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diagostimo

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Everything posted by diagostimo

  1. http://www.gdunlimited.net/forums/topic/8863-request-for-a-smithing-sprite-template/ ????? would be much obliged :D
  2. im rather unsure of what you are asking, if you just want a single choice music selection you can set that up with events, just make a choice selection, and get your sound to play according to the choice edit: or are you asking to be able to configure what selections are shown? edit2: ok on the last assumption i came up with this: let me know if thats what you mean :D
  3. no problem, ForeverZer0's script is actually pretty understandable, i actually didnt understand how those methods worked fully until i saw him do it just now in a bulk proccess: basicly whats going on there is three loops, with ().each being the value to loop through, the {} contains the loop proccess and the |i| is the key used when refering to the value of the loop proccess, so take this for example: for i in 1...$data_actors.size end is the exact same as this: (1...$data_actors.size).each {|i| } the reason for using the container is so that you can write it all in one segment rather than breaking it all up into lines, and also to save size on code. also on a note you can put the loop right at the end of the main method, just like forever zero did, basicly what an alias does is copies the old method then you can use that within the method to call the old method without re writing it, and as for the sdk its pretty basic, the sdk just breaks all the methods into more methods, making them easier to allias and manage
  4. yes, if you take a look at main, you will see $scene is set to $Scene_Title.new, that is the initialization of the game, then if you look into Scene_Title, you will see all the classes are created when an option is selected and all the $data values are loaded up on initialization, really you want to call your loops just after the $data values are set, in scene_title i would create the method : def stat_mod , with your loops inside that, then i would call that method just after the $data valus are loaded. basicly you are manipulating the values that are loaded and not the real values in the .rxdata files :)
  5. im not entirely sure if i am correct but looking into how the information is retrieved i think this is how you should go about it, so we have this method that gets the current strength in Game_Actor: def base_str n = $data_actors[@actor_id].parameters[2, @level] end so parameters is an array, and the strength array is an array within that array, which is number 2, then i think the @level gets the current value out of that array according to the level of the character, so if i am correct on the structure on the parameters you could replace them all like so: $data_actors[@actor_id].parameters = [ [parameter 0], [parameter 1], [0, 1, 2, 3, 4, 5, 6, 7, 8, 9, 10, 11, 12.....], [ect] #strength array ] in the strength array i laid it out in levels so you would enter your value for the corisponding level, also if you didnt want to enter the value manually as that is still pretty tedious you could just make a loop, here ill do a loop for actors 1 to 4 and level 1 to 99: for i in 1..4 for j in 1..99 equation = whatever your equation is $data_actors[i].parameters[2, j] = equation end end just look up all the other stats to find out how and where there stored, i am not entirely sure but i think i must be close, hope this helps :D
  6. i inserted it into a new project and got no problems, are you using any other scripts? if you are try placing it below all other custom ones
  7. http://forum.chaos-project.com/index.php?topic=7064.0 ???
  8. what would you want it to actually display? on the pokemon games you got other details relating to the game, so do you want it to only display badges? also do you want an info window that you can add details to relating to the badges?
  9. theres no method called bgs_stop thats why, i think he may have meant to put $game_system.bgm_stop, most likely the case
  10. sorry, i forgot to dispose the background when closed, iv edited the script so all should be good as for making your game in multiple languages, i would avoid taking the route of using translated versions of rpg maker, the odds of making a game more buggy outweigh the benefit, here is a localization script by ForeverZer0: http://forum.chaos-p...ic,12164.0.html, use that with the english version of rpg maker and just make your translations following the config of the script
  11. here it is: you can setup a background image see the config, just bear in mind it will have to be the size of 640 x 480
  12. i have just read some info on the translated versions, apparently they have some font issues, im not sure if it applies to your version, could you post a link to your version? and why do you need the translate? is it for readability in the editor or making your games in your national language? when i said "play the maps auto bgm when closing the window" go to a maps properties and you will see that you can tick auto change bgm to give each map there own bgm "back ground sound" what i meant is if you have a sound setup for the map do you want it to start playing it again?
  13. so you just want the menu as a way to sample the bgm songs? i can easilly do that, my only question is do you want it to play the maps auto bgm when closing the window? also as for the unused corner, i can add a background image or make the background the map, your choice
  14. this should work: class Interpreter def movable?(event_id, direction) rock_event = $game_map.events[event_id] for event in $game_map.events.values case direction when 2 # down return false if event.y == rock_event.y + 1 return true if $game_map.passable?(rock_event.x, rock_event.y + 1, 8) when 4 # left return false if event.x == rock_event.x - 1 return true if $game_map.passable?(rock_event.x - 1, rock_event.y, 6) when 6 # right return false if event.x == rock_event.x + 1 return true if $game_map.passable?(rock_event.x + 1, rock_event.y, 4) when 8 # up return false if event.y == rock_event.y - 1 return true if $game_map.passable?(rock_event.x, rock_event.y - 1, 2) end return false end end end you were corect in the code you had but you didnt add 1 onto the x or y, so really it was checking the event against itself, anyway i easily modified the code i had to include the event check, let me know if it works out :)
  15. tiles should return unpassable if an event without the through tag is on them, are any of the events set as through? or do you have any other scripts that mess with passable? in Game_Map. i tested it and i didnt recieve the following error, the structure of my event is like so: Conditional branch: Player is facind down Conditional branch: Script: movable?(@event_id, 2) set move route: this event : $>move down play se:
  16. hey guys, its been a long time but gonna bump this topic up some more, digging through a hd i stumbled on my old project i was making this stuff for and realized that i hadnt updated alot of the stuff onto here, so allas here it is, there are alot of updates to the tileset, some stolen tiles, and others created by me, i cant point fingers at the makers of some tiles but if you know them then be sure to credit them: the tileset and then some char sets: im also going to be extra nice and upload my old project, this is a construct of what was to be a space ship, im probably not going to use the maps any time soon and i have no problem others using them, if u dont want the maps you can still use the project as a base as the tileset is configured, enjoy! http://www.mediafire...qqzpf9t8j3bkija
  17. i quickly put this together: class Interpreter def movable?(event_id, direction) case direction when 2 # down return true if $game_map.passable?($game_map.events[event_id].x, $game_map.events[event_id].y + 1, 8) when 4 # left return true if $game_map.passable?($game_map.events[event_id].x - 1, $game_map.events[event_id].y, 6) when 6 # right return true if $game_map.passable?($game_map.events[event_id].x + 1, $game_map.events[event_id].y, 4) when 8 # up return true if $game_map.passable?($game_map.events[event_id].x, $game_map.events[event_id].y - 1, 2) end return false end end in a script call use this: movable?(EVENT_ID, DIRECTION_ITS_MOVING) EVENT_ID can be: [@event_id] for the currently running event or an events id for the direction: 2 = down 4 = left 6 = right 8 = up hope this helps
  18. bump, i made a little more progress on this, i tidied up the script and added a config for sound names so you can rename those craply named rtp sounds, i also added a play window with volume and pitch control, cant really think of anything else to add :
  19. i have been playing around a little and this is what i have so far: to call the script use this: $scene = Scene_Bgm_Choice.new i have stolen the rtp module from foreverzero mainly because im not entirely sure how to grab all the directories content, my main question is do you want anything else adding/changing? like description window or volume and pitch control ect, this is not the final thing bear that in mind
  20. getting it to be called from an item is very very simple, simply insert the script call into a common event and set the item to call that event, if you would prefer it to be in the menu post a link to the bestiary your using and i can quickly adapt the default menu to include it as a selection
  21. how are you creating the move route? if your using the events movement box how about trying it in an event command on parrallel process, i tried to replicate your error but it was a no go, a screenshot of your setup would be good :)
  22. all good :) the problem is say that a terrain tag 2 was set up in the example ones and you create a new sound for terrain tag 2, its still gonna look for the other one when you step on the terrain, they are only setup so you have an initial idea on how to do it :D
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