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AeghtyAteKees last won the day on August 11 2019

AeghtyAteKees had the most liked content!

About AeghtyAteKees

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  • Birthday 01/05/1993

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    The Cave of Ordeals

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  1. AeghtyAteKees

    My Old Audio Script Suddenly Can't Run - Even The Demo!

    That's fair! Good ideas and advice, too. I'll give this concept a try if need be. I think I'm going to just scrap this script and not use fmod. Thanks, Kayzee! And for staying active in this community. ❤
  2. AeghtyAteKees

    My Old Audio Script Suddenly Can't Run - Even The Demo!

    I see. Not a bad idea! Would probably make for a better script than an eventing / move route setup. It would likely sound better than one repeating BGS loop, anyway.
  3. AeghtyAteKees

    My Old Audio Script Suddenly Can't Run - Even The Demo!

    I've tried in the past to play a BGS that way: by placing the file in the SE folder and using it in a move route. Having a wait command lasting the duration of the sound, so it'll loop after playing. However, this doesn't exactly work well for BGS type audio intending to be seamless. It has an audible click when it restarts, and it's easy for it to offset and eventually end up with overlap or a gap. But, for non-continuous SEs like your clock example, it is a good option!
  4. AeghtyAteKees

    My Old Audio Script Suddenly Can't Run - Even The Demo!

    Mainly it was for continuous things like crowd chatter, fireplace crackle, flowing water, etc. Then I was adding rain and wind sounds on a new channel during random weather events. Like I said, the more I think about it, the less I feel like that's an important feature. I can rig my own way around it if need be (by combining sounds externally).
  5. AeghtyAteKees

    My Old Audio Script Suddenly Can't Run - Even The Demo!

    Thanks, I'll give this a try. I'm starting to think the trouble may not quite be worth it, and I may be better off without having weather sounds behind my usual background sounds. I could do what everyone else does and make only the rain sound if it's raining. Haha Edit: And yeah, SEs were never the issue. It was BGS. But again, I can possibly find a "vanilla" workaround. Even add rain sounds to a copy of the BGM to use during weather events, for example. I can always combine tracks in Audacity. It increases file size, but oh well. It's better than a janky, outdated script that will likely break my game!
  6. AeghtyAteKees

    My Old Audio Script Suddenly Can't Run - Even The Demo!

    Well that's mostly good news. What should I do about this issue though? I can't run my project until I either fix this or find a different way to play multiple sounds.
  7. AeghtyAteKees

    My Old Audio Script Suddenly Can't Run - Even The Demo!

    So...fmod can become outdated and not work on certain machines? I don't particularly want to use it if it will eventually make my game obsolete. Actually, could that happen to the rgss3.dll as well??? My world is imploding.
  8. Hey guys, This one's tricky. I have been using FMOD Audio Pump Up throughout the development of my project. I got a new laptop (finally, and regrettably, upgrading to Windows 10). All of my other material works fine (so far). It's only this script. If it's present in the project, I get the following error when I try to boot the game: Script 'Audio Pump Up' line 1673: NoMethodError occurred. undefined method 'ord' for nil:NilClass This also occurs in a new download of the demo. The only thing I can think of is that since this script uses a separate .dll file, could it somehow not be compatible with my new OS? I understand very little of this type of thing. In the worst case scenario of this not ever working again, is there another method anyone knows of for playing multiple SE, BGS, or ME? That's all I used it for: adding weather sounds. I'd have to redo a ton of my game though, so I'd love to find a fix. Thank you all!
  9. Brief hijack. Were you using a lighting script in this demo? The clips of you running around the forest and kickin' baddies looked really nice. If it was a script, which one was it, and is it pretty light to run? (Pun absolutely intended.)
  10. ALSO. :D Is it as simple as replacing "return a.any?" with "return a.all?" to make it require all IDs being called? (Nothing's ever simple, is it?)
  11. Thanks, Kayzee! Could I pass a range into this? Check for ID's 20..30 for example?
  12. This is true, though the last argument in $game_party.has_item?, which in my snippet is FALSE, states whether or not to include equipment in this check. ^_^
  13. So I added this to game_interpreter so I can more easily check inventory: class Game_Interpreter def hasitem?(id, *args) return $game_party.has_item?($data_items[id], false) end end # Game_Interpreter But it's not exactly useful yet, because I need to be able to check for multiple items, ie: hasitem?(12,53,77,42). How do I get the method to take several arguments like this, without them ALL having to be in the inventory? EDIT: It could be useful to keep the functionality this currently has, where all items must be present to return TRUE, but what I was going for was creating a condition to see if the player had at least one of the items in the list.
  14. AeghtyAteKees

    Categorize Item Scene

    I'd like it to function this way, actually. Thanks for helping! I wish I could give more feedback but I'm a rough coder. Good luck :D
  15. AeghtyAteKees

    Categorize Item Scene

    Hey guys, I'm using this script to add more categories to the item scene. It works really well and is miraculously compatible with my item scene script. HOWEVER. I would like to request a small, simple tweak that I just don't know how to go about implementing myself. I would like a category tab to only appear IF there is an item in that category. Could anyone help me accomplish this? THANKS. :D