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Topics - Seox

Pages: [1] 2
1
RPG Maker Scripts / Is there a way to....
« on: July 06, 2009, 04:25:31 PM »
Do something like this?

Code: [Select]
kill_some_people unless moral_code == good
If so, then do ______.

instead of this:

Code: [Select]
kill_some_people unless moral_code == good
if moral_code == good....

That may not seem like much, but when the line goes ACROSS THE PAGE, it gets a bit ambiguous, repetitive, and also confusing as hell. I'm just looking for a way to go
DO A unless B, and if B, then do this instead.
without restating B. Ternary operators seem like they MIGHT work, but, for some reason, I don't seem to think they work for anything except assignment. Meh.

2
Welcome! / Leaving for a week.
« on: June 27, 2009, 09:54:40 PM »
Going on a cruise tomorrow. Back next saturday.

I just KNOW you guys're gonna miss me, XD.  :roll:

Will see everyone when I get back!

3
Script Troubleshooting / Sidearm script problems
« on: June 19, 2009, 04:02:01 AM »
Hiya. I'm having trouble with my sidearm script, which I'm creating ATM. Thing is, I've gotten the game to recognize the difference between firing the primary and secondary weapons, but when I fire the secondary, it doesn't use the secondary's stats. I THINK that the problem is somewhere in here:
Code: [Select]
class Game_Actor

  attr_accessor     :sidearm
  
  if $scene == Scene_Battle
  
  alias seox_animation1_id animation1_id
    def animation1_id
    if self.sidearm
    return sidearm_animation1_id
    else
    return seox_animation1_id
  end
end

animation1_id

  alias seox_animation2_id animation1_id
    def animation2_id
    if self.sidearm
    return sidearm_animation2_id
    else
    return seox_animation2_id
  end
end

animation2_id

  alias seox_base_atk base_atk
  def base_atk
    if self.sidearm
        print @actor_command_window.commands[0]
      return sidearm_atk
    else
    seox_base_atk
    end
  end

  base_atk

  alias seox_base_dex base_dex
  def base_dex
    if self.sidearm
      return sidearm_dex
    else
    seox_base_dex
  end
end

base_dex

  alias seox_base_agi base_agi
  def base_agi
    if self.sidearm
      return sidearm_agi
    else
    seox_base_agi
  end
end

base_agi

  alias seox_base_atk base_str
  def base_str
    if self.sidearm
      return sidearm_str
    else
    seox_base_str
  end
end

base_str

  alias seox_base_pdef base_pdef
  def base_pdef
    if self.sidearm
      return sidearm_pdef
    else
    seox_base_pdef
  end
end

base_pdef

  alias seox_base_mdef base_mdef
  def base_mdef
    if self.sidearm
      return sidearm_mdef
    else
    seox_base_mdef
  end
end

base_mdef

  alias seox_piercing piercing
  def piercing
    if self.sidearm
      sidearm_piercing
    else
    piercing
  end
end  
piercing
  end
  
end

Not sure about calling the methods just after the definitions. Just added it and tried it, and no difference

Anyone have anything? Please help me out!


Thank you ^_^


EDIT: I just tested the if with a print command. It never printed, even in battle. So, for some reason, the condition is returning false, or never being called.

4
RPG Maker Scripts / Favorite scripting features?
« on: June 18, 2009, 03:17:29 AM »
So, what're some of your favorite features/constructs in ruby?

As simple as it is, I use case statements A LAWT, and the include? method of class Array. I also tend to like the stategy of going:

Code: [Select]
frog = array.include?('urine')
frog = frog + ETC.....


Where you define over the SAME temporary variable in order to save space, memory, organization, and stuff.



What are some of yours?

5
RPG Maker Scripts / Mixins
« on: June 17, 2009, 10:47:36 PM »
Hiya.

Does mixing in a module cause any serious delay, as far as processing speed?

In other words, is there any good reason why I should NOT include most anything that I can with configuration modules which make it FAR easier to script the stupid thing?

Please and thank you ^_^

6
Chat / Ridiculously slow progress
« on: June 17, 2009, 08:29:58 PM »
Hiya.

I was just wanting to know if you guys shared my SLUGGISH progress when it comes to developing your games. It seems like I'll spend ALL DAY working on the stupid thing, and not have much to show for it. However, I AM working primarily on things like the battle system, which means that it's something that goes for the whole game, so actually accomplishes more than it looks like it does. Another thing is the fact that I have no development team.

So what do you say? Do you feel like you're making adequate progress?

7
Script Requests / A mini-script which changes the sprite?
« on: June 17, 2009, 06:33:12 AM »
Hiya. I'm wanting to get a script made which checks to see if a given armor and helmet are present on the actor, and, if they are, changes the actor's spriteset to reflect that. NOT for EVERY WEAPON. Just one. I figure that one quick alias, redefinition, or new method should do it, but I wouldn't know where to start.

Could anyone please help me?

EDIT: Also, this may be easy to add to it. Is there any way to change the target animation if the target is wearing said armor, so that bullets ricochet off of them instead of hitting them? Almost like how the miss animation is different, only change the animation to a uniform one depending on the target's armor.

8
General Discussion / Terrain tags?
« on: June 17, 2009, 04:50:53 AM »
So...I've heard alot about them, as far as potential, In that they can be used in events and scripts to trigger things. Heck, a vehicle script that I use uses them to check which medium it is travelling through, and keeps it on its own type (IE Boats on mountains). What other useful things have you seen/used terrain tags for?

9
Resource Requests / Bullet animation in battle
« on: June 16, 2009, 08:50:50 PM »
Hiya. I'm using tankentai sideview CBS, and I need an animation for a bullet. However, it has to travel horizontally across the screen. I'd like to have it so that, when you attack, the animation plays, and you see a streak BLAZE past the screen (IE quickly). When it contacts the enemy, I'd like to have it so that something notably "powerful" happens. Possibly a bit of blood? I don't know. Experiment.


Anyone think they can please help me with this? Thanks for considering ^_^


EDIT:

Bump? I know that you guys are busy, but I don't think that this would take much time at all. It's just a tiny bullet. If you get a moment, and don't mind, please help me. I wouldn't know where to start.

Thank you for your consideration.

10
Hiya.

*Emo moment, sorta*

I'm 16, and am a mixin (whee, ruby reference!) of class Person and Modules -

Yeah. Ok. I'm not exactly a complete nerd- I'm 6 feet even, 170 lbs, and athletic, but I'm also learning ruby, made a 30 on my ACT, first shot, and have a tested IQ of 129. I make it a point to be polite whenever I can. Point being, I'm not really your stereotype for either. I've never had a 'girlfriend', but I LOATHE to even THINK of high school 'relationships' as relationships. From what I can tell, people are by NO MEANS mature enough to REALLY AND TRULY CARE about each other - they THINK that they do. EVERY 'couple' will tell you this. Their actions say otherwise, and this is the only comfort that I have been able to offer myself: everyone says that people in college are/will be more mature. However, I find that hard to believe, having seen the shallow side of America...errr.... humanity time and again. I'm not really ALL CONSUMED by it, but I WOULD like to know - although partying and stuff exist in college as well, what are people, and, more specifically, girls like as far as maturity and interest in RELATIONSHIPS, and not the hypocrisy, falsehoods, superfluity, inhumanity, and facade-filled goodness that, for the most part, are high-school relationships popularity contests.

Yeah, I'm cheesy. And if I get ONE reply that's like 'You need to be an ***hole, and go blahblah
"ASSIMILATE TO THE MASSES!"

Then you die. Seriously. 5.7 x 28 mm salvo, coming your way.


And I know that all that "true love" crap is, just that - a load of crap.

So, I suppose that that's where the 'intelligent debate' part comes in - what is the intelligent side to relationships, and how, in your opinions and experience, does maturity and interest in ACTUAL RELATIONSHIPS change through age groups throughout life? Why? Feel free to discuss these and any other questions which you feel like adding to the mix. I'd love to have answers to these, for once...

I think that it can be VERY relevant, as, for the most part, I find that human relationships, and one's search/thoughts for them or interactions with them reflects on core traits common to ALL people. For instance - one of the most significant factors, when it comes to people, is their sense of significance - everyone wants/tries to feel important/wanted/valuable. Point being, you can learn a lot about relationships, but, overall - people.

This has been puzzling me for quite some time....thank you for any help, whatsoever.

^_^

Seox out.

11
Hiya.

My CBS and my ammo requirements scripts don't like each other. Ever since I got the former, the latter stopped working.

Now that I know wth I'm doing with scripts, I've realized that both alias:

Code: [Select]
#----------------------------------------------------------------------------
# Begin Scene_Battle
#----------------------------------------------------------------------------
class Scene_Battle
  # Alias Methods
  alias syn_scene_battle_range make_basic_action_result
  alias syn_scene_battle_skill make_skill_action_result
  #----------------------------------------------------
  # Alias the Attacking method
  #----------------------------------------------------
  def make_basic_action_result
    # Gather the current Ammo Cost
    gather_ammo_cost = Ammo::Range_weapons_id[@active_battler.weapon_id]
    # Gather the Current Ammo
    gather_ammo = Ammo::Range_ammo_id[@active_battler.weapon_id]
    # Check if the Active Battler is attacking and if they are using a ranged weapon
    if @active_battler.current_action.basic == 0 and Ammo::Range_weapons_id.has_key?(@active_battler.weapon_id)
      # Check the Ammo Count
      if $game_party.item_number(gather_ammo) >= gather_ammo_cost
        # Sufficient Ammo, remove item
        $game_party.lose_item(gather_ammo,gather_ammo_cost)
        syn_scene_battle_range
      else
        # Insufficient Ammo
        @help_window.set_text("#{@active_battler.name}'s weapon clicks - Empty! ", 1)
      end
      # Call Default Code
    else
      syn_scene_battle_range
    end
  end

Long story short, is there a way to edit them so that they don't clash, and I can use both at once? To my knowledge, there is not - but I'm sure that someone around here knows of a way.

Please and thank you ^_^

12
Hiya. I'm having trouble with my ammo requirements script by synthesize:

Code: [Select]
#============================================================================
#                            Syn's Ammo Requirements  
#----------------------------------------------------------------------------
# Written by Synthesize
# Version 1.00
# August 15, 2007
# Tested with SDK 2.1
#============================================================================
#----------------------------------------------------------------------------
# Customization Section
#----------------------------------------------------------------------------
module Ammo
  # Format = {weapon_id => Ammo_cost}
  Range_weapons_id = {1 => 1}
  Range_weapons_id = {2 => 5}
  Range_weapons_id = {4 => 1}
  Range_weapons_id = {5 => 1}
  Range_weapons_id = {6 => 3}
  # Format = {weapon_id => Item_id
  Range_ammo_id = {1 => 33}
  Range_ammo_id = {2 => 34}
  Range_ammo_id = {4 => 36}
  Range_ammo_id = {5 => 36}
  Range_ammo_id = {6 => 37}
  # Format = {skill_id => Ammo_cost}
  Skill_ammo = {81 => 15}
  # Note on Skills: When using Skills the Current Ammo for the equipped
  # weapon will be used. So if Skill 73 is used and Weapon 17 is equipped
  # then Ammo #33 will be used.
end
#----------------------------------------------------------------------------
# Begin Scene_Battle
#----------------------------------------------------------------------------
class Scene_Battle
  # Alias Methods
  alias syn_scene_battle_range make_basic_action_result
  alias syn_scene_battle_skill make_skill_action_result
  #----------------------------------------------------
  # Alias the Attacking method
  #----------------------------------------------------
  def make_basic_action_result
    # Gather the current Ammo Cost
    gather_ammo_cost = Ammo::Range_weapons_id[@active_battler.weapon_id]
    # Gather the Current Ammo
    gather_ammo = Ammo::Range_ammo_id[@active_battler.weapon_id]
    # Check if the Active Battler is attacking and if they are using a ranged weapon
    if @active_battler.current_action.basic == 0 and Ammo::Range_weapons_id.has_key?(@active_battler.weapon_id)
      # Check the Ammo Count
      if $game_party.item_number(gather_ammo) >= gather_ammo_cost
        # Sufficient Ammo, remove item
        $game_party.lose_item(gather_ammo,gather_ammo_cost)
        syn_scene_battle_range
      else
        # Insufficient Ammo
        @help_window.set_text("#{@active_battler.name}'s weapon clicks - Empty! ", 1)
      end
      # Call Default Code
    else
      syn_scene_battle_range
    end
  end
  #----------------------------------------------------
  # Alias the Skill method
  #----------------------------------------------------
  def make_skill_action_result
    # Gather the current Ammo Cost
    gather_ammo_cost = Ammo::Skill_ammo[@active_battler.current_action.skill_id]
    # Gather Ammo
    gather_ammo = Ammo::Range_ammo_id[@active_battler.weapon_id]
    # Check if the Actor is using a defiend skill
    if Ammo::Skill_ammo.has_key?(@active_battler.current_action.skill_id)
      # Check if Ammo is present
      if $game_party.item_number(gather_ammo) >= gather_ammo_cost
        # Sufficient Ammo, remove item
        $game_party.lose_item(gather_ammo,gather_ammo_cost)
        # Call Default Code
        syn_scene_battle_skill
      else
        # Set Window; Do Nothing
        @help_window.set_text("#{@active_battler.name} cannot attack due to insufficient Ammo", 1)
      end
      # Otherwise SKip the check and call default code
    else
      syn_scene_battle_skill
    end
  end
end
#============================================================================
# Written by Synthesize
# Special Thanks: ~Emo~ for the request
#----------------------------------------------------------------------------
#                            Ammo Requirements
#============================================================================


Whether I put it above or below my CBS (Tankentai side-view), it refuses to function. It works without the CBS, perfectly. It doesn't even throw an error - it just doesn't consume ammo. It aliases

Code: [Select]
# Begin Scene_Battle
#----------------------------------------------------------------------------
class Scene_Battle
  # Alias Methods
  alias syn_scene_battle_range make_basic_action_result
  alias syn_scene_battle_skill make_skill_action_result

And tankentai does this:

Code: [Select]
def make_basic_action_result
    if @active_battler.current_action.basic == 0
      execute_action_attack
      return
    end
    if @active_battler.current_action.basic == 1
      @help_window.set_text("#{@active_battler.name} dives behind the nearest cover.", 1)
      @help_window.visible = true
      @active_battler.active = false
      wait(45)
      @help_window.visible = false
      return
    end
    if @active_battler.is_a?(Game_Enemy) and @active_battler.current_action.basic == 2
      @spriteset.set_action(false, @active_battler.index, @active_battler.run_success)
      $game_system.se_play($data_system.escape_se)
      @active_battler.escape
      pop_help("#{@active_battler.name} escaped...")
      return
    end
    if @active_battler.current_action.basic == 3
      @active_battler.active = false
      $game_temp.forcing_battler = nil
      @phase4_step = 1
      return
    end
  end
  #--------------------------------------------------------------------------

Redefining the method, but I would think that the ammo script would still work fine. It only adds to the beginning, then calls the event as usual. What could the problem be?

Please and thank you ^_^



EDIT:

Anyone? Ammunition consumption is paramount to the gameplay of my game. If anyone thinks they can help, please don't hold back.

13
Resource Requests / Modern Soldier Sprites?
« on: June 09, 2009, 02:12:32 AM »
Hiya. I've yet to see ANYTHING like what I need, so I'm pretty sure that I need custom sprites made.

I need something like this: http://www.globalsecurity.org/military/systems/ground/images/interceptor-deltoid-image1.jpg

That camouflage pattern is absolutely NECESSARY, I think, for recognization. I'd really appreciate if someone could make one with a helmet, one without, one black (as in skin color), and possibly one with hair sticking out of helmet, or two hair types, just for variation. The 7-8 main characters will all look very similar, so any versatility is GOLDEN.

I'd REALLY appreciate any help possible, here. I posted the same request a few months back, and a few people said that they might be able to help, but it never really got anywhere. Didn't wanna bring that one back from teh dead (would that even be considered necroposting?).

Anyways, thank you, VERY MUCH, for even considering helping me out. I can event pretty well, and modify scripts and stuff, but I totally suck when it comes to spriting.

Please and thank you ^_^

14
First of all, just to let you know, I've been recycling my old topics with no replies, since I post threads so often. I don't know if that's ok, but I just figure that it's more considerate of the general elegance of the forum. Please let me know if it is in any way bad - the only thing that I can think of is the fact that "views" stays the same, although it's not like it's a contest or anything. I'm just trying to do my part, so I'm sorry if this is a bad idea.

For instance, this WAS my "how to display two way radio text" thread, but I changed it, since I got an answer elsewhere.

Ok, now for the question:

I'm using a materia script as a weapon attachment system, and want to make it so that if materia X, Y, or Z, for instance, are equipped, the current weapon animation changes to the animation for a suppressed ("silenced") weapon. It seems simple enough. I've tried doing a
Code: [Select]
# normal line, the variable is added, though
result = @actor.equip_materia
if result == 43 then @actor.animation_id = 110 ; end

But it plays the animation INSTANTLY, ON THE ACTOR, when the battle starts. In other words, when the battle begins, the actor is randomly SHOT with a suppressed weapon.

Yeah...

Any idea how to change the USER'S animation, ONLY WHEN THEY ATTACK?


Please and thank you ^_^

15
Troubleshooting / Help / Variance damage on weapons?
« on: March 31, 2009, 12:33:41 AM »
How do I make it so that certain weapons have a chance to do really good or really bad damage, like axes in several RPGs?

IE

Sword damage= 50-60
Axe damage = 10-180

Get what I'm saying?

Please and thank you ^_^

16
Event Systems / [RESOLVED] Using large event graphics
« on: March 29, 2009, 04:26:21 AM »
Hiya. I have a vehicle system which I want to implement, but the problem lies within the size of the vehicle sprites. They are made for RMXP, and are made for events, yet when I select which sprite to use, it is so large a selection that it ends up taking 3 different car's hoods, and only 1/3 of the body. I have no idea how I'd make that work, and that's IF I can make it use only ONE sprite. I couldn't line three events up (could I?) because, in theory, if you went around a corner with 1/3 behind, wouldn't it get caught up and look very strange, graphically? I can tell event (middle 1/3 of car) to follow the front 1/3, and the back to follow the middle, but it seems like they'd each move up in turn, over the course of a second, instead of all together.

LOOOONG story short, how do I make a picture that SEEMS too large for an event graphic, yet is meant for one, work?

17
RPG Maker Scripts / A few questions regarding RGSS
« on: March 25, 2009, 02:16:23 AM »
Hiya. I've read several tutorials on RGSS, but have yet to find answers to these questions. Please help me out:

1. Do scripts AUTORUN in the background? On one hand, they couldn't, because windows have to be called (Window.new), but on that same note, how would sprint scripts work? They MUST autorun. Which is the case, and how?

2. I know what def initialize is/does, but what about def main? (I get the define part, just main), and what about def module?

3. I'm trying to make a script that checks to see if anyone in your party is wearing a certain armor. If so, it changes their character sprite. Here is what I have so far:

(click to show/hide)
Line 4 syntax error. I'm not sure how to set the command to make it change the sprite, and i'm also not sure whether or not to create a class at the top.


Sorry for all the Q's. Thanks a bunch! ^_^

Please and thank you

18
Hello.

I'm using tankentai side view battler, and this is an addon for guns. I like the PHYSICAL animation, in that the actor jumps back, pulls gun, and shoots, but the default sound is a little bland. I turned it down, and I just make the enemy animation play the gunshot sound. However, this is not matched to the recoil when the actor shoots, and so it looks very crappy. I tried to make the target animation the bullet and the attacker animation the sound. However, this script snippet always overwrites the standard animation. Therefore, I want it to KEEP the movements of the actor, but allow the normal animation to play as well. Please help. I can't just edit the default sound, as I want different ones for different weapons.

(click to show/hide)

Please and thank you ^_^

19
Script Troubleshooting / Need a diagnosis on script incompatbility
« on: March 19, 2009, 04:15:13 AM »
EDIT: Wrong section >< Sorry. Needs to be in script troubleshooting. Any mods mind moving it? Plzkthx

Hiya.

I've just installed Sephirothspawn's materia system, and removed the SDK check. Yes, this is allowed, XD. It works fine now, tested it and everything in its demo. HOWEVER, when I moved the script over to my game, I get "Error line 74. UndefinedMethodError nil;nilclass"

I would LOVE if someone would make it compatible for me, but that's not what I expect. All I want is for anyone who can help to PM me, and I'll send you a link to DL my game up to this point. Then you can play it and see the error yourself, along with all of my current configuration. All I want is a diagnosis- which script is it incompatible with, and why? How can I get it fixed? Where should I go TO get it fixed?

Please and thank you....i REALLY want this to work. Anyone to help me goes in credits and gets powered up...it's all I can offer ><

20
Hiya, I was just requesting an animation for battles.

I need an animation to set to the one attacking, of one little brass empty shell flying out and cartwheeling down towards the floor, then bouncing once and fading out. I'm going to link it with a sound.

In other words, when my characters open fire, a brass shell casing should fly out.

I also need an animation for the enemy, of a laser-like bullet going through them, and then a little bit of blood comes out. BY THAT I MEAN: A tracer. NOT a laser, but you know how when you shoot a tracer, it looks like a ray of orange(or whatever color)? Like that. I'm going to add a sound to it of someone getting hit. NOTE: It needs to be going through the enemy, and coming out the left side. I use a CBS, side view. In other words, NOT going up, hitting them from the bottom and coming out top. I need it coming from right, going out left.

Please help, and thank you for your time ^_^

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