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Everything posted by Heretic86
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I figured that due credit was a given. Just figuring that since I've done so many modifications to another script, I might be allowed to call it Heretic's Caterpillar instead of Zeriab, who of course would get credit, and if he'd ever show his ugly mug, I'd definitely ask for permission. Ok, back to stupid question time. What the hell is the SDK for, and why so many versions of it?
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Ok, got a Release Candidate Demo! Edit: Link removed. Official Version Released in RGSS1 scripts. END EDIT (Requires the Included SDK) This is also an Early Version, so I am still looking for Bugs! Please try it out!
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I recently just got in a fist fight trying to figure out Z, but it was for the way Events were being set with screen_z, and I havent learned how to do the Windows aspects in RGSS yet, so I am no help. BTW, if you have code, you could probably hide it in CODE and SPOILER tags for easier readability, and so we can get access to formatted text... I'll try looking at this...
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Kind of off topic from code, but is there a point of rewriting, fixing bugs, and adding additional features to the point where I can call it my own?
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EDIT: (was originally a double post because post size exceeded limit, due to code originally in the first one, ok I gotta not start commenting on forums now! new_post = true) Nevermind. I got something working! Im proud of myself, even though compared to what you pros can do, its absolutely nothing! That was kind of a pain in the ass. The command codes were not the same as the Interpreter Codes. --- Edit 2: Having trouble with this line route_to_player.list.unshift(RPG::MoveCommand.new(29, speed)) if code != 0 and speed != nil Players speed is recorded (1..6) and I cant seem to implement a Speed Change period, other than to super slow. Code executes fine, but characters all walk super slow. Was also thinking it was (speed * 8) or (speed * 32) but no workie jerkie for daddy waddy! and what does this line mean exactly? @actors << event
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Edit, Ok, got the whole Move Route thing figured out now, I think... Bit of a quirk with "Jumping", seems to crash for me. Undefined method for .abs, but now I cant recreate it! Go figure! Edit #2 Ok got that bug squashed. Was iterating thru an array, and forgot to change [0] to .
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Hmm, forums were ofline when I was trying to read your response. Hopefully a quick question. I have a part of a script where I am moving events around without using the Event Editor commands. But I would like those Move Events (in @move_route) to respond to "Wait for Move's Completion". Right now, wait just immediately says it is done. Is it something like event.move_route_forcing or event.move_route_waiting? Just want to know what property or method I need to call...
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Im still struggling to understand apparently. Either that or Hulu has done too much Drain Bamage and Alex Baldwin and Eliza Dushku are going to come slurp out the gooey mess that now occupies my cranial cavity with straws, since, of course, they are aliens and like nothing more than rotten gooey mushy hulu rotted brains. Im trying to add a "Feature" that includes methods defined in a different script entirely and run in Interpreter, and incorporate some of those options into the script I am working on, without touching the other script. I figure a reasonable goal. And I keep running into the same problems. Trying to access a method from that other class, and run into Private Method errors. As was stated earlier, I am failing to understand the instance and static objects apparently. So trying to think of it this way: blue = Color.new(0,0,255) # Instance of Color but... class Foo def bar print "bar" end end Should always be accessable, right? I mean if literally that was the code, accessing the instance, the instance may or may not exist, and could have very different properties, thus, off limits? but going into class Foo, and actually running that code, that is considered static, right? If not, why not? How is that Corpus Collosum Soup?
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XP Script - Flat Sprites Render as Flat!
Heretic86 replied to Heretic86's topic in Archived RPG Maker XP Scripts (RGSS1)
Wasnt really looking for a way to fix this, I just came across it when messing with other stuff. Thought I'd share tho, very quick script... -
Anyone ever try to use this Graphic for an Event? Your Character has a problem of "Walking Behind or Under" that Graphic. Like this: That isnt what we want. I wont bother to explain the problem in technical terms, but I will offer a FIX. THAT is what we want! Did you notice the Characters are now on TOP of the Graphic? The problem is that the engine "Thinks" that the Graphic is a Character that is standing up and not laying on the ground. This script tells the Engine to just render it as "Flat" instead of as "Standing Up". To do this, change the Name of the event to include \z_flat, so "Rug\z_flat" will force the engine to render characters on top of it correctly. Will anyone find this to be useful?
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Hey Hey! Guess what? I got that Event Fade script working! Now I can make events fade in and out like you can Fog! Tell me people wouldnt want to use that! I'll post it here before anywhere else to let you guys read through it, hopefully test it out and tell me if I wrote it correctly, or if there was anything I did that I should have done differently.
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RGSS is Ruby, in a nutshell. And Im in the same boat with you. A mere couple of weeks ago, I couldnt script my way out of a paper bag! Now, a wet noodle doesnt have a fighting chance, but anything harder than that could probably still turn my brain into spaghetti!
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Still looking for bugs before I make an official release... - Fixed a bug where Actors that walk out of the Caterpillar couldnt walk back in during Cutscenes - Fixed a bug where Events that were allowed off the map only went off the map if the Caterpillar was active - \off_map is now independant of the Caterpillar completely Potential future options: - Replace Actor Graphic with a Coffin, maybe just make them Transluscent - Ghost Follower I cant really think of anything else that this script might need. Anyone find this to be a good modification of the existing script? Can you hear me now? Am I talking on a Verizon phone? Who is that Verizon guy? Does the person on the other end of the phone where he keeps asking "can you hear me now" hate his job? Anyone there?
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So would something like this work? def is_a_foo?(arg) return if arg == "foo" end def make_instances for i in 0..instance_attributes.size instance_1 = "foo" instance_2 = "bar" end end def do_stuff_with_instances(instance_arg) if self.is_a_foo(instance_arg) do something to foo else do something else with bar end end Am I understanding this correctly? Was trying to do something I thought would be really simple. Write a script, all by myself, that would allow events to fade like we can fade the screen, or fog, or other fade-able things. Started digging, trying to think of what to reference, then reading thru Game_Events, being a sub class (due to Super?) of Game_Character (which I thought would work), then started looking at Game_Events, and forgot that Events can have PAGES, and each @page gets totally different properties, so each page is instanced. That is, if I understand it correctly. Instancing being two sprites are on screen. One is a guy, one is a girl, so trying to access a property or method of bra_size for the guy character will result in nil. Ok, bad example... Ugh! I wanted to take a crack at something simpler! Maybe somebody has a suggestion of something to try (even if it has already been done) that is appropriate for my inadequate skill level? I really appreciate you guys helping me out! I feel like a troll, trying to read tutorials that dont fully click, not fully familiar with the language syntax (regexp == nightmare!), and Im trying to contribute things to help everyone (scripts, graphics, questions, etc). Even what I feel is a ton of stupid questions I think others that are trying to learn may be asking similar questions. So, seriously, thank you guys for your patience!
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Not sure if it is pointless, but if you create a new project and mess around with Scene Item, it might start to make more sense. Not really super deep stuff, just grabbing things based on the order. Maybe see if you can sort items differently according to Strength or Price or something...
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How do I call Spriteset_Map defs Globally? I tried $spriteset_map.new_def but it comes back undefined... I get the whole idea behind Globals and Scope, still not 100% on how to refer to those classes globally...
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I can try to take a crack at it... but oddly enough, that window seems to "Auto Sort" by type first, then by database index, where anything with a higher DB ID, (i think, still reading) comes up afterwards...
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Blah, ran into a nasty bug. How to I determine where (hoping x, y coordinates) an event is trying to move to WITHOUT using @direction? @direction is not always 100% guaranteed to be where an Event is expected to step, such as Direction Fix, or "1 Step Backwards"? Nevermind. I was misinterpreting the original script. I thought d was Direction of the Sprite (which isnt always guaranteed), it does seem to work right after all, after a little tweaking... --- None the less every answer leads to a new question. I came across another command I looked up and tried to use with arrays, just for printing em out, but after reading the Ruby information on it, I am still confused. LIST. I came across @move_route.list[@move_route_index] and it works for that, but not what I was trying to make it do... Can someone kindly explain .LIST a little better??
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Got it. @move_list[0].to_a[3].to_a.include(X,Y) or something like that Stoopid multidimensional arrays, grr! --- Ok, next one. GSUB! (Not the Destructive one) just good old fashion @event.gsub.name(wtf?) @event.name.gsub(/\\cat_actor\[([0-9]+)\]/i) {@caterpillar_actor = $1 } Could someone explain what the hell the rest of that stuff in the argument is, as well as the {@var = $huh}
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Got an idea... How do I check if TWO elements are in an array? I want to check X and Y positions in an array @move_list = [ [1,2], [1,3], [2,3], [2,4] ] I dont think I can just do "if @move_list.include? [X,Y] How do I do that?
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Next question is about XP vs VX I'll take it that the two engines handle Event Movements completely differently. Im trying to borrow some of the features Modern Algebra put in Zeraibs Caterpillar and effectively port them over to XP. Feature I got working (mostly) and trying to convert has to do with Actor Passability. Mine sucks. His Rox. When I do a movement in XP, some other actors can still pass thru the caterpillar, as if they've left the spot and the next actor hasnt stepped into that spot yet. Doesnt seem to be a problem at all in VX. Is this just because of the difference in the engines, or something more specific with the script? If it is more script specific, I'll post what I got so far...
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Perfect! def cat_actor_in_party?(cat_actor_id) # Used with passable? if cat_actor_id is in the current $game_party return $game_party.actors.include?($game_actors[@actor_id_to_event[cat_actor_id].id]) end Almost seems pointless to write a def for one line of code, but I think I will anyway because the def says what it does better.
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Ok, next idiot question. Im wondering if there is a way to check for an ID (that does exist) in $game_party.actors without Iteration of the Array? Such as $game_party.actors.include? (actor_id_to_check_arg)? This does work for i in 1...$game_party.actors.size return true if $game_party.actors.actor_id == actor_id_to_check_arg end Just wondering if there is a different way to do it on one line...
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I've seen those scripts you are talking about, but I dont remember where they are at. This site doesnt have all the scripts in existence, nor does any other RMXP site, unfortunately. I just saw that battle system, but I dont remember where...
- 5 replies
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- party switcher
- location script
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(and 1 more)
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