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roninator2

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Everything posted by roninator2

  1. roninator2

    Character select script?

    You may also be looking for a player reserve party script.
  2. roninator2

    Swapping window positions

    Any window manipulation would require scripting. Either you manually go in and write the changes to all of the code that points to each wndow, or you use a combination of scripts to make the changes with yourself specifying the locations. What I mean by that is Luna Engine. It is designed to allow you to manipulate almost anything on the screen. But you have to still set it up and sometimes manually create additional scripts from Luna Engine to control the window. Either way You have to learn the code and make the changes.
  3. roninator2

    Categorize Item Scene

    Full modded script with option to hide categories Updated again. Text description added for CategoryConditions
  4. roninator2

    RPG VX ACE maximum game window size?

    If you are going to still with vx ace then there are a few tutorials on the RPG Maker Forums. https://forums.rpgmakerweb.com As for vx ace screen size, the native max size is 640x480 But there are scripts that can present in full screen and scaled size. although the resolution is still 640x480. There is also a hi-res dll file for high resolution but it is no longer distributed. So if you never had it, you are not supposed to be able to get it. There is also a script make by KK20 that allows some resizing. I used this in a test and got it working for 1280x960 If you want to use current hi res graphics, you will need to use MV. There is no size resolution limit for MV.
  5. roninator2

    Categorize Item Scene

    I got it done, All is working. in the module put CategoryConditions = { :item => lambda { !$game_party.items.empty? && $game_party.items.any? {|item| !item.key_item? }}, :weapon => lambda { !$game_party.weapons.empty? }, :armor => lambda { !$game_party.armors.empty? }, :key_item => lambda { !$game_party.items.empty? && $game_party.items.any? {|item| item.key_item? }}, :all_item => lambda { !$game_party.all_items.empty? }, :potion => lambda { $game_party.all_items.any? {|item| item.find_category == :potion} }, :ammunition => lambda { $game_party.all_items.any? {|item| item.find_category == :ammunition} }, } and change category description to this CATEGORY_DESCRIPTION = { :item => "Viewing basic items.", :weapon => "Viewing attack-type items for use in battles.", :armor => "Viewing head, body, arm and leg equipment.", :key_item => "Viewing important items.", :all_item => "Viewing all items.", :potion => "Viewing potions.", :ammunition => "Viewing ammunition.", } in ICAT_WindowItemCategory put def update_help #I'm too lazy to find a way to identify description by symbol. @help_window.set_text(ICAT::CATEGORY_DESCRIPTION[@category_list[self.index]]) end alias icat_make_command_list make_command_list def make_command_list ICAT::VISIBLE_CATEGORY_INDEX.each { |symbol, label| add_command(label, symbol) if ICAT::CategoryConditions[symbol].call @category_list << symbol if ICAT::CategoryConditions[symbol].call } end In class RPG::BaseItem put def find_category self.note.split(/[\r\n]+/).each { |line| if line =~ ICAT::Regexp::BaseItem::CATEGORY c = ICAT::CATEGORY_IDENTIFIER.key($1) return c if c != nil end } end
  6. roninator2

    N.A.S.T.Y. Extra Stats

    $game_variables[X] = $game_troop[X].xstat.str should work
  7. roninator2

    Categorize Item Scene

    I tried to do this, but don't know of a way to specify if a category has any items in it. Also if this was something done, it would probably work for all categories. So if you didn't have any weapons, then the category would not show up. But like I said, I haven't been able to get it working. Maybe someone else can try. I either had it showing all categories or none and then all items showed up as if it was the all category. I might play with it more.
  8. roninator2

    FP: Move Routes

    Does anyone have a copy of this script?
  9. roninator2

    Enemy Voices in Battle

    You can find a repository of script here https://forums.rpgmakerweb.com/index.php?threads/recovering-lost-scripts.103561/ I have this script in my section called to_be_reordered download the zip file. a-f
  10. roninator2

    Add barriers to fly script!

    I'll check it out later. I'm away from home at the moment. Back Wednesday had some free time. remoted into my computer Checked it out. I mixed block all with player block. Checked the code again and I made a change. Should work now. @AeghtyAteKees EDIT* another change. Issue with the script causing the player to not move if @through is set to on, even if no region is encountered.
  11. roninator2

    Add barriers to fly script!

    In my tests, player restrict blocks the player, player fly blocks the flying and player block blocks both.
  12. Watch some video on the basic operation of the program. I'll bet that when you created the npc's you have several tabs, but the last tab with nothing on it does not have any settings to specify when to use it. Which means that the empty tab (on the right) is what shows up.
  13. roninator2

    Add barriers to fly script!

  14. roninator2

    Add barriers to fly script!

    silly me. It works without the extra line. I just had to rewrite that section because I had to remove @through. The script by itself without the addon will stop player movement because it return true if @through is on. Since in Galv's script @through is on when flying, all player movement is blocked. You want an extra region that will block flying but not player movement?
  15. roninator2

    Add barriers to fly script!

    Got it working. Do you mind adding on another script? use this mod I made from yanfly's region restrict https://forums.rpgmakerweb.com/index.php?threads/how-to-restrict-the-player-from-moving-to-a-region-but-allow-it-for-events.109456/ Then add on this below it class Game_CharacterBase def player_block_forbid?(x, y, d) return false unless self.is_a?(Game_Player) return false if debug_through? region = 0 case d when 1; region = $game_map.region_id(x-1, y+1) when 2; region = $game_map.region_id(x+0, y+1) when 3; region = $game_map.region_id(x+1, y+1) when 4; region = $game_map.region_id(x-1, y+0) when 5; region = $game_map.region_id(x+0, y+0) when 6; region = $game_map.region_id(x+1, y+0) when 7; region = $game_map.region_id(x-1, y-1) when 8; region = $game_map.region_id(x+0, y-1) when 9; region = $game_map.region_id(x+1, y-1) end return true if $game_map.all_restrict_regions.include?(region) return $game_map.player_block_regions.include?(region) end end
  16. roninator2

    mv [Show Picture] below the Actor?

    This is parallax mapping. The engine can let you do what you want by default. If you want to have more images then you need to use a parallax mapping plugin
  17. roninator2

    YEA Party System: Unequip when Removing?

    Try this.. I can't get it to error out. I was overthinking the structure. I thought I had to point to the party window to get the id. def on_list_ok Sound.play_equip replace = $game_actors[@party_window.item] actor = $game_actors[@list_window.item] index1 = @party_window.index actor_id1 = actor.nil? ? 0 : actor.id if actor.nil? $game_party.battle_members_array[index1] = 0 $game_actors[replace.id].clear_equipments window_refresh @party_window.activate return end actor_id2 = replace.nil? ? 0 : replace.id if actor_id2 != 0 && !$game_party.battle_members_array.include?(actor_id1) $game_actors[replace.id].clear_equipments window_refresh end if $game_party.battle_members_array.include?(actor_id1) index2 = $game_party.battle_members_array.index(actor_id1) $game_party.battle_members_array[index2] = actor_id2 end $game_party.battle_members_array[index1] = actor_id1 window_refresh @party_window.activate end
  18. roninator2

    YEA Party System: Unequip when Removing?

    I see. I didn't try with an empty slot. It give me the error too when selecting an empty slot. Sorry. Have to work on it some more. *forgot about my last post where it removed.
  19. roninator2

    YEA Party System: Unequip when Removing?

    Maybe make a new line and type it in. then delete the previous line that you copy/paste
  20. I don't quite follow. You have an armor type (hat) You have a baseball cap (armor type Hat) You equip baseball cap You have in baseball cap note tag <passive state: 77> true; </passive state> So the state is applied when the baseball cap is equipped. You have a second armor. Sombrero (armor type hat (or whatever)) you equip Sombrero You have in sombrero the note tag <passive state: 77> true; </passive state> state is applied with Sombrero equipped. Is this not correct?
  21. Where do you have the notetag added? Armor, skills, states? If it's for specific armors then put in each armor <passive state: 77> true; </passive state>
  22. roninator2

    YEA Party System: Unequip when Removing?

    For me that's line 1276. What have you added in? Yanfly Party is also the only script I have in the test project. Maybe there is an incompatibility?
  23. roninator2

    YEA Party System: Unequip when Removing?

    You are correct. A little bit of trial and testing produces this as a positive result. $game_actors[$game_party.battle_members_array[replace.id - 1]].clear_equipments #-------------------------------------------------------------------------- # on_list_ok #-------------------------------------------------------------------------- def on_list_ok Sound.play_equip replace = $game_actors[@party_window.item] actor = $game_actors[@list_window.item] index1 = @party_window.index actor_id1 = actor.nil? ? 0 : actor.id if actor.nil? $game_party.battle_members_array[index1] = 0 window_refresh @party_window.activate return end actor_id2 = replace.nil? ? 0 : replace.id if $game_party.battle_members_array.include?(actor_id1) index2 = $game_party.battle_members_array.index(actor_id1) $game_party.battle_members_array[index2] = actor_id2 end $game_actors[$game_party.battle_members_array[replace.id - 1]].clear_equipments $game_party.battle_members_array[index1] = actor_id1 window_refresh @party_window.activate end
  24. roninator2

    YEA Party System: Unequip when Removing?

    After line 1203 I added $game_actors[$game_party.battle_members_array[index]].clear_equipments #-------------------------------------------------------------------------- # on_party_ok #-------------------------------------------------------------------------- def on_party_ok case @command_window.current_symbol when :change @list_window.activate when :remove index = @party_window.index actor = $game_actors[$game_party.battle_members_array[index]] $game_actors[$game_party.battle_members_array[index]].clear_equipments Sound.play_equip $game_party.battle_members_array[index] = 0 window_refresh @party_window.activate end end
  25. roninator2

    Skill Set Effect Error Line 37

    You've modified the script. This is the original. #=============================================================================== # Skill Self Effects # By Jet10985 (Jet) # Requested by Touchfuzzy #=============================================================================== # This script will allow you to specify a skill's effects tot arget the user # instead of the target, on skills that don't already effect the user. # This script has: 0 customization options. #=============================================================================== # Overwritten Methods: # None #------------------------------------------------------------------------------- # Aliased methods: # Game_Battler: item_effect_apply #=============================================================================== =begin To specify the effects, use this notetag in the skill's notebox: <self effect: 1> or <self effect: 1, 2, 3> to specify more than 1 effect -------------------------------------------------------------------------------- Use of this script could be as the following. You make a "Berserk Strike" skill, which does 200% damage to an enemy. You make the 2nd effect "Defense Down 50%" and want it applied to the user. You'd use this notetag: <self effect: 2> =end class RPG::Skill def self_effects if @self_effects.nil? @self_effects = [] self.note.each_line {|a| scan = a.scan(/<self[ ]*effect[ ]*\:[ ]*(\d+(?:[ ]*,[ ]*\d+)*)>/i) begin scan[0][0].scan(/\d+/).each {|b| @self_effects.push(@effects[b.to_i - 1]) if b.to_i >= 1 } rescue Exception => e end } end @self_effects end end class Game_Battler alias jet3745_item_effect_apply item_effect_apply def item_effect_apply(user, item, effect, reffed = false) if item.is_a?(RPG::Skill) && item.self_effects.include?(effect) && !reffed user.item_effect_apply(user, item, effect, true) return end jet3745_item_effect_apply(user, item, effect) end end
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