licensing; Blizzard has provided instructions in the script, or read them on the topic itself: https://forum.chaos-project.com/index.php/topic,15339.0.html
18
RMXP Script Database / Re: [XP] XP Ace Tilemap
March 24, 2019, 12:22:32 am
Updated to v0.42
(Sorry Memor-X that it took this long!)


  • Script crashed when F12 was pressed

  • Creating a Plane would crash the game if $game_map was not initialized

  • Additionally, Planes initialized without a Viewport on larger resolutions would not appear

  • Users were reporting issues with their games suddenly crashing. Turns out these users were using programs like DisplayFusion. I actually had to crack open CheatEngine to solve this one. The base address for RGSS is usually 0x1000000, but some programs might interfere with that. I was able to locate what the actual base address is through sheer luck!



In terms of things to bring to XPAT, I have started work on a highly requested feature:
Spoiler: ShowHide
19
Welcome! / Re: Hello guys!
March 15, 2019, 11:39:01 pm
Welcome! Based off your screenshots, looks like you were part of the 2k3 community for a while.
We all hang around in Discord, so don't think we're all dead. xD
20
General Discussion / Re: Pixel Game Maker MV
March 13, 2019, 01:29:59 am
As we discussed in Discord, it's not really worth the time to use it. Bad design. Clunky controls. Horrible performance. Javascript.
If it were as easy as RPG Maker to whip up a game quickly, then it'd be fun to mess around with. But there hasn't been much positive word of it. I think G_G purchased it to see what it was capable of and requested a refund on Steam.

Big pass for me. Though, admittedly, this is perhaps the smartest move they have made since its early access release.
I'd rather learn Godot.