Notsalony

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About Notsalony

  • Rank
    Advanced Member
  • Birthday 05/06/1985

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    Notsalony

Profile Information

  • Gender
    Male
  • Location
    Grog's Cave

RPG Maker Information

  • RM Skill -
    Jack of All Trades
  1. khas engine

    I think it's some where between page 2 and page 5, but yeah, I'm the one who asked for it, and there was a script and script call given just for that. You'll have to go back and look for it. You find where I asked that question it won't be far from that. Ah, I found it! Thanks! Glad to hear it. -smiles- It works pretty good. I used it on a floating lamp in a library I designed. Loved it.
  2. khas engine

    I think it's some where between page 2 and page 5, but yeah, I'm the one who asked for it, and there was a script and script call given just for that. You'll have to go back and look for it. You find where I asked that question it won't be far from that.
  3. I have a couple questions if you have the time to answer that would be very helpful. The first is there a way to move the position of the mini map? I've tried to find where it defines the position but I can't seem to notice it so I am unsure how to make it move out of the dead center of the screen. Is there a way to make the walls more then 1 block high? I have things I'd like to have on the walls and it'd be great if I could get the walls taller then 1 tile at a time. Is there a way to specifically put events on the walls? Because I have a set or rooms I need the players to enter and it keeps wanting to put the door in the middle of the floor... I can always go through and change the sprite so it looks like a wall tile behind it, but I was hoping there's simply a note or something I can add that changes that. Is there a way to lock the floors into one configuration? Say you enter the dungeon and you get one lay out. But then you go into a room off of that map you and you come back to that floor it's a completely fresh dungeon... I was wondering if there's a way to lock each floor into the first patter it generates? Also is there a reason that I'm not seeing that this script doesn't play well with this one? http://www.rpgmakercentral.com/topic/8809-falcao-pearl-abs-liquid-v3-update/page-1 I can use his hud, but I can't use his over world battling or over world animations. I know part of it is that to randomly generate enemies this script requires a " in the name of the enemy events, and his script requires a <> scripted name in each enemy event... I've got a question in to him on this as well but I would like to use both of your scripts instead of having to hunt for a different one for either of your scripts that plays better with one another.
  4. I'm having a minor issue with your script and it's interaction with Saba Kan's random dungeon generator script. http://www.rpgmakercentral.com/topic/2152-saba-kans-random-dungeon-generator-014/ I had his working just fine, until I added your over world battler, and there seems to be something in his script that doesn't play well with yours or I'm missing something that didn't get copied over. See I have to use a " in enemy event names to get his script to randomly place them, and I have to use the <> script for yours to know which enemy to bring in. Which makes it to where the enemies are randomly generated.... but I can't attack them. And you can't use any of the over world effects, but strangely your hud works perfectly. Is there anything you can do to help guide me out of this issue?
  5. WendellI'm having trouble finding the script you need. I've tried a lot of variations and am having trouble doing it. I suggest you use the contact info in the script to contact Vlue directly, he might know. Though if you use Galv's respawn script, you might be able to work something out. P3RR1NOkay, you're wanting the script to make the screen almost too black to see. If you look at Khas' scripts it tells you how to set the tint to the same darkness that the outside goes to. I think it's by setting the tint to 0,0,0,x What do you have the tint set at right now?
  6. Yeah, I'm going to pull out one Zelda game to see how I did that, but I'm sure there is a way to do conditional branches. P3RR1N, I need to pull out the same game to find what you need. I'll see about doing that when I get home and will post the answers when I get able to.
  7. xs

    Did you make the preview images for each location?
  8. Read back through the day and night thread, he gives a script that works with it.
  9. I think there is. I think it's in the game time script. I have to go run an errand, private message me and I'll see what I can pull up when I get home from my late lunch and see if I can help you out that way. But I think you want Vlue's game time script. If you can't get it to work, let me know. -is heading out the door-
  10. Okay that's the day and night script, not the basic real time script. The day and night script changes the tint to the screen and the weather. You're wanting to change the clock which is not in the day and night script. You're trying to apply edits to the WRONG script if that's the script your editing.
  11. Line 54 return Time.now.strftime("%A, %B %-d, %Y %l:%M") Replace everything in the " " with the new string that I provided. If that doesn't look right let me know. edit: okay I read your edit, you want it to read "%a %D, %b,%H:%m %T, %Y" should return something like Mon 12, Oct, 12:58 pm, 2015
  12. I think there is if you go in and read through the script on what to put in to get make the display to appear in that format. Hang on. you're wanting day of the week, number of the month, time correct? Yeah if you read the header on the script it tells you how to do that. And the first few lines of the script tells you where to put it. %d %D, %H:%m %T If you want to add in the month in there you want to put in %d, %n %D, %H:%m %T That helpful?
  13. csca

    pm me, can you make a demo of your game and I'll test it to see if I can fix the problem, I'll tell you in the pm where to send the file.
  14. csca

    Okay, we'll try this using images because that should help better. This is the basics of how you move around the dungeon. Arrows only need the 1 over impassible tiles to move around or over them. Or a 16 if you're moving from one layer to another. But if you're using the hook or the boomerang, you probably want to use the other numbers to navigate how it moves. And this is a map I use in one of my dungeons I built, ignore the 42, that's for a different script. Does that help?
  15. csca

    Only where you want them to be able to see the effects. The grappling hook and such needs the 2-15 numbers put in the right order. The rest, it's either 1 or 16 depending on what you need.