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Idiotekque

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Idiotekque last won the day on August 21 2012

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About Idiotekque

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  1. Idiotekque

    YEA Class System + Luna Engine?

    Sorry for the double post, but I've solved my own problem somewhat, so I thought I'd explain. While I still can't seem to get the Class option on the menu to show up and work properly, I did figure out a way to pull up the Class menu manually by just calling the script "SceneManager.call(Scene_Class)" in events. This will actually work better for me, since I wasn't too keen on allowing the user to always be able to change classes at any time. I tried using YEA Menu Engine to add the command, but my efforts didn't get me anywhere. That said, knowing what the line to call up the Class menu is should make adding an option that simply calls that line fairly easily, I'm just still confused on how to get things working with Luna Engine thrown on top. The problem isn't exactly solved, but I found another solution that works for my situation. I'm surprised there's no info about how to add menu options and whatnot effectively onto Luna Engine, and making it work with scripts that add menu options, though, so I'd hope that someone would chime in here at some point.
  2. Haha, I ALMOST tried that myself before asking you specifically, but I replaced it up to the third end... I was so close (even though I have no idea what I'm doing and was blindly guessing). Works like a charm now, thank you!
  3. Which part of this am I replacing? #-------------------------------------------------------------------------- # * Weapon [Cancel] #-------------------------------------------------------------------------- def on_weapon_cancel @weapon_window.hide case @actor_command_window.current_symbol when :attack @actor_command_window.activate. when :skill @skill_window.activate when :item @item_window.activate end end end
  4. Looks like I overlooked another crash. If you try to back out of the weapon select window, it's crashing to line 66 with the NoMethodError.
  5. That did it. Thanks again!
  6. That's leading to a "NoMethodError" crash.
  7. Okay, changing the line to RPG::SE.did play my error tone and didn't crash the game, but unfortunately at that point it locks me out of making any other choices. The game doesn't freeze, and even the cursor remains animated, but it simply sits there on the blank option and doesn't allow the user to move the cursor or leave the menu. It locks the controls.
  8. Huh, odd. The new version still allows me to choose the blank slot (if only one weapon is equipped) which results in a crash that says this: "Script 'Primary/Secondary Weapons' line 53: NameError occurred."
  9. Idiotekque

    Command Menu - Luna Engine with YEA Common Events

    Did you ever figure this out? I'm trying to use the YEA Class System in conjunction with Luna and the "Class" option just plain won't appear on the command menu.
  10. Okay, looks like that was the main culprit (I swear I had saved, but I guess not). Unfortunately it's still not working quite right. In a brand new fresh project, you can indeed choose between the two weapons perfectly, but upon choosing either option it still just attacks with both (two animations in a row, one damage hit). In my Luna project, the weapon selection works, but for some reason there's no text on the weapon select window (even though you can still choose one of the two options and select). Also, upon choosing a weapon, it seems to double attack twice like I mentioned before. All that said, the skill linking seems to work PERFECTLY. Really cool, that's a massive help. And because it works so well, it looks like I should be able to simply make "normal" attacks out of skills, and then in turn link those skills to every weapon to avoid "normal" attacks altogether, therefore bypassing my issue with single attacks not working. It's still a little odd, considering I moved the standard attack skill into slot 03 and it still does the slash animation. I think it's because the game reads your character as having two weapons, so when you have the animation as "normal attack", it sees you as having two weapons and plays the double slash animation no matter what. I tested it, and even if the double slash animation is played, the damage is still the same as if you were only using a single weapon. So the workaround to this is simply to not used the normal attack animation (which I wasn't really planning on doing anyways). Awesome! So it looks like my main problem now is just the text for each weapon just not showing up. I'm using a custom font (though I believe it's the same size as the standard one) and Luna's default battle menu (which is different than the standard, as it shows character faces in a row along the bottom, with a popup window of their actions above their face when they're the active attacker). I'd imagine your script is only making that menu pop up correctly for the standard menu system, and that's why it's not working for me. Unsure how your script would have to be edited to work with a different battle menu system. I believe it's a Yanfly battle menu (the Luna Engine is mostly Yanfly stuff), so I'm not sure if you're familiar with it. I could send you my game as well if it would help you see if it would be an easy tweak to make the text come up properly or not (just a thought, it would be awesome if the weapon icons popped up side by side instead of text and replaced the small action window when attack was chosen), but you've already done so much that it's fine if you don't want to. The only thing beyond all that that is a bit broken is that if you choose to attack with a blank weapon slot, the game crashes. That may be problematic if I have to stick to the blank choice window for now if I can't figure out how to make the text show up. Is it possible to simply make the blank slot unselectable, and play the "error" sound when the player tries to choose it? Or better yet, don't even make the choice menu pop up when a character is equipped with only one weapon? Thanks again! EDIT: And all of the sudden, the text is inexplicably showing up. All I changed in the scripts was for the Luna Engine to show custom sprites for characters, and offset the image higher because it was too tall and the bottom was cut off. Strange as hell, but it looks like everything is working! Besides the crash if you try to attack with a blank weapon slot.
  11. So, scripts don't work on battle tests? So I have to test it in game to see if it's working. Odd, but that would make sense. The only other scripts I have in the game are whatever comes along with the Luna Engine Base stuff, so is there a possibility that those are conflicting with your script?
  12. Wow, that was fast. Thank you so much. Unfortunately I'm real confused how to make this work. I put it under Materials in the scripts (where most things go), but when I do a test battle with a character holding two weapons, there's no choice on which to use upon attacking. When the character is holding two of the same weapons, it's simply two attack animations and then one damage hit. If the character is holding two different weapons, it plays the attack animation for each weapon, hits, and then repeats. So it's technically like two standard VXA dual wield attacks (making it more like four attacks). I feel like I'm doing something wrong here (probably something obvious that I have to enter into the script myself, but am clueless to), but yeah. I really don't know. Is there anything I have to add according to the script to make it work? Also, I'm not seeing any skill usage from weapons either, so I'm probably doing that wrong as well. Just to test, I took a default Hand Axe and entered <attack skill: 010> into its note to trigger the default Shock ability, and I didn't see a change (it just attacked normally). Is there an exact way the skill had to be typed in? I'm confused. Thanks again for the help. Hope I can figure this out and make it work.
  13. That would be awesome if you could figure it out. Thank you. I'm a one man show on my games doing the drawing, spriting, and writing, besides all the standard game design stuff, but sadly programming has never been my strong suit. It seems like it wouldn't be hard to do... maybe weapons could call common events somehow to do attacks? I don't know, this sort of thing isn't my forte, but I can't imagine it would be the hardest thing to do.
  14. Not any weapon, only either of the two that you can equip at once. The ability to choose which of your two equipped weapons you want to attack with each turn. Whoops, sorry. VXAce. I'll fix that.
  15. Idiotekque

    A little development of mine

    I usually think up a title, stick it on the game, and go from there. Most of the time it gets your head in the game a bit, and you still end up changing it to something more applicable later on. Good luck on your project.
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