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Everything posted by Coolie
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Land Vehicle v1.07 By: William Couillard (Coolie) Last Update: September 29th, 2021 This script allows you to change the "Boat" vehicle into a land vehicle capable of traveling on the same terrain that the player is able to. You can opt to keep random encounters on or off (you can change this for the other vehicles, also), as well as choose whether or not touch events (including teleports) or action button events (pressing a button to start an event) should still process while piloting the vehicle. You can also set the movement speed of the vehicle. Screenshot(s) Features Changes the "boat" vehicle to be changed to travel on land Customizable land vehicle speed Allow or disallow touch events from processing while driving the land vehicle Allow or disallow action button events from processing while driving the land vehicle Allow or disallow enemy encounters from processing while driving the land vehicle, ship, and/or airship Land Vehicle will only animate while moving Ship and Airship still animate while idle Special Thanks Galv (1.01 compatibility help) MrTrivel (1.04 feature help) Chigoo (1.06 feature help) Script Link http://pastebin.com/aSFvZiY1 Compatibility Patch Script: Land Vehicle v1.07 & Galv's Vehicle On/Off Locations http://pastebin.com/3FC5Cxyb
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Land Vehicle 1.07 [Update: 09/29/2021]
Coolie replied to Coolie's topic in Completed Scripts/Plugins/etc.
I am going to add move speed on the fly (which is proving a bit difficult so far), and interaction with "button press" and "player touch" toggling within the next few days, typing code is a bit difficult right because I am recovering from a shoulder surgery I had this past Tuesday, but I took the notes on some feature stuff. These things will apply to two vehicles (land, ship), so it'll be more of a "Land Vehicle + Ship Vehicle Options" script in the next update. Changing how the airship functions in regards to those same features seems a bit too much trouble for too little gain. If you're able to encounter enemies while in an airship, coding would have to be added for troops that you'd be able to meet in the air, as well as being able to set a battle background for those battles, which I would assume would also need settings via region IDs so they wouldn't all be the same worldwide. I may add this in the future for 3.0. but I can't promise it.- 54 replies
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Land Vehicle 1.07 [Update: 09/29/2021]
Coolie replied to Coolie's topic in Completed Scripts/Plugins/etc.
Script Updated to v1.07 Encounter support for ship/airship added. Altitude support for airship added. Walk animation/step animation setting for Land Vehicle removed (redundant, now automatic based on vehicle type)- 54 replies
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Land Vehicle 1.07 [Update: 09/29/2021]
Coolie replied to Coolie's topic in Completed Scripts/Plugins/etc.
Script updated to allow or disallow walking animation when piloting the vehicle.- 54 replies
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Quick and dirty way to do this: Create a skill that will make the enemy flee the battle. Set this skill in the enemy's moveset. Make it only use this skill if the enemy is under the effects of the Fear state you made. This is default functionality in RPG Maker MV. Give it a ranking to decide how likely it is to use the flee skill.
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So, Yanfly's Stat Allocation plugin is working wonders for a project I am working on, but there is one thing I'd like to change. It seems that the plugin adds flat stat increases to the parameters you can upgrade (I am talking about MHP, MMP, ATK, DEF, MAT, MDF). I'd like to alter this to add these increases to the BASE parameter. For example, a character at level 1 that has 200 MHP uses AP, items, what have you, to alter their MHP by another 100. I'd like the new BASE stat to be 300 MHP. In this way, it will be possible to further upgrade the character's MHP exponentially with gear or states. +50% MHP buff from gear with 200 base HP: +100MHP +50% MHP buff from gear with 300 base HP after using Stat Allocation to add +100 MHP: +150 MHP Any help in making this change would be greatly appreciated, thanks all!
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Final Fantasy Styled Battle Log v2.05 [Updated 03-02-2020]
Coolie posted a topic in Completed Scripts/Plugins/etc.
Final Fantasy Styled Battle Log v2.05 By William Couillard Introduction This script changes the default behavior and aesthetics of Window_BattleLog to resemble the way the Battle Log window would look in a Final Fantasy game. Features - 1.00: Customizable opacity for the Battle Log window. - 1.00: Define skills that will not show up in the Battle Log window (i.e. normal attacks, defending, etc.). - 1.01: Updated to include options to change the Battle Log window width and alignment. - 1.01: Updated to include option to show Actor/Enemy names prior to skill message or not. - 1:02: Bugfixes. - 1.03: Bugfixes. - 1.04: Updated to allow different windowskins for actor and enemy attacks. - 2.00: Rewrote script. Needless features removed. Icons in skill and item names showing now. Possible to use different fonts for enemy and ally skills. - 2.01: Forgot to include an overwritten method in v2.00. Updated to reflect that change (this should also stop the 'blank window' issue). - 2.02: Fixed a bug where changing the Y offset would only move the window's position, and not the skill/item icon and text. - 2.03: Fixed a bug where default battle sounds like recovery and evasion weren't playing with skills or items. - 2.04: Bugfix for default battle system, correcting an error where enemies wouldn't collapse when they die. - 2.05: Streamlined the ignored skills code to automatically omit any skills that do not contain a "use" message. Cleaned up redundant code. Screenshots How to Use Simply paste the script ABOVE Main and BELOW "Materials" section. It is a good idea to post this script BELOW any scripts which have had compatibility patches added. Compatibility This script almost completely rewrites the way Window_BattleLog functions, so it's a good idea to place this script BELOW any script which also overwrites methods from Window_BattleLog. Script Pastebin Link: http://pastebin.com/i1uXe2NN Credit and Thanks - Swish, for the idea. - Keith Brewer, for some coding help. - KilloZapIt (Kayzee), for some coding help.- 156 replies
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Final Fantasy Styled Battle Log v2.05 [Updated 03-02-2020]
Coolie replied to Coolie's topic in Completed Scripts/Plugins/etc.
self.windowskin = Cache.system("Window") Try changing the line in question to this. -
Weird Chrome popup when launching game
Coolie replied to Ocedic's topic in Editor Support and Discussion
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. -
Victor's Passive States and notetag struggles (please send help!)
Coolie replied to PhoenixSoul's topic in Programming
Happy to hear it! :D -
Victor's Passive States and notetag struggles (please send help!)
Coolie replied to PhoenixSoul's topic in Programming
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) -
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.
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JS (MV) Questions That Don't Deserve Their Own Thread
Coolie replied to Rikifive's topic in Programming
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. -
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.
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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.
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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.
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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.
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Ruby/RGSS3 questions that don't deserve their own thread
Coolie replied to kal's topic in Programming
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 -
Ruby/RGSS3 questions that don't deserve their own thread
Coolie replied to kal's topic in Programming
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. -
Ruby/RGSS3 questions that don't deserve their own thread
Coolie replied to kal's topic in Programming
As long as it allowed custom conditions I'd be all over that lol -
Ruby/RGSS3 questions that don't deserve their own thread
Coolie replied to kal's topic in Programming
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 -
Ruby/RGSS3 questions that don't deserve their own thread
Coolie replied to kal's topic in Programming
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? -
Victor Engine Animated Battles Enemy Collapse Effect
Coolie replied to Wispmage's topic in Programming
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> -
Ruby/RGSS3 questions that don't deserve their own thread
Coolie replied to kal's topic in Programming
Gaining the new passive state (51) that I am aiming for is not dependent on the equipment specifically, it is dependent on the actor having another state (50). That state can be added by other equipment or abilities in battles, etc. The only condition I want for having state 51 is by first having state 50. Surely, there has to be some expression I can put in that eval to check the actor's current states. I should point out that the character I tested with already had state 50 applied before even trying to equip ANYTHING (just for testing) and it still would not give them state 51. The script is versatile, I've used it to do some pretty wild things with equipment, but checking for a state should be a simple thing in the grand scheme of things. It's super weird that it doesn't have support for that up front, but there has to syntax that exists to check for it. -
Victor Engine Animated Battles Enemy Collapse Effect
Coolie replied to Wispmage's topic in Programming
Are you saying that when you kill an enemy, their sprite begins rotating? If that is what you are saying, that is not a function of that script. There is no functionality in VE - Custom Collapse that would cause a sprite to begin rotating, as it is not one of the tags you can use. Are you sure another script isn't causing that problem? Try disabling every script except the custom collapse one.


