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Rikifive

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Rikifive last won the day on March 7

Rikifive had the most liked content!

About Rikifive

  • Rank
    Bringer of Happiness
  • Birthday August 20

Contact Methods

  • Website URL
    https://pinkhideout.blogspot.com/

Profile Information

  • Gender
    Male
  • Location
    Poland
  • Interests
    MLP (apparently). Going for a walk on the fields outside town for hours and enjoying the day, playing games (especially local coop), making games, watching animated films/shows.

RPG Maker Information

  • RM Skill -
    Game Developer

Recent Profile Visitors

49,367 profile views
  1. Rikifive

    Happy quarantine everyone

    Hello, welcome and good luck with your project!
  2. Rikifive

    Hello everyone!

    Hello and welcome!
  3. Rikifive

    Greetings

    Hello! Welcome and good luck! c:
  4. Rikifive

    Redundant Notifications

    That somebody can be you, because somebody should visit their Notification Settings. You should see this right at the top (under general notification settings) Just tick it off and messages will no longer poke your notification bell.
  5. Rikifive

    Anomaly Detected

    Hello and welcome!
  6. Rikifive

    OTHER Skydancer - A post atomic tale

    Sounds interesting and looks really good I have to say. That made me curious, did you make it all yourself? 6 years is a rather big deal, but looks like it was worth it. This game is certainly 'refreshing', compared to what users typically upload, so I might give it a go when life will be generous enough to leave me some free time, heh.
  7. Rikifive

    Why hello there.

    Hello, welcome and good luck!
  8. Rikifive

    pixel art Amy's Artwork

    Oh it's been a while, good to see you! Awesome stuff! Smooth and decent animations
  9. Rikifive

    Hello!

    Hello! Oh that rpg maker for ps1 was a fun thing to toy with back then. Welcome and good luck with your projects!
  10. Rikifive

    Changing Gamepad Control Default

    May I ask why exactly do/did you want to use the Gamepad Extender? By default gamepad has the same amount of used buttons as you have on the keyboard, so unless your game needs more keys, I don't really see the point of using that extender (?). I imagine one either wants a combo of keyboard script and gamepad extender or none of these, as expanding just controller would pretty much lead to controller being required to play the game, as keyboard would lack of necessary extra inputs. I used the Gamepad Extender in one of my games only for one specific purpose - to support multiple gamepads, as the game features local coop. To maintain that feature, I also had to use a keyboard script, to expand the available keys there, so that two players could play on a keyboard with the keys they bind to functions. In my case it wasn't that necessary, I could have put a requirement, that two pads are needed to play on coop, but if you have a singleplayer game, where all keys are important, then you do want to expand your keyboard as well. Now if you'd use a keyboard script, you'd bump into exactly the same problem, as the configuration is nearly identical. Sooooo the question is, do you really need it and why? Try to avoid using scripts you don't really need. Flooding your script editor with a collection of scripts is a bad practice and a very common mistake beginners, who don't know how to code do. ... and then this is what happens. Anyway, to try to explain how it works... The script does warn, that a little bit of coding knowledge is required. # This is not a plug-and-play script. # Some knowledge of RGSS is required for proper use. And this is for a reason, as it's scattered all over the place. Configuring it is quite messy, so is trying to explain it to those, who haven't toyed with scripting. Input.trigger? , Input.press? etc. are pretty much all over the place - these are functions that handle input with a specified key. CTRL+SHIFT+F and searching for these in the script editor should lead you to where those changes need to be done. Now in regards to the script, pretty much all you need to know is what's in the instructions there: #------------------------------------------------------------------------------ # Command Reference: #------------------------------------------------------------------------------ # All calls to extended buttons on Pad 1 can be made through the Input module. # When using multiple pads, send calls to WolfPad with pad number (0...3) # as the final parameter. (i.e. WolfPad.press?(:A, 3) ) # # The current list of mappable buttons is as follows: # # :A, :B, :X, :Y - XBOX 360 standard face buttons. # :L1, :L2, :R1, :R2 - Four triggers (LB, LT, RB, RT) # :SELECT, :START - Back and Start buttons # :L3, :R3 - Clickable Analog buttons # # :UP, :DOWN, # :LEFT, :RIGHT - D-Pad buttons # # :L_UP, :L_DOWN # :L_LEFT, :L_RIGHT - Left stick directions # # :R_UP, :R_DOWN # :R_LEFT, :R_RIGHT - Right stick directions To give a simple example, if you'll go to Scene_Gameover, you'll find this in line #24 #-------------------------------------------------------------------------- # * Frame Update #-------------------------------------------------------------------------- def update super goto_title if Input.trigger?(:C) end oh what's this? Go to the title screen if the player presses the [ :C ] key (either on keyboard or gamepad - see settings under F1 key while in game)? Sounds cool! But how does one make it work with the extender? By following the instructions, let's bind the "A" key on xbox pad (or CROSS on PS controller); We want to bind one of the face buttons: goto_title if Input.trigger?(:C) || WolfPad.trigger?(:A) Now pressing that [ Z ] on keyboard OR pressing [ A ] or [ CROSS ] on gamepad should return the player to the title scene. Now repeat, repeat and keep repeating such modifications all across the script editor, where input is called. One thing I'm wondering on is, if it won't trigger the input twice or something. The default inputs are bound to both, keyboard and gamepad, so I wonder if adding a second gamepad input (that would happen to be a different button than the default) won't give funny results. Haven't tried, nor delved into the code, so idk. It's just something that came to my mind. As I've mentioned earlier, I used both, keyboard and gamepad extenders, so I wasn't using the default binds at all. Also, I wrote my game from scratch, so I didn't have to toy with any default scripts as I deleted them lmao; just coded everything on my own, having these new inputs in mind. Since keyboard and gamepad inputs were separate, it all worked perfectly.
  11. Rikifive

    Hello Fellow Rpg Maker users

    Hello and welcome! Good luck with your projects!
  12. Rikifive

    back after a very long break

    Hello and welcome back!
  13. Moved to Editor Support. Introduction section is, as the name suggests, for introducing yourself.
  14. I know, I know, don't worry about that. Nevertheless, please approach that more careful next time. The whole thread was misleading and some of our precious time went to space. I know you want good @PhoenixSoul, but it's best if the one in need actually puts the effort to describe what they want, accurately. It really took waaaaaaaaaaaaay longer than it should, because the goal kept changing and there was a mess in general.
  15. And now that is something absolutely different than what was asked in OP. ;-; @roninator2 looks like we got trolled a bit a ton lol Aaaaaanyway, if graying out an item/skill if no one is dead is the case, then that would be a pretty cheap suggestion from me: class Window_SkillList < Window_Selectable alias :revive_enable? :enable? def enable?(item) # Check if the item/skill contains "revive" in its note. # If yes, disallow use when no one is dead. if !item.nil? if item.note.include? "revive" return false if !($game_party.members.any? { |a| a.dead? }) end end revive_enable?(item) end end class Window_ItemList < Window_Selectable alias :revive_enable? :enable? def enable?(item) # Check if the item/skill contains "revive" in its note. # If yes, disallow use when no one is dead. if !item.nil? if item.note.include? "revive" return false if !($game_party.members.any? { |a| a.dead? }) end end revive_enable?(item) end end Pasting it in the materials will basically add one extra condition to skills/items, that have the word "revive" somewhere in their notes. For example, like this: (that note scan could be better, but i said it's cheap and technically shouldn't really be a problem anyway ) If the item/skill will contain "revive" in the note, it will be grayed out (unusable) if there are no dead party members.
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