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Rikifive

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Everything posted by Rikifive

  1. Rikifive

    Various issues (read below)

    All of these issues have to be caused by your browser, as everything works normally for me. I just tested every single thing you've mentioned to be absolutely sure and yep, everything works as intended in the first tries. Is this something that happens to you all the time or only when the site experiences problems? That is something I actually plan to change among other things, but I'm waiting for the software update before doing any changes, because that update may ruin all the themes anyway, so there's little point in working on something that might break. Unfortunately I don't know when the update will be performed. Currently we're running on a very outdated version (there are 3.5 years of updates awaiting to be installed) and I've mailed the system admin about this a longer while ago, but seems like he's busy, so I'm unable to give any estimate date.
  2. Rikifive

    Hello!

    Hello and welcome! Good luck on your game dev adventure!
  3. Try again, should be working now. (until it breaks again...)
  4. It's all because things crashed again, which likes to happen frequently lately. I have to mail the system admin to run a repair. I know everyone is growing impatient with the recent issues, I don't like them either. :c
  5. Rikifive

    Greetings

    Hello and welcome!
  6. Rikifive

    Howdy, Y'all

    Hello and welcome!
  7. The forums are experiencing some problems. Please be patient as we try to resolve the issue, sorry for the inconvenience. :c

    Edit: Everything should be back to normal, for now at least.

    1. Show previous comments  3 more
    2. Rikifive

      Rikifive

      It did indeed... What's up with that...

    3. Rikifive

      Rikifive

      Should be back up for now. It's becoming really problematic lately..

    4. ZeroKunKuronage

      ZeroKunKuronage

      it's back, thanks

  8. This looks lovely, tons of decent work. Good to see you've put RM into good use.
  9. Rikifive

    Conditionals based on notetag?

    @PhoenixSoul If I understood it correctly, you want to check if an actor has anything with a specific notetag and return a boolean out of it? If so, try this #=============================================================================== # // Checking Actor Features # Desc: Check if a party member has a specific notetag in actor, class, equips', # states' or skills' notes and return BOOLEAN (true / false). # Author: Rikifive # Engine: RPG Maker VX Ace # # Instructions: Simply use a script conditional like: # if $game_party.members[0].has_feature?("<cursed>") # # to check if the party member has anything tagged with <cursed> # or to put it simply, to check if any relevant note containts "<cursed>" text. #=============================================================================== class Game_Actor < Game_Battler def has_feature?(notetag) return true if actor.note.include?(notetag) return true if self.class.note.include?(notetag) equips.each {|item| next if item.nil? return true if item.note.include?(notetag) } states.each {|state| return true if state.note.include?(notetag) } skills.each {|skill| return true if skill.note.include?(notetag) } return false end end This will allow you to search for text (notetag) in actor note and their class/skills/equips/states notes with a single call. For example, if $game_party.members[0].has_feature?("<cursed>") will check leader's actor/class/equips/states/skills notes for a <cursed> tag and will return true/false. Basically any text will do as well. You can normally use that in eventing and such. Is that what you were looking for?
  10. Rikifive

    Text is squished in certain menus

    Nah, no worries, things happen. I know that feel, it's 4:28 AM for me right now ~ I also have the tendency to do things at unreasonable hours. You're welcome!
  11. Rikifive

    Text is squished in certain menus

    I'm a bit confused, because by default the script has an example of multi-line descriptions and it does say what you should do to handle multi-lines: #DESCRIPTION[x] = ["Descriptive Text","Seperate lines with commas!"] Where are you putting these texts? Either way, the description should be an ARRAY of text lines. If you're using the DESCRIPTION[X] constants at the beginning of the setup, it should be like this: DESCRIPTION[0] = ["text in line 1", "text in line 2", "text in line 3", "and so on"] Example: DESCRIPTION[0] = ["See all Warren-related events", "(missable after Chapter 12.)"] If you prefer to type descriptions directly into the ACHIEVEMENT configurations, it should be like this: :description => ["line 1", "line 2", "and so on"], Example: :description => ["See all Warren-related events", "(missable after Chapter 12.)"], Hope that helps!
  12. I don't have MV, but I kind of face something similar on VX Ace very, very rarely ~that when I try to open the editor, it takes about a minute to pop out and then whenever I want to save changes in the project, the editor freezes for a minute or few, not responding while frozen. I have my projects on SSD and I have a gaming PC, so that's a very odd and absolutely unexpected behavior. The solution in my case was to disable Steam cloud storage for this program in its preferences (accessed from right clicking the program in the steam library). I literally had that problem just few weeks ago and it was persistent for quite a while until I disabled cloud sync. Now that I checked that, it looks like Steam enabled it back (?), but seems to be working fine for now, so whatever. Like I said, it can work for years just fine, but at some point it suddenly decides to cause troubles. I've been using Ace for over 7 years and it is my second or third time I had to disable cloud storage to get rid of these random freezes Either way, I'm not sure about MV as I don't own it, but in Ace, the steam cloud synchronization is somewhat known for causing variety of troubles with how the editor behaves (the freezes upon opening and saving) or even the projects themselves putting them on risk in rare circumstances. So... if you haven't tried that already, perhaps give it a shot. Other than that, I don't know, your PC definitely surpasses MV's requirements... The test results mention GeForce RTX 2080 Super, so I'm pretty sure it should be enough for MV.
  13. Rikifive

    Howdy, I'm Ace the SuperVillain

    Hello, hi and welcome! These look very nice.
  14. Rikifive

    hi im new

    Hello and welcome!
  15. Rikifive

    To ascend or not to (Clicker heroes)

    I see, well that's disappointing. One would think they'd add some stuff after all these years, I believe the Cookie Clicker was getting new features once in a while, but haven't played that one in years either. It is addicting, that's true, that's how these games work. I got really bored of it and stopped playing at some point, never visited again and not having plans to do so. The good part is that one can always just run the game in background and still make progress I guess. --- Yeah, I remember using autoclicking software myself back then, it's much faster than idling.
  16. Rikifive

    Id and Quantity of something?

    To use the existing format you have, you could alter it like this: def has_2_cards?(id) actor = $game_actors[$game_variables[27]] amount = 0 for card in actor.deck amount += 1 if card.id == id return true if amount == 2 end return false end Basically, instead of returning true as soon as desired card is found, I created a local variable and assigned 0 to it. Then, each time the desired card is found, it adds 1 to the variable. Then, as soon as the variable hits 2, it breaks from the loop and returns true, meaning the script call will return true if the actor has at least 2 cards you're checking for. Alternatively, I'm thinking of using the .count method. I assume "deck" is an array, that consists of skills, given there's checking for .id for each card, which I assume to be an ID of the skill. If I'm guessing correctly, something like this would work too: def has_2_cards?(id) actor = $game_actors[$game_variables[27]] amount = actor.deck.count($data_skills[id]) return true if amount >= 2 return false end Going a step further with the alternate method, perhaps a method to count cards would be helpful to you? def count_cards(id) actor = $game_actors[$game_variables[27]] return actor.deck.count($data_skills[id]) end This method would count how many cards with specified ID the actor has. With that, you could for example, put this conditional branch: page 4: script: count_cards(3) >= 5 and it would be true if the actor (under $game_variables[27]) would have 5 or more cards with ID 3.
  17. Rikifive

    Trying to modify a script (actor = variable)

    I'm not sure what's your exact setup, so let me just mention the problem you're facing right there~ The error you're getting is because you're accessing the variable incorrectly. It's not $gameVariables.value(27), it should be $game_variables[27] So, the method in red, "value" doesn't exist in $gameVariables, because $gameVariables itself doesn't exist, hence why it says there's no such method in nil (basically "nothing"). Same problem would be with $gameActors.actor(var), it should be $game_actors[var] The original script call loops (the "for" loop) through all party members and then loops (another "for" loop) through cards in each deck caught by previous loop to see if anyone has the card. If you want to check a single deck, you should remove the first "for" loop and, for example, put an assignment to refer to specific actor. So, correcting what you already have, it should be something like this~ def has_card_in_deck?(id) actor = $game_actors[$game_variables[27]] for card in actor.deck return true if card.id == id end return false end Well, that at least should solve the problem you've mentioned here, the one with referring actor via variable. Give it a try and see where it takes you. Edit: Welp, I see you figured that out. What you came up with is correct, and I believe my post should answer why "for actor" you rightly removed didn't work.
  18. Rikifive

    To ascend or not to (Clicker heroes)

    Oh it's been years since I played that game and according to Steam, I have almost 500 hours in that game... Makes me wonder what has changed. I hardly remember how exactly things went there, but I vaguely recall, that I've been waiting until getting stuck. I've been pushing as far as I could and when it was hard to make progress, I ascended - and I recall the start was somewhat slow. Not sure if things look the same now, but I guess that's all I can tell, heh. I miss these times...
  19. Rikifive

    Theo - Limited Inventory

    I assume trying to put a number between 0 - 1 results in the tag not being read at all? You'll need to adjust the REGEX that looks for the tag~ By default, line #257 contains the REGEX responsible for capturing the tag you've mentioned: InvSizeREGX = /<inv[\s_]+size\s*:\s*(\d+)>/i This REGEX requires ONE or more digit after ":" and nothing else. Putting "." results in an unexpected character appearing, so to speak, so it no longer matches. To fix that, you'll have to adjust it to account the possibility of the "." appearing. For example, if I'm not mistaking, this REGEX: InvSizeREGX = /<inv[\s_]+size\s*:\s*(\d+\.?\d*)>/i should, after ":", expect: ONE or MORE digits then, ZERO or ONE " . " making it optional then, ZERO or MORE digits making it optional So, both <inv_size: 4> and <inv_size: 4.5126> would be matching REGEX, thus be valid. Try changing that line of code to what I suggested and see what happens.
  20. Rikifive

    Hello!

    Hello, hi and welcome!
  21. Rikifive

    Script for scrolling battlebacks?

    Yes, yes, now that I checked the script over there, there indeed was the same error in multiple spots. Scripts posted on RMW got their formatting broken during migration to another forum software, if I recall correctly. All scripts turned into super long one liners and it looks like someone overlooked some of the lines when fixing the formatting manually. You're welcome.
  22. Rikifive

    Hi, I'm new!

    Oh sorry, I didn't notice you replied, you should have @mentioned/quoted me You've got the answer somewhere else, but just to be clear here ~ yes, yes, of course you can, asking for support is definitely the right thing to post on the forums.
  23. Rikifive

    Script for scrolling battlebacks?

    I think the script formatting is broken, split these two things into separate lines. It should be @back1_sprite.z = 0 @back1_sprite.ox = 0 Not in a single line like this: @back1_sprite.z = 0 @back1_sprite.ox = 0 If the game crashes and points to this line, simply open the script editor and you'll be taken there, then simply press enter between these two variable assignments.
  24. Rikifive

    Actor Name On File Select

    That probably had to be a minor derp in your code I assume? Glad you got it working in the end. To be honest it depends. It is not a bad idea if you know what you are doing. It's all clearer to work with if you're just modifying the defaults directly, while aliasing/overwritting in new script slots is indeed irritating, because a single thing is all over the place. I'd say it's not recommended because the majority of RM users don't know how to code and are unable to word their issues precisely. They install a 3rd party script and then be like "help my game crashes" and it's much more confusing to pinpoint the issue if it turns out, that they tinkered with the defaults without telling you that they did so. Having modifications in separate slots makes it easier to eventually undo the changes or adjust something. Should something break, just delete the adjustment and you're back in game, but if the defaults are changed, chances are beginners will get stuck struggling to restore their game to playable state. Generally, if you're enjoying coding on your own and don't plan to flood your game with random 3rd party scripts (and just panic when the game crashes), you should be fine. You're welcome.
  25. Rikifive

    Actor Name On File Select

    I'm somewhat confused, because for me it just crashes when I put it that way. I imagined it will draw whatever leader was loaded in the last game session - so; - crash when booting the game and selecting load because the party has not been setup yet - draw current leader's name when opening save/load in-game, keep drawing the same name even after returning to title screen (because all data still remains until it's reset by "new game" or overwritten when loading a save file) ...but it just crashes claiming $game_party doesn't exist... eh. maybe I'm overlooking something because I'm tired. Well either way, you'll need to add more data into save file's header and then refer to it. Calling $game_party will refer to current/last game session's data, not savefile's. Paste this piece of code in the materials module DataManager #-------------------------------------------------------------------------- # * !overwrite: Create Save Header #-------------------------------------------------------------------------- def self.make_save_header header = {} header[:characters] = $game_party.characters_for_savefile header[:playtime_s] = $game_system.playtime_s #===[ Custom ]=========================================================== header[:leader_name] = $game_party.leader.name #======================================================================== header end end This is code from DataManager - by default it only stores sprites of the characters (which contains filename and index) and playtime. This piece of code overwrites that method and adds more data into header. I separated defaults from additions for your convenience, better don't edit anything outside the "custom" block, otherwise things may go brrrr. I've added a new header that stores leader's name upon saving. Then, to read that header, use: draw_text(x, y, width, line_height, header[:leader_name]) Be careful if you'd be planning to add more headers though, if you'll mistype something or put an incorrect variable and then try to save the game in the save menu, it will fail to do so, which will result in the savefile being removed instead. Keep it in mind if you'd be having some precious saves and then decide to toy with their headers.
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