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YF

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Everything posted by YF

  1. It was short but fun! Best of luck to all of you and your RPG's once the full version comes out in English! ( ̄ω ̄)ノ
  2. YF

    VE - Followers Options

    I like the coffin! DQ Nostalgia ftw.
  3. It's not possible through the default scripts. It's actually nested inside of a hidden class. You can copy/paste that somewhere above Main in the script listing and adjust the formula however.
  4. With no intentions of raining on anyone's parade: Putting these movement commands in a custom moveroute with the highest frequency will cause them to reach that opacity and blend type before the map loads visibly. Still, your script's useful in the event that you need a movement route without the highest frequency and custom opacity/blend types.
  5. Good job, Yami! Finally got a chance to test this out.
  6. Melody required a team to make and it was a month long process. VX Ace isn't even out in full for English yet, meaning I won't have a reliable team. Please stop asking.
  7. I finally got a chance to look at the code for this. And I must say, I'm very impressed and greatly appreciative that you decided to keep all of the core functions referring back to the default Scene_Battle methods. Other ATB scripts that were made in VX vanilla didn't do so and caused a ton of compatibility problems with other scripts that modified the default battle scene. You've saved yourself a huge headache in the future. Kudos a lot for that!
  8. Good work, Fomar! Mind if I like this add-on on the Ace Battle Engine page?
  9. YF

    Copy Events

    I felt like something this useful needs a bump. Good work on making something like this. We need to see more utility scripts~
  10. YF

    Gender Requirements

    Yey~ Nice job, Bubz!
  11. It's generally better for public scripts to use alias. Overwriting an entire definition causes incompatibility elsewhere.
  12. YF

    Gender Functions

    Wonderful! Have you considered maybe even gender specific equips, Bubz?
  13. Would like to remind people that this won't for the trial versions since you can't reopen projects.
  14. YF

    Angelo HUD v2.5

    Just letting you know, RGSS3 automatically updates all windows in a scene and automatically disposes them all when the scene is terminated. Also, I suggest the creation of the hud window under method Scene_Map#create_all_windows.
  15. It works if you use the first method here listed to run the scripts: http://yanflychannel.wordpress.com/rmvxa/trial-scripts/ It's the method I recommend, too, because that's how scripts will be loaded into your game.
  16. I think Rosenblack's doing a good enough job. But rather than switching Rosenblack's role out to someone else more "experienced", how about a suggestion that whenever people post new scripts, they also write down the category (in their script's post) they want the scripts to be placed into on the Master Script List. Even experienced scripters can have a hard time trying to figure out where to categorize someone else's script.
  17. YF

    KGC Generic Gauge - VXA

    Seeing KGC scripts always makes me smile~
  18. Figured I'd post here since there's really nowhere else to post. I did some testing with the script editor and have concluded that "unless $@" is no longer necessary for VXA scripts. Scripts are only ever loaded once every time you open up a VXA game. Even if you hit F12, the scripts are never reloaded. Unless there's another reason to use "unless $@" for aliased methods, we can finally be rid of it.
  19. The $data_* arrays are also zero index. The zero index for those are just nil, that's all.
  20. It should work. The method's there. Just remember that when you pull for "i", it's the index. 0 = first member. 1 = 2nd member. 2 = 3rd member. 3 = 4th member. If you have inserted, say, 4 for i, it'll pull nil, to which, there's no method "id" defined for nil.
  21. You wouldn't be able to reproduce it in plain Ruby. When F12 is pressed in VX and resets the game, it actually reloads all of the scripts in the editor. Unfortunately, it's only the scripts in the editor. Any "hidden" classes like Graphics, Bitmap, etc. remain the same and the aliases that were made before for those such classes remain with them. Therefore, when an alias aliases an alias with the same alias name (I swear, not trying to be confusing here), it'll create an endless loop. As for VX Ace, I'm lead to believe everything is reloaded this time around. Not sure yet as I haven't done extensive testing on it (since it's so annoying). Someone correct me if I'm wrong though.
  22. It's also possible to rename Scripts.rvdata2 to rvdata (without the 2), move it over to VX, edit it there, and move the file back (rename it back to rvdata2). While it won't show up in the script editor, it'll at least load when you start the test game and at the start of battle tests.
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