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Coolie

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Coolie last won the day on November 8

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About Coolie

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    Sanubian Menace
  • Birthday 08/15/1982

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  1. Looks like the option in the YEP_Core plugin to launch with the console open is set to true. Set that to false and that should go away. EDIT: Just want to add, you can press F8 during play to open the console manually to look for error messages and things.
  2. Hey, a situation where I can help! OK, so Kayzee had it right. Here's some other stuff I've been doing with it also. To check if a character is equipped with a certain weapon type while also NOT using a shield (Doublehand): <passive state: x> self.equips[0].wtype_id == 1 && @equips[1].is_nil?; </passive state> Checking to see if the character is equipped with ANY weapon (could be used to create a bonus for a weapons master, but not benefit a bare-handed fighter) <passive state: x> !@equips[0].is_nil?; </passive state> Conversely, to check if a character is NOT equipped with a weapon (providing the state to a character who benefits from being bare-handed): <passive state: x> @equips[0].is_nil?; </passive state> You can probably also reference this if my syntax is right... <passive state: x> !@equips[0].is_nil? && self.equips[0].name == "Legendary Sword"; </passive state> To create a state that only benefits the character when equipped with a specific weapon, by name, rather than using the ID (because it would be easier for you to read what it's doing rather than see numbers. This would ensure that the slot would have to first not be empty, then check for the equipped item's name. Another one that I didn't test but should work... <passive state: x> self.skill_learn?(y); </passive state> Should check if a character has skill ID y learned, and thus return true (could be used to create a state that empowers a certain skill once it is learned)
  3. Just to get the ball rolling and because I am lazy (but mostly to get the ball rolling), does anyone happen to know the name of the function used for displaying a character's status in menus (YEP probably alters this as well)? Also, would there be a way to offset every battleback image's Y value? Windows in this project I am helping with ae all opaque (no transparency) so there is no need for the battleback to go all the way to the bottom of the screen. But, I don't want to squish it or stretch it. I simply want to change the Y value by subtracting it by a certain numerical value. I'll take a look now to see if I can do that on my own and find the function for it, but if anyone knows exactly where to look, that'd be rad.
  4. Coolie

    Help with mathematical formula

    Yeah it might be a better option. I was hoping to save myself from that level of data entry on something, but it would definitely work better setting the value for each level on each curve.
  5. Coolie

    Help with mathematical formula

    It is a formula that exists in a game already that I was trying to convert to RMMV, so it'd have to stay. Anyway, I got it to require about 11 million EXP to get to level 99 by changing it up a little, which is good enough for now, haha.
  6. Coolie

    Help with mathematical formula

    Yeah I think those symbols are for readability. Genius! It definitely no longer returns a 1, but it's still not giving the number it should be giving. The formula is referencing the amount in EXP a character would need to gain their next level. Hmm... let me get some exact numbers. OK, so in-game at level 1 it takes 36 EXP to gain level 2. That's about normal (number should be 37 but I assume it is rounding down rather than up, that's fine for now). To get to level 3 from level 2, it should take another 169 EXP. However, it is returning a level up at 131 EXP and TOTAL EXP of 167 (again, rounding), rather than 169 EXP and a TOTAL EXP of 205 (169 plus the previous 36). So yeah, this is definitely working, it's just slightly off the numbers it should be giving, I think.
  7. Don't see a thread for RMMV questions that don't deserve their own thread (if there is one, I apologize)... Anyway, I am hoping to convert a formula I am looking at on a wiki page to its equivalent in JS. From the wiki page: Growth Factor * 500000 * { [ Current Level / 99 ] ^ ( 5 / 2 ) - [ ( Current Level - 1 ) / 99 ] ^ ( 5 / 2 ) } Growth Factor and Current Level would obviously be written using actual integers (or referencing a variable) in the JS version of this, but so far I have only been able to have it always return a value of 1.
  8. It wouldn't let me only apply those states under certain conditions, such as only when wearing a hat, or only when above level 50, etc. Without that functionality, I am stuck with the VE script unless Kayzee is inspired to make one. :P
  9. I am trying to add a notetag to Actors (and only Actors), in this format... <notetag: 3> The notetag's function would be to read the integer (3) and return the icon and name of the armor (and only armor) associated with that ID number. That information would then be displayed in a draw_icon and draw_text call in a method that can tell which actor it is on. For the life of me, I can't seem to get this to work. Now, I should note, I have avoided ever learning anything about making my own notetags in the 800 years since RPG Maker VX Ace came out, so I understand very little about how they work (but I do love that so many of you do know how they work, because scripts are pretty rad when we can just notetag stuff). I have tried to learn a little from looking at other scripts code, but I am sort of lost when a lot of the things in notetags that parse things looks like gibberish, and note tag code friendly seem to be written differently on a per-author basis. So, please help another would-be scripter learn how to do this, and maybe I can apply that knowledge to updating some of my older scripts, too. :D EDIT: I actually got the effect I wanted to work (with notetags!), so this issue is solved, but if we wanna use this thread to discuss note tag stuff I am all for that.
  10. Doesn't seem like it offers conditions to be evaluated on whether or not a state should be applied or removed. I would need that.
  11. As long as it allowed custom conditions I'd be all over that lol
  12. Thank you for the fix, even if it isn't the most optimized. Can always figure that out later AND that is something I wouldn't be against paying for. Just sayin'. :D
  13. Alright, so I should note that the items in question that I am testing are both accessories (Yanfly Equip to be able to equip multiple). Equipping object 1 in the example (state 50) in the first accessory slot and then equipping the second object (state 51 relying on state 50) in the other accessory slot, and then switching both with each other, both return the same issue. I then changed the first object to an entirely different armor piece (a hat) and an accessory, same thing. If it is checking equips by slot ID and doing so in ascending order, the hat comes before the accessories in ID number, and thus should have worked (assuming I even have the right syntax). So I put the passive state on an item that comes AFTER the accessories, and guess what? Works fine. So I guess it checks them in descending order (from the bottom slot ID to the top) Now this presents a huge problem either way, because the order in which it checks is causing certain passives not to work when they rely on another state. Doesn't seem to affect any other calls I made in the passive state tags so far for anything. So, is there any way I could potentially fix this, or am I just boned here?
  14. OH! A battle pose in the VE - Animated Battle script! OK! Yeah, as Roninator said, just change the row/frames you want to use for a dead animation. One other thing, if you are using a different style of battler (:sprite, :charset, :kaduki and the elusive, never-explained-but-its-there-and-it-works :default), make sure you are using the proper syntax. Some of them require you to use the row's name rather than number, like: # Pose displayed when incapacited <action: dead, loop> pose: self, row dead, all frames, wait 4, return; </action>
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