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Kayzee

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Kayzee last won the day on June 1

Kayzee had the most liked content!

About Kayzee

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    FAIRY DUST! FAIRY DUST FOR EVERYONE! WHEE!
  • Birthday 07/27/1979

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  • Location
    Fairyland!
  • Interests
    cute things, fairies, snuggles, kisses, fairy dust, naughty fun time

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    Coder

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  1. Kayzee

    Ghost Monsters

    I did do something like that in VX Ace with scripts actually. I remember at one point I was trying to get a ghost enemy to work by turning 'through' on and off but I kept running into problems. I mean the idea of keeping through off in walkable areas and turning it on before it moves into a wall sound simple enough, but the catch is through also needs to be on when exiting a wall, and if it's on it will ignore all character (events, player, and so on) collisions too, so it will step into characters when exiting walls. I eventually made a 'pass type' script that fiddled with how characters decide what map tiles are 'passable' so that characters could either swim (move through water), fly (move over water/pits), or act like a ghost (phase through every kind of map tile). Since this ghost movement was only for map tiles, character collisions still worked and a ghost couldn't just step on a square that had another character on it. On an unrelated note, my little 'pass type' script had a lot of kinda silly advanced features. I also allow any feature object (aka states, equipment, classes, or anything else the game checks for features related to a battler) to set pass types too, so you could have a status effect that made the player float, or since all the enemies in my game are events with a battler attached to it it works on enemies too. Also made some little neat visual effects. When swimming it acts like a tile with the bush flag so the character looks half-submerged, flying characters float up and down a bit and have a shadow that changes size/opacity in sync with the float, and ghost characters are always have half their normal opacity if they are inside a wall.
  2. Kayzee

    [VXA] Move the skills to the item menu

    I am happy to help when I can! *sprinkles fairy dust on you*
  3. Kayzee

    [VXA] Move the skills to the item menu

    Yeah note tags can be a pain in the butt to deal with sometimes, especially since every script basically needs it's own way to load/parse them. Personally though when I write scripts I don't even bother making each script load/parse it's own note tags and use this script to load/parse stuff for all my scripts instead. It makes things a million times simpler for me as someone who makes a lot of my own scripts. If you only are using three skills though? Yeah, just use conditionals I say.
  4. Kayzee

    [VXA] Move the skills to the item menu

    Methods maybe? Operators in Ruby are really just fancy methods. For example this would be how you actually define '+': class SomeClass def +(value) # do something here end end Really in Ruby 'x + y' kinda translates to 'x.+(y)' Personally I would have probobly used a note tag of some kind. Though really items and skills are basically the same thing. In most cases you could probably just use reusable items instead of skills, but I don't know if that is practical in this case.
  5. Kayzee

    [VXA] Move the skills to the item menu

    One alternative to 'x += y' for arrays would I think be 'x.push(*y)' where * in this case is the splat operator. Not sure if 'x << *y' would work though, because although .push accepts multiple arguments, I am not sure if << does. Yeah that's weird... as far as I know += should be defined if + is defined... Though it could be that for totaldata's class '+' is not defined, but it is for object's class and Ruby will use object's '+' when it encounters that situation because for numbers x + y and y + x are the same thing. This isn't always true for other types of objects, but I could imagine this being assumed. If so, this is what I might expect to happen if 'totaldata' is nil (or undefined) and 'object' is a string. Saying something like ' nil + "string" ' might actually work fine then because Ruby would reinterpret it as ' "string" + nil ' which would try and convert nil to a string by calling nil.to_s which I believe always returns the empty string (aka ""). Therefore 'totaldata = totaldata + object' would work, even though it really shouldn't. However 'totaldata += object' would not. Because + is not defined for totaldata, += would not be defined either and in this case Ruby would not assume that x += y is the same as y += x because they obviously wouldn't be the same even for numbers. Usually in that case you would want to set totaldata to "" before you start using it. That way you are absolutely sure it's a string. Good luck then! *sprinkles fairy dust on you*
  6. Kayzee

    [VXA] Move the skills to the item menu

    Keep in mind that += and << do very different things. Pretty sure that << works identically to the .push method, adding something as a new member on to the array. On the the other hand += is a way of combining two arrays into one. In this case, '$data_skills.select {|skill| usable?(skill) }' is an array containing all usable skills. Using << here would add one new member to the @data array containing the usable skills array, which is not what we would want is it? Using += here would add each member of the usable skills array to the end of the @data array, which is what we would actually want to do. Side note: By a 'section that does not use math operators in a full capacity' I can only assume you are talking about the traditional difference between 'statements' and 'expressions' in many programing languages. In some languages operations like += might be defined as 'statements' and not allowed to be used where the language expects an 'expression'. Probably mostly in languages that use '=' to both set if used as a statement (such as 'x = 5') and compare things if used as an expression (such as 'if x = 5') rather then use '=' to set and '==' to compare. In Ruby however the difference between 'statements' and 'expressions' is virtually (but I don't think entirely) nonexistent. Otherwise, math operators are defined purely by the object(s) they operate on. The biggest reason something like 'x += y' might give an error is that ether the + operator is not defined for the class of x, or that the + operator for the class of x is unable to handle an object of the class of y. Happens most often in my experience because x and/or y were never actually set and default to nil. Then again... I am kind of confused because I thought you wanted a bunch of skills to show up in the item menu, not just one?
  7. Kayzee

    Passive vs Active Sea Travel

    Why not both? That is, why not start the game with passive sea travel and give the player a ship of their own later in the story? This is actually something that's pretty common in JRPGs, particularly the Final Fantasy series. When game starts out, you don't really have a lot of options on where you can travel, and the game can be quite linear. But after a suitably climatic part of the story the player reaches what I have heard described as 'the Freedom Point', where the player can finally go anywhere they wish. This can often happen in stages too, which is why RPG Maker has different vehicle types. A boat for shallow water, a ship for shallow+deep water, and an airship that can go everywhere. Also many Final Fantasy games aren't afraid to give you a ship or airship for a little bit and take it away later, but they eventually give it back for good.
  8. Kayzee

    [VXA] Move the skills to the item menu

    Cause you are using '@data =' twice in make_item_list, so the list of skills is overwriting the list of items. Try adding a '+' before the '=' for the second one, or to put it another way, change: @data = $data_skills.select {|skill| usable?(skill) } into: @data += $data_skills.select {|skill| usable?(skill) } That will tell ruby to append the array rather then overwrite it.
  9. Kayzee

    rpg maker xp Unexpected file format. How do I fix it?

    I remember someone asking me about this in a pm not to long ago... I don't know if they ever got their game working again. Anyway here is a slightly condensed/edited version of what I told them: ... How long was a while back? Have you done much with the computer since then? Sometimes checking the disk for errors will be able to fix some files for you. You can do this (in windows) by right clicking a hard drive in 'my computer', then choosing properties, then click on the tools tab thing and the first option should be error checking. Problem is sometimes data might be in places that are incorrectly marked as free, so the computer might overwrite them if you don't check right away. Not sure how common this is though. Be careful though, you might want to make a back up on another disk just in case it screws something up and makes it worse. It's also a good idea to take another backup after the error checking just in case. Okay now we come to the more tricky part: Now, go into your game's data directory, and have a look at all the file sizes. Using View -> Details is helpful here. Anyway, you are looking to see if any files are size zero. If so: Make a new project in RPG Maker and save it. For every file of size zero in your data directory: If it is a map (Mapxxx.rvdata where xxx is the map number), replace it with a copy of the Map001.rvdata from the new project's data directory. If it is not a map, replace it with a copy of the file with the same name from the new project's data directory. Then when you replaced all the size zero files, if any, try and load the project in the editor and/or test it. If it works, great that's this step done! Skip everything else bellow. If it doesn't, now we need to do some grunt work. Make another new project . Yes another one. Now follow these steps: Close the second new project if it's open in RPG Maker. Replace one of the non-map files that you haven't replaced yet in the data directory of the second new project with one from your project. Try opening the second new project in the editor/testing the game. If it gives an error (other then missing images or such) replace the same file with a copy from the first new project. Repeat above until all non-map files are replaced. Close your project if it's open in RPG Maker. Replace all non-map files in the data directory of your project with ones from the second new project. Try opening the your project in the editor/testing the game. If it gives an error, it's probobly something that only a professional data recovery expert can help you with, if anyone can at all. This won't always recover everything, but it's a start!
  10. Kayzee

    Advanced Confusion State?

    I am curious too! Edit: Also sorry for confusing you... To be honest I find the whole way the battle system works in VX Ace a bit confusing myself. Mostly because everything is scattered about different places and it can be hard to find what you want.
  11. Kayzee

    Help Developing an Army system!!

    How large an army we talking here? Cause your example of 9 soliders seems like it would be better if each one was it's own actor. At hundreds and hundreds of solders though your not gonna want to micromanage everyone. Maybe each type of soldier was the same database actor that was just cloned in battle? Instead of each having their own equipment/levels/ect, they would just share a 'uniform' and the levels would be based on the player's over all skill with them maybe?
  12. Kayzee

    Advanced Confusion State?

    Really 'confusion' status usually implies being confused about what is an ally and what isn't and/or scrambling the player's controls. What you are talking about I am pretty sure is usually called 'charm' I think. Actually in my game I have a charm status that petty much works exactly like you describe, but I am using my own battle system/enemy AI system and it doesn't work in the default battle system. Also it only effects enemies right now anyway since I have no AI code on the player's end. I will tell you one thing though: The basic idea about how my charm status worked is that it mostly just swaps the @friends_unit and @opponents_unit when creating a Game_Action object. With the default battle system the status might be able to work by doing that and setting a actor's 'auto battle' flag.
  13. Kayzee

    Entry 00C: Ramsey and More Problems

    Using Tileset E for ceiling tiles should have precisely 0% to do with a event graphic being rendered on top of you, so my guess is this: It doesn't. It was something else you did within the same timeframe that did it.
  14. Kayzee

    Entry 00C: Ramsey and More Problems

    Well actually it should be 'Same as Characters' not 'Below Characters' I said the wrong thing before. But actually I was assuming you were using Tile E graphics for the doors for some reason, othewise I have no clue why the heck giving walls priority would cause the events on them to be higher priority. I think It must be a script you added or something. Of course if the doors weren't higher priority they would be covered up by the wall, unless you had a hole in the wall for the door. In witch case why would it make the doors higher priority?
  15. As a fairy, I approve of this game! Hehe... I am not sure about what you mean with 2 and 3, but I do know 1! If you don't use a feature to set the special HIT ex-parameter on either the hero or the weapon, when the hero attacks they will always miss! I use VX Ace myself, but it's basically the same there too.
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