Jump to content

MasterMoes

Member
  • Content Count

    85
  • Joined

  • Last visited

  • Days Won

    6

MasterMoes last won the day on April 22

MasterMoes had the most liked content!

Community Reputation

22

1 Follower

About MasterMoes

  • Rank
    Game Developer and meme addict
  • Birthday 01/08/2004

Contact Methods

  • Website URL
    https://store.steampowered.com/app/1291100/Night_Spasm/

Profile Information

  • Gender
    Male
  • Interests
    Game development, gaming, music composition and writing, literature writing, pixel art, wood working, YouTube content creation

RPG Maker Information

  • RM Skill -
    Musician

Recent Profile Visitors

The recent visitors block is disabled and is not being shown to other users.

  1. Well, never mind, I got some help from Roninator. All I had to do was put $game_global_common_events = Game_GlobalCommonEvents.new as a script call.
  2. Hello, y'all, I recently incorporated HIME's global common events script into my game project. I've mostly been using it for special battle features, like a timer system that cancels everyone's turns if the player doesn't input their attacks fast enough, or a common event that makes the enemy repeatedly move around the screen. When I test my global common events through a new save file or through the battle test option, the global common events work fine, but when testing the global common events from an old save file, it flat out doesn't work. The reason I need the script to work on old save files is that (1) I don't want to have to redo over 30 hours of progress just to make the script function properly and (2) my game, Night Spasm, is already publically released. I wouldn't mind so much if I had to redo my save file, but I'm not going to force the player to restart THEIR progress. You can find the script this game is being used for here: Night Spasm I tried fixing the problem myself, but nothing I tried worked. I tried optimizing the def self.create_game_objects, reupdating the def self.extract_save_contents(contents), and even adding in my own method that refreshes the common event tag contents when a battle starts, but the changes I made didn't solve the problem. From what I can tell, there are two possible reasons why the script is incompatible with old save files: The script must be added to the game before the save file was made (which is the case for most scripts). The script isn't properly identifying which events are global common events unless the common event was made global before the game is saved (meaning if you made a new global common event and loaded an old save file where previous global common events worked, any new global common events made after the point of that save would not work). And yes, I know this isn't a script compatibility issue because I opened a blank project, saved the game, added HIME's script, loaded the save file, and got the same issue when testing out global common events. Does anyone know how to fix this issue? Hime's script:
  3. Hello everyone. I've been recently trying to get ahold of two old scripts: MGC Tilemap Ace and Map Zoom Ace. I was able to find the links that lead to the demos of these scripts: https://rgss-factory.net/2012/04/15/ace-mgc-tilemap-ace-reecriture-de-la-classe-tilemap/ https://rgss-factory.net/2012/04/15/ace-map-zoom-ace-zoom-de-la-carte/ The links are functional, but they lead me to downloads for executable 7z files, which are apparently the demo files with the scripts in them. After downloading them my anti-virus was going crazy about warning me that the files were potentially malicious, which is reasonable. The files don't seem to be very compatible with my computer, even after trying to convert the files or extract their contents. Unfortunately, I could only seem to find access to these scripts through these links, and there's no way I'm running the executables after extensive warnings. With that said, does anyone have access to these two scripts, either the demos or just the scripts themselves (preferably just the scripts)? I couldn't find any other source for these. I also heard there's a rewritten version of the Tilemap script, but that's pretty much all I could find after hours of deep research.
  4. Putting aside your attitude and your over-expectations of someone of my newbie scripting capabilities, I got it working, so for THAT, I'm just going to say thank you and walk away. For anyone needing the finished modified script, here you go: FYI: The value of Move_Speed can go above 6.
  5. Thank you, I'll sign you up once I know who else would like to participate! 🙂
  6. I never claimed I knew how the code works. If I DID know how the code works I wouldn't be asking for help... Anyway, because I'm no expert scripter, my question is: how can I make the value of the update_move_speed method equal to a variable?
  7. If these script changes don't let me change the value of @move_speed using a variable, then what's the purpose of these changes exactly? The script functions properly when using a simple number value, but that's not what I need. I'm trying to get it to work with a variable. I also don't know what you mean when you say "You can't use a global variable that has not been initialized at that point". All variable values start at 0, don't they? If a variable hasn't been set to anything, it should default to 0, thus setting the @move_speed value to 0 until otherwise changed. Sorry, but these script changes don't solve my problem at all. Also, update_move_speed does not exist in the Sprite_Battler class... Good to know!
  8. Hello, all yall... I have this Hime script that lets me move the position of enemies in the middle of battle. I have this set up going on using Hime's Global Common Events script where I have a parallel process common event running during battle. The common event contains script calls that continuously move the enemy's position, creating a sort of floating/flying animation. The problem is, it isn't very smooth looking, so I tried to change the value of "Move_Speed" to be determined by a variable so I can slow down and speed up the movement speed for smooth floating animation. Example of the common event: As you can see in the script below, I set the value of "Move_Speed" to $game_variables[4819], which should work properly. However, every time I test my game, I get this message: I can't figure out why the Move_Speed value can't be a variable value. Repositioning my script didn't work. I tried doing "==" after Move_Speed but that didn't work either. This variable method has worked for me for other scripts. Does anyone know what the problem is? Script (with variable modification):
  9. Yes, I forgot to specify these were for evented battles, my bad. That's why it needs to check for inescapable battles. The feature of this script is to show the percent chance of escaping a battle IF a battle is escapable. Even if there's a 0% chance of the player escaping, the window would still need to appear to tell the player they can't escape yet (showing 0% or negative %). Does the script work for you in an evented battle? Does the "@can_escape = true" line of code work properly?
  10. This is making a lot more sense now; I see where I went wrong. Your updated version of the script hides the window properly after the first selection phase is over, but it's not reappearing once the next selection phase begins. The "alias show_escape_chance_turn_end turn_end" line should be triggering properly, right? I'm trying to make it so that the disappear and reappear processes happen throughout the entire battle, and I can't tell if the window is just not popping back up for some reason or if the "turn_end" condition isn't working. Also, the "escape_possible?" method you have there isn't exactly what I'm trying to do. I'm trying to get the escape chance window to appear if escaping the battle is an option, not if there's a 1% or higher chance of escaping because the player needs to know there's a 0% or a negative percent chance of escaping (the value changes as enemies and actors die). For the "def escape_possible?" line I replaced "return true if @escape_chance >= 1" with "return true if @can_escape = true", checking to see if the battle has the option to escape, but the escape chance window still appeared in unescapable battles. Any idea how to solve this? Updated script (didn't crash): #============================================================================== # ** Show Escape Chance #------------------------------------------------------------------------------ # This script displays the chance of escaping a battle in a separate window # in the bottom right corner of the screen, above the party member window. #============================================================================== class Window_EscapeChance < Window_Base # Set the dimensions of the window WINDOW_WIDTH = 240 WINDOW_HEIGHT = 50 def initialize super(Graphics.width - WINDOW_WIDTH, Graphics.height - WINDOW_HEIGHT - 122, WINDOW_WIDTH, WINDOW_HEIGHT) # Set the window opacity to 100 self.opacity = 100 # Set the window's z value above the party member window self.z = 110 refresh end def escape_possible? return true if @can_escape = true return false end def refresh contents.clear # Calculate the escape ratio escape_ratio = ($game_variables[4821] * 0.01) + ($game_party.alive_members.length * 0.1) - ($game_troop.alive_members.length * 0.1) @escape_chance = (escape_ratio * 100).to_i # Draw the escape chance text centered in the window text = sprintf("Escape chance: ") change_color(Color.new(255, 255, 0)) # change text color to yellow draw_text(0, 0, contents.width, line_height, text, 0) reset_font_settings draw_text(0, 0, contents.width, line_height, "#{@escape_chance}%", 2) # draw escape chance number with yellow color end end class Scene_Battle < Scene_Base alias show_escape_chance_create_all_windows create_all_windows def create_all_windows # Call the original method to create all windows show_escape_chance_create_all_windows # Add the escape chance window to the scene add_escape_chance_window end def add_escape_chance_window @escape_chance_window = Window_EscapeChance.new @escape_chance_window.hide if !@escape_chance_window.escape_possible? end alias hide_escape_chance_on_skill_ok on_skill_ok def on_skill_ok # Call the original method hide_escape_chance_on_skill_ok # Hide the escape chance window hide_escape_chance_window end def hide_escape_chance_window @escape_chance_window.hide end def show_escape_chance_window @escape_chance_window.show if @escape_chance_window.escape_possible? end alias hide_escape_chance_turn_end turn_start def turn_start # Call the original method to end the turn hide_escape_chance_turn_end # Show the escape chance window hide_escape_chance_window end alias show_escape_chance_turn_end turn_end def turn_end # Call the original method to end the turn show_escape_chance_turn_end # Update the escape chance window @escape_chance_window.refresh # Show the escape chance window show_escape_chance_window end end
  11. This is making a lot more sense now; I see where I went wrong. Your updated version of the script hides the window properly after the first selection phase is over, but it's not reappearing once the next selection phase begins. The "alias show_escape_chance_turn_end turn_end" line should be triggering properly, right? I'm trying to make it so that the disappear and reappear processes happen throughout the entire battle, and I can't tell if the window is just not popping back up for some reason or if the "turn_end" condition isn't working. Also, the "escape_possible?" method you have there isn't exactly what I'm trying to do. I'm trying to get the escape chance window to appear if escaping the battle is an option, not if there's a 1% or higher chance of escaping because the player needs to know there's a 0% or a negative percent chance of escaping (the value changes as enemies and actors die). For the "def escape_possible?" line I replaced "return true if @escape_chance >= 1" with "return true if @can_escape = true", checking to see if the battle has the option to escape, but the escape chance window still appeared in unescapable battles. Any idea how to solve this? Updated script (didn't crash): #============================================================================== # ** Show Escape Chance #------------------------------------------------------------------------------ # This script displays the chance of escaping a battle in a separate window # in the bottom right corner of the screen, above the party member window. #============================================================================== class Window_EscapeChance < Window_Base # Set the dimensions of the window WINDOW_WIDTH = 240 WINDOW_HEIGHT = 50 def initialize super(Graphics.width - WINDOW_WIDTH, Graphics.height - WINDOW_HEIGHT - 122, WINDOW_WIDTH, WINDOW_HEIGHT) # Set the window opacity to 100 self.opacity = 100 # Set the window's z value above the party member window self.z = 110 refresh end def escape_possible? return true if @can_escape = true return false end def refresh contents.clear # Calculate the escape ratio escape_ratio = ($game_variables[4821] * 0.01) + ($game_party.alive_members.length * 0.1) - ($game_troop.alive_members.length * 0.1) @escape_chance = (escape_ratio * 100).to_i # Draw the escape chance text centered in the window text = sprintf("Escape chance: ") change_color(Color.new(255, 255, 0)) # change text color to yellow draw_text(0, 0, contents.width, line_height, text, 0) reset_font_settings draw_text(0, 0, contents.width, line_height, "#{@escape_chance}%", 2) # draw escape chance number with yellow color end end class Scene_Battle < Scene_Base alias show_escape_chance_create_all_windows create_all_windows def create_all_windows # Call the original method to create all windows show_escape_chance_create_all_windows # Add the escape chance window to the scene add_escape_chance_window end def add_escape_chance_window @escape_chance_window = Window_EscapeChance.new @escape_chance_window.hide if !@escape_chance_window.escape_possible? end alias hide_escape_chance_on_skill_ok on_skill_ok def on_skill_ok # Call the original method hide_escape_chance_on_skill_ok # Hide the escape chance window hide_escape_chance_window end def hide_escape_chance_window @escape_chance_window.hide end def show_escape_chance_window @escape_chance_window.show if @escape_chance_window.escape_possible? end alias hide_escape_chance_turn_end turn_start def turn_start # Call the original method to end the turn hide_escape_chance_turn_end # Show the escape chance window hide_escape_chance_window end alias show_escape_chance_turn_end turn_end def turn_end # Call the original method to end the turn show_escape_chance_turn_end # Update the escape chance window @escape_chance_window.refresh # Show the escape chance window show_escape_chance_window end end
  12. Hello all, I'm fairly new to scripting in VX Ace. I've been working on a script that shows the player the chance of successfully escaping a battle through a small window at the bottom right corner of the screen above the skill selection menu. #============================================================================== # ** Show Escape Chance #------------------------------------------------------------------------------ # This script displays the chance of escaping a battle in a separate window # in the bottom right corner of the screen, above the party member window. #============================================================================== class Window_EscapeChance < Window_Base # Set the dimensions of the window WINDOW_WIDTH = 240 WINDOW_HEIGHT = 50 def initialize super(Graphics.width - WINDOW_WIDTH, Graphics.height - WINDOW_HEIGHT - 122, WINDOW_WIDTH, WINDOW_HEIGHT) # Set the window opacity to 100 self.opacity = 100 # Set the window's z value above the party member window self.z = 110 refresh end def refresh contents.clear # Calculate the escape ratio escape_ratio = ($game_variables[4821] * 0.01) + ($game_party.alive_members.length * 0.1) - ($game_troop.alive_members.length * 0.1) escape_chance = (escape_ratio * 100).to_i # Draw the escape chance text centered in the window text = sprintf("Escape chance: ") change_color(Color.new(255, 255, 0)) # change text color to yellow draw_text(0, 0, contents.width, line_height, text, 0) reset_font_settings draw_text(0, 0, contents.width, line_height, "#{escape_chance}%", 2) # draw escape chance number with yellow color end end class Scene_Battle < Scene_Base alias show_escape_chance_create_all_windows create_all_windows def create_all_windows # Call the original method to create all windows show_escape_chance_create_all_windows # Add the escape chance window to the scene add_escape_chance_window end alias show_escape_chance_on_skill_ok on_skill_ok def on_skill_ok # Call the original method show_escape_chance_on_skill_ok # Hide the escape chance window hide_escape_chance_window end alias show_escape_chance_turn_end turn_end def turn_end # Call the original method show_escape_chance_turn_end # Show the escape chance window show_escape_chance_window end def add_escape_chance_window @escape_chance_window = Window_EscapeChance.new end def hide_escape_chance_window @escape_chance_window.opacity = 0 end def show_escape_chance_window @escape_chance_window.opacity = 100 end def add_escape_chance_window @escape_chance_window = Window_EscapeChance.new end alias show_escape_chance_turn_end turn_end def turn_end # Call the original method to end the turn show_escape_chance_turn_end # Update the escape chance window @escape_chance_window.refresh end end This is what I have right now. It doesn't crash when I load it and it seems compatible with old save files. However, there are a few features in this script that aren't working for unknown reasons. I'm trying to do a few things: 1) I'm trying to get the escape chance window to disappear/fade out after the player has selected all the actions of their actors, changing the window's opacity to 0 after the on_skill_ok phase of the battle and then changing the window's opacity back to 100 once a turn ends (or when a new turn begins; I've tried both). For some reason, I can't get the window to either disappear or reappear. What am I doing wrong? 2) I tried to make the escape chance window refresh the chance of escaping at the end of every turn using the formula within the "escape_ratio" value (which is the escape formula I've also set in the BattleManager). It doesn't seem to refresh the value. Any idea why? 3) Lastly, does anyone know how to have the window only appear in an escapable battle? I couldn't find any kind of condition for that, but I'm sure it's out there. Again, I'm new to scripting. Any information or guidance will help. If you have a solution or idea to fix this script I'll be glad to answer any additional questions. Thanks!
  13. Thank you, I'll sign you up once I know who else would like to participate! 🙂
  14. Thank you, I'll sign you up once I know who else would like to participate! 🙂 EDIT: This forum has issues...
  15. Thank you, I'll sign you up once I know who else would like to participate! 🙂 EDIT: Don't know why my comment posted twice...
×