Last post by Blizzard - February 23, 2020, 05:43:08 am
Have you set up port forwarding properly? I suggest you take a look at the FAQ. There's a lot of these kind of questions already answered.
Last post by Flaviogfx - February 21, 2020, 01:42:10 pm
Last post by Spoofus - February 21, 2020, 01:32:40 pm
Hey y'all I was seeing if I could get help with another add-on for the RO Job/Skill learning script.
The way I am handling the actor job and skill learning is kind of different, anyways.
I have looked and messed with the RO script enough now to know it can't do something I am looking do,I know you can set the RO script to either make the points used for learning and leveling up skills so that they must be all used before you can change class/job, or the learning points are universal amongst every class/job for the actor
The way I am handling actor job's and job changes is based on if a certain piece of gear is equipped and skill learning is through the RO script.
So the actor class/job still levels up like normal to earn the points needed to learn and level up skills,
The thing is I dont want the learning points to, must be all be used or universal amongst all the actor jobs, where I am handling the class/job changes based on certain equipped gear, and the points that arent used for that class get saved and can be used when going back to that class.
I guess a example could help
Say you have a Warrior Gem equipped and it sets that actor class to "Warrior" and you get some levels in it and have say....20 points to learn/level up skills and you only use 5 of them, and you decide to equip a Cleric Gem to learn a few healing spells to use as a warrior
After leveling that class enough to earn say 4 points and used 3 to learn heals.
The you re-equip the Warrior Gem and go back in to learn more skills you will still have those 15 points for that class you didn't use.
So basically I am wanting to emulate that learning points will tied to a class instead of being used universally or having to use them all before changing classes.
Last post by Flaviogfx - February 21, 2020, 06:36:52 am
Hello everyone, im new in this forum, i start to work with rpg maker xp and i hope to be helpful.
Last post by Makoto77 - February 17, 2020, 08:41:36 pm
Last post by Taylor - February 06, 2020, 08:17:03 am
Update regarding viewports: in the end I just placed the contents of each save slot in a single Window_Scrollable, instead of drawing a set of windows for each. I had the feeling that the viewport issue was previously investigated, but it felt like the matter was dropped.
Also on the latter: MKXP is something I would greatly like to use, simply because multi-platform is a good idea, but I've never been sure how to make use of it - XP Ace uses a mix of RGSS1 and RGSS3, and there's no way to use both in MKXP. And of course, Win32API class support is out, which breaks XPA_Tilemap and XPA_Window. Never mind say, XInput support.
... I have no idea how to compile things, but I wonder if simply compiling a version of MKXP which always refers to XP's tilemap and window regardless of RGSS version would be a start...
Though regardless of RGSS setting, MKXP doesn't support OGG LOOPSTART. Loop points and remembering playback position of music after battle was what enticed me to VXA in the first place... before I realised how anxiety inducing the map editor would be.
EDIT: Actually wait it does support loopstart... if you also specify looplength. VXAce doesn't seem bothered by that, curiously, but I've found some other systems before require it.
Last post by Spoofus - January 19, 2020, 11:39:38 am
I think Blizz made a edit for a request I made a while ago to the Caterpillar script in TONs for guest characters to follow the player party.
You could always look into that
Last post by rfvtgbzxc - January 17, 2020, 05:53:39 am
Quote from: KK20 on January 17, 2020, 03:16:13 amYeah, 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.
Again, this handles Bitmaps entirely different too (with OpenGL).
Very well. My first intention is to try to change some places which use the DLL. But now it seems not as easy as I thought to be before. I'll try the MKXP on XPA.