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kellessdee

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Everything posted by kellessdee

  1. kellessdee

    Script proofreading

    I'd be glad to def update_command # If B button was pressed if Input.trigger?(Input::B) # Play cancel SE $game_system.se_play($data_system.cancel_se) # Switch to map screen $scene = Scene_Map.new return end lines 41-49 should be moved between lines 50-51: You defined update_command in update by accident it seems. If you move that block (def update_command...if...end) below the end on line 50, it should all work fine :) Just some advice, trivial matters: @notebook.x = 0 @notebook.y = 0 Lines 8 and 9 uneccessary: sprite's x,y values are 0 on initialization @notebook.update Line 36 unecessary: sprite#update only needs to be called to update the flash effect Hope this helps :)
  2. www.gdinfinity.net welcome to Game Dev Infinity or www.gdnirvana.net welcome to game dev/developers nirvana or something ;) :shifty: :sweatdrop:
  3. I may be able to help you with some ideas, but what exactly is a weapon bonding system?
  4. HAPPY CANADIAN THANKSGIVING EVERYONE

    1. kellessdee

      kellessdee

      teehee thanks kev

      cuz canadians are so thankful. ;) ;)

      actually, I am just greedy--I celebrate canadian and american thanksgiving

    2. Bob423

      Bob423

      lol, after reading this, i said that to some people at school

    3. ShinyToyGuns

      ShinyToyGuns

      happy canadian thanksgiving, eh

    4. Show next comments  42 more
  5. Hey man! Glad to hear everything's going alright! Sounds like you've been quite busy and have accomplished a lot. Congratulations. I wish you luck in the rest of your endeavors and hope to see you around here more :) WELCOME BACK yes, yes they are ;) ;)
  6. while (true)

    {

    System.out.println("<3");

    }

  7. lol yea, you were too quick for me ;) Anyways, I tried out the script... well first off it kept giving me a bunch of errors :( was there any other parts of this script? I had to change: if $game_player.moved? @tsswait -= $game_player.move_speed != $game_player.dash ? 1 : 1.5 in Scene_Map#update to if $game_player.moving? @tsswait -= 1 I am assuming the dash part was added for a dashing system, and move_speed in a new project is not a public instance variable (which I assume is part of the running/dashing system). also, Game_Player#moved? does not exist in a new project--but #moving? does...so I just switched it up also, Tilesets[1] = [] Tilesets[1][0] = "Sound" Tilesets[1][1] = ["sound", 75, 50] Gave me an error, so I just commented those lines out because I am pretty sure that's just for specifying different sound files for specific tilesets... anyways, with those changes I got the script to work ( I used the system sounds "001-System01", "002-System02", "003-System03", "004-System04" ) and I did not experience lag...and the frame rate should not make a difference. (I tried with both 60 fps and 40/20 fps(whatever the default is xD)) So I dunno, maybe there is an issue with your sound card/drivers? You also said midi files have a long delay for you? I have windows 7 and it does not give me a delay when playing midi files... OR perhaps another script you are using is causing the lag? Try using the script in a fresh project and see what happens. If you still get lag (and you feel comfortable about sending me your project) you can send your project and I can test it to see if it causes lag on my pc. (or you could even try it yourself on another pc) If it doesn't cause lag on another system, then it must have something to do with your computer... hmmmmmmm....
  8. I agree with kiri, post the script. There should not be a delay with a sound effect--consider that every time you move the cursor or confirm it calls se_play with no delay, which is essentially the same as "footstep" sound effects. EDIT: oops, looks like you posted while I was posting, checking script out now
  9. Well, to remove items the method call is: actor.equip(0, type) Just set type to the equipment slot number you want to remove. If the id is 0, the weapon/armor will be removed (well, technically it will equip nothing...which is the same as removing, no?) So, just make it the same way you would for equipping, just don't let the player choose anything to equip, just equip with id = 0 and type = equipment window index to remove all you could just do something like: for i in 0...5 actor.equip(0, i) end just set actor to $game_party.actors[index] (index being the currently selected actor's position in the party) For optimization there are a lot of options (well for each of these, there are probably a lot of different solutions) but what I would do, is get all the available items the actor can equip, sort them based on which is better, then equip the best one. (I dunno if this would be the BEST method...but it would work) so something like: # Get all equippable items equipment = [[], [], [], [], []] # Get weapons for id in $game_party.weapons.keys if actor.equippable?($data_weapons[id]) equipment[0].push(id) end end # Get equipment for id in $game_party.armors.keys armor = $data_armors[id] if actor.equippable?(armor) equipment[armor.kind].push(id) end end # Sort equipment # Weapons equipment[0].sort do |a, b| b.atk <=> a.atk # sort by greatest atk to least atk end # Armor for i in 1...5 # Sort each equipment equipment[i].sort do |a, b| b.pdef <=> a.pdef # sort by greatest pdef to least pdef end end # Equip best equipment for i in 0...5 actor.equip(equipment[i][0], i) end Hopefully this helps a bit. To explain the Array#sort method, array.sort will sort by comparing each value with the <=> operator. a <=> b will return -1 if a < b, 0 if a == b or +1 if a > b (moving a left if -1 or <; or moving a right if +1 or >) with array.sort { |a, b| block } it invokes the block on values a/b. So, array.sort is the same as array.sort { |a,b| a <=> b } You can also do things like this: equipment[0].sort do |a, b| if b.atk > a.atk +1 elsif b.atk == a.atk && b.pdef > a.pdef +1 elsif b.atk == a.atk && b.pdef == a.pdef && b.mdef > a.mdef +1 elsif b.atk == a.atk && b.pdef == a.pdef && b.mdef == a.mdef 0 else -1 end end That would sort each weapon by atk, if equal then pdef, if equal then mdef. (descending - greatest to least)
  10. What are you having difficulty implementing? The menu itself? or the fact that it is horizontal?
  11. oh i kinda said it funny, it uses (I THINK) 1.8.2; I meant it doesn't even use the latest 1.8 (which would be 1.8.6) although, really, the update to 1.9 was the REAL update. They fixed a lot of speed issues and other things
  12. $175.00???? That is disgusting...it better be a good maker. Hate to be a downer, but I doubt they will ever completely rehaul the battle system, and there a couple reasons: 1. Because of the scripting system; the engine is completely visible. Because of this, the battle system NEEDS to be as generic as possible-so the users can easily build it up/around it. The more specific the battle system become, the more specific the scripts become and the more specific the scripts are, the harder it is to modify them; if the battle system is too specific one would have to rewrite the entire thing for simple changes. 2. Graphics (possibly laziness?)-to completely rehaul the battle system, it would require enterbrain to get ALOT more graphics (say, moving to animated battlers). Although, maybe one day they will make a better one. You never know... UGH. I wish they would release more information on RGSS3... Although I'd doubt it would ever happen; I would LOVE to see them move to OpenGL or some kind of opensource (or at LEAST multi-platform) graphics library; AND a better sound library would be nice too. WELL, most of all, I WOULD LOVE TO SEE THEM USE THE Ruby 1.9.2 interpreter. (c'mon enterbrain, you aren't even using the latest 1.8.x version >.<) One can only hope lol. Maybe they will bring back some of the useful things they took out!
  13. lol, there are actually probably TONS more ways of doing this... One of the things I love about programming- one problem can have thousands of solutions. It's like a puzzle with no definite finish. And this should work for VX as well.. I am 99.9% sure the $game_actors object is the same between xp + vx, so it will work.
  14. what kiri said. In fact, I wouldn't even bother putting it in a class: put this in a script above main, or even in the main script before all other code: def name_actors $game_actors[2].name = $game_actors[1].name $game_actors[3].name = $game_actors[1].name $game_actors[4].name = $game_actors[1].name # Etc end then just call a script in an event: name_actors
  15. Game_Character2:Line 21-35 # If animation count exceeds maximum value # * Maximum value is move speed * 1 taken from basic value 18 if @anime_count > 18 - @move_speed * 2 # If stop animation is OFF when stopping if not @step_anime and @stop_count > 0 # Return to original pattern @pattern = @original_pattern # If stop animation is ON when moving else # Update pattern @pattern = (@pattern + 1) % 4 end # Clear animation count @anime_count = 0 end Modify this line: if @anime_count > 18 - @move_speed * 2 Basically, how this works is that each frame that the character is moving, @anime_count gets + 1 and once @anime_count is greater than (18 - @move_speed * 2), the next "walking animation" is displayed. So, I would suggest just playing with the "18", increase this value and the animation will be slower; and if you decrease it, well the animation will be faster. Hope this helps (ps. Any changes made will apply to ALL characters)
  16. *Ahem* I did not realize there was a poll ;) ;) Although, it doesn't make much of a difference to me...and it *MAY* be a better idea to wait until you have a matching theme for the forums as well...unless you already do :shifty:
  17. Am I the only one who thinks the new background is awesome? Q_Q I like it, only thing is the new navigation is too unforgiving. I would suggest reusing the same dropdown structure; with the secondary nav bar you have to be quite precise to get what you want. Otherwise, I like it :)
  18. Rgss10xE.dll is missing? Have you installed the rpg maker xp rtp? You need both the rtp and rmxp.exe in order to use rpg maker xp. (both are available on the RPG Maker website)
  19. I voted boycotting apple; but the truth is I have been boycotting them for a long time. I was originally only boycotting apple because of the fact that they were trying to monopolize the computer market and because their products were a scam...but now I have a new reason. This is just absolutely sad; even after using cheap labour, working people to death they still go and overprice their shiny pc-wannabes. But, I digress. I hate apple.
  20. :o :o FINALLY. Apparently they have also upgraded to RGSS3 :D I HOPE IT IS ACTUALLY AN IMPROVEMENT. And, I REALLY REALLY hope it is released soon, before I put too much progress into my game's scripting. I know if RGSS3 comes out before my game is released I am moving from RGSS2 to 3, no matter how much rewriting it will take, hence why I hope it's before large amounts of progress. Yea, so i guess I am just excited for the new class library... XD Can we pray for hardware acceleration...or is that too soon? I mean, RGSS2 started using double buffering in fullscreen (which in its own rights is a basic form of hardware acceleration)
  21. Weird, I am wondering if maybe you are using a script that modifies the Game_Party class, but doesn't alias initialize and just overwrites it...Although, if my script is below that script, it still shouldn't be an issue. Did you place my script DIRECTLY above main? that may fix the issue (if you didn't put it DIRECTLY above main anyways...) As for the warp issue, to make it work the way YOU want it to, without extensive eventing/pictures/etc. It would need to be a script. Otherwise, to make the menu longer: you would need to use pictures for the names/menu/cursor/etc. then you would need to use loops/conditional branching to determine what's available, etc. I can go into more detail if you'd like. Although, this seems like a useful system I could make..but if I did, I would make it a public release..so if you are cool with me using your idea-I would make a script like this.
  22. Oh you guys, I appreciate it an all, but I really feel that these past few months I have been quite inactive; and probably don't deserve this. thanks though :) i do appreciate it. And I know nominating is closed, but I would really like to nominate Dragon324, for the help he has been providing/offering. It took me a bit, but I just noticed this fact, and the voting topic hasn't been made yet. Ultimately, I leave the choice up to you Pol, if you feel it's fair.
  23. AROOO???? Well that means I found the issue, for some reason on your end the script isn't initializing the price_modifier... Did you include this part of the script? class Game_Party attr_accessor :price_modifier alias :new_init_item_price :initialize unless method_defined?(:new_init_item_price) def initialize new_init_item_price @price_modifier = 1.0 end end If you did, then there somehow must be some interference of scripts somewhere xD Eitherway, if it all works now then I guess it's all good, and I am glad :alright: ALSO, I forgot to mention: I am a total nerd and love talking all things computers/scripts/programming/etc. Also, java was my *technically* first language (i did briefly learn visual basic, but never really took it that far), so if you are looking to learn ruby as well, and have any questions feel free to drop me a PM EDIT: somehow i left my message in the code tags LOL fixed haha
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