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1
Script Requests / Re: [XP] So, I'm making an ABS...
Last post by RoseSkye - January 15, 2021, 12:16:07 pm
KK you're absolutely beautiful.
2
Script Requests / Re: [XP] So, I'm making an ABS...
Last post by KK20 - January 15, 2021, 04:14:17 am
You're going to have to have an understanding of Regular Expressions to make the most out of this. I can't remember if we ever went over that.

First is looping through your map events when the map is loaded.
class Game_Map
  alias setup_special_events setup
  def setup(map_id)
    setup_special_events(map_id)
    @map.events.each_value do |event|
      # placeholder for code
    end
  end
end

For event names, you might have come across something like this when studying BlizzABS's code:
if event.name.clone.gsub!(/\\[Ee]\[(\d+)\]/) {"#[$1]"}
  # temporary variable for ID
  id = $1.to_i
I personally believe this is a better solution:
if event.name.match(/\\e\[(\d+)\]/i)
  id = $1.to_i

As for comments, I'm only going to assume the first page of the event.
event.pages[0].list.each do |command|
  if command.code == 108 || command.code == 408
    command.parameters.each do |comment|
      if comment.match(/<e>/i)
        print "I found an <e> tag!"
      end
    end
  end
end

You just plug those into the aliased Game_Map#setup method as indicated. So putting that all together you get something like this:
class Game_Map
  alias setup_special_events setup
  def setup(map_id)
    setup_special_events(map_id)
    @map.events.each_value do |event|
      if event.name.match(/\\e\[(\d+)\]/i)
        p "Event ID #{event.id} is an enemy of ID #{$1}"
      end
     
      event.pages[0].list.each do |command|
        if command.code == 108 || command.code == 408
          command.parameters.each do |comment|
            if comment.match(/<e>/i)
              p "Event ID #{event.id} has an <e> tag"
            end
          end
        end
      end
     
    end
  end
end
Granted this is very basic. If you're going to get more complex with it, then by all means separate the different match blocks as their own methods, i.e.
@map.events.each_value do |event|
  check_for_enemy_in_name # def check_for_enemy_in_name
  check_for_enemy_tag     # def check_for_enemy_tag
end
3
Script Requests / Re: [XP] So, I'm making an ABS...
Last post by RoseSkye - January 15, 2021, 02:22:59 am
Sorry, I'm essentially illiterate when it comes to this sort of speak.

Uh, lets see... in Blizz's ABS you're able to type \e[1] in the event name category and that allows you to register it as an enemy. In other systems if you type <e> in comments or whatever it does the same thing. I've seen many systems use either Game_Event or the Interpreter section to accomplish this... some in less than 60 lines of code, but I've no idea how it works generally, because I am not a natural coder, but an eventer that transitioned into rgss.

I've sat through a bunch of tutorials and seminars on Ruby, but I'm still preschool, so I don't know what's what besides the essential basics. I can look under the hood and understand pieces in a vacuum, but when I turn it on it looks like .. um... moon runes I guess.

As it stands I -can- make an ABS, but the amount of redundancy I use can be shortened if I knew how to forgo in-engine variables [$game_variables] to assign enemies [$game_map.events[]] and could just assign it as <enemy>.

In the mean time I'm trying my damndest to reverse engineer scripts until it makes sense.
4
Script Requests / Re: [XP] So, I'm making an ABS...
Last post by KK20 - January 14, 2021, 11:09:36 pm
Can you be more specific? What's "a block in the database"? What's an event comment?
5
Script Requests / [XP] So, I'm making an ABS, bu...
Last post by RoseSkye - January 14, 2021, 10:40:26 pm
I want to use an event comment or an event name to call a block in the database, but I've no idea how to do it specifically. Can someone walk me through this? It'll save me a ton of lines if I didn't have to waste variables($game_variables not @variables) noobing my way through this.
6
New Projects / BlueSkies 3 (With Demo)
Last post by Starmage - January 12, 2021, 04:09:14 am

Spoiler: ShowHide
Hello everyone! This is the 3rd title of my BlueSkies series! And just like my recently released steam game "Rave Heart, this one will be a commercial title. :)

BlueSkies 3 is an RMMZ game featuring a radiant, magical fantasy RPG atmosphere with an emotionally driven and light-hearted story-line. You may also want to play (or otherwise check out) BlueSkies 1 and BlueSkies 2! though BlueSkies 3 in itself has a different story on it's own (not directly a sequel), still it features the same world as BlueSkies 1 and BlueSkies 2. There won't be any plot-related confusions if you immediately played BlueSkies 3 though!

With all that said, I truly hope you all will enjoy the game's demo! Please feel free to post your feedback or suggestions to help me improve this game! That will mean so much to me! Thank you so much!



Spoiler: ShowHide
In the world of Vyen, magic is abundant all around. Witches and Warlocks run the world. Some use magic for the good of Vyen, and some use it as a weapon to harm and cause destruction. Despite this obvious divide between the people, the recent announcement of the "Arcane Mastery Tournament" held by both the Chancellor of the Holy Order and the King of the Xmeilian Empire, has captured the interests of every magic-user around the world. The "Arcane Mastery Tournament" is an event where Witches and Warlocks all around the world gather to compete and rise as the special "Arcane Guardians" of the Xmeilian Empire. Some join to prove their prowess in magic in front of the whole world, seeking to claim victory, while some join content with the thought of having a platform for themselves and their magic, regardless if they'll win the competition or not. Could this tournament simply be a competition between the greats, Or could this be a catalyst for something grand? Dare I say, something sinister?



Spoiler: ShowHide
The story revolves around a young Oracle named Candace Aethelmay, who lives in Esuna Town. Candace and her friends have decided upon going on an adventure to join the "Arcane Mastery Tournament." Along the way, the young witches will encounter challenges, meet new friends, and they will further hone their skills in magic. But little do they know; that this journey is going to lead to something much bigger that involves the fate of Vyen.



Spoiler: ShowHide



Spoiler: ShowHide




















BlueSkies 3 Goodies:

Demo version 2.5 Let's Plays/Reviews:


Features:
- Animated Side-view battle system
- Dynamic ATB battles
- Party changing system (Both during and out of battle).
- Immersive plot and a very colorful set of characters, atmosphere and dialogue.
- Beautiful character arts.
- Side-quests and hidden-quests that allows you to acquire items, gold, and even learn skills or summons!
- Explore the world of Vyen and uncover the mysteries.

Credits:
Spoiler: ShowHide
Plugins:

Degica
KADOKAWA
Visutella
LordValinar
Mokusei Penguin
TheoAllen
triacontane
Ignis/Raizen
Sasuka Kannazuki
Gabe
Moghunter (Atelier RGSS) - https://atelierrgss.wordpress.com/

Graphics:

Degica
KADOKAWA
Archeia
Visutella
Effekseer
Berry
ShadowHawkDragon
Mis_nova
Mailo357
SmashArtist
JosephSeraph
ManuGamingCreations
hadecynn
Animations Select Packs © Dreams Circle
Gotcha Gotcha Games Inc.
whtdragon
Skotty TV
REFMAP
Gee Kun Soft
Nowis-337
Derex
ramtam
Ironthunder
Nidhoggn
M & T
PhoenixFireGames
Kokoro Reflections
Avery
Michael Galefire
Suzuki
Pierre
cooltext.com
SchwarzeNacht
Meep007
Pixel Odyssey - https://pixelodyssey.itch.io/
LuminousDragonGames - https://opengameart.org/content/perfectly-seamless-night-sky
MiniBjorn - https://opengameart.org/content/cloudy-sky


Music:

Degica
KADOKAWA
Hiroki Kikuta
Bittersweet Entertainment
TK.Projects
Joel Steudler
ayato sound create
Murray Atkinson
"Some of the sounds in this project were created by David McKee (ViRiX)
soundcloud.com/virix";
Kunsel


Special Thanks:

Berry
TrueCynder
VaroClaw
ronaldbabe
Hanamaru
Pyroflo
Nikorasu
HawkZombie
StudioBlue (Steel and Teal)
7
Script Requests / Re: [XP] Untargetable Enemies?
Last post by KK20 - January 08, 2021, 01:06:50 am
Can you explain more by what you mean? It looks functional to me.
8
Script Requests / Re: [XP] Untargetable Enemies?
Last post by Makoto77 - January 07, 2021, 04:10:03 pm
Thank you. I'll try this now.

EDIT: Works perfectly when applied to enemies, but party members are still visible and can't do anything when applied to them.
9
General Discussion / Re: HTML Canvas - Repeat a Til...
Last post by Heretic86 - January 02, 2021, 12:49:45 pm
Ok, next question:

I have a javascript Class.  I would like the constructor to call a method to load graphics that finishes setting up once the graphics load.  I am trying to pass a callback function so I can resule the image loader.  I can not get the callback function to work at all, as a defined function, as an anonymous function, or with lambda.

Suggestions?

class Myclass {
  constructor(myCanvas){
    this.canvas = myCanvas;
    this.ctx = this.canvas.getContext('2d');
    this.myImg = this.loadGraphic('images/myimg.png' this.setupBars);
  }
  loadGraphic(filename, callback){
    let img = new Image();
    img.src = filename;
    img.onload = () => this.setupBars();                   // callback arg ignored, This works but can not define the callback
    //img.onload = () => { this.setupBars(); }             // Works same as above, dont need {} characters
    //img.onload = this.setupBars();                       // callback arg ignored, Argument 1 could not be converted to any of Graphics
    //img.onload = callback();                             // callback = setupBars, setupBars is not defined
    //img.onload = callback();                             // callback = this.setupBars, this is undefined
    //img.onload = this.callback();                        // callback = setupBars, setupBars is undefined
    //img.onload = this.callback();                        // callback = this.setupBars, this.callback is not a function
    //img.onload = () => callback();                       // callback = this.setupBars, 'this' is undefined
    //img.onload = () => callback();                       // callback = setupBars, setupBars is not defined
    //img.onload = () => this.callback();                  // callback = setupBars, setupBars is not defined
    //img.onload = (this) => callback();                   // callback = this.setupBars, missing formal parameter
    //img.onload = (this.callback) => callback();          // callback = this.setupBars, missing formal parameter
    //img.onload = (callback) => this.callback();          // callback = this.setupBars, this.callback is not a function
    //img.onload = (callback) => this.callback();          // callback = setupBars, setupBars is not defined
    //img.onload = (this) => callback();                   // callback = setupBars, missing formal parameter
    //img.onload = (callback) => callback();               // callback = setupBars, callback is not a function
    //img.onload = (callback) => callback();               // callback = this.setupBars, callback is not a function
    //img.onload = function(){ this.setupBars() };         // callback arg ignored, 'this.setupBars' is not a function
    //img.onload = function(this){ this.setupBars() };     // callback arg ignored, missing formal parameter
    //img.onload = function(){ callback() };               // 'this' is undefined
    //img.onload = function(callback){ callback() };       // callback = setupBars, setupBars is not defined
    //img.onload = function(callback){ callback() };       // callback = this.setupBars, callback is not a function
    //img.onload = function(this.callback){ callback() };  // callback = setupBars, Scrollbars is not defined
    //img.onload = function(callback){ this.callback() };  // callback = setupBars, setupBars is not defined
    //img.onload = function(callback){ callback() };       // callback = this.setupBars, callback is not a function
    return img;
  }
  setupBars(){
    // does drawing to canvas with loaded graphic
  }
10
Script Troubleshooting / Re: RMXPACE + RMX-OS (Need hel...
Last post by Cryro - January 01, 2021, 10:43:06 pm
I have tried and messed around a little bit, it seems really the only issue is the save formats (Mostly just loading) and I gotta be honest its somewhat stumped me, though I might try looking into it more.
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