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neiljwd

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About neiljwd

  • Rank
    Member

Other

  • Referer
    http://rpgmakertimes-companion.blogspot.com/

Profile Information

  • Gender
    Male
  • Location
    Leeds England.

Engines I Use

  • RPG Maker XP
    Yes

Engines

  • Prefered Engine
    RPG Maker XP
  • Engine Level
    Good
  • Class Title
    Writer
  • Other Skills
    Patience, tenacity. Cock like a giants forearm.
  • Project(s)
    Her Story
  1. neiljwd

    GIF support?

    Is it possible to have GIIF's play on the map screen, along side pictures? I think I tried a script years and years ago, but it didn't work, anything out there now?
  2. http://www.filefactory.com/file/72598m5axgpt/RMXP%20Damage%20Calculator%20v1.0.xlsx Thats a spread sheet u input your numbers and it shows the damage, quicker than going into the game and fighting the battles. Also allows u to see what effects what and by how much, so it's informative.
  3. Hi if you're still looking, I sponged this knowledge off off someone a while ago, for SP. Did a little bit of diggin, & found the relevant bits and edited to HP for you, hope it's srill of use. In the default script Scene_Map Below line 15 (@message_window = Window_Message.new) add @Health_window = Window_Health.new Then above NEW line 25 (Input.update) add: @Health_window.update Then create a whole new script above Main. class Window_Health < Window_Base ####### def initialize super(55, 0, 229, 64) self.contents = Bitmap.new(width - 32, height - 32) self.opacity = 5 @actor = $game_party.actors[0] refresh end # * Refresh #---------------------------------------------------- def refresh self.contents.clear @last_displayed_actor_hp = @actor.hp @last_displayed_actor_maxhp = @actor.maxhp draw_actor_hp(@actor, -52, 0) end # * Frame Update #------------------------------------------------ def update hp_changed = @last_displayed_actor_hp != @actor.hp maxhp_changed = @last_displayed_actor_maxhp != @actor.maxhp if hp_changed or maxhp_changed refresh end end end This should draw the HP numbers for you. I also like Stephs Drawn HP/star bars, works well.
  4. Is there a way to instantly move the "camera" to a place on the map, ( using a large map with custom resolution) without moving the player? I'm aware of map scroll, but it's rather slow. Cheers.
  5. Events can have tab pages, create new pages with top buttons, as shown in below image. REF 1. These Tabs are read from right to left, so game checks page 4, then 3, then 2, then 1st/original page, As you can see from REF 2, page two has the conditional IS SWITCH ONE ON? If this is true, then page 2 will load, if not, the game will look to the next page to the left. So what you need to do is as shown in REF 3, have a switch turn on at the end of the event where the devestation happens. Then have Page 2 load dependent on that switch.
  6. WAIT I think Im jsut REALLY REALLy Stupid. Don't think there was ever a problem just me being a mong. I thought $game_player.run_points =350 was setting the MAX... but it wasn't it was jsut boosting the current to 350, PAST the max, so allowing me to run longer thinking the max was changed. Me sorry for wasting your time. -------------------- Original message ------------------- Oh I tried that but I got a fixnum error, screenshot, so figured I was being even more stupid than normal. Any idead
  7. Thank you again! handy catching you, could you just spell it out for a noob where I should bob that little code snippet. Please. :) Or is that what I should be putting in my event Script call? My heads spinning with this at the moment sorry.
  8. Thank you for the contribution black mage. :) But I also want to be able to change my max run points through out the course of the game, as the player levels up. So won't be set at 350 all the time. I guess I'm gonna have to intergrate a variable that monitors the max Run Points and just go from there.... I guess? No idea on scripts, I jsut hink it's something that $game_player.run_points & $game_player.max_run_points Need to be seperately defined as intergers/values when called in the game, at the moment one seems to equal the other in game. ... Though the script seems know the difference between them as it differentiates in the restore section. :S
  9. WAIT I think Im jsut REALLY REALLy Stupid. Don't think there was ever a problem just me being a mong. I thought $game_player.run_points =350 was setting the MAX... but it wasn't it was jsut boosting the current to 350, PAST the max, so allowing me to run longer thinking the max was changed. Me sorry for wasting your time. -------------------- Original message ------------------- Using a Night Runner modified Dash script, originally StandWalkRun by Synthesize I think, I can press a key and Run Faster- I know how to use a script call to increase my Max Run Points permananently. $game_player.run_points = 350 This sets the max run points to 350, from 100 -Line 17 in Script below. However What I want to achieve is a script call to increase the players CURRENT run points, but not over the max. Say for instance They have 350 max run points, sprint through 300 leaving them at 50/350 Run Points, I''d like a script call that say adds +75 current Run Points, leaving them at 125/350. Can anyone help please? DEMO FILE ATTACHED https://www.mediafire.com/?hix3o1oz0xb1syw # Written by Synthesize # Version 2.70 # January 26, 2008 (v1) # Revised: March 1, 2008 (v2) # Revised: September 4, 2010 (v2.5) # Revised: 8 May, 2012 (2.6, NREdit) # Revised: 15 Nov, 2013 (2.7, NREdit) #=============================================================================== # Customization #------------------------------------------------------------------------------- module StandWalkRun Use_run = true # Use Run Points? Use_run_sprite = true# Use a Running sprite? Run_speed = 5 # Player speed while running Walk_speed = 4 # Player speed while walking Run_sprite_suffix = '_dash' # Running Sprite Suffix Run_points = 100 # The maximum amount of Run Points Run_points_restore = 20 # 1 Run Point is restored in X Frames Restore_run_while_walking = true # Restore points while walking? Use_idle_sprite = false # Use Idle Sprite? Idle_sprite_suffix = '_idle' # idle Sprite Suffix Use_anime = true # Animate your Idle Sprite? Idle_time = 40 # Time before sprite is animated end #------------------------------------------------------------------------------- # Scene_Map:: The main functions of the script are here #------------------------------------------------------------------------------- class Scene_Map # Aliases alias syn_map_update update #----------------------------------------------------------------------------- # Initiate variables #----------------------------------------------------------------------------- def initialize if $game_player.old_character_name == nil $game_player.old_character_name = $game_player.character_name end @wait_time = 0 @wait_time2 = 0 end #----------------------------------------------------------------------------- # Update:: Update the scene #----------------------------------------------------------------------------- def update syn_map_update if Input.dir4 == 0 wait(1, false) if StandWalkRun::Use_idle_sprite if $game_player.move_route_forcing == false call_idle($game_player.character_name + StandWalkRun::Idle_sprite_suffix, StandWalkRun::Use_anime) if @wait_time == StandWalkRun::Idle_time $game_temp.syn_state = "idle" end restore_run if StandWalkRun::Use_run else $game_temp.syn_state = "" restore_run if StandWalkRun::Restore_run_while_walking call_idle($game_player.old_character_name, false) if $game_player.character_name != $game_player.old_character_name @wait_time = 0 end if $game_temp.sprite_changed == true $game_player.old_character_name = $game_player.character_name $game_temp.sprite_changed = false end end #----------------------------------------------------------------------------- # Call_Idle:: Sets and animates the idle Sprite #----------------------------------------------------------------------------- def call_idle(sprite, anime) $game_player.set_step_anime(anime) $game_player.set_graphic(sprite) end #----------------------------------------------------------------------------- # Restore_Run: Restore Run Points #----------------------------------------------------------------------------- def restore_run if $game_player.run_points < $game_player.max_run_points wait(1, true) $game_player.run_points += 1 if @wait_time2 == StandWalkRun::Run_points_restore @wait_time2 = 0 if @wait_time2 == StandWalkRun::Run_points_restore end end #----------------------------------------------------------------------------- # Wait:: Allows Wait Times #----------------------------------------------------------------------------- def wait(duration, value) for i in 0...duration @wait_time += 1 if value == false @wait_time2 += 1 if value break if i >= duration / 2 end end end #------------------------------------------------------------------------------- # Game_Temp:: Create current state #------------------------------------------------------------------------------- class Game_Temp attr_accessor :syn_state attr_accessor :sprite_changed alias syn_temp_init initialize def initialize @syn_state = "" @sprite_changed = false syn_temp_init end end #------------------------------------------------------------------------------- # Game_Character:: Create the Change_Sprite method #------------------------------------------------------------------------------- class Game_Character # Attr(s) attr_accessor :old_character_name attr_accessor :run_points attr_accessor :max_run_points alias syn_ch_init initialize #----------------------------------------------------------------------------- # Initialize Variables #----------------------------------------------------------------------------- def initialize @run_points = StandWalkRun::Run_points @max_run_points = @run_points syn_ch_init end #----------------------------------------------------------------------------- # Set Setp Animation #----------------------------------------------------------------------------- def set_step_anime(value) @step_anime = value return @step_anime end end #------------------------------------------------------------------------------- # Game_Player:: This handles the dash process #------------------------------------------------------------------------------- class Game_Player < Game_Character alias syn_player_initialize initialize alias syn_player_update update alias syn_player_refresh refresh alias syn_player_move_type_custom move_type_custom def initialize(*args, &blk) ret_val = syn_player_initialize(*args, &blk) set_walk_speed(StandWalkRun::Walk_speed) set_run_speed(StandWalkRun::Run_speed) end def dash? return false if @run_points == 0 and StandWalkRun::Use_run return true if Input.press?(Input::A) end def refresh syn_player_refresh self.old_character_name = @character_name end def set_run_speed(val) @ty_RunWalk_run_speed = [[@ty_RunWalk_walk_speed + 1, val.to_i].max, 7].min end def set_walk_speed(val) @ty_RunWalk_walk_speed = [[val.to_i, 1].max, 6].min set_run_speed(val + 1) end #----------------------------------------------------------------------------- # Update:: Update the scene #---------------------------------------------------------------------------- def update if dash? if Input.dir4 == 0 $game_player.set_graphic($game_player.old_character_name) end unless $game_temp.syn_state == "idle" if StandWalkRun::Use_run_sprite set_graphic(@character_name + StandWalkRun::Run_sprite_suffix) end @move_speed = @ty_RunWalk_run_speed @run_points -= 1 syn_player_update end else @move_speed = @ty_RunWalk_walk_speed syn_player_update end end def set_graphic(character_name) @tile_id = 0 @character_name = character_name end #-------------------------------------------------------------------------- # * Move Type : Custom #-------------------------------------------------------------------------- def move_type_custom old_ch_name = @character_name syn_player_move_type_custom if old_ch_name != @character_name # Change Graphic self.old_character_name = @character_name end end end #------------------------------------------------------------------------------- # * This script is not compatible with RPG Maker XP * #------------------------------------------------------------------------------- # Written by Synthesize # Version 2.7 # Requested by Cerulean Sky
  10. I could quite easily invisage there being a cavern in the side of mountain that you venture into, and when you come out of it, you're in this deeply depressing dark valley. Possibly magically altered or cursed, if that matches the mood of your plot.
  11. My game.ini is as follows: [Game] Library=RGSS104E.dll Scripts=Data\Scripts.rxdata Title=School Story RTP1=Standard RTP2= RTP3= Except it's not. Where there are \ in the above code(scripts line), my computer shows that Funny 'Y' symbol. I THINK it's something on my PC, unicode settings, which I did have as Japanese as a time, but I've set them all back to English :/ inc keyboard.
  12. That is handy to know, cheers for posting this supplimentary information. And groovy, thanks guys. It is reassuring to know I have perfectly fine working version, of a broken program :P Somehow feels better knowing the rest of the community is suffering alongside me :P (This topic is 'solved' but I'M not sure you'd mark a none query topic as solved... will leave that to the mods.)
  13. Yeah I still do batch entry thing, but some of my old work/old games have the 4 line text code. The 4 lines show in a game fine. But in the creator, I can copy from it, and if I post into a batch text box, shows 4 lines. However If I try to edit the original text box with the 4 lines in, it just PINGS at me and stops any new entries. I can delete, but unless i delete over a full line, cant add. I've never, 100% definitely never had a pirate version of RMXP. I had the trial version for 30 days. During and after for over a year (on Windows Vista) I definately had 4 lines in a normal box before. Weird if it was only me :S As for the scriptcall say if I copid this line from here, or notebook, int RMXP $game_variables[5] = $game_actors[2].str Then it would crash, fail to find strength array I have to seperate each variable onto a seperate line, ala: $game_variables[5] = $game_actors[2].str IS that normal just how it is? Someone mentioned it wasn't is all. And er, the \ thing might be because im running non-unicode programs in Japanese - just occured to me. Need to restart PC so posting this message now. Compatability mode didint effect it, thanks for the suggestion. Like I say these 3 things don't break RMXP, I just thought if they were symptom of somehting else, it might have been worth addressing :)
  14. So yeah I have 3 presenting Symptoms. 1:) Slashes, like the AMS script commands use, display as weird little 'Y' things in it (fine actually in game, just the creator) The symbol before 'name' in the screenshot below, thats meant to be a ' \ ', next to the Z key. 2:) And my script-call box is too small. I input a line in that should ( I've been lead to beleive) all fit on one line. But it seperates it into two and gives me errors. Only just discovered this was a problem..... 3:) For a year of use, I could enter 4 lines into a text box/message box. No Problem. One day that changed. Now I can enter only 3. So anyone any ideas on a cause/ And more importantly a fix? It's useable, but just weird, prefer it right if I can. I run Windows 7 64bit. On a 4 core AMD CPU, with ATI Graphics 7800 series. My RMXP is the legit 1.04 version, screenshot of my paypal purchase just to save time: http://awesomescreenshot.com/0fa1yg0vc8 Couple of illustratory screenshots of probs 1 and 2 below:
  15. Edit/Update: Holy crud that's it! Thank you the script is so small and so simple looking, makes me feel very stupid, :huh2: but I'm too happy to be sad about my own failings! Cheers ever so much Saltome. Does everything I want. Truly you've inspired joy and relief in a stranger thousands of miles away, so thank you. :thumbsup: My appreciation to FleshRender and phionabrie also, a little encouragement really helps when you're struggling. If anyone wanted to compare to a party member ID, not there actor ID, Change one of the letters to game_party.actors instead of $game_actors def compare1(c_id, d_id) c=$game_actors[c_id] d=$game_party.actors[d_id] if c.agi+c.dex>d.str+ d.dex return true else return false end end script call : compare1(1,3) This would compare actorID 1 against party member number 4. (0,1,2,3)
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