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2About Ninkoro

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Looks good, to bad it's on steam which is members only download.
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Use an animation as battle transition, rather than an image
Ninkoro replied to Ninkoro's topic in Programming
Wow thanks! I personally use a visual enemy type set up, so I just made a common even called battle module that played the animation and I killed the graphcs line in the default script, but this is a script that definitly needed to be made as I think it will help a lot of people who want to do this. Thanks for taking the time to write it, if I make a new project with random encounters I'll definitely use this. -
I bug tested some more Otaku, and what I found is that it only fails to clear the submenu when using a non single targeting skill, for example random or area. Looking at the script, I'm guessing it's because the way it goes about actually clearing the submenu upon skill use is after enemy select, meaning if you don't select an enemy it wont disappear nor deactivate. The portion I am pointing to is this: def on_enemy_ok @subskill_command_window.close karanum_subskill_enemyok end I assume the same problem would occur for a party-targeting skill since the script uses a "def on_actor_ok" aswell. To fix this problem, you'd need to add a method that can determine when a skill is executed rather than when an enemy or Actor is selected. Since I'm not actually a RGSS3 scripter, just some dude who can use a little bit of deductive reasoning, Is there any scripter who'd be nice enough to fix this script for the people who wish to use it?
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Hey Soul, I've been working with your script and it works great, however I was wondering how I would go about making separate categories within the same window, along with different battle items, notetaged as "battle_item_2" or such. Well, I tried to figure it out on my own at first, and I was able to make separate selectable categories within the window no problem, but I couldn't figure out how to give each one its own separate item list using a different notetag for each one. Think you could show me how to do this so that I'll know how to add or remove them at my discretion? Thanks Nevermind I figured it out.
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Wow, that's perfect, but...heh, I guess I forgot that the equipment shows up in that right column. Could you possibly somehow delete that bottom line and instead have the resistances continue down the same column as the stats? Heres a visual cue. Sorry for not realizing this sooner! Nevermind, I modified it myself. Thanks for the script!
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Use an animation as battle transition, rather than an image
Ninkoro replied to Ninkoro's topic in Programming
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Requesting a script to separate skills into different categories
Ninkoro replied to Otaku-kun's topic in Programming
No problem, glad I could help. I'm using this script in my6 project so I'll swing by your new thread if I encounter any more bugs. -
Requesting a script to separate skills into different categories
Ninkoro replied to Otaku-kun's topic in Programming
Well, I downloaded the script, and did find 1 bug. First off, find this part and notetag it: def on_subskill_ok #~ @status_window.hide As this basically removes the status window and never puts it back up. For your problem, if you're using a battlemenu script, try changing the placement of this script in the editor(try placing it above or bellow that script and see if it does anything). If all else fails, check the script and look at what the "def"'s are, and try to use some logic to figure out what it's doing. I know very little syntax for ACE yet I could fix any bugs I found. Also, instead of bumping this thread, maybe going to the "script support" section and making a new post would yield more replies? -
Has anyone solved this yet? I know this is a necropost but I seriously can't find a script for this anywhere.
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Something in this short addon is messing up the save function...Help?
Ninkoro replied to Ninkoro's topic in Programming
Yes I copied Theo's stuff onto a blank projected and isolated the problem, use newgame, I've done all the necessary measures as I've researched this problem extensivley before creating my own topic. Anyways, that fixed it! Wow thank you so much! This literally saved me. -
Yeah exactly, and that's almost it. Just one little thing, it skipped the bar_1 image and went directly to 2. For future reference to others, just -1 to the formula so it looks like (@current_bar-bar-1) Thanks for all the help!
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- health bar
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Sorry, i guess I didnt explain well enough. Your modification didn't acomplish what I wanted. Alright, so there's 5 bar images. If a boss has <boss: 1>, there bar is only 1 If <boss: 3>, then from top to bottom bar pics 3, 2, 1 If <boss: 5>, 5, 4, 3, 2, 1 then it cycles back like normal. It's like a sandwich I guess. new stuff always goes on top, but at bare minimum you could just eat the bottom piece of bread.
- 19 replies
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- health bar
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