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Heretic86

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Everything posted by Heretic86

  1. When I hit the "Spoiler" button, it doesn't expand the hidden content. I've also got a bug where the dropdown menu from my name in the upper right is always expanded. Are you using some sort of script that requires off site libraries or something? Can you just load those .js files onto the site to load them that way, if that is the case?
  2. I made a post on another forum about this demo, but I don't think it was as well received as I hope it will be here. Still working on the game. There are a bunch of areas that are already finished, but the town isn't even close, and it links straight into the map, so when you start the demo, you are already partially into the story. What I'd like is a little feedback on the Style. Not so much on the Script Additions, those were done by other very talented scripters, not me. I tweaked them a little bit to allow for other things that I needed, but really it was only like 5 or 6 lines of code that I managed to add out of the hundreds they had done. The Style that I am referring to is to give Characters a little more "Life". There have been quite a few games RPG Maker games that I've tried, and many of them seem to suffer from the same problem. I think their Characters are too static. It seems to me that the Characters face each other, then we as players get spammed with dialogue. There is no Character reactions. They just stand there and throw their lines at each other. I think there is a much better way to do it, and it takes a LOT of effort, but I believe that effort is well worth it. I wanted the Characters to be much more animated, make it very easy to identify who was speaking, and give them as much expression as I could with the limited resources that old RPG maker developers used. And when I say old, I mean old, old like Final Fantasy on the SNES old, not 2004. Now, I realize the demo isnt perfect, and I'd really like to find some Script Additions for the Battle System, but so far, the Default Battle System is used, as I havent found one yet that I think will flow better with my Style, which, I dont know exactly what that is yet and am still working on developing it (the style, and the game). Please note that the "typo's" are purposeful, which should be obvious. Even the use of the word "Thier" is purposefully misspelled, and the usage is completely wrong, also purposeful. The correct spelling is "Their", not "Thier", however, the correct usage of the word should be the contraction of "They" and "Are", which is "They're", not "Their". That typo has already been commented on, but just keep in mind, it is purposeful, to establish that Character as a complete and total nitwit, or, at least, so you THINK he is... Anyway, if you wouldn't mind trying out this small and short Demo and tell me if you like the Style of having more animated characters during cutscenes? --- Once More, With Feeling - Demo Download Demo Here (ignore the VX in the URL) --- So, would you tell me what you think?
  3. Okay, no reples. I'll try to simplify. def del_last_move for i in 0...@actors.size if i + 1 < @move_list.size #command = @move_list[i + 1] (disregard commented lines, they dont add to the script) actor = @actors[i] actor.move_list.delete_at(i) #actor.move_speed = command[0] end end end Is this how to delete a specific element of an array in RGSS? I just cant seem to delete move events from the caterpillar!
  4. So yeah, I have googled and googled, and the only scripts that I find for Cursed Weapons (Unequippable and have other negative effects on characters fighting ability) are for VX. Does anyone know of one for RMXP?
  5. DISREGARD - PROBLEM RESOLVED So what I have is Zeriab's Caterpillar Script, and Im trying to modify it so that I can delete the last registerd move event or two from the Caterpillar Actors Move Array. I'll post the code I have because I made some other edits to it as well, such as a Caterpillar Pause, so I can run a cutscene and not kick members from my party. Seems to be easier to do it this way, at least for me, I dont know if that feature would be useful to anyone else. But my big problem right now is trying to delete one or two of the Main Actors (Player) move events so that the Caterpillar wont walk over an event that, after triggering a touch event, will be unmoveable. Something quick, look at about line 160
  6. Thats quite a shame as his community contributions are incredible! But, I understand. People want to move on to bigger and more satisfying things in their lives. So, is this the right place for Support, or is that in another sub-forum?
  7. Sorry for the necropost, but I have to say that this script is abolutely awesome! Since your post, even if it is old, requests comments, I'll be more than happy to make a few. First off, a question about the script. At a certain point, I've found it useful to temporarily pause the caterpillar, like during cutscenes. I was able to manipulate the script so that I could pause the caterpillar, run a cutscene where all the actors move around, and when the caterpillar is unpaused, the actors dont run around and follow all of the movement evetns registered during the cutscene. So that part I added in is working fine. What I'd like to do now is to get rid of one or two of the last move events, but I am stuck on how to do that. Basically what I have is a style that I am trying to stay consistent to. The main actor walks on a bridge, then automatically backs up using an event, and the bridge falls away. Once the player takes control of the main actor again, everyone else in the caterpillar walks over that bridge that just fell away as if it were still there, so my solution was to delete those registered move events, but Im banging my head aginst a wall getting it to work. How can I implement a command like $game_system.caterpillar.delete_last_move so that the rest of the actors in the caterpillar continue on and ignore the last move the actor makes and dont follow his path into the now defunct area, while still maintaining the illusion that the caterpillar was never altered? --- Bug: Only found one behavior that appears buggy. Non caterpillar actors with random move events can move over the actors in the caterpillar. I know a guy named Modern Algebra (rmrk.net) was able to fix that with a modified version of the script updated for VX, but it isnt compatible. Any way of incorporating that into the XP version? He did have one other cool new feature in his modification, which was to allow a "ghost follower", basically a non party member, used for like escort missions and what not. Not essencial, but pretty neat.
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