-
Content Count
618 -
Joined
-
Last visited
-
Days Won
4
Content Type
Profiles
Forums
Calendar
Blogs
Gallery
Everything posted by Chigoo
-
I have a quick question, I've been using this script for a while now, I know how to set it up and everything. One thing I never tried to do until today is check if the player has the custom equipment on or not. I checked this using the usual method (Eventing) and nothing happened. So do i need to check for this another way or is it just not possible?
-
this is kinda close but, still not what I need I especially the way items are added into the list.
-
Most of the mapping was done when rmvxa just came out, and I used mostly RTP so it's kinda hard to switch to a new Tileset without having to remap the whole world. I do have some none rtp stuff in their, and the map is still WIP. So hopefully I can add some variations to how the different regions look. Opening Demo: (Not current Version)
-
glad to hear, right now I'm writing the first act of the story, once I'm done with that along with some side quests I'll be releasing a demo to selected people for testing. After the test, and if everything checks out, Ill be releasing it to for everyone. So in 2-3 months
-
ok, thanks for the interest
-
Bumpy bump
-
oops wrong thread... anyways nice script.
-
Random loot and Custom Equipment Slots compatibility
Chigoo replied to Chigoo's topic in Programming
Thanks a lot! -
Random loot and Custom Equipment Slots compatibility
Chigoo replied to Chigoo's topic in Programming
Bump! -
Random loot and Custom Equipment Slots compatibility
Chigoo replied to Chigoo's topic in Programming
When doing a script call to generate a random item you get an error: Script 'Game_Interpreter' line 1411:NoMethodError occurred. undefined method `equips' for nill:NilClass -
what is the player wait like 5mins before leaving the map? then the events would still be waiting for the player to enter the outside map. I could make a check for how many min/secs has passed and make the npc not appear if the player take's it's time to leave. The would require a lot more variables and switches for my 500+ npcs
-
Lets start by taking a look at the chance modifier setting for the x y and z values: Chance_Modifier = [3, 0.33, 0.08] The first number is x, the 2nd is y and the 3rd is z. These are put here in a setting so you have the ability to modify them. The script relies on the value for X (the first value) being a whole integer (such as 1, 3 or 7) and it also relies on the Y and Z values being floats (such as 0.05 or 0.72, suggested range 0.01 to 0.98). When you batch add items, each item is dealt with 1 at a time, so each item will get "individual" chances. The equation that calculates the chance per each item is only quickly referenced in the comments, I'll break it down a little right now. Here it is for reference: r1 = x*2 chance = z * rand(r1) * y + (x * rand(r1)) First we set the value of R1 to * 2 the value of X. With the default settings, R1 = 6. then we declare the variable "chance", followed by the equation that will result in a number. Z * Rand(R1): we take the value of Z and multiply it by a random value chosen from a range of 0 to R1 (which is 6) Then we multiply that value by Y Now we store away the current results in a temporary box in our heads. Lets call our current results "curr_one" Now we calculate X * Rand(R1): We multiply X by a random value chosen from a range of 0 to R1 (6) Now we store away this new calculated result. Lets call this one "curr_two" Now we add curr_one and curr_two together. This gives us a chance value. The result is a somewhat random feeling chance value that is influenced by the X, Y and Z values respectively. This is easy to break though, the equation was quickly written and should not be considered solid. You could break 100% chance values with high floats in Y and Z, such as 10.55 in both or something. Keep Y and Z under 1.00 respectively and things shouldn't break. If you find things are breaking too easily let me know and I can put a cap on it so chances never go higher than 1.0. Just never thought of it when I wrote it. That's awesome. And here, I have updated the script with a new option for you after reading your post. There is a new setting near the top of the script now, "Gump_Print_Debug_Information". If you set this to true (its set to false by default, just change the false to true), information will be printed to the console for every item added with batch add commands. You will find this useful for calculation good X Y Z values to work with, and to see how well the default values are working. Here is the updated script, let me know how it works out. I may be able to workout some compatibility with this script. I can immediately think of a few different ways to do it. Its just a matter of having the time. I'll have to leave it at a "maybe" for now, while I work on my own thing. Wow thanks a lot dude, this is one of the main scripts I need for my game, So I really appreciate the help.
-
but what if it was a small map where you can see everything? again if they walked out the door, what if the player follows them? they won't be outside. I thought about this too.
-
Ok, it works! the one thing I'm not getting tho is the chance modifier thing. does setting the xyz work for all items pushed in, and how is it being calculated? Also is there a way for my to set the chance for individual batches? I'm testing how much lag I would get if I loaded all the items at once, will let you know the results. add 500+ items at a time without any problems only added items and weapons. another thing about the chance modifier is there anyway make it work with this script, which just changes the colors of an item based on it's quality . so if an item is tagged as a common item it will have a higher chance to appear than an item tagged as rare, or even legendary.
-
Yep all the npcs will have this.
-
how exactlly does this work? do I past it in it's own slot, do I just call the script from the random shop event where you set up the items you want? I'll try it out and see if it work, but I don't know how it actually works. EDIT: I tried it and got this error.
-
How can I remove all the items from the characters inventory without having to remove every possible item from the inventory 1 by 1 via event command? items include weapons nd armors.
-
lol if only you knew I had 1000+ items in my game, which is why I was looking for a faster way of removing items. Anyways thanks for the suggestion I'll check them out. I also found this but didn't know if it would remove equips too. for i in 1...$data_items.size $game_party.gain_item($data_items[i],-9999) end for i in 1...$data_items.size $game_party.gain_item($data_weapons[i], -9999) end for i in 1...$data_items.size $game_party.gain_item($data_armors[i], - 9999) end
-
the first link leads to mediafire the second link leads to my website which links you to the official RTP on rpgmakerweb.com


