[XP] Tons of Add-ons

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

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Colinoliver

Problem all fixed up.
I knew it was something I did. I did not set the required skill AP to a negative integer. So the skill was automatically learned upon equip.
Thanks for the heads up Blizzard. I would not have noticed the skill was not removed unless you mentioned.
:)

Blizzard

No problem. I'm glad that you like the add-ons. :)
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King of Booze 2      King of Booze: Never Ever
Drinking Game for Android      Never have I ever for Android
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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.

Shadonking

ok, i have a little problem with Different Difficulties.

i have a custom title screen and when you click new game the difficulties come up and every thing is fine but when you press cancel it makes a window box with ?????????? that instead of new game, continue, quite.

i was wondering where in the part of the script that can be changed to stop the window for opening with the ????? in them.

if you need to see the custom title script im using just say and i'll post it.





Creator Of Music And Games
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keywords: ShowHide
rmxp rmvx blizz-abs rpg maker xp vx abs cbs cms script tons of addons charsets autotiles HUD


come here if you have a ps3
http://forum.chaos-project.com/index.php?topic=1952.0

Blizzard

Have you tried putting that custom title script above/below Tons? And yeah, post the script. It's probably messing up what my add-on is trying to do.
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.

Shadonking

here is the script im using. and it replaces Scene_Title

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=begin
=========================================
Professional Title Screen ver. 2.0 English Translation
Script by ???, Edited by Kio !! :D
SFS Patch by shdwlink1993
http://rpg.para.s3p.net/
-->Released and translated by Sonicia.
Search for my name (Sonicia)for the customizing place where you can arange the
graphics where you want them. Please credit Kio, who orginally made this script
compatable, and me for translating, releasing, and finding out how to use it.
Note, in a few rare spots there is still Japanese, since it was code I didnt
change it for fear of messing it up. All comments are translated by Sonicia.

Note: you need continue.png, continue_active.png, newgame.png,
newgame_active.png, shutdown.png, shutdown_active.png, newgameplus.png, and
newgameplus_active.png in your game's graphics\title folder. The graphics must
be the same size, both active and inactive. This means that if you have an
arrow or text make that one first, duplicate, then erase the arrow and edit
the rest of the picture or it will be set off.
=========================================

=========================================
Title menu picture
=========================================
=end
module PARA_TITLE_CUSTOM
 
  # Menu command picture, (true/false)
  IMG_MENU = true
 
  #?---Menu command picture Setting---
  #Character string of menu command
  #MENU_NEWGAME = "new game" # new game
  MENU_NEWGAME = '??????' # ??????
  #MENU_LOAD = "continuing" # continuing
  MENU_LOAD = '???????' # ???????
  #MENU_END = "shutdown" # shutdown
  MENU_END = '???????' # ???????
  MENU_NEWGAMEPLUS = 'new game plus' #new game plus
 
  # window frame (true/false)
  WINDOW_TRANS = false
  #Transparency of the window frame
  WINDOW_OPACITY = 160
 
  #Side size (horizontal?) of # window
  WINDOW_WIDTH = 192
  #Vertical position of window (0: Coordinate appointment/
  #1: The left edge/2: Center/3: Right hand edge)
  WINDOW_ALIGN = 2
  #When # "coordinate appointment" being, abscissa of the window
  WINDOW_POS_X = 0
  #Vertical position of # window (0: Coordinate appointment/
  #1: Top/2: Center/3: Bottom)
  WINDOW_VALIGN = 0
  #When "coordinate appointment" being, ordinate of the window
  WINDOW_POS_Y = 288
 
  #==========================================
  #=begin
  #Sonicia
  #Customize the location and the graphics make sure you change
  #only the numbers, 250 is approxamtely the center of
  #the vertical screen.
  #Make sure that the command pictures are in the "Graphics/Titles" folder
  #=end
  #==========================================
  #=begin
  #New Game Graphic
  #IMG_NEWGAME = ['newgame','newgame_active']
  #IMG_NEWGAME_X = 100 # Horizontal position
  #IMG_NEWGAME_Y = 160 # Vertical position
  #Continue Graphic
  #IMG_LOAD = ['continue','continue_active']
  #IMG_LOAD_X = 250 # Horizontal position
  #IMG_LOAD_Y = 160 # Vertical position
  #Shut Down Graphic
  #IMG_END = ['shutdown','shutdown_active']
  #IMG_END_X = 400 # Horizontal position
  #IMG_END_Y = 160 # Vertical position
  #=end
  #My orginal settings for reference Copy and paste if you need to
  #New Game Graphic
  IMG_NEWGAME = ['newgame','newgame_active']
  IMG_NEWGAME_X = 250 # Horizontal position
  IMG_NEWGAME_Y = 290 # Vertical position
  #New Game Plus Graphic
  IMG_NEWGAMEPLUS = ['newgameplus','newgameplus_active']
  IMG_NEWGAMEPLUS_X = 250 # Horizontal position
  IMG_NEWGAMEPLUS_Y = 290 # Vertical position
  #Continue Graphic
  IMG_LOAD = ['continue','continue_active']
  IMG_LOAD_X = 250 # Horizontal position
  IMG_LOAD_Y = 330 # Vertical position
  #Shut Down Graphic
  IMG_END = ['shutdown','shutdown_active']
  IMG_END_X = 245 # Horizontal position
  IMG_END_Y = 370 # Vertical position
 
  #END CUSTOMIZABLE AREA
  #============================================
  #Synthetic method of picture (0: Usually/1: Addition/2: Subtraction)
  BLEND_TYPE = 0
end


#------------------------------------------------------------------------------

#======================================
# ? Scene_Title
#======================================

class Scene_Title
  #--------------------------------------------------------------------------
  # - Main processing
  #--------------------------------------------------------------------------
  def main
    #If battle test
    if $BTEST
      battle_test
      return
    end
    # Load database
    $data_actors = load_data('Data/Actors.rxdata')
    $data_classes = load_data('Data/Classes.rxdata')
    $data_skills = load_data('Data/Skills.rxdata')
    $data_items = load_data('Data/Items.rxdata')
    $data_weapons = load_data('Data/Weapons.rxdata')
    $data_armors = load_data('Data/Armors.rxdata')
    $data_enemies = load_data('Data/Enemies.rxdata')
    $data_troops = load_data('Data/Troops.rxdata')
    $data_states = load_data('Data/States.rxdata')
    $data_animations = load_data('Data/Animations.rxdata')
    $data_tilesets = load_data('Data/Tilesets.rxdata')
    $data_common_events = load_data('Data/CommonEvents.rxdata')
    $data_system = load_data('Data/System.rxdata')
    # Make system object
    $game_system = Game_System.new
    # Make title graphic
    @sprite = Sprite.new
    @sprite.bitmap = RPG::Cache.title($data_system.title_name)
    # Make command window
    s1 = PARA_TITLE_CUSTOM::MENU_NEWGAME
    if SL93::NGP
      s2 = PARA_TITLE_CUSTOM::MENU_NEWGAMEPLUS
      s3 = PARA_TITLE_CUSTOM::MENU_LOAD
      s4 = PARA_TITLE_CUSTOM::MENU_END
    else
      s2 = PARA_TITLE_CUSTOM::MENU_LOAD
      s3 = PARA_TITLE_CUSTOM::MENU_END
    end
    w = PARA_TITLE_CUSTOM::WINDOW_WIDTH
    if SL93::NGP
      @command_window = Window_Command.new(w, [s1, s2, s3, s4])
    else
      @command_window = Window_Command.new(w, [s1, s2, s3])
    end
    if PARA_TITLE_CUSTOM::WINDOW_TRANS
      @command_window.opacity = 0
    else
      @command_window.back_opacity = PARA_TITLE_CUSTOM::WINDOW_OPACITY
    end
    # Position of the window
    case PARA_TITLE_CUSTOM::WINDOW_ALIGN
      when 0 then @command_window.x = PARA_TITLE_CUSTOM::WINDOW_POS_X
      when 1 then @command_window.x = 0
      when 2 then @command_window.x = ( 640 - @command_window.width ) / 2
      when 3 then @command_window.x = 640 - @command_window.width
    end
    case PARA_TITLE_CUSTOM::WINDOW_VALIGN
      when 0 then @command_window.y = PARA_TITLE_CUSTOM::WINDOW_POS_Y
      when 1 then @command_window.y = 0
      when 2 then @command_window.y = ( 480 - @command_window.height ) / 2
      when 3 then @command_window.y = 480 - @command_window.height
    end
    # Continue enabled determinant
    # Check if at least one save file exists
    # If enabled, make @continue_enabled true; if disabled, make it false
    @continue_enabled = (0..SL93::SAVE_FILES-1).any? {|i|
      if SL93::DREAM
        FileTest.exist?("#{SAVE_NAME}#{file_index + 1}.dream4") if SL93::DREAM
      else
        FileTest.exist?("Save#{i+1}.rxdata") if !SL93::DREAM
      end
    }
    @newgameplus_enabled = (0..8).any? {|i|
      FileTest.exist?("Complete#{i+1}.ngp")
    } if SL93::NGP
    @newgame_enabled = true
    @newgame_enabled = (SL93::CURRENT_DISK == 1) if SL93::MDS
    # If continue is enabled, move cursor to "Continue"
    # If disabled, display "Continue" text in gray
    @command_window.disable_item(0) if !@newgame_enabled && SL93::MDS
    @command_window.disable_item(1) if !@newgameplus_enabled && SL93::NGP
    if @continue_enabled
      @command_window.index = 1
    else
      if SL93::NGP
        @command_window.disable_item(2)
      else
        @command_window.disable_item(1)
      end
    end
    # Command Picture
    if PARA_TITLE_CUSTOM::IMG_MENU
      @command_window.visible = false
      @command_img1 = Sprite.new
      @command_img1.blend_type = PARA_TITLE_CUSTOM::BLEND_TYPE
      @command_img1.bitmap = RPG::Cache.title(PARA_TITLE_CUSTOM::IMG_NEWGAME[0])
      @command_img1.x = PARA_TITLE_CUSTOM::IMG_NEWGAME_X
      @command_img1.y = PARA_TITLE_CUSTOM::IMG_NEWGAME_Y
      @command_img2 = Sprite.new
      @command_img2.blend_type = PARA_TITLE_CUSTOM::BLEND_TYPE
      @command_img2.bitmap = RPG::Cache.title(PARA_TITLE_CUSTOM::IMG_LOAD[0])
      @command_img2.x = PARA_TITLE_CUSTOM::IMG_LOAD_X
      @command_img2.y = PARA_TITLE_CUSTOM::IMG_LOAD_Y
      @command_img3 = Sprite.new
      @command_img3.blend_type = PARA_TITLE_CUSTOM::BLEND_TYPE
      @command_img3.bitmap = RPG::Cache.title(PARA_TITLE_CUSTOM::IMG_END[0])
      @command_img3.x = PARA_TITLE_CUSTOM::IMG_END_X
      @command_img3.y = PARA_TITLE_CUSTOM::IMG_END_Y
      if SL93::NGP
        @command_img4 = Sprite.new
        @command_img4.blend_type = PARA_TITLE_CUSTOM::BLEND_TYPE
        @command_img4.bitmap = RPG::Cache.title(PARA_TITLE_CUSTOM::IMG_NEWGAMEPLUS[0])
        @command_img4.x = PARA_TITLE_CUSTOM::IMG_NEWGAMEPLUS_X
        @command_img4.y = PARA_TITLE_CUSTOM::IMG_NEWGAMEPLUS_Y
      end
      # If continue is enabled, move cursor to "Continue"
      # If disabled, display "Continue" text in gray
      @command_img1.opacity = 160 if SL93::MDS && !@newgame_enabled
      @command_img4.opacity = 160 if SL93::NGP && !@newgameplus_enabled
      if @continue_enabled
        @command_img1.bitmap = RPG::Cache.title(PARA_TITLE_CUSTOM::IMG_NEWGAME[0])
        @command_img2.bitmap = RPG::Cache.title(PARA_TITLE_CUSTOM::IMG_LOAD[1])
      else
        @command_img2.opacity = 160
        @command_img1.bitmap = RPG::Cache.title(PARA_TITLE_CUSTOM::IMG_NEWGAME[1])
        @command_img2.bitmap = RPG::Cache.title(PARA_TITLE_CUSTOM::IMG_LOAD[0])
      end
    end
    # Play title BGM
    $game_system.bgm_play($data_system.title_bgm)
    # Stop playing ME and BGS
    Audio.me_stop
    Audio.bgs_stop
    # Execute transition
    Graphics.transition
    # Main loop
    loop do
      # Update game screen
      Graphics.update
      # Update input information
      Input.update
      # Frame update
      update
      # Abort loop if screen is changed
      break if $scene != self
    end
    # Prepare for transition
    Graphics.freeze
    # Dispose of command window
    @command_window.dispose
    if PARA_TITLE_CUSTOM::IMG_MENU
      @command_img1.dispose
      @command_img2.dispose
      @command_img3.dispose
      @command_img4.dispose if SL93::NGP
    end
    # Graphics Dispose
    @sprite.bitmap.dispose
    @sprite.dispose
  end
  #--------------------------------------------------------------------------
  # * Frame Update
  #--------------------------------------------------------------------------
  def update
    # Update command window
    @command_window.update
    # If C button was pressed
    if Input.trigger?(Input::C)
      if SL93::NGP
        # Branch by command window cursor position
        case @command_window.index
          when 0 then command_new_game # New game
          when 1 then command_continue # Continue
          when 2 then command_shutdown # Shutdown
        end
      else
        # Branch by command window cursor position
        case @command_window.index
          when 0 then command_new_game # New game
          when 1 then command_continue # Continue
          when 2 then command_shutdown # Shutdown
        end
      end
    end
    if PARA_TITLE_CUSTOM::IMG_MENU
      if Input.repeat?(Input::UP) || Input.repeat?(Input::DOWN)
        if SL93::NGP
          case @command_window.index
          when 0 # New Game
            @command_img1.bitmap = RPG::Cache.title(PARA_TITLE_CUSTOM::IMG_NEWGAME[1])
            @command_img2.bitmap = RPG::Cache.title(PARA_TITLE_CUSTOM::IMG_LOAD[0])
            @command_img3.bitmap = RPG::Cache.title(PARA_TITLE_CUSTOM::IMG_END[0])
            @command_img4.bitmap = RPG::Cache.title(PARA_TITLE_CUSTOM::IMG_NEWGAMEPLUS[0])
          when 1 # New Game Plus
            @command_img1.bitmap = RPG::Cache.title(PARA_TITLE_CUSTOM::IMG_NEWGAME[0])
            @command_img2.bitmap = RPG::Cache.title(PARA_TITLE_CUSTOM::IMG_LOAD[1])
            @command_img3.bitmap = RPG::Cache.title(PARA_TITLE_CUSTOM::IMG_END[0])
            @command_img4.bitmap = RPG::Cache.title(PARA_TITLE_CUSTOM::IMG_NEWGAMEPLUS[1])
          when 2 # Continue Game
            @command_img1.bitmap = RPG::Cache.title(PARA_TITLE_CUSTOM::IMG_NEWGAME[0])
            @command_img2.bitmap = RPG::Cache.title(PARA_TITLE_CUSTOM::IMG_LOAD[1])
            @command_img3.bitmap = RPG::Cache.title(PARA_TITLE_CUSTOM::IMG_END[0])
            @command_img4.bitmap = RPG::Cache.title(PARA_TITLE_CUSTOM::IMG_NEWGAMEPLUS[0])
          when 3 # End Game
            @command_img1.bitmap = RPG::Cache.title(PARA_TITLE_CUSTOM::IMG_NEWGAME[0])
            @command_img2.bitmap = RPG::Cache.title(PARA_TITLE_CUSTOM::IMG_LOAD[0])
            @command_img3.bitmap = RPG::Cache.title(PARA_TITLE_CUSTOM::IMG_END[1])
            @command_img4.bitmap = RPG::Cache.title(PARA_TITLE_CUSTOM::IMG_NEWGAMEPLUS[0])
          end
        else
          case @command_window.index
          when 0 # New Game
            @command_img1.bitmap = RPG::Cache.title(PARA_TITLE_CUSTOM::IMG_NEWGAME[1])
            @command_img2.bitmap = RPG::Cache.title(PARA_TITLE_CUSTOM::IMG_LOAD[0])
            @command_img3.bitmap = RPG::Cache.title(PARA_TITLE_CUSTOM::IMG_END[0])
          when 1 # Continue Game
            @command_img1.bitmap = RPG::Cache.title(PARA_TITLE_CUSTOM::IMG_NEWGAME[0])
            @command_img2.bitmap = RPG::Cache.title(PARA_TITLE_CUSTOM::IMG_LOAD[1])
            @command_img3.bitmap = RPG::Cache.title(PARA_TITLE_CUSTOM::IMG_END[0])
          when 2 # End Game
            @command_img1.bitmap = RPG::Cache.title(PARA_TITLE_CUSTOM::IMG_NEWGAME[0])
            @command_img2.bitmap = RPG::Cache.title(PARA_TITLE_CUSTOM::IMG_LOAD[0])
            @command_img3.bitmap = RPG::Cache.title(PARA_TITLE_CUSTOM::IMG_END[1])
          end
        end
      end
    end
  end
  #--------------------------------------------------------------------------
  # * Command: New Game
  #--------------------------------------------------------------------------
  def command_new_game
    # Play decision SE
    $game_system.se_play($data_system.decision_se)
    # Stop BGM
    Audio.bgm_stop
    # Reset frame count for measuring play time
    Graphics.frame_count = 0
    # Make each type of game object
    $game_temp          = Game_Temp.new
    $game_system        = Game_System.new
    $game_switches      = Game_Switches.new
    $game_variables     = Game_Variables.new
    $game_self_switches = Game_SelfSwitches.new
    $game_screen        = Game_Screen.new
    $game_actors        = Game_Actors.new
    $game_party         = Game_Party.new
    $game_troop         = Game_Troop.new
    $game_map           = Game_Map.new
    $game_player        = Game_Player.new
    # Set up initial party
    $game_party.setup_starting_members
    # Set up initial map position
    $game_map.setup($data_system.start_map_id)
    # Move player to initial position
    $game_player.moveto($data_system.start_x, $data_system.start_y)
    # Refresh player
    $game_player.refresh
    # Run automatic change for BGM and BGS set with map
    $game_map.autoplay
    # Update map (run parallel process event)
    $game_map.update
    # Switch to map screen
    $scene = Scene_Map.new
  end
  #--------------------------------------------------------------------------
  # * Command: Continue
  #--------------------------------------------------------------------------
  def command_continue
    # If continue is disabled
    unless @continue_enabled
      # Play buzzer SE
      $game_system.se_play($data_system.buzzer_se)
      return
    end
    # Play decision SE
    $game_system.se_play($data_system.decision_se)
    # Switch to load screen
    $scene = Scene_Load.new
  end
  #--------------------------------------------------------------------------
  # * Command: Shutdown
  #--------------------------------------------------------------------------
  def command_shutdown
    # Play decision SE
    $game_system.se_play($data_system.decision_se)
    # Fade out BGM, BGS, and ME
    Audio.bgm_fade(800)
    Audio.bgs_fade(800)
    Audio.me_fade(800)
    # Shutdown
    $scene = nil
  end
  #--------------------------------------------------------------------------
  # * Battle Test
  #--------------------------------------------------------------------------
  def battle_test
    # Load database (for battle test)
    $data_actors        = load_data('Data/BT_Actors.rxdata')
    $data_classes       = load_data('Data/BT_Classes.rxdata')
    $data_skills        = load_data('Data/BT_Skills.rxdata')
    $data_items         = load_data('Data/BT_Items.rxdata')
    $data_weapons       = load_data('Data/BT_Weapons.rxdata')
    $data_armors        = load_data('Data/BT_Armors.rxdata')
    $data_enemies       = load_data('Data/BT_Enemies.rxdata')
    $data_troops        = load_data('Data/BT_Troops.rxdata')
    $data_states        = load_data('Data/BT_States.rxdata')
    $data_animations    = load_data('Data/BT_Animations.rxdata')
    $data_tilesets      = load_data('Data/BT_Tilesets.rxdata')
    $data_common_events = load_data('Data/BT_CommonEvents.rxdata')
    $data_system        = load_data('Data/BT_System.rxdata')
    # Reset frame count for measuring play time
    Graphics.frame_count = 0
    # Make each game object
    $game_temp          = Game_Temp.new
    $game_system        = Game_System.new
    $game_switches      = Game_Switches.new
    $game_variables     = Game_Variables.new
    $game_self_switches = Game_SelfSwitches.new
    $game_screen        = Game_Screen.new
    $game_actors        = Game_Actors.new
    $game_party         = Game_Party.new
    $game_troop         = Game_Troop.new
    $game_map           = Game_Map.new
    $game_player        = Game_Player.new
    # Set up party for battle test
    $game_party.setup_battle_test_members
    # Set troop ID, can escape flag, and battleback
    $game_temp.battle_troop_id = $data_system.test_troop_id
    $game_temp.battle_can_escape = true
    $game_map.battleback_name = $data_system.battleback_name
    # Play battle start SE
    $game_system.se_play($data_system.battle_start_se)
    # Play battle BGM
    $game_system.bgm_play($game_system.battle_bgm)
    # Switch to battle screen
    $scene = Scene_Battle.new
  end
end





Creator Of Music And Games
Spoiler: ShowHide
]

keywords: ShowHide
rmxp rmvx blizz-abs rpg maker xp vx abs cbs cms script tons of addons charsets autotiles HUD


come here if you have a ps3
http://forum.chaos-project.com/index.php?topic=1952.0

Blizzard

Maybe it would be better if you put a demo together... #_#
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.

Shadonking

would it be ok just to send my scrips data file.





Creator Of Music And Games
Spoiler: ShowHide
]

keywords: ShowHide
rmxp rmvx blizz-abs rpg maker xp vx abs cbs cms script tons of addons charsets autotiles HUD


come here if you have a ps3
http://forum.chaos-project.com/index.php?topic=1952.0

Blizzard

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.

Shadonking

November 28, 2008, 10:06:51 am #248 Last Edit: December 04, 2008, 06:19:44 pm by Shadonking
just got home, i did a demo anyway. i'll send it by pm

edit

bu the way i did send it, have you been able to look at it





Creator Of Music And Games
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rmxp rmvx blizz-abs rpg maker xp vx abs cbs cms script tons of addons charsets autotiles HUD


come here if you have a ps3
http://forum.chaos-project.com/index.php?topic=1952.0

Blizzard

No, I didn't get any PM from you.
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.

Shadonking

December 05, 2008, 08:08:35 am #250 Last Edit: December 05, 2008, 08:12:22 am by Shadonking
bugger  :???:

i'll send another.

edit

iv sent it.





Creator Of Music And Games
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come here if you have a ps3
http://forum.chaos-project.com/index.php?topic=1952.0

Blizzard

December 05, 2008, 08:44:15 am #251 Last Edit: December 13, 2008, 07:29:17 pm by Blizzard
Got it. I'll take a look at it ASAP.

EDIT: v6.81b is out.
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King of Booze 2      King of Booze: Never Ever
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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.

goth1sniper

Hi
I found one bug with the Version: 6.81b
I cant change the players Opacity.
Is there aWay  I can fix this?
Thanks

Blizzard

Remove the caterpillar add-on completely, run the game. After it crashes, the editor will take you to a line saying "REMOVE_CLASSES = [Game_Player, Game_Member]". Change it to "REMOVE_CLASSES = [Game_Player]" and that's it.
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.

goth1sniper

Thanx worked 100%
So I cant use the caterpillar ever when I change the players Opacity?
THanks keep up the good work

Blizzard

Yeah. It's because of the feature that you can turn on where dead allies in the caterpillar look like ghosts. I modifies the opacity value so I had to disallow that it's changed externally for convenience.
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.

Shadonking

iv just gotten the updated version of tons of addons but i still have the problem, sorry





Creator Of Music And Games
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come here if you have a ps3
http://forum.chaos-project.com/index.php?topic=1952.0

Blizzard

I don't think I actually fixed it. >.<
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.

Reno-s--Joker

Hey everyone,

I have a little problem with the Caterpillar script and it's compatibility with another script I would really like to use in my game.
I wasn't sure which author to ask, but the other guy seems a bit inactive so I was hoping you could help me out instead.

The script can be found here:
http://www.creationasylum.net/index.php?showtopic=23671&hl=emotions
It's a script to show an emotion bubble animation above the player's head (apparently like in VX).
HOWEVER, it doesn't seem to work with the caterpillar script in the Add-ons package - the emotion pops up over the last character in the caterpillar trail.

I hope I'm not just being n00bish... am I missing something?  :???:

Thanks in advance!
~Reno-s--Joker

[Btw, Blizzard - I absolutely love your scripts - they are the simplest, no-fussiest, awesomest scripts I have come across in my hours of trawling through internet archives.  :haha:
Thank you so much!!]

Blizzard

December 26, 2008, 08:18:53 am #259 Last Edit: December 26, 2008, 08:23:25 am by Blizzard
The script was messy coded. It assumes that the last character sprite is the player. In fact, it identifies all character sprites with the event ID. That's very inconvenient. -_-

In the other script find this line:

@frames = @character_sprites[@character_sprites.size - 1].emotion(id,ig,wt)


Change it to:

player_sprite = (@character_sprites.find_all {|s| s.character == $game_player})[0]
@frames = player_sprite.emotion(id,ig,wt)


Let's also completely ignore the fact that emoticons like that can be made with animations and absolutely no scripting knowledge.

EDIT: Actually, you might wanna change this entire section here:

    if ev.to_i > -1
      @frames = @character_sprites[ev].emotion (id,ig,wt)
    else
      @frames = @character_sprites[@character_sprites.size - 1].emotion(id,ig,wt)
    end
    return @frames


to this one:

    if ev.to_i > -1
      character = $game_map.events[id]
    else
      character = $game_player
    end
    sprite = (@character_sprites.find_all {|s| s.character == character})[0]
    @frames = sprite.emotion(id, ig, wt)
    return @frames
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.