TheYungVxAce 1 Posted May 3, 2016 Quick question. In the quicktools menu, is there a way to get rid of the top window completely? I tried dabbing into the scripting but the most I could figure out was to move all of the contents from the top window off screen. Specifically speaking, which window are you talking about? This one. Share this post Link to post Share on other sites
Hategum Rpg 4 Posted May 5, 2016 How do I order to create this script for me? I want to use a character when the hero dies. A "character" moving, falling on the floor. I did the demo someone tested? got bugs? Share this post Link to post Share on other sites
Sixth 113 Posted May 7, 2016 I made a little patch for that Battle Royale addon so that it can work with my ABS Bugfixes script. Here it is: http://pastebin.com/pmvmRAka Also, updated the ABS Bugfixes script with some more bugfixes and some compatibility edits for the Battle Royale addon. You will need to update it if you want to use that addon. Note that I did not actually test that addon at all, I just looked what is clashing in Pikakapi's script and mine, and adjusted the methods to support both script at once. And my Enemy AI module addon for the ABS might need to be updated/patched for this battle royale addon as well to avoid enemies healing other enemies which are sided with the player. That will come later. 1 Share this post Link to post Share on other sites
Vis_Mage 84 Posted May 7, 2016 I made a little patch for that Battle Royale addon so that it can work with my ABS Bugfixes script. Here it is: http://pastebin.com/pmvmRAka Also, updated the ABS Bugfixes script with some more bugfixes and some compatibility edits for the Battle Royale addon. You will need to update it if you want to use that addon. Note that I did not actually test that addon at all, I just looked what is clashing in Pikakapi's script and mine, and adjusted the methods to support both script at once. And my Enemy AI module addon for the ABS might need to be updated/patched for this battle royale addon as well to avoid enemies healing other enemies which are sided with the player. That will come later. I tried using the new Bugfixes script, and for some reason I cannot use any weapons now. :/ Share this post Link to post Share on other sites
Sixth 113 Posted May 7, 2016 You can't use weapons only or you can't use any tools? If it's the latter, my bugfixes script got an option which lets you enable/disable the tool buttons without the need to hide the ABS HUD, and until you turn on the switch reserved for this feature, you won't be able to use any tools. If it's the first, no idea, it works in the default demo Falcao made, it works in my own projects, and it works in 2 other projects made by other people. I also tested that battle royale addon just now. It works well, I made a battle between slimes, wolfs and forest bees. Kinda epic. Share this post Link to post Share on other sites
Vis_Mage 84 Posted May 7, 2016 (edited) You can't use weapons only or you can't use any tools? If it's the latter, my bugfixes script got an option which lets you enable/disable the tool buttons without the need to hide the ABS HUD, and until you turn on the switch reserved for this feature, you won't be able to use any tools. If it's the first, no idea, it works in the default demo Falcao made, it works in my own projects, and it works in 2 other projects made by other people. I also tested that battle royale addon just now. It works well, I made a battle between slimes, wolfs and forest bees. Kinda epic. Derp, I forgot to change the script customizations. My bad. Edited May 7, 2016 by Vis_Mage Share this post Link to post Share on other sites
Vis_Mage 84 Posted May 10, 2016 Another quick question regarding the Battle Royale script, I'm running into a bit of an issue with ally events and combat. Essentially, I have an enemy event with the <ally> tag, and they will go after other enemies just fine and dandy. The problem I'm running into is that enemies won't fight the <ally> event, they just ignore it even when it's attacking them. I've tried having the enemy just set up as normal, as well as tried giving the enemy an alignment, but neither had any effect (side note, if you give an event both an alignment tag and an ally tag, the alignment takes priority and ignores the ally tag). Is there any way I could go about fixing this? Share this post Link to post Share on other sites
Dymdez 77 Posted May 13, 2016 Maybe the creator who posted a little while ago can help, I havent used it yet, although it looks quite great!! Share this post Link to post Share on other sites
Vis_Mage 84 Posted May 14, 2016 A bit of an update, I did manage to get things working. From what I can tell, there seems to be a bit of a bug in the Battle Royale + Bugfixes patch, which causes enemies to ignore (and be unable to damage) other enemies with the <ally> tag. Upon removing the patch, the enemies act as intended, and are able to target/damage ally events. Share this post Link to post Share on other sites
Eurgh 0 Posted May 15, 2016 Where do you even get the battle royale script Share this post Link to post Share on other sites
Dymdez 77 Posted May 15, 2016 A bit of an update, I did manage to get things working. From what I can tell, there seems to be a bit of a bug in the Battle Royale + Bugfixes patch, which causes enemies to ignore (and be unable to damage) other enemies with the <ally> tag. Upon removing the patch, the enemies act as intended, and are able to target/damage ally events. Will have to let Sixth know! as both scripts are a bit of a necessity Where do you even get the battle royale script go back a few pages Share this post Link to post Share on other sites
TheYungVxAce 1 Posted May 17, 2016 Is it possible to have normal enemies' HP bar over their head? Share this post Link to post Share on other sites
Rinober 11 Posted May 26, 2016 (edited) Hey, I've got another major issue. It is about ranged attacks. I've made a shooting weapon that shall NOT go through walls etc. because that looks just very incorrect in my game. Now that I set "Tool Through" to false, the weapon does not go through walls anymore, but unfortunately, it doesn't affect enemies anymore, either (only very randomly). The weapon stops at the enemy's position just as if it was a wall. I tested this in the demo as well and it's the same here. There must be a way to get this to work or am I stupid? I want the weapon to stop at walls or obstacles, but NOT at events that are enemies. This is the weapon I made: User Graphic = nilUser Anime Speed = 20Tool Cooldown = 33Tool Graphic = $RingTool Index = 0Tool Size = 1Tool Distance = 3Tool Effect Delay = 2Tool Destroy Delay = 10Tool Speed = 6Tool Cast Time = 0Tool Cast Animation = 0Tool Blow Power = 0Tool Piercing = falseTool Animation When = hitTool Animation Repeat = falseTool Special = nilTool Target = falseTool Invoke Skill = 0Tool Guard Rate = 0Tool Knockdown Rate = 0Tool Sound Se = Gun1Tool Cooldown Display = falseTool Item Cost = 0Tool Short Jump = falseTool Through = falseTool Priority = 2Tool Hit Shake = falseTool Self Damage = falseTool Combo Tool = nil I also tested the function "Tool Piercing", but it doesn't affect this issue. I really hope someone can help with this. Edited May 26, 2016 by Roiber Share this post Link to post Share on other sites
Dymdez 77 Posted May 27, 2016 (edited) @Roiber Yea, ask Sixth -- he wrote a script addressing this I believe. Since it is not on his Pastebin, I will have to wait for his permission to share. Edited May 27, 2016 by Dymdez Share this post Link to post Share on other sites
Sixth 113 Posted June 8, 2016 (edited) Oww, sorry for not replying sooner, I completely forgot about it. If I posted any script publicly (no matter where on the internet), and if that script does not state any specific terms of use (like "no re-posting", etc), everyone is free to post it or drop a link to it for anyone. The little script I made for addressing this issue was posted on this forum somewhere if I remember right. Can't find the topic for it, so here it is again: module ToolRestrict # Add any impassable region IDs for tools here. Regions = [40] end class Game_CharacterBase alias tool_pass8876 passable? def passable?(x, y, d) return false if tool_region_forbid?(x, y, d) return tool_pass8876(x, y, d) end def tool_region_forbid?(x, y, d) return false unless self.is_a?(Projectile) region = 0 case d 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) end return ToolRestrict::Regions.include?(region) end end Just set up the regions you want to use in the script and place those regions on your map everywhere where the tools should NOT go. About that Battle Royale addon... It has some bugs, well, mainly compatibility issues (mostly with my addons >.>), and the more I fix, the more I notice. When I get some time to fix them all, I will post the patch for it. No idea when will that happen, kinda busy now. *-* Edited June 8, 2016 by Sixth 2 Share this post Link to post Share on other sites
TheYungVxAce 1 Posted July 11, 2016 Is it possible to change the color of the font when a critical hits? Share this post Link to post Share on other sites
Vis_Mage 84 Posted July 20, 2016 A bit of an odd request, but could someone help me re-create a feature that I used to use with XAS? The feature was pretty simple, if you held down the attack button for a few seconds, an "charged" animation would appear on the player. From there, releasing the attack button would unleash a special attack. (Think similar to the Zelda games, where if you held the attack button, you would charge up, and do a spinning attack) Share this post Link to post Share on other sites
Dymdez 77 Posted August 10, 2016 Vis, you could do that in a really convoluted way with the base script (common event, checks if button is pressed and certain actor is there with certain weapon, and keeps cycling through tools which run your animation, etc..) but the best way by far is to have a script for it. Share this post Link to post Share on other sites
TheYungVxAce 1 Posted August 29, 2016 (edited) Hey, I'm having an issue with the custom graphic function when using a weapon, skill,armor, etc. The custom graphic appear several pixels higher than the initial graphic (or base graphic. Not sure what to call it). Is there any solution to this? Any help is appreciated. Edited August 29, 2016 by TheYungVxAce Share this post Link to post Share on other sites
Dymdez 77 Posted August 29, 2016 Yes, Sixth wrote a script for that, ask him permission to use it! Share this post Link to post Share on other sites
Sixth 113 Posted August 29, 2016 No need to ask for permission, it is a public script: http://pastebin.com/GNAnAbAx The issue most probably happens because your sprite frames on the sprite sheet are not positioned to be at the very bottom of each sprite frame. Because the engine treats all sprite-sheets the same way, that will result in a "floating" character or it will simply look weird in the game. The script above will let you add custom offset values to your character sprite images, which can eventually fix your issue, I guess. 1 Share this post Link to post Share on other sites
TheYungVxAce 1 Posted August 29, 2016 It works! Thanks! You're the best! 1 Share this post Link to post Share on other sites