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Animebryan

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Everything posted by Animebryan

  1. Animebryan

    Script for Random Generating Dungeons

    Saba Kan's script was set up so that you could just place events anywhere & the script would randomly place them around on it's own. The enemy events were also multiplied based on how many steps were set between encounters (lower right corner of map properties screen). So the event spawning should simply let you place however many events you want & then randomly place them around the map. His script also randomly selects where you spawn at on the map regardless of transfer location. As for basic scripting, I barely understand things like constants & editable content, as well as the fact that certain 'terms' in scripting need to be defined in order to function properly. Other than those, understanding the Ruby language seems challenging to me. To make it worse I can't access a webpage that teaches RGSS3 because my stupid local library is using that god awful Websense which is blocking it as a 'hacking' site, go figure. As far Saba Kan's mini-map, that thing is an eyesore. For one, it's in the middle of the screen. it would be better off in a corner or something. Another thing, there's nothing 'Mini' about it. The dungeon maps I'm using are 100x100 which makes the 'Mini' map as big as the entire screen. The mini-map can't even handle the size of the map & doesn't fully cover the top or bottom sections of the map. As for generating a new map, I already knew you had to move to another map 1st. RPG Maker 2003 already had this feature & when I transfered to the same map it was the same layout. The best way to handle it was simply have 2 maps that randomly generate transfer you back & forth between the 2. The player would never know the difference. I have a variable set to keep track of what Floor/Basement you're on & when you reach a certain range of basements the 2nd of the 2 maps would transfer you to a new pair of maps with a different theme & continue to go back & forth between the 2 maps. Transfering to a dummy map would probably just cause problems. Speaking of which, I have a new error for you to look at. I've replaced the event script & added !'s to my chest events (including other events such as recovery points & stairs leading down). Thanks, that helped allot I think I understand switches, variables & eventing allot better now lol. I wish the tutorials people make started of by explaining things that simple cause if they did I'd have alot less headaches lol. Thanks again. No problem. Glad to be of some help. I know how it feels to be a noob at this sort of thing, in fact I still am when it comes to scripting & such.
  2. Animebryan

    VE – Retaliation Damage

    Additional instructions: # # By default when the retailation occurs, the defending battler evades the # attack automatically. It's possible to avoid this and allows the attacker # to deal damage to the defending battler before the retaliation in three ways: # - Setting the constants VE_DAMAGE_ON_ALL_COUNTERS = true and/or # VE_DAMAGE_ON_ALL_REFLECTS = false # - Adding the tag <counter damage> and/or <reflect damage> to the skill or # item. # - Adding the tag <counter damage> and/or <reflect damage> to the battler # (wich can be done via states or equips also) # # Using the tags, only the actions with the tag will triggers the retaliation # damage on the defender, setting the constant true will make the defender # recive damage on all attacks that countered/reflected. As far as this reads, setting the constants is supposed to make all attacks land before the counter. The 1st bolded part states it as if you only need to use 1 of the 3 ways. It never says that the constants don't do anything without the tags.
  3. Animebryan

    Equipment Upgrades

    im already working on improving the script to have "slots" that can be filled with various stones to increase params / break hp limit, auto haste, that kind of thing Sounds interesting. Looking forward to seeing that feature in a future update.
  4. Animebryan

    Equipment Upgrades

    I was interested in upgrading weapons & armor but what I had in mind was Final Fantasy X's weapon customization, including attached auto-abilities that either boosted stats or add an auto-state throughout the battle (Auto-Haste, Auto-Protect, etc), or applied an effect when attacking. I have a Auto-State script already but it uses notetags to apply them so I don't think my current auto-state script would work in conjuction with this one.
  5. Animebryan

    VE – Retaliation Damage

    Help! Script isn't working. And yes, I included the basic module script, heck, I even put it at the top of the materials list with this script right underneath it. And I'm using the default settings in the script: VE_DAMAGE_ON_ALL_COUNTERS = true & VE_DAMAGE_ON_ALL_REFLECTS = false. And no, I'm using physical attacks not magic attacks.
  6. Animebryan

    Counter Skills

    Is that during battle or on the menu? I may have to experiment on which is my 'A' key seeing as I'm using a PS3 controller to play my game.
  7. Animebryan

    YSA - Lunatic States Add-on

    Yeah, that's the problem with Doom. On my characters when Doom kills them, it just reduces HP to 0 but they aren't really dead, no death symbol in their states icons. And when I select a command with a dead character the error from before happens, it always happens when Doom fails to ACTUALLY kill my characters & I give them commands. And Doom not killing an enemy until it takes an action is just fail. Auto-Life doesn't work at all either & yes, I have the Lunatic States script listed 1st followed by the Punishment & Protection packages with Auto-Life & Doom added to them. They just simply don't work. I even opened a new project & they still won't work. Maybe I should contact Yanfly about this to see if he could fix those scripts?
  8. Animebryan

    Script for Random Generating Dungeons

    Oh right, I actually had code for use with this script. Since then I moved it elsewhere, so here is a more current version: I should post all of my dungeon scripts in my blog thingy sometime. I have a lot of sub-scripts. I have like nine scripts total dedicated to some aspect of dungeons (though a few are really short). Added the corrected version but got a new error. This one is from the Entity Placement Script which I named RDG Event Control. Oh geez... sometimes I forget how convolutedly interdependent some of my scripts can be. One of the reason I don't release that many scripts that much. Oh well, it's good to figure out this stuff. Anyway try this event script: I do hope I am being helpful though. I don't mind looking into things I may have overlooked. That said, stuff like this is probably going to need touching up for you to use it the way you want, even when all the bugs are sorted out. So, yeah. Honestly I am half-tempted to try to make my own dungeon generator, but I don't think I quite understand how it works enough. I mean I understand the basic theory (basically make a rectangle for the whole map and recursively divides it randomly, then makes a room for each rectangle and connect the rooms with corridors), but I don't feel I understand the details enough to really make my own (especially regarding the corridors). The actual entity placement stuff is much simpler really. Hey BTW, do you want my turn-based movement script too? I completely rewrote it though (party because I already had a script I had been working on before finding Saba Kan's script) I replaced the event control to the new one but got another error. When you say turn-based movement do mean the script where enemies on the map only move when you move? Because if that's the case then yes, I definately need that. But does it only work with the random dungeon generator or can I use it on regular maps too? Because this is the standard I wanna run in my dungeons. Darn it Saba Kan, there you go putting unexpected things in the mini map script again. Also, my turn based movement script can be used on other maps sure, though I didn't really work too much on how. Right now I just have switch 1 enable it. Event stuff: Turn based movement stuff (all mine ) Honestly I am not sure how good these scripts are in the long run. Yeah, that's the problem with Saba Kan's script. On the page where you download it it says that the mini-map & turn based movement were 'optional' add-ons but instead they were required & I can't stand that eyesore of a mini-map. Anyway, replaced the event script & added the turn based movement script (BTW, you left out a # symbol on the 1st line of that event script) & got another error. This is definately a bumpy road trying to get this to work huh? This is a 'work in progress' right now since it hasn't been perfected yet. It generates a random dungeon floor each time you enter a map. This will apply to any maps that has a @ in the beginning of the Event Name. Those maps let you set the size & everything else accordingly. Each map is a single floor, so a whole multi-floor dungeon would consist of multiple maps connected together on the map tree (and connected by transfer events that move your characters from 1 map to another). The 2nd script is to make it so that enemies that walk around on the map only move when you move, which gives you time to think & possibly avoid battles as well. If you haven't learned the basics like switches, variables or eventing yet, then scripting is way out of your league. I have a pretty good understanding of switches, variables & eventing but don't have the slightest clue when it comes to scripting. Scripting is for the pros who understand the Ruby Scripting Language. Guys like us are better off just asking professional scripters for help with scripts to make certain effects. This subject of a randomly generating dungeon is a tricky one & I've been asking for help with this for a while & most scripters don't want to take on the challange. I was worried that this effort would die out before somebody would help me, but thanks to KilloZapit, we may finally see a universal Random Dungeon Generator that anyone can use. As for help in explaining the basics, think of switches as Binary code, 0's & 1's. A switch has 2 settings, On or Off. When you want the game to acknowledge something like a quest completed or a chest opened, you change a switch from off to on. Then you can make events check for & do things if that switch is on. Variables are for storing numbers to keep track of, like how many chests you've opened or the number of items you collected. You can have events check for & do things if that variable reaches a certain number. Eventing overall is simply understanding what the event options do & how to use them to manipulate the event to do what you want it to do. However, events can't handle everything we want them to & thats where scripting might be needed. Just look through the tutorial section for more help. I've rambled off-topic long enough. Anyway, hope all that helps.
  9. Animebryan

    Counter Skills

    If I have a counterattack state on & I'm attacked, does the skill selection show up automaticly or do I have to push a button at the right time before a regular counterattack goes off?
  10. Animebryan

    YSA - Lunatic States Add-on

    I was wondering. If a character has both Auto-Life & Doom on them & Doom kills that character does Auto-Life work still because it doesn't for me. Also, Doom isn't killing enemies like it should. It applies the death effect on my characters but not on enemies, but it shows the death effect animation on them, they just don't die.
  11. Animebryan

    Counter Skills

    Having a problem with the script. It's not offering me the selection of skills to choose from, it just does a regular counter attack. I'm also getting a error in battle. I couldn't tell if it was from Yanfly's Lunatic States script with the Punishment & Protection packages or your Counter Skills script. Here's the error:
  12. Animebryan

    YSA - Lunatic States Add-on

    Problem. Auto-Life isn't working. I hear the sound effect for it but it doesn't work. I've also noticed that sometimes one of my characters seems dead (0 HP, name is red) but I can still select commands for them & they act like they're still alive, almost like they have immortality. I've also been getting an error but I don't know if it's from the Lunatic States scripts or from Tsukihime's counter skill script. The scripts I'm running & their order is: YEA - Element Absorb script ?'s Zombie State script Ninjamida's Auto-State script YEA - Slippery Tiles script Mr. Bubble's Ignore Guard script Fomar0153's More Choices script YEA - Steal Items script Ventwig's Pause Menu Features script Mithran's Text Cache script with a Font Fix script added YEA - Adjust Limits script Tsukihime's Enemy Reinforcements script Tomoaky's Show Icon script Killozapit's edit of Saba Kan's Random Dungeon Generator script Killozapit's edit of Saba Kan's Event Placement for RDG script YEA Lunatic States script YEA Lunatic States Package - Punishment w/Doom added YEA Lunatic States Package - Protection w/Auto-Life added Tsukihime's Counter Skills script And here's a screenshot of the error:
  13. Animebryan

    Script for Random Generating Dungeons

    Oh right, I actually had code for use with this script. Since then I moved it elsewhere, so here is a more current version: I should post all of my dungeon scripts in my blog thingy sometime. I have a lot of sub-scripts. I have like nine scripts total dedicated to some aspect of dungeons (though a few are really short). Added the corrected version but got a new error. This one is from the Entity Placement Script which I named RDG Event Control. Oh geez... sometimes I forget how convolutedly interdependent some of my scripts can be. One of the reason I don't release that many scripts that much. Oh well, it's good to figure out this stuff. Anyway try this event script: I do hope I am being helpful though. I don't mind looking into things I may have overlooked. That said, stuff like this is probably going to need touching up for you to use it the way you want, even when all the bugs are sorted out. So, yeah. Honestly I am half-tempted to try to make my own dungeon generator, but I don't think I quite understand how it works enough. I mean I understand the basic theory (basically make a rectangle for the whole map and recursively divides it randomly, then makes a room for each rectangle and connect the rooms with corridors), but I don't feel I understand the details enough to really make my own (especially regarding the corridors). The actual entity placement stuff is much simpler really. Hey BTW, do you want my turn-based movement script too? I completely rewrote it though (party because I already had a script I had been working on before finding Saba Kan's script) I replaced the event control to the new one but got another error. When you say turn-based movement do mean the script where enemies on the map only move when you move? Because if that's the case then yes, I definately need that. But does it only work with the random dungeon generator or can I use it on regular maps too? Because this is the standard I wanna run in my dungeons.
  14. Animebryan

    Script for Random Generating Dungeons

    Oh right, I actually had code for use with this script. Since then I moved it elsewhere, so here is a more current version: I should post all of my dungeon scripts in my blog thingy sometime. I have a lot of sub-scripts. I have like nine scripts total dedicated to some aspect of dungeons (though a few are really short). Added the corrected version but got a new error. This one is from the Entity Placement Script which I named RDG Event Control.
  15. Animebryan

    YSA - Lunatic States Add-on

    Question. If I have Auto-Life on any characters & my entire team gets wiped out will Auto-Life still work or will the game consider it a game over first? Also, is there a way to set the number Doom counts down from?
  16. Animebryan

    Script for Random Generating Dungeons

    Don't worry, it wasn't your fault. It took me a minute but I suddenly remembered this being a problem when it was originally posted. I fixed the B's to b's & ran it again, but this time I ran into another problem:
  17. Animebryan

    Script for Random Generating Dungeons

    I tried them but got this error;
  18. Animebryan

    Script for Random Generating Dungeons

    Does anyone know how long it will take tomiaky to convert it or if he's even working on it at all? What about Saba Kan's script? Could anyone just remove the mini-map function & just have the dungeon generator not rely on the mini-map script at all? I understand that making a script from scratch is a bit much, so it's better to work off of a pre-existing script.
  19. Animebryan

    Script for Random Generating Dungeons

    So is there anyone else who could help me with a random dungeon generator script?
  20. Animebryan

    Script for Random Generating Dungeons

    Which means it needs to be modified to be used in VX Ace. Do you think you could modify it for Ace? I can't move on with my project until I resolve this issue.
  21. Animebryan

    Simple Steal Command

    I don't understand the various different rates. There's the character's steal rate, based on a combination of steal rates set by either the actor's features, or class feature, or the skill's rating, etc. Then you have the rate that's set with the stealable item/gold, where you put Ix,Wx or Ax, then followed by y%. Then the 3rd factor, the enemy's steal rate which would naturally be set to a negative percent like <steal rate: -20%> How is the final percentage determined with these 3 factors? What's the whole equation that calculates these? If I just give the skill <steal>, set the item's rate like <steal I1: 30%> & don't give the enemy a resisting steal rate, would the overall rate actually be 30% (excluding the Luck bonus)? I'd just like to set the exact percentage of the items so I don't render some of them impossible due to miscalculations of percentages.
  22. I tried that simple formula & it works, but I noticed a flaw. I set an enemy to use a skill that reduces a player's HP to 1, but if you are Guarding when you get hit with it, your current HP gets cut in half instead. Is there a way so that the 1 HP effect penetrates Guarding?
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