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Victor's Passive States and notetag struggles (please send help!)
PhoenixSoul posted a topic in Programming
Okay, so what I am trying to do is have the state applied if certain equipment is used, like an Axe Mastery Passive Skill if an Axe is equipped. Thus far, I've been able to get it to work if there was anything equipped in the weapon slot, but not for checking if said weapon was an axe, in essence, the script giving the finger to wtype_ids and atype_ids (ha-ha, no specific checks for you-nah nah nah-nah nah). Setup: <passive state: 141> a = equips[0] && equips[0].wtype_id; b = equips[0]; [1].include?(a) && b </passive state> @Kayzee, dearest love would tell me that I'm making things too complicated again, but seriously... -
... Is there a way to check for which party member is currently changing equipment? I think if I could use that in a conditional branch, I wouldn't continue to run into this weird and otherwise nonsensical eval error that only occurs with more than one member in the party when changing equipment. Scripts involved: @Tsukihime's Common Event on Equip/Dequip. What's going on: With more than one party member, I have variables set up to check on specific equip setups of each party member, however, I think there's a hangup in that it considers equip checks as checks for nil if the party member in question is not being equipped or dequipped. There's nothing in @Tsukihime's script that could be interfering so it must be something else. I still think that if one could check to see who is currently changing equipment, that would be fantastic.
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So, I've hit yet another roadblock, and I've no clue how to go around it. I don't have the endurance to stress over these, so if this is something I'm forced to solve on my own, Ramsey v0.1.5 is as far as this goes, and will be the last RM project I do any level of serious work on. It's too much for me to try to create something that I cannot fit into a lacking skill set. Okay, so you're wondering what the issue is, and why I didn't post this in the RGSS boards. The latter reason is that I need to talk about this in an open fashion and I can't do that without reprimand in the RGSS board. The issue: So, I've used Moby's Sprite Bugfix that makes it so that sprites taller than 32 px aren't affected stupidly by Star Passability tiles. I've already made one fix that doesn't take screen tone into effect (made an extra viewport and switched around some viewport functions), but now I've run into one more. I have custom ceiling tiles that when placed, obscure the player. They're in Tileset E. This issue was not present before these tiles were implemented (and thus the event system used to hide the player and then make the player through before undoing those after going through a door or under a ceiling transition was removed once the tiles were implemented), and that issue is that event graphics taller than the player sprite, will get drawn over the player sprite, when the player IS STANDING IN FRONT OF THE EVENT. IT LOOKS BAD, AND MAKES ME FEEL LIKE A DAMN CHUMP. I had tried several ways to make it not do that, even trying to make it draw over the player sprite if the Y COORDINATES OF THE PLAYER SPRITE WERE LESS THAN THE EVENT AND THAT THREW ERRORS DESPITE USING $GAME_PLAYER.Y AND $GAME_MAP.EVENTS[@EVENT_ID].Y WHICH ARE ALREADY DEFINED BY THE CLASS GIVEN. So, I asked dearest love @Kayzee for aid, and...naught. She gave an idea to make the events in question Below Characters which not only doesn't help, but gives them Through flags to boot. These door events may as well be guillotine events! So, am I going to get some help here!? Or, do I let Ramsey's deadbeat father kill her instead!?!?
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Item/Skill that revives and heals dead allies but also heals living allies (REQUESTED BY SOMEONE ELSE)
PhoenixSoul posted a topic in Programming
So, this is something I thought I could figure out, but my skill in RGSS is a bit lacking. What this individual seeks is to use the method that checks for if any allies are 'dead', from Yanfly's Battle Engine without using said script, and modifying that to do the following: Emulate Persona's revival skills so that if no allies are dead then the skill does nothing, but can still heal living allies if at least one ally is 'dead'. I've no experience with the Persona series, so maybe someone else can aid me here. @Rikifive? @Kayzee? @roninator2? Someone? Anyone? -
I've seen a lot of videos and other content talking about this subject and it had me wondering... Can... RGSS... Run... DOOM
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So, here's the skivvy: I'm using Hime's EXP Gain Effect. One issue I have with this is when using the item, there's no way of telling how much of an effect the item is having unless the character levels up. So, I need to know how to draw EXP on the menu page as a bar akin to VP/MP/TP. I already have Yanfly's Core and Menu Engines in place. I'll share the code I have thus far: As for Vocab::Expbar, that is in a modified Vocab addon I made. My main thing is what should go in place of actor.exp_rate since that is not defined, or if I were to define it, how to do so. I can deal with the gauge colors later since defining new ones wouldn't be too difficult to do.
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Incompatibility(??): ModernAlgebra's Global Codes and Yanfly's System Options
PhoenixSoul posted a topic in Programming
So, here's the skivvy. I have set up a certain table of global codes to be used, and in some areas, the codes render the text just fine. However, in only this particular scene, where I'd like to have the text and/or icons show up properly, they instead show garbage. I'd like to know how to fix this, and I'm on a deadline so this is info I need ASAP. I'll be tagging people specifically so that this is seen sooner rather than later. I don't know where to get the global codes script (I have an archive of scripts and that's where I got it from), and Yanfly's wordpress should still be around. Tagged for fast visibility are... @Rikifive @Kayzee @Seriel- 7 replies
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I was looking through some old bookmarks I made, and wanted to grab a script written by @Seriel, only to find, 404. What happened? Did ya give up on it or something? If these can be found elsewhere, I'd love to know. Merci beaucoup.
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Victor Engine VX Ace - Materia System: Triple Pairing (Feature in MV version)
PhoenixSoul posted a topic in Programming
Quite simply, I'm not sure how to implement the aforementioned feature in the VX Ace version. What the triple pairing feature does, is allow one to setup three materia slots as linked slots rather than just two. I've tried to implement this feature before, but I kept getting errors and eventually trashed the idea. However, I know there is someone out there who would probably, maybe know how to help me with this. Oh, ya want the script for reference? Ya got it. -
Hime's Learn Skill Shop - Vague Instructions == Bad Time For All, Especially the Dev (Dealt With)
PhoenixSoul posted a topic in Programming
Like, let us be fair here. I've got it about halfway there, but there are some parts that confuse me, like the <buyable> tag, where does it go? @Seriel was helping me on this earlier, but with the parent script, Shop Manager, and kinda dropped off after I got that figured out. Also, how do I set level restrictions on spells? This part really confuses me as there's no clear instructions on this at all. It's like getting a midi keyboard with an instruction manual that doesn't tell you how to reset the factory settings after changing the SRAM battery. I have the classes setup to be able to learn the skills, so that isn't the issue. I just don't know what is. I mean, I could do a bunch of event commands for this, but there comes a point where troubleshooting that is not worth it. For reference, this here is the script in question. And Shop Manager too. Edit: Thanks to @Kayzee for assisting me with the vague instruction on where the <buyable> tag is supposed to go. The notetag box for skill learning by level is where it goes, and the vague instructions don't make that clear at all. Way to go! lol Anyway, this is taken care of. I will revise the script in question and make those instructions more clear. -
Neon Black's Composite Characters - Issues and Gripes that need addressed...
PhoenixSoul posted a topic in Programming
Okay, so I've been working with this for a bit and I love that I finally have a way to customize face and sprite graphics in such a way (even if it is resource-heavy); having (finally!) the ability to add/remove adornments without having to have a massive library of pre-rendered images on hand and a lot of eventing and such, like the application of cosmetics for one instance (there's no script I've found that allows this!), or changing hairstyles, among other things, this script does wonders. Now, onto the locked gate. That locked gate comes with the name, 'emotion sets'. Now, I have already, every single possible face graphic to have a four by four array of different possible emotions with every variation that these apply to. That part is fairly easy to reproduce en mass on the graphics end, but the issue I'm having is the following: If I tell the engine to change the face graphic of any given composite actor from index 0 to any other index, it does NOT LOAD PROPERLY, and the result is that only one or two pieces are displayed, and this IS NOT FIXED by changing the face graphic back to index 0. This really blew the whole story line I had in mind out of the water, until I figured out that having the standard face graphics with the '$' in the filename is the culprit. Removing that from all the standard graphics for composite sprites and faces and editing the script proper to use those instead, emotion sets work properly, but then, it completely destroys the composite sprite image...leaving a blocky mess in its' wake. That is where I am shelving-level stuck and frustrated. @Kayzee also uses this script, but I actually question how helpful she could be in this regard because what I am doing is far more complex and robust in comparison, though to the end user it wouldn't necessarily appear so, so I dunno. Am I screwed here? Or am I missing something so overtly simple that I'll be banging my head against the wall ('STUPID! STUPID! STUPID!') later for? For reference, this here is the script in question, and yes I have version 2.1. As you'll be able to see, the author has completely abandoned their script for reasons unknown. Thanks in advance for a swift reply. (or since it seems everyone think I deserve it - a swift kick to my arse lol)- 6 replies
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VXA-Set Gold (2), Set Level, Modded Yanfly Script
PhoenixSoul posted a topic in Completed Scripts/Plugins/etc.
I've acquired a little skill in RGSS code, so I've decided to share the fruits of this with you! And without further adoobie (lolz)... 1. System Options Modded (original - Yanfly; mods made by myself and a fellow game dev) Modifications made: Added the ability to change the Music Effects volume (originally attached to BGM for whatever reason); this was done by the game dev and chose to remain anonymous. Added :bar as an option which displays a long line of ASCII/10-key text that is reminiscent of a border bar (depending on your font choices this might look weird); I added this one. Implemented @Ninjamida's Jukeboxy-box feature so that one can go straight to that from the system menu. It won't be arsed to access it if you don't have the script installed either. Modified the control bars; holding combinations of buttons will increase the multiplier (holding down A and Y would increase the multiplier to 50 for example). Now, onto the script! ... Next, my little Set Level scriptlet. All this one does is allow the dev to directly set the level of any given actor. It will set the earned EXP to that of the minimum required EXP to attain that level. One can set the level using a static value, or the value of a variable, or really, whatever. Scriptlet: ... Last is my Set Gold scriptlet, as well as the companion for @Calestian's Currencies script. With both of these, the functions are basically the same as my Set Level scriptlet, though with my add-on script for @Calestian's Currencies script, one can do a little bit more with it. Now, onto the scripts. ... Pretty straightforward. ... And that's about it. It's mainly just rewriting what has already been written but it's a start.-
- utility scripts
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gamedev Entry 003: Throes of Damnation (small update)
PhoenixSoul posted a blog entry in Amyrakunejo's Game Cabinet
I've been dealing with a lot of garbage as of late, so progress has slowed to a trickle. I'm actually still figuring out story and locations related to story. That part has been difficult to do. Also, I keep running into bugs with syntax, a lot of times in battle due to some sort of conflict or NoMethodError nonsense or a number of other things. Some of it I've been able to correct, some I've had to disable scripts to avoid, and some I've come across due to Game_Interpreter being stupid, that of which I've decided to avert by doing some really shoddy backhacking. I've also been testing out some of the modifiers I've made to existing scripts, and I recently made a fix to one of my own. I made a scriptlet that changes the Dash button. I made it so that one could bind it to a switch, or to a variable (I've not written that out as of yet but I know how to write it). However, if one uses Yanfly's System Options, my scriptlet breaks Autodash, if one changes the Dash button (it works fine if left unchanged). So, I figured out exactly what runs Autodash, and incorporated it into a scriptlet. Took me about ten minutes. It works. Well, other than scripting...I've progressed very little elsewhere. I'm trying to cobble together all the possible summons, but to be honest, I kinda wanna go further into the game and see where that goes before designing those further. However, until those are done, I won't be able to redo the skills for each one. I have a few NPC characters done, and I've also resized some small battlers so that they can look like they're not meant to be on a Game Boy Advance screen. I'm getting there; unfortunately my excursion with MV was a big distraction, and it did kind of take from my creative energies towards this project. Well, anyway, until next time, true believers... -
SHBS Dev Entry #1 - Two Under Development Scripts (Camera + Add On)
TBWCS posted a blog entry in Attack on Diary
3D Line Battle System is a custom battle system that allows the developer to create a more enjoyable type of a frontal battle system. This battle system creates a Zoom, Pan and Move Camera type of battle. The animations also follows the camera as the camera follows the actions of the player as it attacks the enemies. https://www.youtube.com/watch?v=3yQVHi2CybA&list=UUQ0uO5HhePerzORxJ106PlQ [RGSS3] SHBS – Sogen – Umi – Yami – Tengoku (è‰åŽŸ æµ· 日本語 天国) Script Add On (Under Development Battle System) Description: This is an add on of my battle system I am working on in the mean time. This script allows you to create different battle changes depending on what skill you applied to be your field. If the field becomes Sogen (grassland), then all Beast Warrior actors and enemies would gain 200% Attack and Defense Boost. It goes the same with the others, Umi (Sea), Yami (Darkness), Tengoku (Heaven) with their own respective State Effects. https://www.youtube.com/watch?v=QtEFH6lmwRs&list=UUQ0uO5HhePerzORxJ106PlQ-
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