JohnLeagsdurg

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About JohnLeagsdurg

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  1. Thanks for your help, but i've recently updated my code thanks to help from rpgmaker.net. This is my 2nd revision code: #============================================================================== # sc00pj0hn's # < DIZZINESS STATE > # Version 1.0 #============================================================================== # Description: # This is another script made when i was still watching DiamondAndPlatinum3's # RGSS3 tutorial videos. This script will make the game sound "dizzy" akin to # the infamous LSD effects with the current music playing in distorted pitch # and (later) the screen being distorted as well, all of these happen if you # have been affected by a state that will make the game session go on "dizzy # mode". # # Thanks to: # * Marrend from rpgmaker.net for giving me the correct code for the script # pieces. #============================================================================== # Instructions: # This script is plug-and-play. You can only assign the state you want to use # for the dizzy effect, then you can change the amount of frames to use to # elevate the music pitch and the depth for making the music sound deeper and # pitchy. #============================================================================== # (EDITING ZONE START --------------------------------------------------------- Dizzy_State = 26 # Which state you want it to assign as "Dizzy"? Dizzy_Pitch_Timer = 15 # How much Dizzy_Pitch_Depth = 8 # (EDITING ZONE END ----------------------------------------------------------- class Game_System #-------------------------------------------------------------------------- # * Save BGM #-------------------------------------------------------------------------- alias sc00p_DizzinessState_savebgm save_bgm def save_bgm @saved_bgm = RPG::BGM.last end end class Game_Party < Game_Unit #-------------------------------------------------------------------------- # * Determine if has Dizzy State #-------------------------------------------------------------------------- def dizzystate i = 0 while i < members.size if members[i].state?(Dizzy_State) == true return true end i += 1 end return false end end class Game_Interpreter #-------------------------------------------------------------------------- # * Object Initialization #-------------------------------------------------------------------------- alias sc00p_DizzinessState_initialization initialize def initialize(depth = 0) sc00p_DizzinessState_initialization() @dizzyPitch = 100 p("Dizziness initialized") end #-------------------------------------------------------------------------- # * Frame Update #-------------------------------------------------------------------------- alias sc00p_DizzinessState_update update def update sc00p_DizzinessState_update() if @dizzy_pitch_timer == nil @dizzy_pitch_timer = Dizzy_Pitch_Timer end @dizzy_pitch_timer -= 1 if @dizzy_pitch_timer == 0 @dizzy_pitch_timer = nil end if $game_party.dizzystate = true p("I AM INFECTED!!!") end end end It has Game_BattlerBase changed to Game_Party, which is returning the method when any of your game party has the state provided from the variable. Since that, i tried to do a condition in Frame Update checking if $game_party.dizzystate is true, but it's wrong and i can't find out how to get the variable returned from my Game_Party's dizzystate method.
  2. So this is the first time i'm ever attempting to get into coding on RGSS3 by just starting on DiamondAndPlatinum3's video tutorials. I haven't bothered checking out the Ruby documentation so since i have a really scarse internet on vacation i just wanted to post here for help. I've reached up to Tutorial 20 since the creation of this post. I'm working on a script that would emit a LSD-like effect when you have been afflicted by an assigned state, but i'm having severe problems on finding the classes and methods needed to build up the script. The script would work what i am intending, in which there would be a method that would check for a specific state ID needed for the dizzy effect, and then when said state is owned by one of your actors, the effect would be enabled and would change your current BGM's pitch by pitching it down and up (zig zag), which each pitch value is changed by a timer variable and a variable that chooses if to pitch up or pitch down. This is the current revision of my script, and i would let anyone judge me if there's atleast a detail i've found. This is the first time and i thought of this idea myself, even if actually i did copy some of vx ace's default script parts. Dizzy_State = 26 Dizzy_Pitch_Timer = 15 class Game_System #-------------------------------------------------------------------------- # * Save BGM #-------------------------------------------------------------------------- alias sc00p_DizzinessState_savebgm save_bgm def save_bgm @saved_bgm = RPG::BGM.last end end class Game_BattlerBase #-------------------------------------------------------------------------- # * Check State #-------------------------------------------------------------------------- alias sc00p_DizzinessState_checkstate state? def state?(state_id) @dizzystate = sc00p_DizzinessState_checkstate(Dizzy_State) end end class Game_Interpreter #-------------------------------------------------------------------------- # * Object Initialization #-------------------------------------------------------------------------- alias sc00p_DizzinessState_initialization initialize def initialize(depth = 0) sc00p_DizzinessState_initialization() @dizzyPitch = 100 p("Dizziness initialized") end #-------------------------------------------------------------------------- # * Frame Update #-------------------------------------------------------------------------- alias sc00p_DizzinessState_update update def update sc00p_DizzinessState_update() @dizzy_pitch_timer = 0 unless @dizzy_pitch_timer != nil @dizzy_pitch_timer -= 1 unless @dizzy_pitch_timer == 0 if @dizzystate == true save_bgm() end end end
  3. Hi guys, just came here for a script request i want to do. Since i am trying to do a NES-styled JRPG, i'd want to tell you guys to make a modified version of the default battle system basing it off from the battle scenes from EarthBound Beginnings (MOTHER 1 in Japan). Here's a video which shows how it works: https://www.youtube.com/watch?v=7iv1_hexk9g Basically, the message window is placed above and the text is seen typing, while the party members are listed below. When it's their turn, a list of commands is shown from the video, the menus skill/item/etc. are aswell listed in a small box like in the video. If i need to explain more, sorry, i can't explain that very much, but the video helps more.
  4. I'm JohnLeagsdurg, a teenager who is preciously addicted to RPG Maker since years. I got to RPG Maker as a kid when i got RPG Maker VX and made some mediocre games with it. I'm glad today i'm still entertaining around with RPG Maker VX Ace and i am far improvered from my past. So far i'm working on a big project based off a internet meme, SammyClassicSonicFan's Nightmare, it's a project i started working on since 2014 and still being made for a lot of time due to several hiatus times and it's a pretty mature fangame. http://gamejolt.com/games/sammyclassicsonicfan-s-nightmare/40859