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Sephiron

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About Sephiron

  • Rank
    The one without pants

Profile Information

  • Gender
    Male
  • Location
    College of Winterhold
  • Interests
    Illusion and Alteration magic

RPG Maker Information

  • RM Skill -
    Jack of All Trades
  1. Oh man, I wish I backed up my card designs. A few months ago I was working on a real, physical card game with TGC and I made some bombin' templates.
  2. Sephiron

    Yanfly button-activated common events

    haha, I actually tried that, and unfortunately it doesn't work. I did find a solution in the long run though. http://forums.rpgmakerweb.com/index.php?/topic/35664-ace-yanfly-button-activated-common-events/ What I ended up doing was modifying the script to run only when a switch is on. You're probably thinking "Well shoot, why didn't you just use the conditional branch?" I found out unfortunately that the script call for my "building" system doesn't stop the event commands after it from running, meaning that even if I had disabled the switch before the call and enabled it after the call, it all runs at once. You can still place items on the map while placing items on that map. I ended up having to modify my building script to check if the switch is on before executing anything. I hope this made sense xD
  3. Sephiron

    Pushing Items Across Rooms

    Haha, this is quite tricky. I hate to tell you this, but you're probably better off finding a way to work around that. alternatively I can come up with a solution, but it's going to use a lot of variables and switches for something you can simply redesign the map for. But yeah, when the event is pushed (player touch with set move route.. this event, 1 step backwards) you also need it to save the event's coordinates to two variables (one of them x, one y) and use a conditional branch to check if the coordinate variables are equal to the coordinates you need the pot moved to.
  4. Sephiron

    Turn-Based ABS

    Kal made this script for me a while ago. (I assume) that you can use it as long as you credit Kal. module Kal module TurnMove # Enable or disable turn movement. ENABLE = true # If you want to use a switch to enable turn movement. SWITCH = nil # Only events that have the following comment string as a comment # on their first page are affected. Set to nil or false if you don't # want to use this option. COMMENT = "turn-move" end end class Game_Event alias_method :update_self_movement_turnmove_kal, :update_self_movement def update_self_movement return if is_turnmove_kal? && !$game_player.moving? update_self_movement_turnmove_kal end def is_turnmove_kal? return false unless Kal::TurnMove::ENABLE switch = Kal::TurnMove::SWITCH return false if switch && !$game_switches[switch] comment = Kal::TurnMove::COMMENT return false if comment && !has_comment_turnmove_kal? true end def has_comment_turnmove_kal? comments = @event.pages.first.list.select do |command| command.code == 108 || command.code == 408 end comments.any? { |c| c.parameters.first.include?(Kal::TurnMove::COMMENT) } end end As far as I know, this will work with ANY ABS (Just go simple or go home, really..) Try sapphire or pearl abs, however, this was technically made to work with XAS and the most basic of features... Technically what this does is pause certain events from moving until the player moves. In order for this to work, you need to create a comment on the first page of the event you want to be effected that says "turn-move". This is to avoid any complications with XAS arising from the tools being events, cutscenes, etc. Only apply this to enemies/npcs.
  5. Oh no, of course I feel like you should strive to find flexible solutions. This is why I love RPG maker so much though, you can do anything you really want, with or without programming knowledge. You simply need to be creative enough to find that solution. Although my method isn't very flexible, nor is it very fancy, it does get the job done. Eventing this sort of "improvised logic" is my favorite thing to do with RM.
  6. I'm going with the event route as well. Okay, so generally whenever I visit a town, I would set a switch exclusive to that town to "on", and a variable to the order you have visited the town. When interacting with the waypoint (Or equivalent), it would display the choices depending on the villages you have visited. A little sloppy, but here it goes. When visiting the town set switch "town A" to "on" if variable "town B" is == "1" if variable "town C" is == "2" set variable "town A" to "3" else set variable "town A" to "2" else if variable "town B" is == "2" If variable "town C" is == "1" set variable "town A" to "3" else set variable "town A" to "1" else if variable "town B" is == "3" if variable "town C" is == "2" set variable "town A" to "1" else set variable "town A" to "2" else print message "This is your first town! nice to see you." set variable "town A" to "1" When interacting with the waygate if switch "Town A" is "On" if switch "Town B" is "On" if switch "Town C" is "On" if variable "Town A" is "1" If Variable "Town B" is "2" If variable "Town C" is "3" show choices "Town A, Town B, Town C" If variable "Town B" is "3" If variable "Town C" is "2" show choices "Town A, Town C, Town B" else if variable "Town B" is "1" If variable "Town A" is "2" If variable "Town C" is "3" show choices "Town B, Town A, Town C" If variable "Town A" is "3" If variable "Town C" is "2" show choices "Town B, Town C, Town A" else If variable "Town C" is "1" If variable "Town A" is "2" If variable "Town B" is "3" show choices "Town C, Town A, Town B" If variable "Town A" is "3" If variable "Town B" is "2" show choices "Town C, Town B, Town A" If switch "Town A" is "On" If switch "Town B" is "On" If switch "Town C" is "Off" if variable "Town A" is "1" If Variable "Town B" is "2" show choices "Town A, Town B" else show choices "Town B, Town A" If switch "Town A" is "On" If switch "Town B" is "Off" If switch "Town C" is "On" if variable "Town A" is "1" If Variable "Town C" is "2" show choices "Town A, Town C" else show choices "Town C, Town A" If switch "Town A" is "Off" If switch "Town B" is "On" If switch "Town C" is "On" if variable "Town B" is "1" If Variable "Town C" is "2" show choices "Town B, Town C" else show choices "Town C, Town B" If switch "Town A" is "On" If switch "Town B" is "Off" If switch "Town C" is "Off" Show choices "Town A" If switch "Town A" is "Off" If switch "Town B" is "On" If switch "Town C" is "Off" Show choices "Town B" If switch "Town A" is "Off" If switch "Town B" is "Off" If switch "Town C" is "On" Show choices "Town C" I understand that there is a much more efficient way of doing this, but haha. Screw that. It's RPG maker.
  7. Sephiron

    The Guardian [Full Game]

    Okay... sorry for the double post... but what the hell? What was with the final boss?! Not going to say anything to spoil the experience for anyone, but... What the This game was so great up until you got the "Glasses of truth" which just look like a pair of sun glasses. Totally out of place. and then shortly after... The final boss just looks like.. uhh... Yeah.
  8. Sephiron

    The Guardian [Full Game]

    I'm in love with this game. The storyline is nice and simple, the setting is nice and dark. And, I love the limited but useful tools. It simplifies the whole experience. It reminds me of the good ol' days of God of war (The first game only had a few weapons) but mixed with the atmosphere of a Diablo style game, and it plays like a legend of zelda title. So yeah, I'm all over this. Everyone here who seems to complain about the lack of a storyline seems to be unacquainted to this sort of game, but I respect it. Keep up the good work!
  9. Sephiron

    Conversion of Perishable item script?

    Well, it's been a few days and Modern Algebra hasn't replied to my message. Anyone up to converting this? Or even making a similar one... Doesn't really matter. Unfortunately, I haven't had much time lately because of work. Much appreciated. And for the record, I always end up putting script developers into the credits of my games unless they ask me not to. Just seems like the only thing I'm able to do to show my gratification xD So thanks in advanced. I'd appreciate it greatly.
  10. Sephiron

    Identify Item

    So you typed all of that out in a few hours? O. O still, great job. This script is perfect for what I need it for. Thanks!
  11. Sephiron

    "Unidentified Item" Script Request!

    I assume that you aren't interested in having my babies, so a simple 'Thank you so much ' is acceptable? xD
  12. Sephiron

    SOOO pissed of tankentai

    I'd like you to take a moment to read our forum rules. http://www.rpgmakervxace.net/index.php?app=forums&module=extras&section=boardrules Regardless of your opinion of Victor, your comments break several of these rules. Simply stating you didn't want to use Victor's script was enough but resorting to bad-mouthing someone else is not on. Well perhaps that rule would mean something to me if somebody stepped to victor when he condescended me being rude to somebody by using elequent and articulate speech doesnt make u any less rude and nobody felt the need to dress him i see what your saying tsukihime but my hole thing is it was in japanese before why isnt it anymore? where would I fix my encoding so that it would display in japanese again. That really doesn't have anything to do with you breaking the rules... And it's nothing to do with the script. (At least from my knowledge) It's your computer. You must have changed some system files, or maybe accidentally uninstalled a language pack or something. I'd recommend googling how to get such a language pack.
  13. Sephiron

    "Unidentified Item" Script Request!

    See, I thought of that, but realized it doesn't use the item necessarily. It just gives you the new item. So, even if you used an item called ???, and it transformed into an item like poisonous mushroom, that item is actually put back into the player's inventory. So you know it's poisoned before you even use it. That's not a good thing, since I WANT the player to screw themselves over Thank you for the suggestion though.
  14. Sephiron

    Help with variable HUD

    Actually, no. I'm using this same script in my game myself. There are functions for the variable positions, but I'm pretty positive they don't work/ aren't implemented. I've tried. Apparently a lot of people are having the unmovable variable issue, and the creator nicke isn't doing much to help. If it's super important to have a horizontal HUD, I recommend using this right here. http://vxace-hud-designer.herokuapp.com/ Yes, that WILL write out all the code you need. For variables, select text and then hit the little gear that pops up in the bottom right menu. Select Variable. You can also have it display skills, HP, MP, etc. For Icons, select Image, and then set the image to icon. When prompted, type in the icon id. It's a bit of work, but it sure as hell gets the job done.
  15. Sephiron

    Conversion of Perishable item script?

    I'm just going to assume a while, lol... I'll ask Modern Algebra. I'll post here if I end up getting them to help me out Thanks a lot though. I didn't think Modern Algebra was still active. I usually don't browse the forums very often.
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