[XP] Tons of Add-ons

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

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Yin

Hey, Blizzard, small question. I'm using your gradient bars, but I need them to be skinnier in height. What line do I modify for that?
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Blizzard

There's a height parameter somewhere in the script during the calls. It should be located in the aliased draw_actor_hp, draw_actor_sp and draw_actor_exp.
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Yin

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Viviatus

mhm... I wonder... Is there a way when using EQUAP-Skills that the actors keep skills they naturally learnt before won't forget if the same skill is attached to some equipment that actor is wearing?

tSwitch

Quote from: Viviatus on April 02, 2009, 07:17:29 am
mhm... I wonder... Is there a way when using EQUAP-Skills that the actors keep skills they naturally learnt before won't forget if the same skill is attached to some equipment that actor is wearing?


seems like an interesting bug.


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Viviatus

Quote from: NAMKCOR on April 02, 2009, 11:07:05 am
seems like an interesting bug.


Well, I'm sure it isn't really a bug. It just more logical, that you won't forget skill you learnt the usual way before. Hence I'd thought there might me something to prevent this.

Blizzard

If you use the AP system, you can manually increase the AP so the skill has been properly learnt. Other than that I actually said that the skills need to be separated since they will bug if they are normal skills and EQUAP skills at the same time. You need to make either duplicate skills or do it using the AP system.
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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.

Hadeki

Um... This is most likely impossible, but I have to know for sure; can the Map as Battleback feature work with Mode 7? I would really like it to, but I can't figure out how.
Also, for the caterpillar feature, instead of removing a character from the party or setting them as a "ghost", can there be a set character graphic for dead party members? Like, for each player who is dead, their place in the caterpillar is replaced by a coffin or something.

Blizzard

I'm not entirely sure, but I think it could work. Best you simply try it with Mode 7 and see what happens.

Yes, it would be possible to replace dead actors with coffins rather than make them ghostlike. But I suggest you rather do that with a parallel process common event. Scripting it would complicate the caterpillar system a lot while an event would be very simple.
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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.

Holyrapid

Blizz, i got a question about the change speed. In instructions you say
Quote
Pressing Q/W will allow you to speed up the main character. Pressing SHIFT
#   will reset his speed immediately. Remove the triple commented lines (###)
#   to allow this feature even in the normal game, not only the Debug mode.


So, does that mean that i need to remove the line completly or just the triple comments? And sorry if this has been asked all ready. I just didn“t have the nerves to check seventeen pages...

Starrodkirby86

In the code:
Spoiler: ShowHide
class Game_Player
 
  alias upd_speed_later update
  def update
    if $game_system.SPEED_MODULATOR
      if $DEBUG ###
        if Input.trigger?(Input::A)
          @move_speed = 4
        elsif !Input.press?(Input::A) && !Input.press?(Input::X) &&
            Input.trigger?(Input::R)
          @move_speed += 1 unless @move_speed == 6
        elsif !Input.press?(Input::A) && !Input.press?(Input::X) &&
            Input.trigger?(Input::L)
          @move_speed -= 1 unless @move_speed == 1
        end
      end ###
    end
    upd_speed_later
  end
 
end

Remove the parts with the ###.

It'll have one less condition.

Spoiler: ShowHide
class Game_Player
 
  alias upd_speed_later update
  def update
    if $game_system.SPEED_MODULATOR
        if Input.trigger?(Input::A)
          @move_speed = 4
        elsif !Input.press?(Input::A) && !Input.press?(Input::X) &&
            Input.trigger?(Input::R)
          @move_speed += 1 unless @move_speed == 6
        elsif !Input.press?(Input::A) && !Input.press?(Input::X) &&
            Input.trigger?(Input::L)
          @move_speed -= 1 unless @move_speed == 1
        end
    end
    upd_speed_later
  end
 
end

It'll look like that, yeah.

So remove the lines. Removing the triple commented lines don't actually do anything I believe.

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Hadeki

Quote from: Doris on April 09, 2009, 04:36:56 am
I'm not entirely sure, but I think it could work. Best you simply try it with Mode 7 and see what happens.

Yes, it would be possible to replace dead actors with coffins rather than make them ghostlike. But I suggest you rather do that with a parallel process common event. Scripting it would complicate the caterpillar system a lot while an event would be very simple.


I did try it out (Map as Battleback with Mode 7) and I got this error:

     Script 'Neo Mode 7 Part 3' line 265: NoMethodError occurred.
     undefined method `spritesheet' for #<Scene_Battle:0x74039f0>

So... Yeah. My plan was to have the map as the battleback, and then have this rectangular overlay with a white background for the, like, stage for the monsters. But I never know how to get the stage to show up behind the monsters. The best I could do was have the map as the battleback, and then show the stage using the Sprite.new command or whatever it is, but that shows up over everything. So if I can fix the Map as Battleback with Mode 7, then I'd also like to know how to show the stage thing (which is technically a secondary battleback?).

Um... Using a parallel process event thing would most likely cause the graphics of the actors in the menu to be coffins as well. I think. I guess I could have a conditional branch stating that if the scene is the map, then the actors are coffins and then elsewhere (menu, shop, etc.) they'd be their regular selves. I'll try that and report back to you, unless you have a better idea.

There was something else, but I forgot. Oh well.

Blizzard

Looks like "spritesheet" is something used by Mode 7 that maybe wasn't necessary. ._.; Sorry, I can't help you, then. I hope you can get it working or figure out something else.
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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.

Hadeki

Okay. It's fine. I have a Plan B.

Blizzard

Alright, v6.83 is up. I reworked the Minimap.
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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.

Shadowzero4

Great script, but I have a few questions. Somewhere in the script, there's a bug with death. Not an error it's just that, when the first character dies, everything works fine. If a different character dies (for example character #2) then no one will get exp. They'll still get money but they'll get 0 exp. My other question is about the skill separation part of the script. Is there any way to make it so that only certain characters can learn certain skills? (ex. Black Mage learns Black Magic and Soldier doesn't)

Shadowzero4

What I meant was could I do that while using the EQUAP skills script? I'm making something similar to FF9 and that's why I wanted to know if there was a way to have only the black mage learn black magic.

G_G

Yes there is. Just make weapons that others cant use but the black mage can.

Shadowzero4

I figured out what's wrong with the death and no exp for entire party thing. In the script, add where it's in bold to the script. Now, if someone dies, everyone that's alive will get exp like they're supposed to.
#==============================================================================
# Scene_Battle
#==============================================================================

class Scene_Battle
 
  alias start_phase5_difficulty_later start_phase5
  def start_phase5
    unless TONS_OF_ADDONS::DIFFICULTY
      start_phase5_difficulty_later
      return
    end
    old_gold, old_exp = $game_party.gold, []
    $game_party.actors.each {|actor| old_exp.push(actor.exp)}
    start_phase5_difficulty_later
    new_gold = $game_party.gold - old_gold
    $game_party.lose_gold(new_gold)
    @result_window.gold = new_gold * $game_system.gold_rate / 100
    $game_party.gain_gold(@result_window.gold)
    new_exp = 0
    $game_party.actors.each_index {|i|
        new_exp = $game_party.actors[i].exp - old_exp[i] [b]+ new_exp[/b]
        $game_party.actors[i].exp = old_exp[i]}
    @result_window.exp = new_exp * $game_system.exp_rate / 100
    @result_window.refresh
    $game_party.actors.each_index {|i|
        @status_window.level_up_flags[i] = false
        unless $game_party.actors[i].cant_get_exp?
          last_level = $game_party.actors[i].level
          $game_party.actors[i].exp += @result_window.exp
          @status_window.level_up(i) if $game_party.actors[i].level > last_level
        end}
  end
 
end


Also, in FF9, you could equip the same item as someone else and not learn abilities. Garnet could equip a hat that Vivi could equip and not learn the black magic. If only I could explain it easier. >_<

Starrodkirby86

Flawless logic Shadowzero, but remember that the [code] tags remove all BBCodes in its thing.

Spoiler: ShowHide
Quote#==============================================================================
# Scene_Battle
#==============================================================================

class Scene_Battle
 
  alias start_phase5_difficulty_later start_phase5
  def start_phase5
    unless TONS_OF_ADDONS::DIFFICULTY
      start_phase5_difficulty_later
      return
    end
    old_gold, old_exp = $game_party.gold, []
    $game_party.actors.each {|actor| old_exp.push(actor.exp)}
    start_phase5_difficulty_later
    new_gold = $game_party.gold - old_gold
    $game_party.lose_gold(new_gold)
    @result_window.gold = new_gold * $game_system.gold_rate / 100
    $game_party.gain_gold(@result_window.gold)
    new_exp = 0
    $game_party.actors.each_index {|i|
        new_exp = $game_party.actors.exp - old_exp + new_exp
        $game_party.actors.exp = old_exp}
    @result_window.exp = new_exp * $game_system.exp_rate / 100
    @result_window.refresh
    $game_party.actors.each_index {|i|
        @status_window.level_up_flags = false
        unless $game_party.actors.cant_get_exp?
          last_level = $game_party.actors.level
          $game_party.actors.exp += @result_window.exp
          @status_window.level_up(i) if $game_party.actors.level > last_level
        end}
  end


I know it isn't the best way to show code and all...but eh, just easier to make it seen.

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