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regendo

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Everything posted by regendo

  1. regendo

    GameOver with choices

    That does sound weird but I think I know the culprit. I'll get back in touch with you when I've worked on this.
  2. So somehow my A-Team Season 2 disc has a whole episode of Knight Rider on it.

  3. regendo

    GameOver with choices

    You can mark a battle as "can be lost" when you create it. That way, losing the battle will return you to the normal map where the battle started (and then you can do some eventing stuff that advances your plot). If this "can_lose" flag is set, my script shouldn't do anything. Edit: You can set this flag in the "Battle Processing" dialogue. I only found a spanish screenshot of this on google but it's the check at the bottom that translates to "continue if the group loses".
  4. It's 6AM but screw that, Legend of Korra is ending.

    1. Knighterius

      Knighterius

      It'll never beat The Legend of Aang.

    2. RavenBlueIndigo

      RavenBlueIndigo

      Your bed is crying.

  5. Woo, new avatar image. Pun intended.

    1. Libra724

      Libra724

      Good one, lol!

  6. This day is a rollercoaster. Next Guild Wars 2 story patch not out until Nov 4th? That sucks. But wait a minute. Final season of Korra starting on Oct 4th? Holy kitten this is the best news of the month so far!

    1. regendo

      regendo

      * October 3rd for Korra, not 4th.

  7. So crunchyroll is removing a bunch of series because their licenses are expiring. Thanks for the really early warning, I've always wanted to watch 80 episodes of different stuff in 3.5 days...

  8. regendo

    Fifth Edition toolbox (work in progress)

    Sorry for the late reply, getting my internet access back took a while. These will be additional scripts added in the Materials section, just like any other script. They will overwrite or add to a lot of the default stuff but I won't replace the default scripts. Once a significant amount is complete, I will upload a demo that contains a working set of the scripts. As for the database, I currently do not intend to modify it in any way and have not read up on how to do so either. Instead, I am going to link stats like Dexterity to the database through notetags. I have not yet decided if I'm going to write my own notetag script eventually; for the time being I'll depend on Mephistox's reader as I have before.
  9. You're right. I haven't used ruby in a while and tried to do it from memory, I should have looked it up on google in the first place. I'll edit the post above.
  10. It should be the same concept. In the method that would equip an item, do something like the following pseudocode: if ( (actor == that actor you want to restrict) && (item == that item you want to restrict)) do if (actor has item xyz equipped) do // you could also check a variable or switch, or check if something is in the inventory equip it else popup window with error message // alternatively, play a buzzer sound or just don't do anything return end else equip it // this is the default case if you don't restrict that item-actor combination end I can't actually code this for you right now because I don't have Ace installed atm and do not have a local copy of these scripts but it shouldn't be too difficult to do so yourself. Since you seem to have a lot of different cases of this, using switch-case constructs would probably make the code easier to read. Something like case actor when $game_actors[0] case item when $game_items[1] // ... when $game_items[54] // ... end when $game_actors[1] case item when $game_items[42] // ... when $game_items[123] // ... end end Edit: If you want to restrict whole categories of weapons (all swords, all greataxes, etc) I believe there is an event command for that.
  11. You'll need to check for that condition before changing equip. Your options are to either check that in the scene you can change equip in (e.g. in your inventory) or directly in the method that changes equip (in Game_Interpreter, you should use an alias here). The second one might break compability with some scripts but is an easier solution if you have multiple scenes in which you can change your equipment. Both will not actually make it impossible for your actor to wear both a sword and that ring - they will just make it impossible to equip the sword when you wear the ring and vice-versa. If for some reason your character ends up wearing both, they will continue to do so until they unequip one of these.
  12. Bloody hell! At home while university's on summer break and of course I send my amazon delivery to the wrong place. Let"s just hope my roommate isn't on vacation or something.

  13. Pssht. Don't tell anyone. That pony unicorn series seems actually really good.

    1. magic2345

      magic2345

      I agree, and your secret's safe with me.

    2. EraYachi

      EraYachi

      It's a high quality children's show, but can be loved by anyone. But if I hear one more sing-a-long...*shakes fist*

    3. The Dragon God

      The Dragon God

      MLP FTW!! Brony right here!!

  14. Finally doing some coding again that's not for university. Really refreshing!

  15. Apparently github stores your email in a file inside /.git/logs/refs/heads/. Quite literally the last place I've looked, but there it is :)

    1. Kamalot_INC

      Kamalot_INC

      I think it (no matter what it ends up being) is always gonna be in the last place you look, only because how many people keep looking after they find something?

    2. regendo

      regendo

      That's actually a good point.

  16. Also, if you want it outside of sprintf(), you can do something like (unless floating point inaccuracy decides to hate you) fl = 1.654 # ... a = (100 * fl).to_i / 100.0
  17. nil is the single instance of NilClass. If an object is nil, it doesn't exist / hasn't been initialized. If you know null, that's similar to it. As you might have noticed, everything (or at least most things, I don't know if this really applies to everything) in ruby can be used in comparisons (and by that I mean && (and) and || (or)). For example, in ruby you might see code like var = other_var || 0 This assings a value to var. It assigns other_var if that can be interpreted as true, and assignes 0 otherwise. So what are the possible values of var after this line? Either true or 0, right? Wrong. I don't know from this context what it will be, only that it definitely won't be nil or false, or anything else that behaves like false. As stated above, everything can be used in comparisons like && and ||. For this, most objects act like they're true. A few act like they're false, including nil. How they behave is always specified in that object's class or superclass. You can check if an object is nil by calling that object's nil?() method. (Edit) The objects true and false of TrueClass and FalseClass respectively behave like their names say, of course.
  18. There's also a different way to do this: ary.each do |elem| do_something_with_said_element end This is an each-iterator. It iterates through every element of ary one by one. The current element is called elem and can be referenced as such. For the current element, the iterator carries out every statement between |elem| and end. This is the same, just a different way of writing it ary.each { |elem| do_something_with_said_element } It basically works like this: i = 0 while(i < ary.length) do elem = ary[i] # gets the current element # do something with the element i = i + 1 # increases i so that next time we get a different element # also makes sure this loop will end eventually end
  19. Happy Easter! Anyone seen the Bunny yet?

    1. Show previous comments  9 more
    2. OneCutStudio

      OneCutStudio

      @Ceci: That would be a great idea! A few people could hide graphics of eggs in their posts and you have to search the forum to see how many you can find!

    3. LordSquirrel

      LordSquirrel

      Actually put some easter eggs in my latest map of the The Plague (actual easter eggs, and not refrences).

    4. Jonnie91
  20. Damn it, I cannot stop listening to the opening from JoJo's Bizarre Adventure (2012 version). https://www.youtube.com/watch?v=6hRXxnTue5w

  21. I have now watched 8/23 episodes of Clannad, so I feel like I earned my right to this opinion. It's shit. Seriously, it is, at least so far.

    1. TBWCS

      TBWCS

      After Story was the only one good. Clannad is boring.

    2. kayden997

      kayden997

      Huh... I was going to watch that but now I guess I won't. W/e, I've gave up on some series myself... Sooner than most

  22. You could say something like text = eval(Yomachi::npc_id + "_" + Yomachi::text_1) # or if you're already inside a string text = "#{eval(Yomachi::npc_id + "_" + Yomachi::text_1)}" # eval() evaluates a code stored as a string. You can imagine this as stripping away both # " marks and then just reading it as code. #{doStuffHere} can be used inside strings to # execute code (otherwise you would just print "$alfred_trait").
  23. I have an idea what the issue might be. Your global variables haven't been loaded from the savegame yet. I think this should work better. def draw_chapter(x, y, width, align) vars File.open(DataManager.make_filename(@file_index), "rb") do |file| vars = Marshal.load(file)[:variables] end words = Soul_Save_Chapter::Chapter_Display::Chapter_Words[vars[Soul_Save_Chapter::Chapter_Display::Chapter_Variable]] if(words) self.contents.font.color = normal_color self.contents.draw_text(x, y, width, height, words, 2) end end It loads the $game_variables array from your savefile into a local variable (can't load it properly into the global one since this will also happen while you are playing the game and accessign the save/load screen). It then finds the required variable, locates the corresponding string, and draws it if the string is existant. I haven't really used ruby in a while, but if memory serves me right, you don't have to worry about ArrayIndexOutOfBounds (you'll just get nil instead) and if() actually is if(stuff is not nil and not false either). Also, why are you printing the same stuff either once or twice depending on the save game existing?
  24. There are two possibilities to "store" variables so that their content doesn't get lost between game sessions. Edit the load and save methods so that your stuff is saved and loaded, too. Have your variables exist within objects that already are being saved and loaded by default.
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