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Everything posted by Bob423
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I'm assuming you're using something later than RMXP? If that's the case, the way the sprites are divided is set by the name of the sprite file itself. Look at how the other sprites are named and it should tell you what you should need. For this, Put a $ in front of the name so it looks something like "$Ganon.png"
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*crawls out of my hole to read this post and takes a second to stare at your new name* Honestly, as long as RPG Maker (even though we try to do more than that now) is alive on Steam in any capacity, I think this site will have a place in the indie community as a resource, even if it's not a super big one.
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And I want the Discord to stay ours. They can make suggestions and help it grow, but I'm not afraid to cut ties if the new owners turn out to be douches. I'll give them a chance though :)
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I just don't want them ordering Luke, me, or the mods around, or making changes to Discord. That's my main concern, really.
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Well I'm interested. Let Pol and me know how it goes :)
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Java Dropdown issues...
Bob423 replied to DerVVulfman's topic in Feedback, Bug Report and Forum Help
Gonna need some information, if you don't mind. - What anti-virus or adblock programs are you using? - What browser do you use? - Are you absolutely sure it's Java and not JavaScript? For a possible, temporary fix: Disable adblock on this site only. There are no ads anyway, so you shouldn't see any problems. -
Welcome back :) I vaguely remember you...or at least your username and avatar lol
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While I'm glad people still want to post here, I sometimes worry you're talking to yourself in here lol. You're more likely to get replies if you post on our Discord server. You can find an invite link at the top of every page.
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[Solved]Forum Engine Use Not Working
Bob423 replied to Noob Saibot's topic in Feedback, Bug Report and Forum Help
Yeah, I know. I set it up so that each option is its own check box. Not sure how to make them all the same option though. -
[Solved]Forum Engine Use Not Working
Bob423 replied to Noob Saibot's topic in Feedback, Bug Report and Forum Help
Nevermind, problem solved. For some reason, radio buttons weren't working correctly. I'm changing them to check boxes now. -
[Solved]Forum Engine Use Not Working
Bob423 replied to Noob Saibot's topic in Feedback, Bug Report and Forum Help
That's really weird... Unfortunately, I wouldn't even know how to even begin figuring that out lol. Luckily, Marked is working on update to the forum software that will make it easier to fix bugs and may just fix the bug anyway. Sorry :( Edit: I'll take a look though to see if there's anything weird -
Oh man, I guess this is my job now. Marked didn't exactly give me a map when he gave me the keys to this place, but I'll get that fixed asap :thumbsup:
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Not if you can finish by the deadline. I can add you to the list if you want.
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Oh man, it's Arkbennett. I've been hoping a one of the RMXPU Legends would show up eventually, because we don't have any of you guys on Discord. You can have your own role :P
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I assume he meant nothing super graphic. "Gore" is things other than blood, like loss of limbs or visible organs. So unless you're going for something super realistic or intentionally disturbing, don't worry about it.
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I'd like to also point out that Joey and I were once friends on Steam iirc, but he kept removing me from his friends list purely because we didn't talk much. Check your Steam profile, man. The conversation is probably still there lol
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Sorry about the dead smell. I'm learning necromancy. btw...you should join the Discord: Discord.gg/p54jQEN We're more active there :\
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I member you. And yeah, he's sorta still around, just not in charge anymore. Just me and Pol, with Ardi as our new mod.
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Once Marked hands over the keys, I might be able to go searching for it. Though it looks like you already found it. Just in case that other site disappears some day.... #========================================================================== # ** SG Auto Battle #========================================================================== # by sandgolem # Version 2 # January 15th, 2008 #========================================================================== module SG AutoBattleBase = ['Automatic','Command','Run Away'] AutoBattleCommands = ['Attack','Repeat','Wait'] AutoBattleOpac = 160 AutoBattleSwitch = 0 AutoBattleX = 64 AutoBattleY = 59 end #========================================================================== # # To check for updates or find more scripts, visit: # http://www.gamebaker.com/rmxp/scripts/ # Our RMVX scripts: http://www.gamebaker.com/rmvx/scripts/ # # Instructions: http://www.gamebaker.com/rmxp/scripts/e/auto-battle.php # Discussion/Help: http://forums.gamebaker.com/showthread.php?t=9 # #========================================================================== if Object.const_defined?('SDK') SDK.log('SG Auto Battle', 'sandgolem', 2, '15.01.08') @sg_autobattle_disabled = true if !SDK.enabled?('SG Auto Battle') end if !@sg_autobattle_disabled #-------------------------------------------------------------------------- begin SDK.log_overwrite(:Window_PartyCommand, :draw_item) SDK.log_overwrite(:Window_PartyCommand, :initialize) SDK.log_overwrite(:Window_PartyCommand, :update_cursor_rect) rescue end class Window_PartyCommand < Window_Selectable def initialize super(0, 0, 640, 64) self.contents = Bitmap.new(width - 32, height - 32) self.back_opacity = 160 @commands = SG::AutoBattleBase @item_max = 3 @column_max = 3 if !$game_switches[SG::AutoBattleSwitch] draw_item(0, normal_color) else draw_item(0, disabled_color) end draw_item(1, normal_color) draw_item(2, $game_temp.battle_can_escape ? normal_color : disabled_color) self.index = 1 self.visible = false self.active = false end def draw_item(index, color) self.contents.font.color = color rect = Rect.new(65 + index * 170, 0, 150, 32) self.contents.fill_rect(rect, Color.new(0, 0, 0, 0)) self.contents.draw_text(rect, @commands[index], 1) end def update_cursor_rect self.cursor_rect.set(65 + index * 170, 0, 150, 32) end end class Game_Actor < Game_Battler attr_accessor :sg_autoaction, :sg_autosecondary, :sg_autotargets end class Window_SG_Autobattle < Window_Selectable def initialize super(SG::AutoBattleX,SG::AutoBattleY,182,128) @item_max = 3 @commands = SG::AutoBattleCommands self.contents = Bitmap.new(150,96) self.visible = false self.back_opacity = SG::AutoBattleOpac self.index = 0 redraw end def redraw self.contents.clear for i in 0...@item_max draw_item(i, normal_color) end end def draw_item(index, color) self.contents.font.color = color rect = Rect.new(4,32*index,self.contents.width-8,32) self.contents.fill_rect(rect,Color.new(0, 0, 0, 0)) self.contents.draw_text(rect,@commands[index],1) end def disable_item(index) draw_item(index, disabled_color) end end class Scene_Battle alias_method :sg_autobattle_main, :main def main @sg_autowindow = Window_SG_Autobattle.new @sg_autowindow.active = false @sg_autowindow.visible = false sg_autobattle_main @sg_autowindow.dispose end alias_method :sg_autobattle_update, :update def update sg_autobattle_update if @sg_autowindow.active if @sg_autowindow.visible sg_update_autowindow @sg_autowindow.update else @sg_autowindow.visible = true end end end def sg_update_autowindow if Input.trigger?(Input::B) $game_system.se_play($data_system.buzzer_se) @sg_autowindow.active = false @sg_autowindow.visible = false @party_command_window.active = true @party_command_window.index = 1 @phase = 2 end if Input.trigger?(Input::C) case @sg_autowindow.index when 0 sg_phase2_allbasic(0) when 1 if $game_temp.battle_turn != 0 sg_phase2_lastaction else $game_system.se_play($data_system.buzzer_se) end when 2 sg_phase2_allbasic(1) end end end def sg_autowindow_setup if $game_switches[SG::AutoBattleSwitch] $game_system.se_play($data_system.buzzer_se) return end $game_system.se_play($data_system.decision_se) @party_command_window.active = false @sg_autowindow.active = true @phase = 1337 if $game_temp.battle_turn != 0 @sg_autowindow.redraw @sg_autowindow.index = 1 else @sg_autowindow.disable_item(1) end end def update_phase2 if Input.trigger?(Input::L) @party_command_window.index = 0 sg_autowindow_setup end @party_command_window.index = 2 if Input.trigger?(Input::B) if Input.trigger?(Input::C) case @party_command_window.index when 0 sg_autowindow_setup when 1 $game_system.se_play($data_system.decision_se) start_phase3 when 2 sg_update2_escape_check end return end end def sg_update2_escape_check if !$game_temp.battle_can_escape $game_system.se_play($data_system.buzzer_se) return end $game_system.se_play($data_system.decision_se) update_phase2_escape end alias_method :sg_autobattle_start4, :start_phase4 def start_phase4 @sg_autowindow.active = false @sg_autowindow.visible = false for i in $game_party.actors i.sg_autoaction = i.current_action.kind i.sg_autosecondary = i.current_action.basic if i.sg_autoaction == 0 i.sg_autosecondary = i.current_action.skill_id if i.sg_autoaction == 1 i.sg_autosecondary = i.current_action.item_id if i.sg_autoaction == 2 i.sg_autotargets = i.current_action.target_index end sg_autobattle_start4 end def sg_phase2_allbasic(type) $game_system.se_play($data_system.decision_se) for i in $game_party.actors i.current_action.kind = 0 i.current_action.basic = type end start_phase4 end def sg_phase2_lastaction $game_system.se_play($data_system.decision_se) for i in $game_party.actors if i.sg_autoaction != nil i.current_action.kind = i.sg_autoaction i.current_action.basic = i.sg_autosecondary if i.sg_autoaction == 0 i.current_action.skill_id = i.sg_autosecondary if i.sg_autoaction == 1 i.current_action.item_id = i.sg_autosecondary if i.sg_autoaction == 2 i.current_action.target_index = i.sg_autotargets else i.current_action.kind = 0 i.current_action.basic = 0 end end start_phase4 end end #-------------------------------------------------------------------------- end #========================================================================== # End of file! You can find more of my scripts at http://www.gamebaker.com #==========================================================================
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Don't know if I have the skills, but I'm willing to give it a try. I've made a few things before, but nothing super realistic.