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Everything posted by roninator2
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What part does not work? Sir billy script needs to be above galv jump. The only issue I found was that while walking, if you turned it would not stop to turn before continuing. I made some changes that should work. It did in my testing. =begin #=============================================================================== Player Turn & Move (VXA) Author : SirBilly (silentkingdom.com) Version : 1.0 Date : 9 June 2013 -------------------------------------------------------------------------------- This Script makes your character turn and face the direction to move before moving in the chosen direction just like in the pokemon games. *Overwrites move_by_input method in Game_Player class. #=============================================================================== Instructions -------------------------------------------------------------------------------- To install this script, open up your script editor and copy/paste this script to an open slot below Materials but above Main. #=============================================================================== Terms of Use -------------------------------------------------------------------------------- * Free to use for both commercial and non-commercial projects. * Do not claim this as your own. * Crediting me in the game's credits would be appreciated. #=============================================================================== =end #=============================================================================== # * Script Configuration * #=============================================================================== module SK module TURNANDMOVE #------------------------------------------------------------------------------ # This is the delay time between the directional keys imput default is 7. #------------------------------------------------------------------------------ Delay_Time = 10 #------------------------------------------------------------------------------ # Note: works best when kept over 5 and under 10. #------------------------------------------------------------------------------ end end #=============================================================================== # * End of Configuration * #=============================================================================== class Game_Player < Game_Character #------------------------------------------------------------------------------- # Frame Update For Wait Time #------------------------------------------------------------------------------- alias sirbilly_turn_and_move_update update def update @wait_time = SK::TURNANDMOVE::Delay_Time if @wait_time == nil @wait_time -= 1 if @wait_time > 0 @sbdir = 0 if @sbdir == nil sirbilly_turn_and_move_update end #------------------------------------------------------------------------------- # Movement via Input from Directional Buttons #------------------------------------------------------------------------------- def move_by_input return if !movable? || $game_map.interpreter.running? case Input.dir4 when 2 if Input.trigger?(:DOWN) && @sbdir != 2 && @wait_time == 0 @wait_time = SK::TURNANDMOVE::Delay_Time set_direction(2) @sbdir = 2 elsif @sbdir != 2 && @wait_time == 0 @wait_time = SK::TURNANDMOVE::Delay_Time set_direction(2) @sbdir = 2 elsif @wait_time == 0 move_straight(2,true) end when 4 if Input.trigger?(:LEFT) && @sbdir != 4 && @wait_time == 0 @wait_time = SK::TURNANDMOVE::Delay_Time set_direction(4) @sbdir = 4 elsif @sbdir != 4 && @wait_time == 0 @wait_time = SK::TURNANDMOVE::Delay_Time set_direction(4) @sbdir = 4 elsif @wait_time == 0 move_straight(4,true) end when 6 if Input.trigger?(:RIGHT) && @sbdir != 6 && @wait_time == 0 @wait_time = SK::TURNANDMOVE::Delay_Time set_direction(6) @sbdir = 6 elsif @sbdir != 6 && @wait_time == 0 @wait_time = SK::TURNANDMOVE::Delay_Time set_direction(6) @sbdir = 6 elsif @wait_time == 0 move_straight(6,true) end when 8 if Input.trigger?(:UP) && @sbdir != 8 && @wait_time == 0 @wait_time = SK::TURNANDMOVE::Delay_Time set_direction(8) @sbdir = 8 elsif @sbdir != 8 && @wait_time == 0 @wait_time = SK::TURNANDMOVE::Delay_Time set_direction(8) @sbdir = 8 elsif @wait_time == 0 move_straight(8,true) end end end end #==============================================================================# # http://silentkingdom.com/ # #==============================================================================#
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So you have an email address that you will never use again? You could ask an admin to tell you the email address. @Rikifive Can send you a DM for that. Will you forget this email address? lol
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This is all you should need. I tested on event fine tune 3.4 class Sprite_Shadow #--------------------------------------------------------------------------- # Sprite_Shadow#blend_update (Overridden) # Remove the color change introduced by Vlue's Eventing Fine Tuning #--------------------------------------------------------------------------- def blend_update end end You just need to click on forgot password.
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From the master demo https://www.mediafire.com/file/dv0uusf6trenj5r/%24D13x_Master_Demo.rar/file
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added a check for item is nil. Not tested, but should work.
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And my playtest works fine. Here it is again, with the size at 120
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I bet that when you changed the number for the size you removed a )
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What other scripts do you have? That line simply reorganizes the items so that they are in order. Otherwise it swaps around so that the item you have equipped is at the bottom of the list. And it works perfectly for me in a blank demo. I found the problem. It is trying to sort nil values. I'm updating the code above. Didn't know you wanted to unequip. To do that I would simple change one method. There's also a method I forgot to remove. Why you had to make any changes, I don't know. Is your game running at 640x480? The script was made for 544x416.
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Does this work?
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Ah, so you actually want the command window to be the slot window. weapon, shield, helmet, armor, accessory. But which ones. It makes a difference, because each item has it's own equip type (slot_id) You say armor, so that's the body armor? then you don't want shields or helmets?
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How many equipment slots will you have? 0 - weapon 1 - shield 2 - helmet 3 - armor 4 - accessory etc
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Is this for a single actor menu? You will only ever have one actor in the party?
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Then you should just need this class Scene_Menu < Scene_MenuBase def command_formation SceneManager.call(Scene_Army) end end
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@Zizi, @Perang Cemen Looking at the code, the note tags are to be used like this <actors: x, y, z> <classes: x, y, z>
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@ddejan90 please state what scripts (if any) you are using for the menu scene, even if it default, just say default. This will matter in how the script call is made where.
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Disabling the pass turn function in Yanfly's Battle Engine?
roninator2 replied to MasterMoes's topic in Editor Support and Discussion
TheoAllen wrote this for that. It disables the left and right arrow. # TheoAllen class Window_ActorCommand # -------------------------------------------------------------------------- # Delete Handling # -------------------------------------------------------------------------- def process_dir6 end def process_dir4 end end class Scene_Battle # -------------------------------------------------------------------------- # Overwrites # -------------------------------------------------------------------------- def create_actor_command_window scene_battle_create_actor_command_window_abe end end If you want it to be more complex than that, there will be a fair bit of code editing needed. I know there is a script to confirm battle commands as well. Maybe try that in addition to this script. Yanfly Battle Command List -
Use this class Scene_Item < Scene_ItemBase def start super create_help_window create_item_window end def create_item_window wy = @help_window.y + @help_window.height wh = Graphics.height - wy @item_window = Window_ItemList.new(0, wy, Graphics.width, wh) @item_window.viewport = @viewport @item_window.category = :item @item_window.help_window = @help_window @item_window.set_handler(:ok, method(:on_item_ok)) @item_window.set_handler(:cancel, method(:return_scene)) @item_window.activate @item_window.select_last end end class Window_ItemList < Window_Selectable def include?(item) return true end end and legue is spelled league.
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Falcao Pearl ABS Liquid V3 update
roninator2 replied to Falcao's topic in Completed Scripts/Plugins/etc.
You are not familiar with RPG Maker. This script is for VX Ace. VX Ace is only for PC. You need to try Plugins for RPG Maker MV or RPG Maker MZ. They can both go to PC, MAC, Linux, Android, IOS and Web. That is because VX Ace uses Ruby coding and MV/MZ uses Javascript. -
Did you put the note tag on the actors? <battler: swordsman>
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Restricting characters from Moving south (down)
roninator2 replied to Naralax's topic in Programming
Well first of all the link you gave is for VX Ace and you posted in MV. So I assume your using MV. Regardless the solution is the same for both editors. Yanfly Region Restrict Grab that script or plugin and put it in your project. Read the instructions and have fun. You do know how to use plugins? -
How to fix corrupted data files?
roninator2 replied to MasterMoes's topic in Editor Support and Discussion
SFC is System File Checker not Drive File Checker. You need a data recovery tool, if that would even work. The best that I know of is easeus company. https://www.easeus.com/datarecoverywizard/free-data-recovery-software.htm -
How to fix corrupted data files?
roninator2 replied to MasterMoes's topic in Editor Support and Discussion
There is a lot happening here. First you should not save anything to the cloud for vx ace. NEVER. Second the weird issue of the program not showing or removing. Do you have the steam version or Enterbrain version? Third if you don't have a physical backup on another hard drive then you might be screwed. The first problem you mentioned would be easy, replace the dll file from the program's rtp folder. Then for the rvdata2 files corrupted, you can't recover those, only replace from backup. For every file that says it's corrupted, you would replace from a backup. Then once you get back into the editor, you can check to see how much is missing from the last time you made a backup. Finally get into the habit of making backups. I always zip up my data folder and save it in another location. -
@Nate McCloud I spend a little bit of time (1 day) working on this. I really need to do the javascript course I have sitting in my udemy. I got the breeding working like you want, but the skills is above my knowledge currently. Just got display levels working and show M for mastered. VE_MateriaSystem_Breeding.js used the wrong value for max. fixed VE_MateriaSystem_DisplayLevels.js
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Well now there is 1 BIG problem. You posted this request in the RPG Maker VX Ace script thread. My patch is for RPG Maker VX Ace. I have never used RPG Maker MV or know Javascript. You needed to make your request here https://www.rpgmakercentral.com/topic/37252-ve-materia-system/?tab=comments#comment-260675
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No problem. This helped me discover an issue I had with my materia script. (I modified VE - Materia to fit my game) I have it set up in my game to show materia in the items menu. But not be there if equipped. Problem was when unequipping you got two of that materia. This helped me find that I had a second gain_item line in the code. Plus now I've adapted this for my game and now I can specify no breeding as well. So thanks for that.


