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TaranAlvein

Member
  • Content Count

    20
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About TaranAlvein

  • Rank
    Swordsman

Profile Information

  • Gender
    Male
  • Location
    Erax, Killigoth Empire

RPG Maker Information

  • RM Skill -
    Jack of All Trades
  1. TaranAlvein

    Undefined method error in script

    I know what I forgot to do. I forgot to put a method in the class. Thanks for pointing that out.
  2. TaranAlvein

    Undefined method error in script

    I'm getting the error "Undefined method '[]=' for nil:NilClass. I've looked up advice online, but it's utterly useless, since the problem itself should be impossible. All I'm doing is using a script to adjust the value of a variable. Please take a look at my code and let me know if there is anything that would cause a problem. This snippet of code represents the sum total of all scripts that interact with the game's variables in any way. The other two scripts are entirely self-contained, and at any rate, they've been commented out to rule them out as suspects.
  3. TaranAlvein

    My game doesn't WORK!!! (D:)

    Does it give you an error, or does something simply not work as intended? What you've posted here appears to be the default method definition for "display_name", so it seems likely that you've edited how the game displays location names in some way. Is this the case? If there's an error message, could you please post a screenshot of it?
  4. TaranAlvein

    Character Battle Advancement Option?

    How are they meant to advance? Is it through a movement command, or do different actions move them to different parts of the battlefield? And do different types of characters start in different parts of the field?
  5. TaranAlvein

    Having trouble scripting Show Choices

    The only irony is that you can't see the log in your own eye.
  6. TaranAlvein

    Having trouble scripting Show Choices

    Not judgmental or snide? Let's see... I rest my case. The question is answered and the thread can be closed.
  7. TaranAlvein

    Having trouble scripting Show Choices

    While I appreciate your helping me out with this, don't be a judgmental ass. I use the default editor as much as I can, but when I have to script something, I have to script something. There are plenty of valid uses for a longer Show Choice list. Suppose I had any kind of choice at all with more than four options, and thought it was more aesthetically pleasing to have them on one list instead of a series of nested lists? Hell, what if it was more than just looks? What if the player had to make an important choice that happened to have more than four options, and I wanted them to see all their choices at once, so they could weigh them equally? One-liners may make you think you're cool, but they aren't constructive at all. Next time, I'd rather you didn't help me at all than point out what I'm doing wrong with a snide remark.
  8. TaranAlvein

    Having trouble scripting Show Choices

    That didn't work either, I'm afraid. Thanks anyway, though. EDIT: Also, I tried pasting it to a new project, since sometimes things just don't work for some reason, but it still didn't work there, either.
  9. I've done something like this myself. You guys are making this WAY more complicated than it needs to be. I just used a pair of variables for the Hour and Minute, and had a Parallel Process event that would change the screen tint whenever the hour reached certain values. My recommendation: Make a Parallel Process Event wherever you want time to advance, and create a loop. At the start of the loop, make your Conditionals for checking what time of day it is and setting the tint. This way, if you emerge from a lit map (like inside a building or something) into the night time, the first thing that happens is the tinting is changed. Instead of having switches saying what time it is, make a variable that stores the current time, in hours. Every 600 frames, advance the hour by one (I say 600 since it appears from the snippet of eventing you've shown us that one hour equals about ten seconds). Have your conditionals check to see if the Hour equals certain values and set the screen tint accordingly. If anything I've explained is unclear or doesn't work, let me know and I'll look into it. EDIT: Oh yeah, don't forget to reset Hour to 0 every time it hits 24!
  10. TaranAlvein

    Party Member Phasing?

    If you just want the party followers to enter the player, that would be done with the "Gather Followers" option (the middle-left of page 2), then the "Change Player Followers" option just above it (set it to Off). If you want the party members to reappear, you just have to use the "Change Player Followers" option again and set it to "On". Just be warned that your party members will still follow you, even while they're invisible, so if you want them to become visible again all in one place, rather than in a line behind you, you'll have to "Gather Followers" before you turn "Change Player Followers" on again.
  11. TaranAlvein

    Character Biography Script

    I think the best way to do this would be to use the script you mentioned before, and make Actors for the significant NPCs you want to include in the Biography list. Is there a reason that would be infeasible?
  12. Ohhh, sorry. I thought you were telling me what to look for, since it looks so similar to the default script (didn't even notice it was called "cookie_jump" and not "jump"). It works perfectly. Thanks a ton! Edit: Actually, the script ended up being unnecessary. Seeing how you used the script, I finally realized what the "Script" button was for in the Move Event menu. I was able to achieve the same effect by simply entering the script "jump(-1, -0.5)". Still, I greatly appreciate your help. Thanks again!
  13. Yeah, I was able to find where it was defined. What I'm having trouble with is figuring out the syntax for calling it. I tried looking at examples of calling methods, but they didn't seem to help. I thought I had it with this, which didn't throw an error, but nothing happens when the jump should occur: What am I missing?
  14. I'm trying to script a non-standard jump (I want the player to move one tile left and half a tile up, so it looks like he's on top of a table instead of merely next to it). However, I can't figure out how to script a Jump movement. It appears to require defining x_plus.abs and y_plus.abs, but I can't figure out how to do that specifically. Could anyone please help me with that? For now, I've merely created a move route that has a script in it to move the player up half a tile just before he jumps, but it creates an awful-looking jerking of the screen, and I don't like how it looks.
  15. What is it you want to do, anyways? If you're trying to make certain passable tiles impassible, you can do that by placing invisible events in the player's way whose Priority is set to "Same as Characters". If it's the opposite, that's a lot more complicated, but with some fiddling (and a little scripting knowledge), you can make it work.
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