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Posts posted by AeroFunk80
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Did you change the default guard settings. If so, that's your problem. The guard cannot be adjusted, otherwise it causes problems. Use a script to do attack/guard replace.
If this is not the issue, then I have no idea.
Do you mean did I change the Guard Skill? I made a few adjustments (speed, animation and I added a +1 DEF buff) but I kept it in the same location (line 2, below attack). Could me having someone use the guard skill and then having the SMASH skill while they're guarding be causing this? The error doesn't happen often, so that's the problem. I can't really test it. I've done multiple play throughs of my game and it's only happened twice.
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I didn't want to post a new topic, so I figured I'd post in here. Not sure if anyone will see it. I've run into another problem with this same battle plugin. It doesn't happen often, but occasionally I get an error that crashes my game when playing. It happens during a battle and the error message reads: "Script 'Jets Battle System' line 436:NoMethodError occurred. Undefined method 'guard?' for nil:NilClass.
I go into the script and to line 436... but I have NO idea how to fix it. During the battle, one of the enemies used an offensive ability on one of my heroes (Smash, which does damage with a chance to stun). That's when the game (sometimes) crashes with the error I listed above. Here's line 436 in the script (with a few lines above and below). The entire script is in my original post above:
429 alias jet3746_use_item use_item430 def use_item(*args, &block)431 sprite = @spriteset.battler_to_sprite(@subject)432 if (@subject.actor? || @subject.bat_sprite?) && !@subject.current_action.guard?433 sprite.slide_forward434 end435 jet3746_use_item(*args, &block)436 if (@subject.actor? || @subject.bat_sprite?) && !@subject.current_action.guard?437 sprite.slide_backward438 end439 end440 endThanks! :-) -
This is how new I am... I thought the cursor had to be part of the battle script. No idea you could ADD one to the current battle script I'm using. This worked GREAT! I turned off flashing and having a cursor now to show who's being selected. Thanks for the help and suggestion! :-)
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I am currently working on a project in VX Ace. I'm using the Jet's Sideview Battle script: http://www.rpgmakercentral.com/topic/509-simple-side-view/
The script is great and does everything I want for a side view system. The issue I'm having though is when a character in your party dies (or the Death State is applied). The sprite disappears off the battlefield, as they should. However, when you select an item, spell or ability that is used on your party, when you select the empty space that once contained your dead party member, they show up in battle again (still dead) but they're walking in place, as if they're not dead. It's very awkward looking.
I went into the script and messed around with it. What seems to be causing this is the flashing option. You can select True or False to have your characters and enemies flash when you select them. When this is set to TRUE... when you select the space with the dead sprite, they are forced to reappear, I'm guessing, because the game needs something there to make flash. If I change this to FALSE... that's not the case. The character dies, they disappear from the field and does not reappear if you select them. This is a fix for my problem but now I'm faced with the fact that I like the flashing option when selecting the enemies, because it's easier to select the battler when issuing commands. Without the flashing, you can't physically see which enemy you're selecting.
Basically--I want the flashing turned on, but I also want your character to disappear (without reappearing unless you rez them) on the battlefield.
I'm not good with scripting, at all, so aside from the options at the top of the script where you can modify... I have no idea what I'm doing in the more advanced areas. Can someone please have a look at the script and see if there's a fix for this? Or possibly another script I can add to help? I didn't want to post the script in here directly because I wasn't sure if that was allowed. You can see the script in the link above.
Thanks in advance for any help you can give.
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I'm currently working on a project using Jet's Side-Viewed Battle System. You can find the post and link to the script here: http://forums.rpgmakerweb.com/index.php?/topic/3358-viewed-battle-system/
The script works great, but there's one issue I'm having. For some reason when I have a party in battle... if one of the party members dies, they disappear from the battle (which is what I want it to do). However, if you cast a spell or item on your characters (heal spell, mana item, etc)... it still highlights the section where the dead character was. The dead sprite then reappears in battle and is walking in place again like he or she's been resurrected. However; you can't use them, and they're not technically back. Their sprite just reappeared and is there.
Any idea how to fix this? When your character dies in battle, I want them to stay dead and only return if you resurrect them. I've searched the internet and haven't seen any fixes... unless I'm missing something.
Thanks for any help you can provide.
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Also... since the script above auto-saves to the specific slot during your game, I added a message at the beginning of my game to choose a SAVE slot: Save 1, Save 2 or Save 3.
The player will choose their SAVE slot, and I created a Switch depending on the one they chose. That Switch is then at each Save Point/Event and will auto save to that slot for the duration of the game. That's their game's permanent save slot, unless they choose to start over.
For those of you interested in using this.
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Thanks for those that helped with this LOL I love games that do that. What's the point of creating a game with choices that have consequences, if you can just stop, reload and start over to get the result you want?
You can use script call in events to 'force' save to certain slot.
Just put this:
Sound.play_save # if you want to play save sound; remove if you don't want sound DataManager.save_game(0) # (#) - is the save slot, it starts from 0, so 0 = 1slot; 1 = 2slot; 2 = 3slot etc. etc.
And your game will be saved.
You can put that in save points, where message appears first, for example:
<msg> Do you want to save?
<choice>
>YES
-put the save code here and the game will be saved instantly without the Save scene
>NO
-just ends event
You can add something like auto save by yourself - put that code after/before some scenes etc. in events. You have the full control here.
You have no idea how much I appreciate this! I literally posted that code into a script, and it worked my first time! FANTASTIC!
I realize this would cause controversy, in a game I was actually marketing and trying to sell to people. LOL I'm just creating something for friends to play, and they always talk about how RPGs are too easy and forgiving, and what's the point of having a game where your choices have consequences if the player can just "rage quit", start over and select the option they want.
The Souls games. Auto saves, and you have no choice. Any decision you make in that game is permanent and there's no going back. And those are fantastic games. Of course--my game is NOWHERE near as good as Dark Souls and Bloodborne :-) But just sayin'
Thanks again! Script works great!! :-)
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I've done Google searches and have found several AutoSave scripts out there. However, I haven't found quite what I'm looking for.
In the scripts I've discovered, they simply AutoSave after certain criteria is met in the game: Player Transfer, Weapon/Armor/Item Found, after a Battle, etc. I'm not looking for an AutoSave feature to happen like this. I don't even know if you'd consider what I'm looking for as an "AutoSave."
What I'm looking for is the following:
- When a player Saves, they aren't taken to the save screen, where they can choose to select which slot to save in: saving new, overwriting, etc.
- When the player reaches a Save point in my game (specifically a bonfire) it asks, "Do you want to save?" I then want it to just automatically save to a preset Save slot and that's their permanent save spot for their entire playthrough.
- I want the option to force a Save. This is what I want the most. My game has several quests that can result in multiple things happening (someone dies, the players actions result in a change to the story, etc) and I want these choices to be permanent. I want to keep the Player from stopping the game and just reloading their last Saved Game.
Example: Player hits a Bonfire at the beginning of a dungeon. This saves the game to their predetermined Save slot. It automatically overwrites their previous Save they did last. Halfway through the dungeon, the player is hit with a choice to rescue an NPC from a dungeon or leave him chained up. Once the choice is made, I want a way to force the save on the player. They have no choice after they make their decision. It just autosaves at that point and there's no going back. And no, the save window doesn't pop up asking the player to Save (with the option to cancel). It just autosaves because I script it into the Event.
Does something like this already exist? If so--I couldn't find it.
Thanks for any help I can get. Really appreciate it :-)
- When a player Saves, they aren't taken to the save screen, where they can choose to select which slot to save in: saving new, overwriting, etc.
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I've done Google searches and have found several AutoSave scripts out there. However, I haven't found quite what I'm looking for.
In the scripts I've discovered, they simply AutoSave after certain criteria is met in the game: Player Transfer, Weapon/Armor/Item Found, after a Battle, etc. I'm not looking for an AutoSave feature to happen like this. I don't even know if you'd consider what I'm looking for as an "AutoSave."
What I'm looking for is the following:
- When a player Saves, they aren't taken to the save screen, where they can choose to select which slot to save in: saving new, overwriting, etc.
- When the player reaches a Save point in my game (specifically a bonfire) it asks, "Do you want to save?" I then want it to just automatically save to a preset Save slot and that's their permanent save spot for their entire playthrough.
- I want the option to force a Save. This is what I want the most. My game has several quests that can result in multiple things happening (someone dies, the players actions result in a change to the story, etc) and I want these choices to be permanent. I want to keep the Player from stopping the game and just reloading their last Saved Game.
Example: Player hits a Bonfire at the beginning of a dungeon. This saves the game to their predetermined Save slot. It automatically overwrites their previous Save they did last. Halfway through the dungeon, the player is hit with a choice to rescue an NPC from a dungeon or leave him chained up. Once the choice is made, I want a way to force the save on the player. They have no choice after they make their decision. It just autosaves at that point and there's no going back. And no, the save window doesn't pop up asking the player to Save (with the option to cancel). It just autosaves because I script it into the Event.
Does something like this already exist? If so--I couldn't find it.
Thanks for any help I can get. Really appreciate it :-)



bio-Synthetica - Sci Fi/Horror
in Games in Progress
Posted · Edited by AeroFunk80
Take on the role of R3-M1, a newly activated robot, as they venture through a dark, dystopian world in search of answers. Yet, the clues lie buried within dust and ash, data files, and audio clips left behind by decaying corpses from a not-so-distant past.
However, in the shadows lurks an ancient evil--creatures stalking and hunting you at every turn. You must follow the breadcrumbs left behind by your creator in hopes of locating and protecting her. She gave you life, and you must save hers.
R3-M1 Battle Model. Equipped with Mech-Blade and Particle Gun. Buy yours today for just $5999!
VIDEOS
Sagrim's Emporium
Official Teaser Trailer
Just before your creator vanished, she wanted a codex hub to store data and audio files. She converted KARN into this hub.
Sadly, it was left unfinished, with the machine still resembling the arcade game's outer appearance and playing the classic chiptune music it's so well-known for.
Make love, not war!
!!WARNING!! This game will contain horror images, sounds, and music, including blood and gore.