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kellessdee

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Everything posted by kellessdee

  1. <3 * Infinity. All my hearts. This is great news :)
  2. Are you adding the settings? The check boxes are just for selecting which setting to MODIFY. if you would like to actually SEE all the set values, click the review button. Click add to modify the settings. As for the wait, open the configuration script and look for this part: # The minimun/maximum number of seconds before the system re-calculates what # weather pattern will be used. The number will be randomly selected from # within the defined range. WEATHER_WAIT = [5, 15] Make sure the first value (in this case 5) is LESS (not equal and not greater) than the second value (in this case 15)
  3. In my opinion, I believe RMXP translates to RMVX just as well as RMVX translates to RMXP. It may seem that RMVX may not translate as well back to RMXP, but this could be due to the fact that RGSS2 is more efficient/optimized ( higher frame rates, double buffering in fullscreen if available ) To translate a script either way, the importance of translation is really just being able to understand both RGSS1 and 2, and understand both RMXP's default scripts/RMVX's default scripts. Or, rather, understanding the DIFFERENCES. The rest is all ruby, which works exactly the same in both makers. I think, IMO, the hardest part with translating between either systems, is mainly due to the fact that RMXP's native resolution is 640x480, and RMVX's is 544x416 (or something like that) So, fitting things within the screen requires different positioning/ratios. ( However, one should note that you CAN change RMVX's resolution without an external/custom script, with Graphics.resize_screen( width, height ), where width is <= 640 and height is <= 480 ) EDIT: Also, the difficulty of translation HIGHLY depends on the script being translated. Depending on the functionality will determine how things need to be translated. In fact, there are probably certain scripts that work in both RMXP and RMVX.
  4. Is this what you are looking for? If you want me to explain how I developed this solution, let me know :)
  5. kiri and Bigace are right, This is the method you are looking for, in Game_Actor: class Game_Actor #-------------------------------------------------------------------------- # * Change Equipment # equip_type : type of equipment # id : weapon or armor ID (If 0, remove equipment) #-------------------------------------------------------------------------- def equip(equip_type, id) case equip_type when 0 # Weapon if id == 0 or $game_party.weapon_number(id) > 0 $game_party.gain_weapon(@weapon_id, 1) @weapon_id = id $game_party.lose_weapon(id, 1) end when 1 # Shield if id == 0 or $game_party.armor_number(id) > 0 update_auto_state($data_armors[@armor1_id], $data_armors[id]) $game_party.gain_armor(@armor1_id, 1) @armor1_id = id $game_party.lose_armor(id, 1) end when 2 # Head if id == 0 or $game_party.armor_number(id) > 0 update_auto_state($data_armors[@armor2_id], $data_armors[id]) $game_party.gain_armor(@armor2_id, 1) @armor2_id = id $game_party.lose_armor(id, 1) end when 3 # Body if id == 0 or $game_party.armor_number(id) > 0 update_auto_state($data_armors[@armor3_id], $data_armors[id]) $game_party.gain_armor(@armor3_id, 1) @armor3_id = id $game_party.lose_armor(id, 1) end when 4 # Accessory if id == 0 or $game_party.armor_number(id) > 0 update_auto_state($data_armors[@armor4_id], $data_armors[id]) $game_party.gain_armor(@armor4_id, 1) @armor4_id = id $game_party.lose_armor(id, 1) end end end end All current actors in the party are stored in the Game_Party class, to access these actor objects: $game_party.actors[index] the global variable $game_party is the current party object and .actors is the array storing each actor in the party. So, let's say you want to equip the party member in the first position: $game_party.actors[0].equip( equip_type, id ) equip_type being a number from 0-4 0: Weapon slot 1: Armor 1 slot 2: Armor 2 slot 3: Armor 3 slot 4: Armor 4 slot id being the id no. of the weapon/armor in the database
  6. I wasn't sure if you were gonna enter or not so I rigged that :shifty: I think we get to start november fourth? pol beat me to it :biggrin_002: Also how are these maps going to work (or be judged), like atmospheric, demo type maps? or just pictures of the map? If it's an atmospheric map...would it be cheating to use scripting to add some flare to it??? :sweatdrop:
  7. kellessdee

    Help in SBS

    I can almost guarantee you, that there is a VERY easy fix for this...however we have NO idea what script you are using so we have no idea what needs to be edited...
  8. OKAY, I have a challenge, er, offer for everyone of rmxpu. How many points would it take for you to dress up as a chicken, and upload images for everyone? :o :D So I guess this will work kinda like a reverse bid...lowest bidder gets to do it, for all the points. Or something whatever. GO!!!!
  9. kellessdee

    Script

    *hugs kiri* <INPUT SOMETHING ON TOPIC HERE TOO> KIRI EDIT: I AM REPLYING BY EDITING YOUR POST. YOU PROBABLY WON'T SEE THIS! =D <3 TOO BAD I DID ANYWAYS =D <3 IMPOSSIBLE u r teh totalz L337zorz hakker there's only 2 things that are impossible: living forever and... DIVIDING BY 0~!
  10. kellessdee

    Scripting Idea

    Okay, so if I understand correctly...you are using 4 maps, each as one 90 degree rotation, and are not sure how to retain the same relative tile rather than the same x, y? Instead of looking at the character having just x and y coordinates, think of there being 4 distances between the character and the furthest tile on each 4 sides. #tiles from left (x) #tiles from top (y) #tiles from right #tiles from bottom so, when the map rotates, in order for everything to maintain the same relative location, all 4 of these values will need to rotate in the same direction. So, when you rotate the map clockwise: #tiles from bottom become #tiles from left #tiles from left become #tiles from top #tiles from top become #tiles from right #tiles from right become #tiles from bottom Counter clockwise: #bottom > #right #right > #top #top > #left #left > #bottom So, to make this fact practical: clockwise: new x = map height - old y new y = old x counter clockwise: new x = old y new y = map width - old x
  11. kellessdee

    Script

    You should probably put this in the actual post, rather than the description. But yes, i believe what you need is an advanced message system of some sort, to show character graphics in a message? http://www.rmxpunlimited.net/resources/scripts/item/ccoas-ums?category_id=18 http://www.rmxpunlimited.net/resources/scripts/item/advanced-message-script-release-4?category_id=18 Do either of these help? psssst...kiri, that's a 3, not a 5. 5:53 > 5:38
  12. It's hard to tell since this is only a teaser, but there doesn't seem like enough potions or weapons. Also, It would be really cool if you made more "system" icons (For menu options, i.e. item, skill, equip, save, quit, settings, map, etc) it seems like you might have some that would work for this, but I always find that those are the icons that seem to be missing from all icon sets (or I just haven't looked hard enough) either way, I think these are really nice and I think it would be very useful to the community. I really like how they're based off of the RTP, which will make it easier to fit into rtp style games :)
  13. What jon bon said. Also, another factor (from what I have seen anyways), seems to be popularity/scope of the fan game. For example, there was a 3d chrono trigger remake project that got really big a while back (Chrono Trigger Resurrection), and the makers received a cease and desist letter from Square Enix... Although, tbh, I am not sure the real reasoning behind the cease and desist: whether the cause was popularity, the fact that it was a direct remake or if it was just because it was square enix.... There was also an Ocarina of Time 2d Remake in the works. However, I am not entirely sure if a cease and desist letter was the cause of the game's cancellation. I think it was just that the makers gave up on the project, but there were rumors of a cease and desist letter. I'm not sure the specific details (as I am unfortunately fairly ignorant to law xD) but I do know one thing: I'd hate to get large amounts of work done on a fan game, only to be ordered to cease and desist :(
  14. YES THIS. <3 Forget what anyone has to say about chrono trigger, it IS the best GAME ever made. Sorry, that's fact not opinion. (okay so that is opinion, but whatever I do what I want) Except for chrono trigger :shifty: d-d-d-deraaailled *ahem* back on topic. like Chief said, it's going to be hard to find spriters who would be willing to do something like this. The downside also to 3d models > 2d sprites is that, when scaled down to rmxp's resolution, you're going to get a lot of abnormalities/artifacts/etc. It's just not going to be the same quality. Personally, what I would do anyways, is either A) create a set of templates from chrono trigger sprites (so with all poses, perhaps a few general templates, like a couple male and a couple female) then, just simply (okay, it's not just that simple, but easier than from scratch) edit the templates for each of your characters. Sure, it would still be a lot of work, but 1. they would be fairly original, nice looking and have lots of animations and 2. still be WORLD's less work than starting from scratch. EDIT: I forgot option B) Not spend so much time on character animation. I do see where you want to take the idea, but honestly, considering the fact that you do not have a team, and that a solid and intriguing story line/characters/dialogue trumps any questionable "added" detail...I'd say it's almost not worth it. I don't want to try and stop you/deter you from trying something of this magnitude, but based around the number of players that would even NOTICE these details--it just doesn't seem worth the work (ie. you can spend that time developing the game/story itself, or even producing a larger volume of not so dynamic sprites) Just my 2 cents though. I was actually working on a game once upon a time where I planned to utilize all chrono trigger sprites, just edited...Although, not that extreme--it was more just recolors + frankenspriting... either which way, I wish you luck and YEEEEEEAAA CHRONO TRIGGER FOREVER <3
  15. oh I thought marked approved it lol. ps. I like how you organized your "shop" :3

  16. argh, Not fluent enough in Yoda speak, it appears.

  17. approve the shop, i can. But approved by marked, it seems :D (look at your request still, I must)

  18. yes, exactly. So, something like this: $data_armors = load_data("Data/Armors.rxdata") $data_armors[1000] = nil $data_weapons = load_data("Data/Weapons.rxdata") $data_weapons[1000] = nil setting the 1000th element to nil, is mostly just to set the array#size to 1001 so when you add new weapons/armors or load them when the player selects continue, they are added/loaded to the correct section.
  19. teehee. Sometimes my efforts to try to add real content to all my posts save my failure to read dates :sweatdrop: . I didn't even realize you had been planning this for so long marked :o Anyways, although I really DO like game dev unlimited/gdunlimited/etc, my suggestions still stand if you were ever to change your mind :biggrin_002:
  20. ZOMFG LIZZIE WHERE YOU BEEN :o (or have I just been missing?) HOW YOU'VE BEEN [ontopic] :) I was wondering what your approach to dynamic equipment was. I am sure there are still MANY more ways to doing this, but IMO this way seems to be the easiest/cleanest approach, as you can build this right over the existing scripts, so you don't have to go in and mess with anything. [/ontopic]
  21. then ask me question, you should :)

  22. 2 excuses: 1. Added content 2. Marked tricked me into doing it: http://www.rmxpunlimited.net/forums/topic/7810-forum-changes/page__pid__67331 Real reason: to lazy/stupid to read post dates when someone redirects me from a recent topic XD
  23. Well, I think the difficulty is with the way rpg maker xp handles the inventory/equipment. It uses static references by id to all item/armor/weapon/etc. objects. This system would require dynamic inventory items. The way I see it, there would be 2 ways to go about this: 1. Rewrite the inventory system to use dynamic objects 2. Create dynamic objects referred to by static ids Personally, I think 2 would be cleanest and easiest to implement. So the idea would be, add a reserved section to the $data_armors/$data_weapons arrays for dynamic equipment objects, save/load this dynamic set on save/load, and when a item becomes bonded, add it to this set and refer to that id. Anyways, what I would do is: First, I would set the reserve section. So, after the $data_armors and $data_weapons are loaded i would add: # The max size for armor/weapon is 999 # Setting the reserved section to 1000+ is the safest approach $data_armors[1000] = nil $data_weapons[1000] = nil Next, I would add an element in the database called "bonding" or something. This element can be used as a flag to represent equipment that bonds once equipped. Next, I would add a new attribute to the RPG::Armor and RPG::Weapon classes: module RPG class Weapon attr_accessor :bonded_actor_id end class Armor attr_accessor :bonded_actor_id end end Next, I would probably modify the equip method in the Equip Scene to do something like this: # If C button was pressed if Input.trigger?(Input::C) # Play equip SE $game_system.se_play($data_system.equip_se) # Get currently selected data on the item window item = @item_window.item # Check if equipment bonds if item.is_a?(RPG::Weapon) && item.element_set.include?(bonding_element_id) $game_party.lose_weapon(item.id) bond_weapon(item) $game_party.gain_weapon(item.id) elsif item.is_a?(RPG::Armor) && item.guard_element_set.include?(bonding_element_id) $game_party.lose_armor(item.id) bond_weapon(item) $game_party.gain_armor(item.id) end @actor.equip(@right_window.index, item == nil ? 0 : item.id) # ETC... rest of the code end def bond_armor(item) # Duplicate Object item = item.dup # Set the id to the last armor index + 1 item.id = $data_armors.size # Bond the item item.bonded_actor_id = @actor.id # Change the name if you want item.name = @actor.name + "'s " + item.name $data_armors[item.id] = item end def bond_weapon(item) # Duplicate Object item = item.dup # Set the id to the last weapon index + 1 item.id = $data_weapons.size # Bond the item item.bonded_actor_id = @actor.id # Change the name if you want item.name = @actor.name + "'s " + item.name $data_weapons[item.id] = item end You will also need to modify your Window_EquipItem class (or equivalent) so it does not add other actor's bonded equipment to the list if $game_party.weapon_number(i) > 0 && weapon_set.include?(i) && ($data_weapons[i].bonded_actor_id == nil || $data_weapons[i].bonded_actor_id == @actor.id) and if $game_party.armor_number(i) > 0 && armor_set.include?(i) && ($data_armors[i].bonded_actor_id == nil || $data_armors[i].bonded_actor_id == @actor.id) then all you need to do is add some code to the save and load functions in rmxp save bonded_weapons = $data_weapons[1001...$data_weapons.size] bonded_armors = $data_armors[1001...$data_weapons.size] Marshal.dump(bonded_weapons, file) Marshal.dumb(bonded_armors, file) load bonded_weapons = Marshal.load(file) bonded_armors = Marshal.load(file) $data_weapons[1000...1000+bonded_weapons.size] = bonded_weapons $data_armors[1000...1000+bonded_armors.size] = bonded_armors And that should be all that's necessary.
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