[XP] Tons of Add-ons

Started by Blizzard, January 09, 2008, 08:50:47 am

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Blizzard

March 01, 2011, 02:18:24 am #740 Last Edit: March 12, 2011, 05:03:45 am by Blizzard
I thought you added Monster Areas. D:

EDIT: Added Monster Areas and Realistic Ladders.
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Quote from: winkioI do not speak to bricks, either as individuals or in wall form.

Quote from: Barney StinsonWhen I get sad, I stop being sad and be awesome instead. True story.

Genow

I...I require assistance on game_guy's "Skill Teaching Items" add-on...I have added the three pages of add-ons, in order, as requested. I also changed @SKILL_TEACHING_ITEM into "true"

class RPG::Item
 
  def skills
    return [] if !$game_system.SKILL_TEACHING_ITEM
    case id
    # CONFIG use
    # when x return [y, z]
    # x = item id, y = skill id, z = skill id
    # when 2 then return [13, 12]
    # The above will make item id 2 make an actor learn the skill id of 13 and
    # skill id of 12
    # You can add as many IDs as you want, separate them with commas
    when 2 then return [13, 12]
    when 1 then return [1]
    end
    return []
  end
 
end


However, when I tested with a high-potion (Item ID 2), it didn't teach a skill at all...? Even with items I created and changing values, the actor simply isn't learning skills.

Holyrapid

Have you checked that the skill exists? Also, i don't really think it matters, but try to change the order so that they're in numerical order...

Genow

Quote from: DesPKP on April 09, 2011, 02:15:29 am
Have you checked that the skill exists? Also, i don't really think it matters, but try to change the order so that they're in numerical order...


I have figured it out, but thanks for taking time to answer me :3

G_G

Alright Blizzard, I screwed up I think. The HP Consuming skills add-on tries to activate even though it was set to false. I checked the add-on, theres in if statement seeing if HP_SKILLS is true. Also, maybe I'm wrong, but wouldn't it be way more compatible if we had skill_effect do the hp cost? This way it won't screw with anyones custom menu or custom battle system.

G_G

Quote from: game_guy on April 11, 2011, 01:36:43 am
Alright Blizzard, I screwed up I think. The HP Consuming skills add-on tries to activate even though it was set to false. I checked the add-on, theres in if statement seeing if HP_SKILLS is true. Also, maybe I'm wrong, but wouldn't it be way more compatible if we had skill_effect do the hp cost? This way it won't screw with anyones custom menu or custom battle system.


?
Just want verification that way I know just to make a few edits or just a quick revamp.

asukicco

April 15, 2011, 02:55:16 pm #746 Last Edit: April 16, 2011, 07:27:47 am by asukicco
Can I get help on the Multi-Drop addon? Is it possible to make items drop on different x axis value? Right now if an enemy drops 3 items for example, they all are on the same square, and that's odd because you can't see all of them.
(I'm asking for x axis changes because I'm doing a side-view rpg, but if it can be done with y axis too it will be more useful)

Edit: Problem solved by making enemies drop only one of the items from the list (or nothing) using a rand() and a case.

Boba Fett Link

Is there a way that I could get the Multi-Hit script without using the rest of the scripts?

Please get back to me!
This post will self-destruct in 30 seconds.

ForeverZer0

Only turn on that script. See the instructions.
I am done scripting for RMXP. I will likely not offer support for even my own scripts anymore, but feel free to ask on the forum, there are plenty of other talented scripters that can help you.

G_G


G_G

Anyone know how I would go implementing a "Input.any_number?" method and have it return the number that was pressed?

JmLyan

I'm having a few problems with the minimap add-on.

1. Changing the color of markers doesn't work.
2. If there is a teleport event in a map, then the player marker disappears.
3. Only events with \spc is shown on the map, despite the explanation claiming that all events without \nomap or autorun/paralell process are shown as well.
4. If the teleport event is the last of the events, it is shown as an arrow pointing down.

I have quick passability test and the scripts are in the correct order.

Blizzard

Nobody has probably tested the minimap ever since I refactored the code the last time.
I am retired from RMXP and I usually don't give support for my scripts anymore, but if you could put a demo together that would demonstrate the problems right away, I'd be willing to take a look at it and fix the problems.
As for the \spc and \nomap conflict, I think that's because I have changed that during the last refactoring as well and didn't properly update the instructions or forgot to do it.
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Quote from: winkioI do not speak to bricks, either as individuals or in wall form.

Quote from: Barney StinsonWhen I get sad, I stop being sad and be awesome instead. True story.

JmLyan

While making a demo I found out that the problem with the player marker disappearing happens when the teleport event (or a \spc event) have no graphic. But the color still won't change but I can live with that.

nathmatt

May 21, 2011, 04:02:15 pm #754 Last Edit: May 21, 2011, 04:10:28 pm by nathmatt
Quote from: game_guy on May 20, 2011, 10:47:22 pm
Anyone know how I would go implementing a "Input.any_number?" method and have it return the number that was pressed?


like this ? or actual numbers

module Input
 
 def self.any_number?
   (0...256).each{|key|return key if self.trigger?(key)}
 end
 
end


if you want to return the actual number pressed then

module Input
 
  def self.any_number?
    (48...56).each{|data|return Key.key(data).to_i if self.trigger?(data)}
  end
 
end
Join Dead Frontier
Sorry, I will no longer be scripting for RMXP. I may or may not give support for my scripts. I don't have the will to script in RGSS anymore.
My script


YelloMagic

Hello!

I think the "Tons of Add-Ons" comp is excellent. It's awesome to have all of these features conveniently packaged into a single item (well, 3). It would take hours or even days to individually locate similar scripts online. Thanks to everyone involved in creating and editing these scripts, especially Blizzard. Even after a year of using it, I'd still consider myself a RMXP novice when it comes to scripts and gameplay functions (though I've been told that I'm pretty deft with dialogue and graphical items, esp. sprites). I only had one major problem with "Tons of Add-Ons"... none of the State and Skill Effect scripts in Part III I have tried seem to do anything.

The scripts don't cause any errors when switched on, and do not seem to be conflicting with any other scripts I'm using. To prove this, I copied all 3 parts into a new game with an unaltered script, and encountered the same problem. I have not removed any item from Tons of Add-Ons, either. This is disappointing, because the status/skill mods were some of the most interesting, in my opinion. I was really looking forward to implementing them.

Specifically, I've tried Zombie, Regen, Auto Revive, Invincibility, and HP/SP Absorb, and none of these add ons worked. I'll try a few others later, but I expect to encounter the same problem. I noticed that a handful of other people in this thread had similar troubles with Part III, but no solutions seemed to have been brought forth. The previous portions of Tons of Add-Ons are excellent enough that I won't miss these additions too much, but I'd really like some help on this if anyone is willing.

Thanks!

Blizzard

Have you made sure that you have configured all scripts properly? Most scripts have their own additional configuration that allows you to set up all the skills and status effects.
Be aware that if you turn on one of the add-ons, this change will only be reflected in new games. If you load a saved game, it will have the add-on on/off state from when you started that game. You have to either start a new game after turning the add-ons on or you have to use a script call during the game to turn them on.
Check out Daygames and our games:

King of Booze 2      King of Booze: Never Ever
Drinking Game for Android      Never have I ever for Android
Drinking Game for iOS      Never have I ever for iOS


Quote from: winkioI do not speak to bricks, either as individuals or in wall form.

Quote from: Barney StinsonWhen I get sad, I stop being sad and be awesome instead. True story.

Vaelen

June 05, 2011, 12:17:24 am #757 Last Edit: June 05, 2011, 12:26:41 am by Vaelen
---Bugs found---

Nr.:              01
Name:          Location Names with Pictures or Text by Blizzard
Description:  If I use ID then name = nil  I get a big error msg box by changing to the map.
it works with pictures
(using with rmx-os) in the text is written that it corrupts savegames so i made a new account but didnt help.. (drop table shouldn't help?!)

Spoiler: ShowHide


Nr.:             02
Name:         Animated Title by Blizzard
Description: not working at all.. not compatible with the rmx-os start menu??
QuoteDELAY = 2 # change the delay
PICS = 9 # number of pictures/frames

I followed the instructions.
thx blizz for the great work (I don't have to do) ;)
RMX-OS gonna be legen.... wait-for-it... www.youtube.com/watch?v=Dqf1BmN4Dag

Blizzard

1. It's not directly compatible with RMX-OS. Add this piece of code to make it work:

#============================================================================== 
# Scene_Title
#==============================================================================

class Scene_Servers

  alias main_location_later main
  def main
    $map_names = load_data('Data/MapInfos.rxdata')
    $map_names.each_key {|key| $map_names[key] = $map_names[key].name}
    main_location_later
  end
 
end


2. Similar error like 1. You have to change the Scene_Title declaration in the script to Scene_Network.
Check out Daygames and our games:

King of Booze 2      King of Booze: Never Ever
Drinking Game for Android      Never have I ever for Android
Drinking Game for iOS      Never have I ever for iOS


Quote from: winkioI do not speak to bricks, either as individuals or in wall form.

Quote from: Barney StinsonWhen I get sad, I stop being sad and be awesome instead. True story.

Vaelen

June 05, 2011, 04:32:49 pm #759 Last Edit: June 05, 2011, 08:55:34 pm by Vaelen
Game doesn't start.

undefined method..

i changed the code like you said..
and the other scene_title I also tried..  and why Scene_Servers at first and Scene_Network on second..
thx blizz for the great work (I don't have to do) ;)
RMX-OS gonna be legen.... wait-for-it... www.youtube.com/watch?v=Dqf1BmN4Dag