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Elder71

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About Elder71

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    Elder71
  • Birthday 09/27/1988

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    http://rpgmaker.net/games/6894/

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    Newcastle Upon Tyne, England
  1. Elder71

    Special Events with Calendar

    If I've understood your question correctly: I would just create a variable that tracks what time of day it is (so it would have a value of 1..24) and set a common event with a parallel process that +1 to it every hour (let's say an hour lasts 10 seconds, so it would +1 every 600 frames). Then, in that same event, have a series of conditional branches which check what time it is and tint the screen accordingly. So, something like: If "time of day variable" == 5, tint screen pale blue. To handle what time of year it is, do pretty much the same thing. Create a variable that goes up by 1 every time the time of day counter reaches 24. From there, another conditional branch can be used to check what month it is, what day of the year it is, etc. Hope I've explained this well and it helps. Any questions lemme know.
  2. Elder71

    Scripts compatibility question

    Thanks, got it all working perfectly.
  3. Elder71

    Scripts compatibility question

    Yeah, altering the default font would've made that screenshot much clearer. Sorry about that, didn't think of it. Thanks for getting back to me. I looked for "self.contents = Bitmap.new" in the 'Scenes' script with a view to replacing the lines like you suggested. I thought I'd tackle ActorQuickTool first (since it's the one in front of us). Because trial and error are my best friends when it comes to working with scripts, I decided to comment-out the line first and then test it without adding anything else just to see what happened: @item_max = @data.size if @item_max > 0 # self.contents = Bitmap.new(width - 32, row_max * 24) for i in 0...@item_max draw_item(i) end end end This ^ works for ActorQuickTool! SFonts all the way! To think, days of staring at code I barely understood to try and 'luck' my way into a fix, and the fix was as simple as that all along. With regards to "Window_CharacterSet", there is a "self.contents = Bitmap.new" line in there, but that window is already all SFont anyway, I think, so commenting-out that line doesn't do anything (but that's fine and dandy!) With regards to "Window_EventSelect", I'm not sure what it looks like either... I've commented out the "self.contents = Bitmap.new" line underneath it anyway, but it doesn't seem to change anything. I'll leave it as it is for now until I know where in the game that actually takes effect. There are a few other instances where the default font is used instead of SFonts other than the ones you found. The first is the 'Target Selection Window': And the other instance is the 'damage popup'. The only reference to it I can find in the whole of Pearl is this: # Short script call for poping damage text def pop_damage(custom=nil) $game_player.damage_pop.push(DamagePop_Obj.new(self, custom)) end (This segment is found in the Kernel.) BUT if I comment that whole snippet out, all it does is crash the game when it comes to showing EXP GAINED. Otherwise, damage popup appears normally (in the default font). I've tried using Victor's Damage Popup script and another damage popup script to see if either would override this, but neither did. (It was a long shot, I guess). Any thoughts on the latter two? Thank you SO much for your help, it's an intense relief to get this solved.
  4. Is there any way to make this script compatible with Victor's SFonts? Or, if not, to use a bitmapped font instead of a default one? I've managed to find a work around for everything except the Damage Popup (so far): As you can see, the aliased default font clashes horribly with the bitmapped font I'm using for everything else. Thanks in advance.
  5. It sort of works, but instead of disappearing entirely while the weapon animation is playing, the character sprite flickers, clashing with the animation EDIT Nm - changed the tool animation speed, this seems to have synced things up nicely. Thanks for your help.
  6. Okay, apologies, I misunderstood you. I put this in the weapon notes instead of User Graphic = $Axe (for example)?
  7. That changes the graphic of the weapon, but not the character sprite. There are two separate graphics being used - the 'weapon graphic' (which appears when you use the weapon) and the character sprite. I want the character sprite to disappear when the weapon graphic appears
  8. what do you mean by transparent like when they have a weapon on their sprites change to something else? Just when they actually use the weapon or skill, I'd like the character/event sprite to vanish so I can include a custom animation with the weapon sprite. I'm trying to think of a better way of explaining it... This is what I want to achieve: Alex has the axe equipped. He's walking around as normal: Then I press the 'F' key to attack. The weapon graphic appears ($Axe) but the character sprite vanishes. Once the attack animation has played, Alex reappears. The reason I want this is: I wanna create a three frame attack animation for each character facing in all four directions and include it them with the weapons (so that the attack animation plays when the weapon graphic appears). Does that make sense?
  9. Is there a way to make sprites turn transparent when using a weapon or skill? I want to use custom attack animations for the characters as well as the weapons/skills
  10. In fairness to myself, copy-pasting blindly was the only way I had of doing it. Well, anyhow, SceneManager.scene.fadeout_all still only sort-of worked. It loaded the file, but not everything was as it was when I saved. I think I'll just bite the bullet and stick to the default load/save function. Because this way around, even if I get it working, looks like it'll be riddled with game-breaking bugs that I'll have no hope of fixing. Thanks for all your help anyhow, everyone EDIT Right. Now. I seem to have it working with: SceneManager.scene.fadeout_all DataManager.load_game(0) SceneManager.goto(Scene_Map) EXCEPT that if I save with a switch ON, when I load that save file the switch is OFF and I can't figure out why. It only seems to affect one switch in particular; the others load exactly as they were. I'm digging around for answers, running tests and wotnot, but thus far I can't figure out why this switch is automatically OFF when I load up. Question: If I have a parallel process event counting 1800 frames (wait 600 frames, wait 600 frames, wait 600 frames) and saved in the middle of that count, would the save file record where the event was up to? It's a common event, so changing maps shouldn't interfere with it, right?
  11. I gave it a try - thanks for your continued efforts here. Unfortunately, I got a crash. For 'fun', here's a cap of the event itself, just in case I'm doing something obviously wrong: (ps - this setup is for testing purposes, so I'm only handling one save file and save slot for now)
  12. I *think* I've tried the DataManager.load_game(index) line before, but it threw the game into a continual loading loop where it loaded the file over and over again without end. I'll give these a go and see if I can get something working. EDIT DataManager.load_header(index) worked perfectly (it seems) for checking if a save file exists or not. Thank you! However, DataManager.load_game(index) sort of worked, but with some weird, glitchy results. There was a momentary fade in/fade out and the screen 'moved' down a tile or two. My character sprite was left standing exactly where he was (next to the event that contained the script). Using the arrow keys moves the screen around, but not the sprite, who stays where he was as though I'm controlling an invisible second character :S Forgive my ignorance here (i know nothing about RGSS3 at all) - could it be that something else is needed script-wise to refresh everything in some way? Yes, this is what the Script box is for inside the Conditional Branch command (last option on Page 4). Any Ruby expression that evaluates to true in there will satisfy the branch condition. As for the actual code to use, you ought to check how the default scripts do it. The relevant objects you will want to take a look at are the DataManager, Window_SaveFile and maybe Scene_File/Scene_Save/Scene_Load (but it does seem you already know the code for making a save file). Is it likely to be one line or several that I'm looking for?
  13. All I want to do is use a conditional branch to check if a save file exists and then load it, all using an event (not the load/save window)
  14. I'm trying to design all of my game's menus using events and script calls rather than use any of the engine's default menu windows. Saving the game using script calls is easy (it seems), with script call: DataManager.save_game(x), but loading is proving more troublesome. A bit of an overview of what I'm aiming for: 1. The player selects 'load' from an in-game menu. 2. Six boxes representing save slots appear. 3. A separate script call conditional branch checks each slot. For each one that already contains a save file, a 'SAVE FILE' icon appears. For each one that's empty, an 'EMPTY SLOT' icon appears. 4. The player can then navigate a cursor around the six slots and choose one to load from. This movement is tracked with a variable (if the cursor is on slot 1, the variable will = 1, etc). 5. They highlight a filled slot (which contains a save file) and press the 'select' button on their keyboard. 6. Let's say they want to load the file in save slot #5. They highlight the 5th slot, press 'select'. The game then loads the 5th save game data file. In a nutshell: is there any way to use a script call in a conditional branch that checks if a save slot has a save file in it? i.e. something like this: ____________________________________________ Check SAVE SLOT 1: Conditional Branch: script call: "Does Save01.rvdata2 exist?" (this is the scripting element I need help with) THEN: show picture 'slot 1 full' ELSE: show picture 'slot 1 empty' Check SAVE SLOT 2: Conditional Branch: script call: "Does Save02.rvdata2 exist?" THEN: show picture 'slot 2 full' ELSE: show picture 'slot 2 empty' etc. ____________________________________________ Also, is there a way to use a script call in an event to load a specific save file? i.e. Slot 1 contains a save file (Save01.rvdata2 exists), player has highlighted and selected it: ____________________________________________ script call: "Load the saved game file in save slot 1" ____________________________________________ I'm happy to clarify anything here that doesn't make sense, or that I've worded poorly. Thanks in advance for your help folks.
  15. To make sure I tested it in a new project and seems to work ok for me, so I guess you are doing something wrong. I've uploaded the project so you can take a look for yourself: msgtest Thanks for your reply - that download has a virus on it, apparently, so I can't download it With this addon script installed, should Yami's Pop Message still work like normal, or is there something new I have to do to the old \bm[x] thing in a text box? EDIT So I downloaded it anyway out of sheer curiosity (btw, Spybot said the file was clean, so dunno where the virus red flag came from originally). I copied the relevant scripts from your demo into my project and it now seems to be working fine. Maybe there's something missing from the pastebin version of the script that's present in the versions you have at home? I used 'select all' on pastebin to copy this addon script, so I'm 99% sure it wasn't a mistake of that sort. And, like I said, I didn't alter anything in the script at all. Anyhow, I'm gonna try and put the chatter messages to use now and see what's what - thanks for your help, I'll post another update once I've got it all working EDIT EDIT All working perfectly now, thanks again
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