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Everything posted by diagostimo
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Simplest Way to Make Footstep Noises?
diagostimo replied to NightmareFelix's topic in Archived RPG Maker XP Scripts (RGSS1)
what errors with the one i posted do you exactly get? the only problem i could imagine is if your not setting up sounds properly or your not getting rid of the example ones, you will have to remove them as they will be checking for sounds that you potentially dont have. -
i created a stick man template on how i would imagine it to be: so as you can see he bends more as the frames go on then returns to stationary, as for the furnace definitely a medieval one, i would prefer it to either be a round open furnace or a metal box furnace, if possible could you animate the fire to be dimmer when not active but when smithing the furnace should glow more
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Simplest Way to Make Footstep Noises?
diagostimo replied to NightmareFelix's topic in Archived RPG Maker XP Scripts (RGSS1)
or this: http://forum.chaos-project.com/index.php?topic=9460.0 -
no prob, always happy to help :)
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bump, anyone interested in this? here is a little motivation for the time being: http://www.mediafire.com/?si3375si5odoyv5 that there is the current progress of my custom skills system, the woodcutting and mining side of it are pretty much complete, the smithing i would say is complete but needs a couple of aditions, and the skill viewing window is not complete, it has just been put together to test the increasing of skills, i hope someone feels up to this also a furnace sprite wouldnt go bad all credits will be given when it is fully released
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i dont think showing an animation from the animation system is as simple as a quick script call, looking at the battle scenes, all the data is obtained from RPG:Sprite, and it is all designed to target the Sprites, i think it would be more bother than worth trying to use the default animation system, and would require a new window to contain it in anyway, the method i gave you makes it so you can completely and easily customize your animation
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well a window would have to be created to display the animation in, then you would have to edit Scene_Map to enable/disable viewing the animation, the tricky part is creating the animation, heres an example of how i would do it, its not perfect to fit your scenario but it works within context and you can work of it: first the new window for the animation: then the edited scene map: have a look what i did there and you should be able to use those to get what you need, just remember your going to have to make sure that the window message has a reading method for the timer variable so the other classes can read it like so: class Window_Message < Window_Selectable attr_reader: timer #then everything else end the way the animation works is it divides the width by the height, and thats what the frames are divided into
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if you dont want random Inputs scratch what i said, i have never played fable 3 so i dont understand how the system works, i just guessed that when prompting for an input to be held it would randomly generate it, like most games that suddenly prompt for a button to be bashed/held
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i found how to fix it, the problem is as moonpearl stated that the core system checks it at the start of each turn and as your event can only trigger at the end of the battle it is voided, add this into a new script: class Scene_Battle #-------------------------------------------------------------------------- # * Determine Battle Win/Loss Results #-------------------------------------------------------------------------- def judge # If all dead determinant is true, or number of members in party is 0 if $game_party.all_dead? or $game_party.actors.size == 0 # If possible to lose if $game_temp.battle_can_lose # Return to BGM before battle starts $game_system.bgm_play($game_temp.map_bgm) # Battle ends battle_end(2) # Return true return true end # Set game over flag $game_temp.gameover = true # Return true return true end # Return false if even 1 enemy exists for enemy in $game_troop.enemies if enemy.exist? return false end end #set up battle event setup_battle_event # Start after battle phase (win) start_phase5 # Return true return true end end all i did was get it to run the event check procedure before finalizing the battle :)
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well the way i would probably do it is create a seperate window that contains your animations, turn the opacity to 0, and show/hide it depending whever you need it, the way i would probably do the randomizer is when you initially press C you see it sets the wait count to 100(or however long the animation will last) before you set the wait count i would randomize the Input, ill show u an example of how i would do this in the already existing code: if Input.trigger?(Input::C) if $game_temp.choice_max > 0 if self.index != $game_temp.choice_cancel_type - 1 $game_system.se_play($data_system.decision_se) @randomizer = rand(5) case @randomizer when 0 @input = Input::C when 1 @input = Input::B #ect end @timer = 100 else $game_system.se_play($data_system.decision_se) $game_temp.choice_proc.call(self.index) terminate_message end else terminate_message end end if @timer > 0 if Input.press?(@randomizer) $game_system.se_play($data_system.decision_se) @timer -= 1 if @timer == 0 $game_temp.choice_proc.call(self.index) terminate_message end else @timer = 0 terminate_message end end return end so you can see rand(5) sets a random number between 0 and 4 then i set the case branch to change @input to whatever the random value returns, then when checking for the Input down below it checks @input therefore checking a randomly generated Input :) you will also notice i added this case: if self.index != $game_temp.choice_cancel_type - 1 that is basicly saying if the index is other than the cancel command then procceed, if not cancel like normal rather than running the timers. if you have any troubles i dont mind helping, i like the practice in scripting :)
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when you say AMS i guess you mean this one :http://www.rmxpunlimited.net/forums/topic/30-advanced-message-script-release-4/ ? if that's the case i can very easily see the problem, we are both completely overriding the update method, so if you put my edit before his, my edit is cancelled, if you put it after it, it overrides theirs breaking the rest of their script, I could apply the edits directly to the AMS for compatibility if you like, as for the animation that you want to be played when prompting the player to Input the button, do you want it to be shown inside the selection box? also for accessibilty i could make a trigger so it can easily be turned on and off, and i could set a randomizer for the button input
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if i have got your question correct you want the player to be able to move on the outside tiles, and if he presses the direction that leads of the map to another you want it to transfer them, if this is the case you can do it very simply with eventing, heres an image of an event that could do this: all you need to really do is track the x any y of the character and make it transfer you depending on the current tile id and direction being pressed, i put the wait 4 frames so you wouldn't transfer immediately when entering the tile, because usually a frame passes over while entering the tile so technically your pressing it on that square when you press it to enter it, hope this helps :)
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i have been messing around with window_message, at the moment it checks if the input is repeated then it counts down the timer, when the timer equals 0 it continues as normal, the problem is getting it to cancel if you let go of the button, heres the code at the moment: the problem is that if i put an else branch for the button repeat it runs it no matter what as the repeat process calls the input method rather than checking a value, anyways just letting you know how im going with this :)
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i was bored so i put these together scene_title scene_end and finally window_choice its not as fancy as thallion's with the arrays and what not but it works none the less edit: changed scene title to check for save files :)
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it sounds to me like you have been deleting tiles with blank tiles other than the first in your tileset, you should only delete objects with the first blank tile in you tileset, as all the others have normal passibiity, try drawing the first blank tile over every single blank area on every layer to remove over tiles that will cause this problem
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hi there, i was wondering if any one had the time to create a template for a smithing sprite, currently for a custom skills system that im creating, heres the template i would like it to be based on: so as for the sprite, the character should bend as he was putting stuff into a furnace then taking them out, thanks to anyone in advanced :D
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i put this together as you described: #============================================================================== # *begin tone configuration #============================================================================== module Tone_Config #the terain tag the tone changes TONE_TERRAIN = 1 # set tone depended on terrain [RED, GREEN, BLUE] or [RED, GREEN, BLUE, GREY] #R, G, B settings = [min(-255), max(255)], gray settings = [min(0), max(255] NORMAL_TONE = [0, 0, 0] SHADED_TONE = [-40, -40, -40] end #============================================================================== # *end tone config #============================================================================== #============================================================================== # ** Sprite_Character #------------------------------------------------------------------------------ # This sprite is used to display the character.It observes the Game_Character # class and automatically changes sprite conditions. #============================================================================== class Sprite_Character < RPG::Sprite alias update_tone update #-------------------------------------------------------------------------- # * Frame Update #-------------------------------------------------------------------------- def update update_tone self.tone = @character.tone end end #============================================================================== # ** Game_Character #------------------------------------------------------------------------------ # This class deals with characters. It's used as a superclass for the # Game_Player and Game_Event classes. #============================================================================== class Game_Character #-------------------------------------------------------------------------- # * Public Instance Variables #-------------------------------------------------------------------------- attr_accessor :tone alias init_tone initialize #-------------------------------------------------------------------------- # * Object Initialization #-------------------------------------------------------------------------- def initialize init_tone @tone = Tone.new(0, 0, 0, 0) end #-------------------------------------------------------------------------- # * Set tone #-------------------------------------------------------------------------- def tone=(value) value = Tone.new(*value) @tone = value end end #-------------------------------------------------------------------------- class Game_Character #-------------------------------------------------------------------------- #-------------------------------------------------------------------------- # * Determine if Moving #-------------------------------------------------------------------------- def moving? # check to change the tone set_tone # If logical coordinates differ from real coordinates, # movement is occurring. return (@real_x != @x * 128 or @real_y != @y * 128) end #-------------------------------------------------------------------------- # * Check the terrain for the character #-------------------------------------------------------------------------- def set_tone t_id = Tone_Config::TONE_TERRAIN shade = Tone_Config::SHADED_TONE noshade = Tone_Config::NORMAL_TONE #get the terrain tag # upon which character is standing @terrain = $game_map.terrain_tag(@x, @y) #change character tone depending on terrain tag $game_player.tone = shade if @terrain == t_id $game_player.tone = noshade if @terrain != t_id for i in $game_map.events.keys $game_map.events[i].tone = shade if $game_map.events[i].terrain_tag == t_id $game_map.events[i].tone = noshade if $game_map.events[i].terrain_tag != t_id end end end it was good practice as im getting the hang of scripting, its pretty easy to setup ans works for the character and events :)
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i posted that as i saw it had a front and back view that slightly represented how the default battle system is layed out exept the character is drawn above the window on the field, anyhow hope you find what your looking for :)
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perhaps this may help? http://www.hbgames.org/forums/viewtopic.php?style=26&f=11&t=62914
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request for a woodcutting/mining sprite template
diagostimo replied to diagostimo's question in Support
cool thanks, again the hatchet is great :D the plan is to just erase parts of the tool where the character will overlay, but i can do that myself and makes it much easier to edit for the need of the sprite, i will defo be adding sounds etc, im more concentrating on getting the stystem more dynamic like disapearing rocks and trees, random wait timers etc :D -
request for a woodcutting/mining sprite template
diagostimo replied to diagostimo's question in Support
just tested it out and it works great many thanks, i dont suppose you will be up to making a woodcutting version would you in the same format, one with the motion and the other only the tool? again many thanks you are very talented edit: if you want to know what how the script is looking heres a link to a demo, it is still in very early stages, you can check the stats raising by talking to the guy on the map :) http://www.mediafire.com/?csx1c5ngdve9yfb -
request for a woodcutting/mining sprite template
diagostimo replied to diagostimo's question in Support
omfg that is sick, totaly finish it :) also could you draw the actual pic axe as a seperate sprite sheet? in the script i am going to make it overlays the pic axe image onto the the characters sprite so the pic axe can be changed throughout gameplay, think of runescape, better pics ect, so i need a spritesheet with the motion, and a sprite of the axe, many thanks :) -
use this script call when setting the status of missions: $game_party.mission[mission_id] = x MISSION_ID = the id of the mission that your wanting to enable/disable/complete, you set your missions up in the config x = 1 = they do not know the mission exists. This is optional, unless they forget a mission. 2 = they know the mission, but it is incomplete 3 = the mission is complete. so lets say i want to enable mission 1 to show in the menu, i would use this call: $game_party.mission[1] = 2 to complete it: $game_party.mission[1] = 3 to remove it from the menu: $game_party.mission[1] = 1 edit: when setting a mission to complete you dont get the reward you will have to setup the event that completes the mission to give you said item/s also for easy access to the mission page, i would put the script call that calls the scene inside a common event, then get an item like a journal or something to call that comon event
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its a scene that shows the missions that you have enabled/disabled, to call the scene use this script call: $scene = Scene_MissionMenu.new
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hey there, i am currently developing a woodcutting/mining script, and find myself in need of a template of a character with a swinging pose as if he was woodcutting/mining, i have attempted to edit a template myself but i failed epicly, i am probably much better at spriting when i have a template to draw over, so this is my request credits will be given where due, and i will make the script public when its done for all those concerned, thanks in advance. edit: here is the template i would like it to be based from: