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

Pages: [1] 2 3 ... 156
1
Script Troubleshooting / Re: Blizz ABS Item Explosion Animations
« on: July 16, 2019, 04:44:29 AM »
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.

2
Script Requests / Re: [RMVX] Changing a map name with script?
« on: July 14, 2019, 08:15:52 PM »
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.

3
Script Requests / Re: RESOLVED Stat gain based on Class.
« on: July 11, 2019, 07:01:59 AM »
Quote from: Spoofus
Would 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
Code: [Select]
#==============================================================================
# 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

4
RMXP Script Database / Re: [XP] Passive Augments
« on: June 18, 2019, 06:54:14 AM »
Code: [Select]
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

5
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
Code: [Select]
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.

6
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.

7
RMXP Script Database / Re: [XP] Guild Officer Plugin for RMX-OS
« on: May 27, 2019, 05:39:04 AM »
...did you not read the post above?

8
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

9
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)

10
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

11
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.

12
You never added @spriteset.dispose to the scene's main method. I know I didn't forget to put that.

13
Video Games / Re: Nintendo Switch Friend Codes
« on: March 07, 2019, 07:10:47 PM »
*points to signature*

14
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.

15
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.

16
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.

17
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.

18
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?

19
Script Troubleshooting / Re: Script is hanging error
« on: January 01, 2019, 09:05:30 PM »
Upload your scripts.rxdata file

20
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

Pages: [1] 2 3 ... 156