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Messages - Fenriswolf

Troubleshooting / Help / Re: RMXP - Parallel Movement
August 03, 2013, 07:39:32 pm
Yeah, that is something I coincidentally also came up with just now.
I was a bit worried about the smoothness of the scrolling,
but I'll give it a shot.

Thanks a lot :)

Having little time to work on it, but I've nearly gotten it down.
Tried panorama scrolling script and parallax script, but had issues with both.
I am now using a picture background script, which puts pictures below the events.
I'll update when it's finished or I can't seem to do so.
Troubleshooting / Help / RMXP - Parallel Movement
August 03, 2013, 05:38:36 pm
Haven't been around for a long while, and when I did, it wasn't for too long,
so I doubt anyone remembers me.

Anyhow, I am still working on my project every now and then,
perhaps I can manage to finish it before the great apocalypse.

Currently, I am bumping into a problem which I can't seem to solve myself.
If anyone cares to put his mind at work for this or has a solution ready,
that would brighten my day (not in a cheesy mood today, sorry).

The situation
Spoiler: ShowHide
I was making a quest in which the player travels through the woods with two others.
Basically, during this walk, there is a conversation between the party and those two.

I wanted to have the walking and talking simultaneously.
Also, I wanted the player to take its time to read and prevent the party to hit the end of the road,
before it's supposed to.

How I set this up
Spoiler: ShowHide
I made two events, one for the conversation, one for the movement.
these were set on parallel processing and I made an infinite loop, in the movement event.
This was done by combining "loop" with "transfer player".

Transfer player resets the player to the begin of the loop.

If anyone wants a demo of the map for a better look into it,
I will provide it.

The problem
Spoiler: ShowHide
Movement stops as soon as the first transfer player is supposed to occur.
I tried testing the movement without the conversation (which is switched off)
and this way it worked perfectly.

Somehow the combination of messages and movement (or at least transfer),
doesn't go along with RMXP.

Any suggestions?

Thanks in advance.

EDIT: Tried making a clean demo without scripts, but it makes no difference.
Entertainment / Re: 8-bit landscapes
June 14, 2012, 09:21:32 pm
thank you.
Event System Troubleshooting / [XP] Bulletin Board
June 07, 2012, 03:12:57 pm
So, I am having trouble with eventing something.

I'll explain a bit about the context first.
In my project, the player joins a guild.
This guild offers you random guildquests.
These quests, are, unlike the regular quests, repeatable.

All of the available quests will be shown on the bulletin board in the guild house.

Eventing this bulletin board is what I am having trouble with.

The features this board is having in my mind:
* 1-3 quests every day, without having the same quest shown twice (available quests will reset daily by using F0's "CCTS")
* the available quests can each be seperately selected and taken
* all quests can be taken
* there are multiple ranks of quests, each rank displayed on a seperate board
(the quests will be, upon selection, be added to "Quest Log" from G_G)

Resetting the board with CCTS and adding the quests to Quest Log aren't the issue,
nor the fact that the quests are repeatable and all of them can be taken.
Having multiple boards for the seperate ranks should be no problem once I figured out how to do the first one.

The main issue I'm having, is how to have the random available quests as selectables.

The rest of the system has already been worked out in the project and in my head.

If anyone would care to help me out a bit, that would be appreciated.
I could send you a demo of the current progress on the board.

I think I may have figured it out, but I'm still working on it.
I will edit this post again when I'm done.
Ugh, just looking at this system is enough to turn my brain to jelly.
Script Troubleshooting / Re: Gold window location
June 05, 2012, 12:45:33 pm
Perfect, thank you.
Script Troubleshooting / Re: Gold window location
June 05, 2012, 12:17:54 pm
Sorry, I should have mentioned this in the first post, but I'm using XP.

Edit doesn't work.
Script Troubleshooting / Gold window location
June 05, 2012, 08:45:21 am
I'm using this script to show the amount of gold added/lost.

But I wish for the gold window to be in the top-right corner of the screen.

It seems like a fairly simple edit for anyone with basic scripting knowledge.

Could someone help me out?

Spoiler: ShowHide
# Change Gold Modification
# by kellessdee

class Interpreter
  # * Change Gold
  def command_125
    # Get value to operate
    value = operate_value(@parameters[0], @parameters[1], @parameters[2])
    # Create Gold Window
    gold_held =
    gold_held.y = 416
    # Wait 30 frames
    30.times { Graphics.update }
    # Get values
    v = value < 0 ? -1 : 1
    # Loop through amount in change
    until value == 0
      value -= v
      if Input.trigger?(Input::C) || Input.trigger?(Input::B)
    # Wait 30 frames
    30.times { Graphics.update }
    # Dispose gold window
    # Update Input to not cause any accidental triggers
    # Continue
    return true
Glad I waited before using it, thanks a lot for the fix.

*lvls up*
Thanks a bunch.
General Discussion / Re: Quest sign on event
June 04, 2012, 01:42:35 pm
Yeah I'll try that.
Hey F0, I'm thinking about using this script, but the bug that Raziel and Landith have been having,
makes this difficult, because I'm planning to have multiple quests in the same map in multiple locations.

Any chance you could try to fix this bug?
General Discussion / Quest sign on event
June 04, 2012, 12:03:54 pm
I'm still working on my project,
but I have encountered a problem,
a problem for which I do have 2 solutions,
but neither are entirely satisfying to me.

I wish to add an icon (probably a "?" or "!") above NPC's that have a quest available
OR when a quest needs to be turned in at the NPC after completion.

I've found 2 ways of doing this, but both have their restriction:
1. with an additional event above the NPC, but this removes the possibility to have a different NPC or event at that spot.
2. with this script, but as said in the comments, there is an issue with it: more than 1 icon on a map will cause the game to crash.

I would like to have more than 1 questgivers in certain maps and I also have cases where there is another event on top of the NPC, so both ways of handling it cause me trouble.

So my question is, would anyone have an idea how to do this, without the restrictions listed above?
You're right miss, not everyone has evolved it seems.
No... No... No...

..... OK!!!

Darth Puppy then...
Chat / Re: Chat quotes
February 21, 2012, 11:05:14 am
Blizzard you meanie!
RMXP Script Database / Re: [XP] HoT DoT
February 19, 2012, 01:57:22 pm
Great, thanks a lot for the fixes.

Noticed the third bug as well, but I just ignored it by halving the values,
but this is better :)

I noticed another bug, or new bug actually.

This is the configuration part of the script:
Spoiler: ShowHide
    # Poison Database Begins
    #  * STATE_NUMBER is the state you want to be affected by this.
    #  * TYPE refers to the thing sustaining damage.
    #      1 = HP, 2 = SP. If the type is positive, the amount is a literal
    #      number (eg. You lose about 50 HP). If the type is negative, then
    #      the amount is a fraction of the maximum (eg. You lose about 50% of
    #      your HP).
    #  * DAMAGE refers to how much damage is healed/taken.
    #      A Positive amount hurts you and a negative amount heals you.
    #  * VARIANCE refers to how much the damage varies. Positive only.
    #      This depends in part on if the type was positive (~5 HP difference)
    #      or negative (~5% HP difference).
    #  * LIMIT_DRAIN refers to if the poison can leave you with 0 HP/SP.
    #      If true, then it is limited, and stops at 1. If false, then it
    #      isn't.
  when 3 then return [-1, 10, 15, false]  # Standard Poison

As mentioned in the instructions, when the first value is negative the second value will be used as a percentage,
while when positive, it will be used as a literal number.

But, since the update, when making the first value negative,
it turns the damage into healing (which isn't supposed to happen, but only when the SECOND value is negative).

Not an issue that is a big bother on my part, but I figured I'd mention it.
RMXP Script Database / Re: [XP] Threat System v1.2
February 19, 2012, 12:53:00 pm
I am having a very odd issue, that is just... well.. odd.

I am using this script, configured it for multiple skills and tested it:
everything works as supposed to as expected.

Now, when my game is demo-ready, I compress it and then extract it on a different pc to do another final full test run.

This is where the sorcery kicks in:
some skills add a different amount of threat than supposed to, while the regular attack and other skills still work as supposed to.

Does anybody have an idea what could be the cause of this?
RMXP Script Database / Re: [XP] HoT DoT
February 19, 2012, 11:55:42 am
I've been having a small problem with this script.

As mentioned in the script, a "-" in front of the second value,
will cause the amount to be healing in stead of damage.

But when I made a state that is supposed to heal (ofcourse using the "-"),
it does damage anyway.

The odd thing about it, is that the damage appears as green (which is normally healing).

I guess it's just a simple math error, but I couldn't figure out the cause myself.

Anybody mind giving me a hand?
It's a small script, so spotting the issue shouldn't be hard for someone with experience with ruby.
I used to be a centaur like you, then I took an arrow in the ass.
RMXP Script Database / Re: [XP] Mail Box System
February 15, 2012, 05:26:15 pm
I know I'm necro-posting here, but I found an easier and better solution to the problem I was having.
Figured I'd share it, in case anyone ever has trouble with the same issue.

Just put this after line 301 in the script, that's all.
$game_switches[id] = true