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EXVA

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Everything posted by EXVA

  1. Either, you can turn it off by making true into false, if I'm not mistaken. $auto_save = true then make manual saves in a script call with DataManager.save_game(3) But I haven't tested it.
  2. EXVA

    Venka Crafting Script: (read for more details)

    Last year I downgraded to a older acer aspire E 15 laptop it's about 6 years old & only 2.3ghz, it's plenty capable, ace games can be very unoptimized & even mine suffers from having a lot of parallel events running needing 3.0ghz to run smoothly at 60fps even after I optimized it. Clicking through the first menu to fast & using different menus in the demo caused crashing but I chalk that part to the removal of the driving scripts to get it working in the first place.
  3. EXVA

    Venka Crafting Script: (read for more details)

    The problem I had was with your driving scripts they weren't working because I was missing a custom library file or something.
  4. EXVA

    Venka Crafting Script: (read for more details)

    This was extremely improper on roninator2's part, please pull/delete the files you've posted, mainly for volunteering me, . JK Firstly PhoenixSoul I suggest never including your data map files beyond what's needed in to show the issue your having. The demo could have been built better if all the files were just for the demo you can ignore the above comment, The demo didn't work on my end either, had to remove a few scripts to properly launch it without crashing it. The game freezes up a lot too, so I removed the intro text of the game to speed up finding this issue within the scripts. Load this in your project editor & pull the two scripts out, the bar should be working, but the icon a bit glitched on the screen at the bottom. Don't just drop it into your folder overwriting the original back it up, open a second editor to pull the scripts. Scripts.rvdata2 I moved your edits into my script & then I edited your main. Venka-Crafting Stations = Crafting Script Customize Settings - v3.8 Crafting Script v3.8 MAIN lines edited 1208 draw_text(rect.x + 65, rect.y + font_height - 75, 240, 28 - font_height, Directions_Msg, 1) #draw_text(120, 240 + font_height - 50, 240, 28 - font_height, Directions_Msg, 1) 1229 draw_gauge(rect.x + 75, rect.y - 75, 240, rate, gc1, gc2) #draw_gauge(120, 240 - 50, 240, rate, gc1, gc2) I tried to figure out exactly why your bar & text wasn't showing up so I had to tinker with these lines. The main issue was the game launched from the editor worked just fine, but when launched from the game.exe it wouldn't show the bar/text. It was the most bizarre weird glitch I have ever seen, I honestly can't figure out what caused it nor could I find the secondary cause in the Crafting Script Customize Settings - v3.8, placing the edits in my Venka-Crafting Stations fixed it by I have no idea why, you'll need to add your other edits that are missing. I see I missed these. :title_text => [["Consolas Italic"], 20, true, 0], :recipe_name => [["Consolas Italic"], 20, true, 14], :recipe_list => [["Consolas Italic"], 12, true, 0], :header_text => [["Consolas Italic"], 20, true, 1], :description => [["Consolas Italic"], 13, false, 0], :help_text => [["Consolas Italic"], 20, false, 17], :other_text => [["Consolas Italic"], 20, false, 0], :button_text => [["Consolas Italic"], 20, true, [0, 255, 0, 200]],
  5. EXVA

    Venka Crafting Script: (read for more details)

    No that should be fine, all I meant is customize is above crafting in the script order. #=============================================================================== # Crafting Script ´╗┐Customize Settings ´╗┐- v3.8 updated: 10/27/2014 #===========================================================================´╗┐==== Crafting Script v3.7 updated: 12/15/2014 # Based off of Cooking Script v1.0 for RPG Maker VX by GubiD Keep Menu Addon & try moving Difficulty Settings & the others all the way to the bottom below MAIN SCRIPTS so they don't function to see if it's one of them messing with it. What I don't understand is why your script would work for me & not you, so it's always good to copy the other scripts away to bottom for testing purposes unless you can make a new project folder to just test these scripts, I'm thinking it has to be a conflict somewhere. I only use the first two & menu, so if it's something wrong with the difficulty one I won't know how to fix it & thats what it seems like it starting to look like.
  6. EXVA

    Venka Crafting Script: (read for more details)

    Edit, Everything works on my. bars/text shows up, had to switch to true on auto learn to to test it out first time. I tried replacing the recipe numbers, 0 with 1, & having them all in order 1 2 3 4, wasn't an issue. "Press \\r\\*[37] when the bar is green" I don't think that will work when in " " quotes, if that's an issue(might just on my end). I tired swapping the script order. Crafting Script Customize Settings - v3.8 goes above 3.7 in the script order. that wasn't the is. Might be a script conflict with other scripts in your order try place these two & it's menu addon if used higher up on the script list. Now I've done learn_recipe(600) $craft[7].set_level(40) craft(7) add crafting items. Still works, besides the "Press \\r\\*[37] no issue with not having bar. edit learn_recipe(600) learn_recipe(601) learn_recipe(602) learn_recipe(603) learn_recipe(604) learn_recipe(605) learn_recipe(606) checked as well
  7. EXVA

    Venka Crafting Script: (read for more details)

    post yours & I'll fix it if you can't find the issue vs mine.
  8. EXVA

    Venka Crafting Script: (read for more details)

    Can you post a small clip of what it's suppose to look like & where it doesn't Wait nvm I think I understood, so your first tab has it set up to show press enter or something & the bar slides to green & you press the button. & it's missing from your 3/4th crafting menus.
  9. EXVA

    Venka Crafting Script: (read for more details)

    & you checked this part too?
  10. EXVA

    Shift-Clicking Equels Ghost Mode?

    Shift clicking is a default mechanic it has nothing to do with the tileset/scripts, but a script that I use a lot is Yanfly Engine Ace - Move Restrict Region v1.03 npc/player region restrictions. & you can put this on map properties like this. <npc restrict: 39> <player restrict: 39> Place around the places you don't want to move & you should be good. Side note its possible you may need to learn about the scripts positioning. but this might save you some trouble with 8 directional/pixel movement? Npc Forbid? 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) Player Forbid? 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-0.5, 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-0.5) when 9; region = $game_map.region_id(x+1, y-1) It makes the positioning slightly better but might need to be adjust per use depending on your movement scripts.
  11. EXVA

    Venka Crafting Script: (read for more details)

    The terminology section effect text, Directions_Msg, Craft_Button_Text Start_Scene = ["Book1", 80, 100] # Sound on book open Success_Sound = ["Item1", 80, 75] # Crafted successfully Premature_Sound = ["Disappointment", 80, 100] # Crafted too soon Failure_Sound = ["Chime1", 80, 50] # Crafted too late Level_Up_Sound = ["Sound2", 80, 100] # Gained crafting level #=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- # - Text Settings - #=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- Craft_Button_Text = "Create" # What the begin crafting button displays Directions_Msg = "Press 'Enter' when the bar is green" # Instructions Text Possessed_Text = "Currently Owned:" # Total Owned Text Ingredients_Text = "Ingredients:" # Ingredients Text Needed_Owned_Text = "Need/Have" # Needed/Owned Text Level_Text = "Lv:" # Level Text EXP_Text = "Exp" # Exp Text #=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- # - Results Pop-up Window Settings - #=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- Pop_up_Window = true # Use the pop up window Result_Opacity = 255 # Result window's over all opacity. Number 0 - 255 Result_BGOpacity = 215 # Result window's background opacity (default 192) Results_Text = "Results" # Text shown at the top of the Results Window Failed_Msg = "You have failed at creating this item." # Fail message Result_Msg = "You crafted:" # Success Message Lv_Gain = "Leveled Up!!" # Level up message Exp_Earned = "Exp earned:" # Exp Earned message Max_Exp = "Maxed Out!" # Message for max exp Learn_Text = "Learned:"
  12. EXVA

    Venka Crafting Script: (read for more details)

    Timer_Type = :timer Make sure this isn't set to none I think your wanting it active. Timer_Type = :timer # Set to :active, :timer, or :none Crafting_Time_Max = 1000 # Max craft time (total time) Crafting_Buffer = 30 # Buffer to activated timer (window for claiming) Default_Craft_Time = 500 # Default craft time (when to claim item) Time_Variance = 100 # Variance to craft time, set to 0 to disable Accelerate_Time = true # Craft time gets faster as you out level them # This is the rate to speed up craft time. This should be between 0.1 and 0.9 Accelerate_Rate = 0.9 # The lower the number, the faster it speeds up. Time Variance would effect timing too same for Accelerate.
  13. EXVA

    Venka Crafting Script: (read for more details)

    I can help I think as I use the same scripts I believe. but without seeing what yours are I can only guess. # "Text" is text shown when the exp gauge for the craft is maxed out # :bg_image => "File_Name", # Background image for scene # "File_Name" is file found Graphics/Titles1 or Graphics/Picture. # Use nil to omit this option. # :bg_music => "File_Name", # Background music for scene # "File_Name" is file found Audio/BGM. Use nil to omit # :active_sound => ["File_Name", Volume, Pitch], # Sound while crafting # For this one, it will check in the Audio/BGS folder first if it # doesn't find the file, then it'll check in Audio/SE. If the file # is a SE (sound effect) it will play ever 2 seconds. Can be omitted. Craft_Info[1] = { # Cooking :craft_name => "Cooking", :craft_time => 30, :buffer_time => 90, :exp_table => [ 10, 5, 12, 20], :max_level => 10, :mastered => "Master Chef", :bg_image => "Book", :bg_music => nil, :active_sound => ["Fire", 100, 100], Craft time & buffer time, may have some effect. Make Sure each of your crafting info[]s have similar stuff on them find the ones that work & replace the => with right ones that do. Recipes[1] = { # Loaf of Bread :recipe_type => 1, # Cooking Recipe :auto_learn => true, # Auto-learn this recipe :req_level => 1, # Level required to use this recipe :display_name => "Baked Bread", # Name that appears on the recipe :shop_fee => 10, # Fee charged if crafted at a shop :craft_time => 200, # Time it takes to make the item :earned_exp => 5, # Exp gained on success :crafted_item => [:i24, 2], # Makes 2x Loaf of Bread :ingredients => [ # 2x Eggs, 1x Flour, 1x Milk [:i298, 2], [:i72, 1], [:i297, 1], Make sure your Craft Time is correct on Recipes.
  14. EXVA

    Editor Won't Run

    This is a bit late but yes I've had this happen, backups are very important, I normal straight click the data folder & make it a rar every time I'm done, that way the if the pc crashes & the data corrupts you have the last point you started with saved at least.
  15. Perhaps a autosave script would work, I normally wouldn't post script code. Just edit the battle end to battle start & it should work, it's my personal edit. #Basic Autosave v1.1 Script by: V.M of D.T (email): sumptuaryspade@live.ca # facebook: http://www.facebook.com/DaimoniousTailsGames # Other Scripts http://daimonioustails.weebly.com/ # Free to use in any project with credit given, donations always welcome! NAME_AUTOSAVE_FILE = true AUTOSAVE_FILE_NAME = "Autosave" AUTOSAVE_ON_MAP = false AUTOSAVE_AFTER_BATTLE = true $auto_save = true class Scene_Map alias auto_post_transfer post_transfer def post_transfer auto_post_transfer return unless AUTOSAVE_ON_MAP if Module.const_defined?(:Game_Options) DataManager.save_game(3) if $game_options.auto_save else DataManager.save_game(3) if $auto_save end end end module BattleManager def self.battle_end(result) @phase = nil @event_proc.call(result) if @event_proc $game_party.on_battle_end $game_troop.on_battle_end DataManager.save_game(3) if $auto_save end end class Window_SaveFile alias auto_refresh refresh def refresh if NAME_AUTOSAVE_FILE contents.clear change_color(normal_color) if @file_index == 3 name = AUTOSAVE_FILE_NAME else name = Vocab::File + " #{@file_index}" end draw_text(4, 0, 200, line_height, name) @name_width = text_size(name).width draw_party_characters(152, 58) draw_playtime(0, contents.height - line_height, contents.width - 4, 2) else auto_refresh end end end
  16. I'm seeking an investment partner who is able to front $2000 USD & do light weight basic marketing for my game, in exchange for a 20% Stake Holdings in a 1~2 Year Term Partial Ownership Agreement, With $X2(double) Investment Return using a 66% Monthly Payout until the($X2 Investment)$4000 is made, *additionally paying another 20% of the total income made from sells until end of term length agreed upon. Example(The game grosses a profit of $12k USD by the end of the year you'll be paid, -2000+4000+$2400*= $4400(6.4k), for a 1 year long term, the *additional payment varying depending on game sells set at 20%, with me covering steams cut, meaning 12k, would be about 9k-taxes, leaving about 50% for both of us around 4.4k more or less. Both aspects of Investment & Marketing are required, however the amount of marketing done will reflect in the 20% price. You can choose to do no direct marketing, receiving 0% *additional payment, or partially fulfill the next four requirements. Monthly, what is expected, each point representing 5%, example 12 months of #1=5%, or 6 months of #1 & #2 each = 5%. 1. Finding both a Let's Play/Streamer & Critical Gameplay Reviewer do make a(single) video for their viewer bases. 2.Follow Twitch, or other media platforms of your choice, posting about the game, trafficking users to the store page. 3.Sending emails/other messages to people, advertising the game & it's latest updates/content releasing information. 4.Additional marketing you can show that isn't covered by the above 3 #s as valid work/time spend on the endeavor. https://store.steampowered.com/app/1810220/Gears_of_Phantasm_Destiny_TailoredAct_I/
  17. https://store.steampowered.com/app/1810220/Gears_of_Phantasm_Destiny_TailoredAct_I/ A classic styled JRPG offering a somewhat different approach on how RPGs can be designed. Uses a customized battle system, (while a prototype & not without its quirks)still evolves basic front facing battlers to the next Lvl exploiting the build-in engine combat & evented animations. The Real Time Combat is quite the change of pace from turn based RPG MAKER based games. However combat has always played second fiddle to exploration & characters with deep story. Now go fetch these orbs & track down that evil doer before the world comes to a sudden end! (WARNING READ ONLY) IF INTO DEPRESSING REALITY & WHAT GOES THROUGH MY MIND! But how much depth does collecting 4 orbs to "save the world & defeat the bad evil doer" have? What approach could even be possibly taken to try & refresh a formula older than even myself. Well, building the ground work was the easy part, & completing it is another hurdle all together. With half finished questlines, dev rooms sitting there unfinished, & dungeons that require work. I'm left pondering, was this really a game I created for the sole purpose of being sold on steam, or was it some kind of way of getting a little control back into life from reality of being a shut-in. Creativity only goes so far, exploration & average NPCs that simply serve their simple function, doesn't seem to get you quite there to the nostalgic levels of being thrusted in a Fantasy World as you once had way back as a kid playing all those 2D RPGs for the very first time, what is left. Two & half years with a good bit of content to offer yet feel it lacking as a void to be completed. The drive of wanting to make money undermines the whole passion of wanting to game dev... Just trying to market has torn me away from wanting to make all the additional content I want. I don't know just ramblings of a dev who feels overly attached with 1st game world to move on. Asset-Terms From Creators.txt
  18. Ever wonder if super speed was possible without lag, well it was rather simple & not so advanced... class Game_Player < Game_Character def movable? return true end end (ISSUES)Below Events don' trigger when ran across, this doesn't seem that bad. (EXPLOITATIVE POSSIBILITIES) well super speed wasn't exactly what I was wanting, I just happened across it & now I'm wondering if theres a way to slow the player down. (WHY)Well I noticed while the frames did dip the movement of the game looks smooth. (Smooth)Yes zipping around maps without any stutter almost like magic, seems legit. (But)ISSUES FROM ABOVE WITH BELOW EVENTS, SO CONCLUSION? (IF SOMEONE WAS TO FIDDLE AROUND WITH THE ISSUE & GRANT PLAYER SLOWING!) QUESTION, WOULD THIS MAKE THE COOLEST IDEA EVER IN CONCEPT?(MIND BLOWN!)
  19. I think I've seen a flying script before, but yea I definitely dashing at a high spd is useful I currently have a meter script but its tied to autodash. I use a modified Yami Engine Symphony - Dash Stamina. Works fairly well.
  20. Oh now the super spd is breaking when I tried it again, well that seems to been a futile effort, move to fast you break the game, lol figures. Low spd works tho so not a total waste of time I suppose.
  21. Hmm, possible I was wrong. at return .15 its the same spd & I can't tell the different between this & what I already had smoothness wise. All this seems to do is mess up the the auto dash, & walk that I've setup using a different script not sure if I'm going to scratch the Sprint Script since it lags to much when using it, this sorta functions better but I'm not sure if its really going to make any kind of difference. This was interesting enough tho. class Game_Player < Game_Character def distance_per_frame if Input.press?(Input::A) return 0.15 else return 0.2 end end end I could use this & ditch the sprint mete, I'll lose the ability to walk & only dash for a short amount of time but who really walks in games like this, &the short sprint might just annoying players more than anything else. So I'd be trading a parallel event & redundant feature in-exchange for a slightly better sprint that people would abuse. Thats a tough call to make honestly.
  22. EDIT THX IT WORKS. class Game_Player < Game_Character def distance_per_frame return 0.2 end end This doubled my player spd with the pixel movement script I was using. Now it looks more reasonable, but the fps does dip slightly so I'll have to adjust for that however this was expected, your pretty amazing.
  23. Oh was also using a pixel movement maybe thats why. I currently have it setup where I can move a half tile each time I step, this method makes the whole game a lot better with very few graphical errors. I'll try your edit to see if it works like I'm hoping, its less spd I'm after & more a way to create a more gliding movement as it looks pretty stutterie in my game project but that might be due to the fact I got the whole open world map total cram-packed with events so instead of the 66frames I have it set to its about 50~55 fps on the main map, 60hz limits it to 60frames anyways but it should be fine at 66fps regardless. I found the game to be more stable with slightly higher fps but unbottlenecking it 6frames.
  24. How would one go about making the element id one the 1 element Apply Stack while making the rest Multiplicative, The hashtags# are what replaces the Multiplying of Elemental resistance, thus they stack additively 25+25+25+25=100 I tried use a if statement such as if element_id = 1 However attempts like this failed in only making the it glitch out giving all elements the same boost of one or simply applied the Stacking overriding all elements at once. Which is what I'm trying to avoid, but there seems no way to designate a certain element. Mostly likely I'll have to choose one or the other sadly but this is the nature of coding! Game_Battlerbase def element_rate(element_id) features_pi(FEATURE_ELEMENT_RATE, element_id) #er = features_with_id(FEATURE_ELEMENT_RATE, element_id =1).inject(1.0) do |r, ft| #r += (ft.value - 1.0) #end #[er, 0].max #end end
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