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shaynec1981

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Everything posted by shaynec1981

  1. shaynec1981

    Expression Spy

    Expression Spy 1.1 Drykul Introduction While developing I thought it would be useful to be able to view variables, switches, and other custom expressions, variables, arrays, etc in real time as opposed to needing to pause gameplay through the console. Thus I set out to create a plug-in to do just this. Features A dedicated window will open and keep you informed of what the monitored values are. Add as many as you'd like separated by commas in the plug-in parameters. Screenshots How to Use Simply set the built in game variables you'd like to monitor separated by commas. The same with game switches. And lastly, enter any expression you'd like to monitor as well. Demo No demo. If requested I will upload one. Script FAQ None yet. Credit and Thanks - Drykul - Shadowarc82
  2. shaynec1981

    Receive Player Input During Battle

    So in the process of learning JS and learning the flow of MV coding, I decided to figure out how to accept user input after battle command selection and just before actors turn. Think Sabin from FF6. Looking through the awesome battle scene tutorials here, it seems BattleManager.startAction would be just the place to inject the input capture coding. Problem I'm running into is timing loop. It seems like regardless of the type of loop I use for either of these to happen: 1. Correct key input by the player or 2. Certain amount of time elapsed that, if (Input.isPressed(x)) doesn't work. Am I doing this all wrong? Any advice on a good way to accept user input during battle?
  3. shaynec1981

    Diplomacy Script, First Attempt at Scripting in VX ACE

    An easy way I've found to understand the DataManager (while not entirely accurate but for all intents and purposes here it works) is that it stores all current values of all variables, arrays, states, etc and is what is called upon when resuming a saved game or starting a fresh one. In your case you'd want the arrays to be saved and loaded upon returning to a saved game but when the classes are loaded and ran, since these variables aren't loaded into the DataManager properly to begin with they'll start fresh each time. That is bad, obviously.
  4. Ok. Say it's not being called from an event but purely scripted. If the class creates its own interpreter then essentially you could use Fiber.field with the same effect as if it were called from an event?
  5. I'm having the same problem. I think Fiber MAY be the answer to this problem but I'm still digging into what it actually does lol.
  6. shaynec1981

    Basic Mouse System + Addons

    Using this script in conjunction with Zeus Fullscreen++ and Graphics.resize_screen(640, 480) in Main causes the && and I:xxx functionality to stop working. If I comment out the resolution change, everything works perfectly fine. Is there a quick fix to this that I'm missing? Thanks!
  7. shaynec1981

    "Jumping" into an event to trigger it?

    Well, the event needs to trigger when the player actually jumps on it. For example, falling into a hole. With a little help, I realized that I could just check the players position (which I put into an array) in comparison with the event in questions postion ($game_maps.events(@event_id).x & y) and when those matched with a conditional cause whatever I wanted to happen. That works except it get VERY event heavy for what I need it for and lags the game. So I thought, instead of using an event in each position, why not just create a 2d array containing all holes in the current map and compare that to the players position array. This works too except that its too slow to check. I can stand in one of the latter entries in the 2D array and it could take a couple seconds for the script to cycle through all the available array elements until it gets to the one I'm currently standing on. So now I'm a little stuck again...
  8. I have a pop up window that is inherits Window_Base. How do I simply leave this window shown and wait for some kind of user input (pressing esc or return keys or whatever) then have the window dispose of itself? Everything I've tried simply displays and disposes the window so fast you don't even know it was there or it displays the window but user input has no effect on calling the dispose method.
  9. @caelumania - I did that almost identical but in an existing project. I'll load it all up the way you have it in a blank project and see if it works out. If so, then it's definitely an existing script I'm using causing the problem. @Uriel Everos - yes, I agree. I would really like to get this two menu system working as it's pretty vital to our project. *Edit - It worked! Not sure what I was doing wrong the first time but when I did it this time just as you described it worked perfectly! TYVM
  10. That sounds very promising! TY so much, will try this later this evening. Well that didn't really work. I even copied and renamed each class that the ring menu was aliasing as well as renaming them in the actual script to point to the correct ones: Problem now is when I call the scene, SceneManager.call(Ring_Scene_Menu), I get the error message: Script 'Ring Menu' line 404: ArgumentError occurred. wrong number of arguments (6 for 4) Not only am I confused why its throwing that error to begin but as you can see in the screenshot above, it is asking for 6 arguments...
  11. Thanks so much DoubleX! I'm not home to try this out but sounds very promising! I see what you're talking about using an instance variable. That does sound like the more efficient way of going about it. This is actually more difficult than I thought it would be... I understand the concept of adding the hash variable, but two problems. I'm not really sure where to initialize the variable. There are a lot of different classes and I'm not positive of the best place to add this in. Also, when the container is opened up after anything is initially put it, I'm not sure how to reset this variable to change to the correct amount of items are in the container. Here is the script I'm trying to modify: I can follow a majority of the flow of the code. And to be honest, I have learned ALOT about RGSS3 in my attempts to modify this. But apparently not enough yet. Any help please? *Edit 2 - I've made some progress but still seem to be stuck. I finally was able to set a variable that would be accessible at the right time to update what the current number of items in the given chest is. But it seems as if after more than one container is initialized, they share the variable again. I'll show the current state of the script here. You can quickly search for DRYKUL in the script to see the lines I have added. Thanks in advance for helping me figure this out! I don't want someone to just hand it to me, I want to understand it. *Edit 3 I've finally figured it out. I had to disable to reputation and take all portions of the script but that wasn't a deal breaker for the game I'm working on anyway. If anyone wants to know how I modified the script to allow for a limited amount of storage space per container, I'll be glad to share! Its not the most efficient way, I'm sure, but it gets the job done. Thanks again for everyone's help!
  12. shaynec1981

    Need help adding functionality to TheoAllen's Chest System

    I hadn't. I do like that script a lot. It would work for what I need except one thing. I see what you're saying about using the conditional to track the number of items stored. And I see how I could possibly manipulate the built in rep system to have a visual representation of '# items stored / max # allowed' but I'd have to set aside a different $game_variables for each container on the game. That could get pretty tedious. Any advice on how to build this into the script so I wouldn't have to do that? *Edit1 - Looking more into it, the tracking thing won't really work without modification, either. It tracks a single item ID at a time and there is no option in the script to allow for all. You can track how many weapon:itemID:001 or armor:itemID023 is in a chest but not all:itemID(1 .. 999), if that makes any sense in pseudoscript lol. I've been playing around with the code under c_count but I'm not the best with scripts. This seems like it should be a pretty simple task. I'm thinking that if I set ID = 0 in the c_count script call, it should iterate through every available item ID. I started off with just doing the item ID and I'd get to doing the type afterwards. is the original code. I was thinking trying something like: and while it didn't crash (which I'm happy about lol) the variable I have set to read this into still reflects 0 when I have any weapons at all in the chest. Suppose I should show my script call too, just in case. Its simply: @Control Variables: [0008:Container Count] = c_count("weapon", 0, 0, 0) *edit2 - ok so apparently it's running through all the iterations changing ID from 1 to 1000 before it even gets to the next part of the script. I guess if I could understand how exactly the script counts the number of the given item ID in the chest, that would help. Can someone please explain that part to me?
  13. shaynec1981

    [Help]Retrieve flags from Tile ID

    Thank you so much for the reply. That makes so much more sense to me now. I had started learning RGSS2 a few years back, made some decent progress, got busy doing IRL things, came back to RGSS3 and seems I have forgotten everything I learned...
  14. shaynec1981

    JPS Pathfinding

    Is there a way to have an event that is controlled by your script ignore other events during gameplay? So they essentially walk over events in their path? Problem I'm running into is through narrow, one tile wide paths if I have another event set to below character the event controlled by the script sees the event in the path and the path is essentially blocked and cannot reroute so he stays in place instead of continuing the pursuit of my player. *Edit Nvm. I just set the other events to "through" and it works perfectly.
  15. I can't find this anywhere. Tons of clips for it but they all have the siren noise in the background. Does anyone know where I can find this please?
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