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Everything posted by Heretic86
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Yes, but that option doesnt affect the bug. Even if "Ignore if can't move" is checked, it continues to loop because "Repeat" isnt considered a "Can't Move" condition. Try it out for yourself. Put an event in the midde of a map, with nothing close to it. Set the event on trigger to set the move route to Move Left, then Move Right, check Repeat, hit OK. Then make another event somewhere else on the map. Just put in a "Wait for Move's Completion" and hit ok. Fire up your game, and you'll see that as soon as you trigger that Wait, the game goes into an Infinite Loop. Cant Move is considered when an event is not set to Thru and trying to walk through a Brick Wall, which also does cause an Infinite Loop as well, which makes more sense, but Repeat when you've changed an Event from its original pattern makes a lot LESS sense. Anyone find this useful? I can throw in other Default Bug Fixes if you know about them...
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If you have spent any decent amount of time in the Editor, you have probably encountered this bug. Game just STOPS, reason is not apparently obvious. It doesnt CRASH, but just STOPS. What I found was that if you "Force" an Event to have a Repeating Move Route, then later call in ANY EVENT to "Wait for Move's Completion", the game goes into an Infinite Loop of Waiting, due to the Repeated "Forced" Event. So the game basically waits Forever. A "Forced Move Route" is when you change an Events Move Route by using the "Set Move Route" button. The Custom Move Routes were not affected. An easy work around would be to use different Pages, each Page having a different Move Route. This prevents that bug from occuring PERIOD. Its only a One Line Fix, but probably a NIGHTMARE for anyone new to RMXP to understand. DO NOT USE IN VX OR VX ACE - RMXP (RPG Maker XP) Only! It didnt look like there was an easy way to Alias the Def, so I just did a total Redefinition of the original with the fix. Comments?
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Okay, back on what I was doing with the Caterpillar script. Trying to add a new feature for Dead Actors Dont Walk. Basically, if the character is dead, that Actor in the Caterpillar has the @walk_anime flag turned off so they just slide around. I find this to be useful if the characters are Poisoned, so like if they die, just from walking around, it is a visual indication of a Dead Character without the need to go into the Player Menu. Does anyone find a Dead Dont Walk feature to be useful? Script: (note: This code will NOT work without MMW and SDK, it was rewritten to be compatible, and that was the only version) Still have a few bugs to work out, I'll work on those. Question on this script (not ready for Public), is there a better more efficient way to do this? I ended up borrowing existing code to do this, but it appears the way it works is to iterate for every event on the map, instead of just iterating thru an array, which I think would be much faster.
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Okay, I'll try to explain real quick. Battle System - Now this could just be my understanding of the way it works, but I've been playing with a Battle System Mod, that itself had a couple of bugs, so I am now more familiar with it than I previously was. The Bug. In the Database Window, under Troops, there is a spot where you can enter Battle Events. In here, setting the Condition to run during certain conditions. Checking the Turn box, setting which turn number, and I assume that the + Int X means to run that script X number of additional times. Setting the SPAN to Turn, I would think it would only run on that particular Turn. It doesnt. It seems to run every other round, regardless of the X setting. Setting it to Span BATTLE, the Events run only ONCE, regardless of the X count. Next "Bug" happens just with Events and the Move Conditions. Using an Event to say turn right 90 degrees with Repeat causes a Game Lockup (Infinite Loop) using the "Wait for Move's Completion". Try to explain better. Make an Event, like a Townsperson, set Move Route to Custom, and check Repeat there. No crash. If you hit another Player Touch Event for something like a Cutscene, then try to alter the Townsperson Event to have a different move route, (from Event Editor, Page 2, "Set Move Route..." and checking "Repeat Action"), it seems that any other time that "Wait for Move's Completion" causes the game to wait for a Repeating Event, thus, locking up. Does that make sense? And since XP has been out for a while, are there any already made fixes for these Bugs? I can work around them. Just thinking that there needs to be like two lines of code ("if event.move_route.include? "Repeat" Next)
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Is it just me or are there a couple of "Bugs" in the default scripts? Naming two (I think), Battle Eventing, and Repeat + Wait Until Move Complete. Are those bugs, or is it just me?
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Ok what is the difference between class Sprite_Character < RPG::Sprite and class Game_Event < Game_Character ?
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If that is the case, there is a bunch of code I have to clean up. Not my code, it was written poorly, and redraws every frame. Next question, you gave me an example of how to do a global (which I am trying to avoid), but I find a need for a rare instance of one. Code is actually coming out pretty well. Hell, I think some of you might even wanna use it, well, maybe. Is there a difference of accessing different classes using globals depending on if they are subclasses or not? IE, does "class Game_Event < Game_Character" access different than "class Game_Event"? Im also guessing you are getting the names by going to that Class, and finding ".new", and I see variations in capitalizations. Would I call a Game_Character method using $Character_Sprites.new_method? Having a hard time figuring out how to run a def I set in Game_Event < Game_Character by using a global and attr_writer...
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When should I use the : character? Trying to have good habits... Still practicing. I came up with the following earlier... Now I am back to fighting with the Z-Index again. I got something working, but it is a little buggy. For example, setting the screen_z - 1 seems to render beneath any Events with Graphics. Now I am thinking of increasing the Z by $game_party.actors.size, then each previous cat_actor gets one less than the main actor. How would I reference the Players sprite? It looks like it is in its own class of "class Game_Player < Game_Character", so going after it by Game_Character seems the logical step. Player has no screen_z method. Next question is about the Lag and Graphics. Forever said earlier that drawing a bitmap every frame is a poor way to do it. Say like a HP bar. Is it better to do it like this? if @hp != $game_player.actor[x].hp draw_thing end
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Gah! Wrote out a big thanking post, but the forum just ate it! Apparently I was still struggling with aliases! One question, on alias :old_screen_z :screen_z can you explain what the : character is for?
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I know I am struggling to understand the syntax, and that is holding me back a lot. Rethinking. Take two events and stack them on top of each other. Neither are flagged "always on top". Is there a way to change which event is on top of the other one? The more I look at screen_z, the more it seems to not want to work for me...
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Ok, well, with your help, I managed to accomplish that task. Implemented a bit differently, but if you are interested, its in the Cloud Altitude Script. I was trying to make a Developer Tool for displaying the Variables that the Script was messing with. On to my next Idiot Question. Zeriab's Caterpillar. Im trying to manipulate screen_z for the Cat Actor Sprites. They stack wrong. I appear to be able to read "actor.screen_z" (for loop iteration) and $game_player.screen_z but cant directly modify it. I thought maybe fix that with an "attr_accessor :", but the Script isnt part of the same Class, it is its own class. Since everything is by reference, I tried to put in the attr_accessor for screen_z anyway, but came up with wrong number of arguments error. Thinking that is caused by the class being reinitialized and I wasnt sending any arguments to it. Ok, what args does it expect? I found this: which expects @ch self.z = @character.screen_z(@ch). So @ch is Character Height: @ch = bitmap.height / 4, so it wants a number divisible by 4 I guess. Go back, try to run "actor.screen_z(16)" (arbitrary number divisible by 4), but now come up with NoMethodError for screen_z. Script: Code is Slightly Modified (heavy commenting by me), this version is functional. I think I need to modify "def add_actor" (around line 130 or so) and fix the Z-Index problem inside there, where I can read actor.screen_z (for loop iteration), but cant modify the value. Can anyone explain what I am doing wrong this time? /bangs head against wall
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UPDATE New Version of the Script no longer requires a Parallel Process. Instead, just one configurable On and Off Game Switch. It still needs an Event to set the Altitude and X, Y Speeds. Most likely, you already have to use an Event to show Game Fog in the first place, so just use it there. Just two lines now, pretty straight forward. ALSO INCLUDED DEVELOPERS VERSION! Since quitting out of the game, going in, changing one number SUCKS, I decided it would be easier to do it IN GAME! The newest download (see original post) includes the Developers Version which SHOWS you On Screen Real Time your Altitude and Speeds, which are now adjustable by holding down the SHIFT Key and pressing Up, Down, Left, Right, Q, or W for the Script Properties. I changed the way the math works a bit so this version may require you to retweak any existing work you may have done with the script so far. Feel free to play with it and see if you can come up with a better way to crunch those numbers. I am active so feel free to post any Support Questions, but it shouldnt be too difficult to figure out.
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You are correct, I think this code is not ready for public use yet. Not your fault, I got the same results. From the Demo, the script is Exceptionally Fantastic. But compared to other very similar looking scripts, quite a number of features are lacking, yet, this script features some things other scripts do not. I'd say it is only about 50% complete. If the original author ever decides to go back to work on this, I have a feeling it has the potential to be one of the best Bubble Chat Scripts out there, but until that time, go with Wachunga's Multiple Msg Windows. That script also has a few bugs and Im working on fixing what I can in them, ask if you need help with those... Great Script, if the bugs are fixed...
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I've seen some custom creatures that had way too much head room that did the same thing to me. Edit: I put some black around the edge of the picture due to the white background of the forum not showing that edge. Just trim it off and this actually makes kind of a cool critter!
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If this forum had a +Rep system, you'd be #1 by making like 4 posts! Good news, it works great. Using more as a Dev tool rather than intended for actual gameplay. It was for the Cloud Altitude script you also helped me with there, Forever... Bad news, now when I try to access the Global Variable ($game_map.fog_altitude) Undefined Method error! Global Variables are only Global for that Module? What the hell is the a Module? Class container? I have so damn much to learn. /cry (And yes, I've been trying my damnedest to read the tutorials on RGSS...)
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Not sure if this will work, but try editing the image of the Wolf and trim off any unused space at the top.
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Well, really I am trying to understand how RMXP works better. Since most of what I know is php, it loads, runs, and its done, otherwise the page doesnt come up. The example I was hoping for was to back your explanation of graphics.update, as I tried that, and it either doesnt update, or comes up with Stack Level Too Deep, so I know I am doing something wrong...
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Ok, that makes sense. Dont wanna mess with Main. Could you provide an easy example, if it isnt too much work? (I know it is a lot of work...) Say something like a frame_counter...
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Am I getting annoying yet? Okay, trying to create a new def that updates itself. Mostly for debug purposes, displaying variable values in a Sprite on the screen so I can watch them realtime. I got the graphics working so dont need to mess with that, just need to know how to run a continual update without hitting Stack Level Too Deep. It appears that an update cant self reference. What is the best way to create a new anything that can self update? (edit: Changed thread title to be more accurate)
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That makes a lot of sense! Now, to see if I understood that correctly, the Alias is of the First Definition of Foo, not the second, so calling to Bar thus prints Foo because it is now the first definition of Foo that has been aliased with Bar, and running Foo runs the 2nd def of FOo, which prints Bar, not Foo. The reason for it is Im still trying to modify that [explicitive deleted colorful metaphor] ATB script, and it uses a TON of aliases. Just to keep it short and simple, I am trying to make a change to it, and since it is (for all essencial purposes) uncommented, understand it by just understanding the code. Nearly everything in this script was using aliases like this: class bla attr_accessor :punk # some comment alias jerk punk def punk print "Something" jerk end end In that quib of code, it appeared to me that alias was being used before running the def, so I didnt get that the def had already been declared previously in unmodified code. I thought that was being done to self reference inside the def, which appears quite a bit in any of the UPDATE code. What it looked like afterwards was that the def was being completely redefined, and the old version dumped, but now that my understanding is more solid, I think I can follow the code without getting screwed up by referring back to the alias calls to the original definition, not the updated definition. Thank you very much for helping to improve my understanding of Ruby! Im not a total idiot, some parts are missing! :P
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Ok, Im totally lost again. I opened my Mouth and my Brain fell out! class lorem_ipsum def foo print "foo" end alias foo bar def foo print "bar" end def initialize foo #prints "Bar" bar #prints "Foo" end end WTF?
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Yeah, I figured that part out. The def was confusingly written and I hadnt seen it in other parts of the official script, so I wasnt aware that it had been previously defined. Given that was what I saw in the addon script, I thought the Alias could be delared before the Definition. So yes, in correct terms it would be: def foo # Original Unmodified Code print "foo" end (another page) alias bar foo def foo do something else other than print foo bar # Reference to alias inside Def end end
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Was trying to create an alias for a def not defined yet. Half the script I was working on was redeclaring the defs, but putting alias before def (which was a redef), so slightly confusing. The script contained a bunch of self references. alias test already_defined_def def test print "Hello" test return end
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Does Ruby in RMXP have a limit on the number of Aliases that are allowed? Trying to write a new def, and keeps spitting NameErrors at me, bla bla Undefined Method, the method I just defined. alias test_test test def test print "this is a test" end --- Edit, nevermind, I feel dumb now.
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Would anyone mind helping with this?