estriole 326 Posted September 7, 2012 @gonor : thanks alot. now i have reason to use this . just don't want to sacrifice my weapon slot. Share this post Link to post Share on other sites
titogod 0 Posted September 7, 2012 Hello Falcao, i need a little help on fall system. I set the tag to 6 on the tile, I fall, and I can be pushed, but my character is not coming to a reseted position, how can I make him go back to a walkable position? thanks Share this post Link to post Share on other sites
Caveras 40 Posted September 7, 2012 Does anyone reading this (or Falcao) know a bit more about character sprites? Thing is, the only "flaw" that's still bothering me with the new version is the hookshot sprite. I'm pretty certain I'm not the only one right there, but I also guess Falcao would have made the sprite "correct" if it wasn't somewhat difficult with the varying length and so on. (Or he made it intentionally like that because he likes it better that way, of course.) As it is now, the sprite for the hookshot only repeats its centered character sprite for each tile of its length. This, however, looks somewhat wrong, so I would love to change it. I have already changed the file to set up a varying character, but I haven't found the right spot to modify the script so far. Can someone tell me where or what I need to edit to display the middle hook chartile as the first one and the two other new chain tiles (placed on step left and step right at the moment) in alternating order to the end? Share this post Link to post Share on other sites
Falcao 88 Posted September 7, 2012 (edited) @titogod Every time your toon fall he go back to the last tile he was after falling. @Caveras you mean the spaces that are showed between each hook chain right? So you want a full chain view i guest, the original sprite i made for the hookshot fit right the 32 x 32 tile but it look so big for the game player, thats why i reduce the hook sprite size. Here the original hook chain size 32x32 each frame fit the entire tile Also if you want to animate the 3 patterns per direction go to # Game hook class Game_Hook < Game_Character attr_accessor :index def initialize(index) super() @through = true @index = index @character_name = FalInt::HookGraphic @move_speed = FalInt::HookSpeed @priority_type = 2 end end And add @step_anime = true I dint animate the char set cuz i concidered unnecessary Edited September 7, 2012 by Falcao Share this post Link to post Share on other sites
Caveras 40 Posted September 7, 2012 Ah, how could I miss the step_anime line, which is below almost all the other tools... =_= Thanks for that! But it's still not the solution I'd consider optimal. See, here's how I'd love to animate it (I only used the left direction sprite as an example): I probably used the wrong vocabulary..it's not an actual animation, rather a continuation of the (non-animated) left and right tiles. Share this post Link to post Share on other sites
Falcao 88 Posted September 8, 2012 Finish the char set, And make 32 by 32 each pattern Then we gonna try something easy i got in mind Share this post Link to post Share on other sites
Caveras 40 Posted September 8, 2012 (edited) Alright, try this one, and thanks for your time! =) The pattern for the correct order is 2 - 1 - 3 (middle, left, right). Not because I like gangsta rap, but I think that should be okay. Edited September 8, 2012 by Caveras Share this post Link to post Share on other sites
Falcao 88 Posted September 8, 2012 (edited) Ok first delete that @step_anime you have added to the hook shot definition then do this easy steps, find the hook shot update def update_hookshot hook_action return unless @showing_hook @hookshot.each do |hook| hook.update Paste this code just below hook.update hook.pattern = 0 unless hook.index == HookLong - 1 Now you have double hook at the top of the chain Edited September 8, 2012 by Falcao Share this post Link to post Share on other sites
Caveras 40 Posted September 8, 2012 (edited) This is just fine, works like a charm. Thanks a lot for the fast support! =) Edit: You probably know this already, but for others who might want to try the same: In order to show the long chain and only one hook when it's retracted/pulling something towards the player, one can shorten your insert below hook.update to: unless hook.index == HookLong - 1 or hook.index == HookLong hook.pattern = 0 end Edited September 8, 2012 by Caveras Share this post Link to post Share on other sites
Falcao 88 Posted September 8, 2012 (edited) Well Just remember that default settings sometimes may be the best choice Yes you got it, edit those number as you want, Edited September 8, 2012 by Falcao 1 Share this post Link to post Share on other sites
titogod 0 Posted September 8, 2012 @titogod Every time your toon fall he go back to the last tile he was after falling. @Caveras you mean the spaces that are showed between each hook chain right? So you want a full chain view i guest, the original sprite i made for the hookshot fit right the 32 x 32 tile but it look so big for the game player, thats why i reduce the hook sprite size. Here the original hook chain size 32x32 each frame fit the entire tile Also if you want to animate the 3 patterns per direction go to # Game hook class Game_Hook < Game_Character attr_accessor :index def initialize(index) super() @through = true @index = index @character_name = FalInt::HookGraphic @move_speed = FalInt::HookSpeed @priority_type = 2 end end And add @step_anime = true I dint animate the char set cuz i concidered unnecessary Hello, When I fall my character does not return to the last tile? what could be wrong? Share this post Link to post Share on other sites
Caveras 40 Posted September 8, 2012 Have you checked the passability settings for your tile? Perhaps it's set to impassable but allows you to fall through, but not to be repositioned on it. Share this post Link to post Share on other sites
titogod 0 Posted September 8, 2012 This code is incompatible with 8 direction movement, I removed it and it works. Share this post Link to post Share on other sites
Falcao 88 Posted September 8, 2012 (edited) This code is incompatible with 8 direction movement, I removed it and it works. As i said before, scripts that OVERWRITES existing methods may cause that king of issues, that why every scripter must use aliases instead of overwrite them, you can still try the diagonal movement from moghunter but paste it above this script. Read this example: I did aliases on all game player method i used, then you paste another script that overwrite the default methods of game player the interpreter gonna read the last method only. my effort making my alias method not gonna be read it sadly Thats why you should take care while adding scripts to your project, dont just copy and paste, be aware that the script you are installing may fuck up your game Edited September 8, 2012 by Falcao Share this post Link to post Share on other sites
estriole 326 Posted September 8, 2012 some bugs when planting the bomb next to fall area. then you fall. the bomb still haven't exploded yet. so you 'spawn' at the fall tile. and fall again. and fall again. and fall again. and fall again. till you die. game over. Share this post Link to post Share on other sites
Caveras 40 Posted September 8, 2012 titogod: mikb89's Some Popup script ( http://www.rpgmakervxace.net/topic/5252-some-popup-28/ ) is unfortunately less known around many forums, but it's a pretty cool and small script that has easily customizable popups for events and - without mentioning that explicitly - also includes a fully functional 8-directional movement, which in case of my current project (featuring loads of scripts from Victor, Yanfly, Mog and so on) is compatible with all of them and works just fine with Falcao's collection. I personally wouldn't recommend using Moghunter's 8DM script, by the way, since in my case it allows the player to bypass event tiles, which were meant to block the player, with diagonal movements. Most other 8DM scripts, and also the one I linked above, instead make you stop on corners, which doesn't enable the bypassing. Share this post Link to post Share on other sites
Falcao 88 Posted September 8, 2012 (edited) some bugs when planting the bomb next to fall area. then you fall. the bomb still haven't exploded yet. so you 'spawn' at the fall tile. and fall again. and fall again. and fall again. and fall again. till you die. game over. That's actually considered as game flow instead of a bug, because when a bomb hurt game player automatically step backward simulating that it was really bad idea to stay near a bomb while exploding. So keep in mind when a bomb explode move away, but you can still disable that move backward in the game bomb impact method definition Edited September 8, 2012 by Falcao Share this post Link to post Share on other sites
titogod 0 Posted September 8, 2012 (edited) Thanks guys. I am going to change the arrow for shiruken for my samurai/ninja game Edited September 8, 2012 by titogod Share this post Link to post Share on other sites
Falcao 88 Posted September 8, 2012 I added a new PDF wiki documentation for this script, it contains very detailed information about this scripting system. I recomend you to download the PDF file See main post to get it Share this post Link to post Share on other sites
Da_GPer 4 Posted September 9, 2012 In the demo, how do you switch between tools? I cant pass the arrow demo because I cant change to bombs. Also, looking at the map in the editor, there also appears to be a part that uses the hookshot there. Share this post Link to post Share on other sites
Caveras 40 Posted September 9, 2012 (edited) Well, if you have watched the demo you might have noticed that he equips the tools one after another as a weapon? =) You can also write your own little tool switcher with Yanfly's Common Event Buttons script and set up a common event that unequips a tool and equips another if it's in the inventory by pressing D or whatever you wish. Edited September 9, 2012 by Caveras Share this post Link to post Share on other sites
Da_GPer 4 Posted September 10, 2012 Well, if you have watched the demo you might have noticed that he equips the tools one after another as a weapon? =) You can also write your own little tool switcher with Yanfly's Common Event Buttons script and set up a common event that unequips a tool and equips another if it's in the inventory by pressing D or whatever you wish. Im sorry, but Im not really smart when it comes to writing code. I do try to figure stuff out, but I wouldnt be able to make something like what you said. Share this post Link to post Share on other sites
estriole 326 Posted September 10, 2012 some bugs when planting the bomb next to fall area. then you fall. the bomb still haven't exploded yet. so you 'spawn' at the fall tile. and fall again. and fall again. and fall again. and fall again. till you die. game over. That's actually considered as game flow instead of a bug, because when a bomb hurt game player automatically step backward simulating that it was really bad idea to stay near a bomb while exploding. So keep in mind when a bomb explode move away, but you can still disable that move backward in the game bomb impact method definition no. it's not it. here's the situation. i plant the bomb and immediately fall. the space that i fall have the bomb still not exploded. it makes the character not spawn on that location but at where i fall instead. so i fall again. so if there's something in the place i need to spawn it will move the location where i could spawn. and unfortunately at fall area again. hope this clear the explaination. thx Share this post Link to post Share on other sites
Caveras 40 Posted September 10, 2012 (edited) Im sorry, but Im not really smart when it comes to writing code. I do try to figure stuff out, but I wouldnt be able to make something like what you said. It's rather easy. Just copy the script into your script editor in a slot between Material and Main. Then just add the ID of the Common Event you want to run per button press to the respective button in the script and create your common event like "Unequip Weapon: Weapon 1" and "Equip Weapon: Weapon 2" - that's it. You don't have to write any code for this =) Edited September 10, 2012 by Caveras Share this post Link to post Share on other sites
Falcao 88 Posted September 10, 2012 (edited) no. it's not it. here's the situation. i plant the bomb and immediately fall. the space that i fall have the bomb still not exploded. it makes the character not spawn on that location but at where i fall instead. so i fall again. so if there's something in the place i need to spawn it will move the location where i could spawn. and unfortunately at fall area again. hope this clear the explaination. thx The bomb is an impassable character, if you leave the bomb right there on the last tile after falling the script simple don't going to return you back to that tile because the bomb is there blocking the way (i think that make sense). you will be forced to die. Edited September 10, 2012 by Falcao Share this post Link to post Share on other sites