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MasterMoes

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MasterMoes last won the day on April 22

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About MasterMoes

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  • Birthday 01/08/2004

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  1. 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.
  2. Thank you, I'll sign you up once I know who else would like to participate! 🙂
  3. 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?
  4. 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!
  5. 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):
  6. 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?
  7. 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
  8. 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
  9. 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!
  10. Thank you, I'll sign you up once I know who else would like to participate! 🙂
  11. Thank you, I'll sign you up once I know who else would like to participate! 🙂 EDIT: This forum has issues...
  12. 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...
  13. Thank you, I'll sign you up once I know who else would like to participate! 🙂
  14. Contacting all scripters of RPG Maker Central! I've been working on a commercial project using VX ACE for a few years now: a game called Night Spasm (available free-to-play on Steam). Split into multiple chapters, the first chapter of my game has been getting a lot of attention lately. Because of that, I've begun developing the next chapter of Night Spasm which serves as the full paid version of the game. I am looking to comprise a development team for Chapter 2 of my team, and I need as many scripters as possible to make Chapter 2 the best it can be! The job is simple and easygoing. I will ask for a script, negotiate a fair commission price (based on the complexity of the script), and give the commission payment to whoever is willing to program the script for the cheapest price. It's a "first come, first serve" operation. You are free to code scripts at your own pace unless specifically pre-specified. Once the script proves to work as intended, I will pay you (PayPal or Venmo preferred, and I am willing to pay in any regional currency). While I can't offer much for each commission, being the indie developer that I am, most of the scripts I plan to commission should be fairly simple. You'll be able to work at your own pace and decide whether or not you want to take the commission. All hard work WILL be compensated. Any commissions you don't take will remain up for grabs for anyone else on the team to take. I plan on creating a Discord server ASAP where the script requests will be held. If you are able to program VX Ace scripts, no matter your skill level, please let me know if this offer interests you. Be sure to share this post with anyone you believe may be interested. And of course, if you have any questions or concerns, leave them down below and I will answer as soon as I can! (Here is the link to the project: Night Spasm: Chapter 1)
  15. Thank you so much, this is perfect! With this version of the script, I figured out a way to create "item versions" of equipment, which immediately turns into a weapon/armor item through eventing. Don't know why it works, but it does. Thank you for always quickly helping me (and the forum in general) in our times of need!
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