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Messages - KK20

1
Just saying, if you can't figure out how to event your "actor transformations", you have no hope in getting RMX-OS to work. It's a much bigger beast that requires not only RM experience but scripting and some IT knowledge as well.
2
Why would it not? How about you try it out and report your findings.
3
So...are you handling the transformation by removing the actual actor and adding a "transformed" actor? You can just store the actual actor's Level to a variable (Control Variables... -> Set -> Actor's Level) and then 'Change Level...' of the transformed actor by setting it equal to that variable.
4
Would help to know how you are handling transformations.
5
Most likely you're looking for some kind of add-on to the Menu system. Take a look in the script database to see if there's anything like that, or google around other RMXP forums.

It's not something that's built into XP, so there's not really a general/easy solution.
6
Bold of you to bump a thread mere hours after posting it. Granted the forums are mostly dead but we still enforce double-posting rules.

Since you already have one up on the official forums, might as well just work from there.
https://forums.rpgmakerweb.com/index.php?threads/rpg-xp-battler-hide-during-animation.118364/
So locking this thread.
7
Script Requests / Re: [RMXP] Actor follower
January 17, 2020, 03:17:48 am
Have you tried Heretic's?
https://forum.chaos-project.com/index.php/topic,12317.0.html

Looking at the features, it says it supports non-party followers.
8
Yeah, I have been following the development of that project for a while now. The reason it won't work with XPA is due to the usage of DirectX. The Bitmap object is handled entirely different now, so the DLL is accessing wrong memory address points to manipulate the color data.

If you want to use that EXE, you need a tilemap rewrite written in pure Ruby. Though, I'm more interested in MKXP since it's designed with XP in mind. I didn't pay much attention to it at first because I could never understand how to set it up and build it, but someone forked the project and provided instructions I could follow.
https://github.com/inori-z/mkxp-z

Again, this handles Bitmaps entirely different too (with OpenGL).
9
RMXP Script Database / Re: [XP] Terrain Step Sound
January 05, 2020, 10:18:37 pm
No.

The user before you (AmareusRedink) reported the same issue for the same pixel movement script.
10
Window viewports is actually a thing in XP too. This was something we've known about for some years now; Blizzard's XPA_Window doesn't use viewports correctly. Because the default scripts do not even assign viewports to Windows, for design reasons, it seemed better to use viewports to hold the window's sprites so that moving windows would be easier (changing the viewport x/y instead of each sprite's x/y individually). It wasn't until some user came across complaining about a script incompatibility that we were made aware that scripters were actually assigning windows to viewports.

I don't remember if someone ever provided a rewrite to make the windows behave as they should. I probably looked into it for a few days, but this was a long time ago.
11
For starters, use a different port.
12
RMXP Script Database / Re: [XP] Chrono Cross Key Items
November 15, 2019, 11:33:01 pm
Updated to v1.3
13
I think I did just about everything you requested. I noticed if you have a parallel process running, it may be possible that the used item gets cleared out before used_item is called. Added fix for that.
#===============================================================================
# Chrono Cross Key Items
# Version 1.3
# Author gameus, KK20
#-------------------------------------------------------------------------------
# Intro:
# Ever play Chrono Cross? You can bring up a window that displays a list of
# your Key Items and you can use them on NPCs and events to have a
# certain action take place.
#
# Features:
# -Display All Items or Marked Items
# -Won't conflict while events are running
# -Use items on NPCs and have something happen
#
# Instructions:
# This script is pretty much plug-n-play. But you have to decide if you want
# to display All Items or just Key Items. If you just want Key Items, scroll
# down and set "CCKEY_SHOW_ALL_ITEMS" to false. Then be sure to create a
# unique element which will be used as your Key Item Element. Mark any item
# with this element that you want made as a key item. Then set
# "CCKEY_ITEM_ELEMENT" to that element's id.
#
# Using this with Events:
# All it requires is a simple Conditional Branch Script Call.
#  used_item(item_id)
#  -item_id = The id of the item you'd like the event to react to.
# It's a bit hard to explain, but that's why there's a demo.
#
# You can also bring up the window by the script call:
#  select_item
# To list specific items with various elements (and not be restricted to just
# those defined under CCKEY_ITEM_ELEMENT):
#  select_item(1,2,3) # add more or less as you'd like
# You can use an array format if you'd like; it does the same thing:
#  select_item([1,2,3])
#
# Compatibility:
# -Not tested with SDK
# -Shouldn't conflict with anything
#
# Version History:
# 1.0
# -Initial Release
#
# 1.1
# -Allowed multiple item calls in one event page
#
# 1.2
# -Screw Ruby 1.8, that is all, small bug fixed
# -Fixed an input bug as well
#
# 1.3
# -Open the window via script call, and select many elements to list instead of
#  just the one
# -Prevent opening the window freely via a game switch
# -Clean up
#
# Credits:
# gameus ~ For creating the script
# SquareSoft ~ For inspiring the script
# KK20 - For v1.3
#===============================================================================
#------------------------------------------
# Button to bring up Key Item Window
#------------------------------------------
CCKEY_INPUT_BUTTON  = Input::A
#------------------------------------------
# Switch ID to toggle CCKEY_INPUT_BUTTON;
# Set this switch to OFF to disable button
# input from opening the window.
# Set to  0    to permanently disable.
# Set to  true  to always allow input.
#------------------------------------------
CCKEY_SWITCH_TOGGLE  = true
#------------------------------------------
# Whether or not to show entire inventory
# Excludes Weapons and Armors
#------------------------------------------
CCKEY_SHOW_ALL_ITEMS = true
#------------------------------------------
# If above is set to false, this element
# must be applied to any item you'd like
# to show up in the window.
# Note that this is the default, if you
# do not provide elements to select_item
# script call.
#------------------------------------------
CCKEY_ITEM_ELEMENT  = 17

#==============================================================================
# Window_CCKeyItem
#------------------------------------------------------------------------------
#  On map window to display "key items" that can be used with events
#==============================================================================
class Window_CCKeyItems < Window_Selectable
  #----------------------------------------------------------------------------
  # Creates Window
  #----------------------------------------------------------------------------
  def initialize
    super(48, 304, 544, 160)
    self.back_opacity = 160
    self.active = false
    self.visible = false
    @column_max = 2
    @item_types = []
    @fade_in = false
    refresh
  end
  #----------------------------------------------------------------------------
  # Updates Window
  #----------------------------------------------------------------------------
  def update
    super
   
    if @fade_in
      update_fade
      return
    end

    if Input.trigger?(Input::C) && self.active
      $game_system.se_play($data_system.decision_se)
      self.active = false
      self.visible = false
      if selected_item.nil?
        $game_temp.key_item = 0
      else
        $game_temp.key_item = selected_item.id
      end
      $game_temp.message_window_showing = false
      $game_temp.message_proc.call if $game_temp.message_proc
     
    elsif (CCKEY_SWITCH_TOGGLE == true || $game_switches[CCKEY_SWITCH_TOGGLE]) &&
        Input.trigger?(CCKEY_INPUT_BUTTON) &&
        !$game_temp.message_window_showing &&
        !$game_system.map_interpreter.running?
      $game_system.se_play($data_system.decision_se)
      show_window
     
    elsif Input.trigger?(Input::B) && self.active
      $game_system.se_play($data_system.cancel_se)
      self.active = false
      self.visible = false
      $game_temp.key_item = 0
      Input.update
      $game_temp.message_window_showing = false
      $game_temp.message_proc.call if $game_temp.message_proc
    end
  end
 
  #----------------------------------------------------------------------------
  # Fades the window in, only if called from events
  #----------------------------------------------------------------------------
  def update_fade
    self.opacity += 24
    self.contents_opacity += 24
    if self.opacity == 255
      @fade_in = false
      self.active = true
    end
  end
 
  #----------------------------------------------------------------------------
  # Pops up the window
  #----------------------------------------------------------------------------
  def show_window(*args)
    @item_types.clear
    args.each do |param|
      if param == :fade_in
        @fade_in = true
      elsif param.is_a?(Array) || param.is_a?(Integer)
        @item_types << param
      end
    end
    @item_types.flatten!
    if !CCKEY_SHOW_ALL_ITEMS && @item_types.empty?
      @item_types << CCKEY_ITEM_ELEMENT
    end
    refresh
    self.index = 0
    self.active = true unless @fade_in
    self.visible = true
    if @fade_in
      self.opacity = 0
      self.contents_opacity = 0
    end
    $game_temp.message_window_showing = true
  end
 
  #----------------------------------------------------------------------------
  # Refreshes Window
  #----------------------------------------------------------------------------
  def refresh
    if self.contents != nil
      self.contents.dispose
      self.contents = nil
    end
    @items = []
    for i in 1...$data_items.size
      item = $data_items[i]
      next if !($game_party.item_number(i) > 0)
      if (CCKEY_SHOW_ALL_ITEMS && @item_types.empty?) ||
        !(item.element_set & @item_types).empty?
        @items << item
      end
    end
    @item_max = @items.size
    if @item_max > 0
      self.contents = Bitmap.new(width - 32, row_max * 32)
      for i in 0...@item_max
        draw_item(i)
      end
    end
  end
  #----------------------------------------------------------------------------
  # Draws Item
  #----------------------------------------------------------------------------
  def draw_item(index)
    item = @items[index]
    x = 4 + index % 2 * (244 + 32)
    y = index / 2 * 32
    rect = Rect.new(x, y, self.width / @column_max - 32, 32)
    self.contents.fill_rect(rect, Color.new(0, 0, 0, 0))
    bitmap = RPG::Cache.icon(item.icon_name)
    self.contents.blt(x, y + 4, bitmap, Rect.new(0, 0, 24, 24))
    self.contents.draw_text(x + 28, y, 212, 32, item.name, 0)
  end
  #----------------------------------------------------------------------------
  # Returns Selected Item
  #----------------------------------------------------------------------------
  def selected_item
    return @items[self.index]
  end
end

#==============================================================================
# Interpreter (Edit)
#------------------------------------------------------------------------------
#  Added the method "used_item(id)"
#==============================================================================
class Interpreter
  def used_item(id)
    flag = id == $game_temp.key_item
    return flag
  end
 
  alias gg_cckeys_command_end_lat command_end
  def command_end
    $game_temp.key_item = 0 if @main && @event_id > 0
    gg_cckeys_command_end_lat
  end
 
  #--------------------------------------------------------------------------
  # * Select an Item from choice window
  #  item_type
  #    :all - displays every single item in the player's inventory
  #   
  #--------------------------------------------------------------------------
  def select_item(item_elements = 0)
    return unless $scene.is_a?(Scene_Map)
    # Set message end waiting flag and callback
    @message_waiting = true
    $game_temp.message_proc = Proc.new { @message_waiting = false }
    $scene.show_key_item_window(item_elements)
  end
end

#==============================================================================
# Scene_Map (Edit)
#------------------------------------------------------------------------------
#  Modified to add Window_CCKeyItem
#==============================================================================
class Scene_Map
  #----------------------------------------------------------------------------
  # Initializes Map
  #----------------------------------------------------------------------------
  alias gg_main_cckeys_map_lat main
  def main
    @key_window = Window_CCKeyItems.new
    gg_main_cckeys_map_lat
    @key_window.dispose
  end
  #----------------------------------------------------------------------------
  # Updates Map
  #----------------------------------------------------------------------------
  alias gg_update_cckeys_map_lat update
  def update
    @key_window.update
    gg_update_cckeys_map_lat
  end
 
  def show_key_item_window(item_elements = 0)
    @key_window.show_window(:fade_in, item_elements)
  end
 
end

#==============================================================================
# Game_Temp
#------------------------------------------------------------------------------
#  Added @key_item to keep track of the used item.
#==============================================================================
class Game_Temp
  attr_accessor :key_item
end
15
Again you're not giving me much to work off of. So I just googled "RPG Maker Unexpected file format" and looked at what people did. Like this one:
https://forums.rpgmakerweb.com/index.php?threads/unexpected-file-format-error-fix.64697/

If you can't recover anything, let this be a lesson to create backups and use something like Git(Hub).
16
Can you explain it more? Have you already googled a solution?
17
Might just be a z-layer issue. Check by changing the z value of the window that draws the name in its initialize method.
18
Just first want to point out your link redirects me to the home page, so I don't know what your image looks like.

I'm currently away from my computer for the weekend, so I won't be able to check in a few days.

EDIT: can you try, on the line with the .sub!, to replace it entirely with just an empty string
''
19
RMXP Script Database / Re: [XP] Terrain Step Sound
October 25, 2019, 03:58:14 pm
Did you look at https://forum.chaos-project.com/index.php/topic,9460.msg192088.html#msg192088

Sounds like all you need to do is open the event you want to play sounds, and at the top left where you can name your event, just put steps somewhere in it.
20
I think it was first incorporated into VX's engine, at least that's what others told me.