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Messages - KK20

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1
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

2
RMXP Script Database / Re: [XP] XP Ace Tilemap
« on: March 24, 2019, 07:22:32 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:
(click to show/hide)

3
Welcome! / Re: Hello guys!
« on: March 16, 2019, 06:39:01 AM »
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

4
General Discussion / Re: Pixel Game Maker MV
« on: March 13, 2019, 08:29:59 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.

5
You never added @spriteset.dispose to the scene's main method. I know I didn't forget to put that.

6
Video Games / Re: Nintendo Switch Friend Codes
« on: March 07, 2019, 07:10:47 PM »
*points to signature*

7
RMXP Script Database / Re: [XP] Blizz-ABS
« on: January 29, 2019, 11:32:17 PM »
A clean v2.84 points to the start of a loop at line 5224, so I don't know what edits you may have done. But the method this is occurring in is range_array_union, which has to do with battlers that are "observing" and updating their "minions" with information.

Not sure on the details of how this works, but I find it weird that this is causing an error. Make sure your script order is fine and your scripts were copied over completely.

8
RMXP Script Database / Re: [XP][VX][VXA] Prevent Window Deactivation
« on: January 20, 2019, 10:13:36 PM »
https://cdn.discordapp.com/attachments/396437642129965077/520159749472256003/ForJaiden.zip

This was meant to be put into a new update for XPA so you'll need to change the code a bit for your needs. It is not dependent on the Intercept Exit Message script, though you're the creator of that online script right? So it'd probably be good to keep it.

9
First off, the formatting of that script is god awful. Even though that last poster said they "fixed" it, I can't imagine what the script possibly looked like originally. I've cleaned it up: https://pastebin.com/raw/QncGr1QG

So the problem is as you said due to overloading the parameters. The reason for the parameters is because of the shadow text, which is something you don't even want. That makes things easy.

Keep the 8 actor script above Tons. Locate within it for the Window_BattleStatus class and replace the refresh method with this one
Code: [Select]
  def refresh
    self.contents.clear
    @item_max = $game_party.actors.size
    if @item_max > 7
      self.contents.font.size = 16
      self.contents.font.bold = true
    elsif @item_max > 6
      self.contents.font.size = 18
      self.contents.font.bold = true
    elsif @item_max > 4
      self.contents.font.size = 20
      self.contents.font.bold = true
    else
      self.contents.font.size = 22
    end
    for i in 0...$game_party.actors.size
      actor = $game_party.actors[i]
      if @item_max > 6
        actor_x = i * 610 / @item_max + 0
        text_x = 75
      elsif @item_max > 4
        actor_x = i * 612 / @item_max + 4
        text_x = 95
      else
        actor_x = i * 160 + 4
        text_x = 120
      end
      draw_actor_name(actor, actor_x, 0)
      draw_actor_hp(actor, actor_x, 32, text_x)
      draw_actor_sp(actor, actor_x, 64, text_x)
      if @level_up_flags[i]
        self.contents.font.color = normal_color
        self.contents.draw_text(actor_x, 96, 120, 32, "LEVEL UP!")
      else
        draw_actor_state(actor, actor_x, 96)
      end
    end
  end
I did not test it.

10
Script Troubleshooting / Re: Script is hanging error
« on: January 07, 2019, 07:02:20 PM »
Script is hanging is caused by not calling Graphics.update for a while. Command 355 bug just halts all further processing of the game logic, but doesn't affect the main game loop.

11
Script Troubleshooting / Re: Script is hanging error
« on: January 02, 2019, 03:20:07 AM »
I was able to get into a battle perfectly fine on my end. Is there something you're doing prior to the battle?

12
Script Troubleshooting / Re: Script is hanging error
« on: January 01, 2019, 09:05:30 PM »
Upload your scripts.rxdata file

13
Script Troubleshooting / Re: [RMXP] Script call to show pictures?
« on: December 28, 2018, 04:55:50 AM »
It's because the lines are broken up incorrectly. The [920].to_s needs to be on the same line as $game_variables. So put the line break after the plus sign.
Code: [Select]
name = 'face' +
$game_variables[920].to_s

14
Script Troubleshooting / Re: [RMXP] Script call to show pictures?
« on: December 27, 2018, 06:27:31 PM »
A lot of things wrong with that script call of yours.
  • Wraith needs to be a string, which is surrounded by quotes. So either 'Wraith' or "Wraith".
  • ORIGIN and BLEND_TYPE are not arrays. Drop the square brackets around them. What I meant in my explanation
    Quote
    upper-left (0) or center (1)
    normal (0), add (1), sub (2)
    is "use one of the following integers". Otherwise I would have indicated that you should put the number in an array.
  • ZOOM_X and ZOOM_Y should be set to 100, not 0, if you don't want to apply any zooming. A zoom value of 0 means your picture is zoomed out so far that it is infinitesimally small, i.e. invisible.

Assuming $game_variables[1] holds some integer value,
Code: [Select]
name = 'face' + $game_variables[1].to_s
$game_screen.pictures[12].show(name, 0, 120, 120, 100, 100, 255, 0)

15
Script Troubleshooting / Re: [RMXP] Script call to show pictures?
« on: December 27, 2018, 08:00:28 AM »
Note, this does not allow dynamic updating of the picture (every time you update the game variable's value, you will need to do the picture script call)

Code: [Select]
$game_screen.pictures[NUMBER].show($game_variables[1], ORIGIN, X, Y, ZOOM_X, ZOOM_Y, OPACITY, BLEND_TYPE)replacing the constants above with actual values...

NUMBER = which picture ID to show (generally 1~100)
ORIGIN = upper-left (0) or center (1)
X/Y = screen coordinates
ZOOM_X/_Y = percentage to zoom in/out picture, default is 100
OPACITY = transparency, default 255
BLEND_TYPE = normal (0), add (1), sub (2)

...and the game variable ID accordingly.


Alternatively, you can change Game_Picture's name attribute to accessor:
Code: [Select]
attr_reader   :name                     # file nameinto
Code: [Select]
attr_accessor :name                     # file nameAnd use the script call:
Code: [Select]
$game_screen.pictures[NUMBER].name = $game_variables[1]Assuming all you want to do is change the graphic it uses and nothing else.

16
Script Requests / Re: Stat gain based on Class.
« on: December 15, 2018, 04:41:41 AM »
A very simple version:
Code: [Select]
#==============================================================================
# Job-based Level Up Stats                                            Ver 1.0
# By KK20                                                             Dec 14 18
#------------------------------------------------------------------------------
# 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.
#  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
  alias job_level_up_stats_level level=
  def level=(val)
    start_level = @level
    job_level_up_stats_level(val)
    level_difference = @level - start_level
   
    stat_array = JobLevelUp.level_up_stats(self.class_id)
    self.maxhp += stat_array[0] * level_difference
    self.maxsp += stat_array[1] * level_difference
    self.str   += stat_array[2] * level_difference
    self.dex   += stat_array[3] * level_difference
    self.agi   += stat_array[4] * level_difference
    self.int   += stat_array[5] * level_difference
  end
 
  alias job_level_up_stats_exp exp=
  def exp=(val)
    start_level = @level
    job_level_up_stats_exp(val)
    level_difference = @level - start_level
   
    stat_array = JobLevelUp.level_up_stats(self.class_id)
    self.maxhp += stat_array[0] * level_difference
    self.maxsp += stat_array[1] * level_difference
    self.str   += stat_array[2] * level_difference
    self.dex   += stat_array[3] * level_difference
    self.agi   += stat_array[4] * level_difference
    self.int   += stat_array[5] * level_difference
  end
end

17
Script Troubleshooting / Re: Help
« on: December 09, 2018, 07:34:29 AM »
Is your problem that your game's Biography write-up doesn't look similar to the screenshot on the website?
(click to show/hide)
You need to press SHIFT or D (or whatever is Input::Z) to toggle between the written bio ("A veteran warrior who fought on many battlefields...") and the attributes. This is described here:
Code: [Select]
    #=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
    # - Switch & Toggle Settings -
    #=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
    # These are the switches that govern whether or not certain status items will
    # appear and/or will be enabled. By binding them to a Switch, you can just
    # set the Switch ON/OFF to show/hide or enable/disable a status command. If
    # you do not wish to use this feature, set these commands to 0.
    #=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
    TOGGLE_ICON = 1027 #appears in bottom corner to show you can toggle screens
    TOGGLE_BUTTON = :Z

18
Script Troubleshooting / Re: Help
« on: December 09, 2018, 06:03:14 AM »
Not now at least.
What do your script calls and notetags look like?

19
Script Troubleshooting / Re: Help
« on: December 09, 2018, 05:35:38 AM »
Can you upload your Scripts.rvdata2? Just makes testing things easier on our end.

20
RMXP Script Database / Re: [XP] ACE WF
« on: November 24, 2018, 12:06:06 PM »
(not sure if you still really care about this but...)

Battle Scope has bugged logic.
See thread: https://forum.chaos-project.com/index.php/topic,15960.msg196902.html#msg196902

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