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Everything posted by Heretic86
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Speaking of which, can Battles use Self Switches? Those buttons always seem to fail for me trying to use temporary battle self switches from Database / Troops / Event Commands...
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$game_switches[switch_number] = True or $game_switches[27] = False the switch_number is a Number of the Switch you use. Is that what you are asking?
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Just one? How about THREE! I think these guys definitely might be Stalking the Player! ;p http://www.775.net/~heretic/downloads/rmxp/cat.php Yeah, never missing a chance to pimp my stuff! (This time its for giggles, not for actually being useful!)
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There are some fantastic resources for graphics out there. Not all of them are intended for RMXP use so have to be careful with copyright issues, especially for commercial games. None the less try googling Dungeons and Dragons Artwork or other Pen and Paper RPG as their illustrations are truly done by masters of their trade! Or Boris Vallejo...
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What? Um... no. Make fun of her for falling on you! But do so very LIGHTLY. Tag, you're it! Quit trying to chase her, make her realize she is "IT" and time to chase YOU!
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I learned this one the hard way myself a couple of weeks ago. If a Tile Event is set to Through, the Tile it covers is not considered, player is allowed passability, if I remember correctly. The way I fix that is to Not use Through on the Event Flag. You could also consider taking one of the non textured tiles (the invis ones), edit them in Database / Tilesets and turn their Passability bits to Off. Or not bother changing the tileset in the database, but use an Event Tile that is not normally passable, even if it looks off, then make its opacity 0 so it is invisible, but still functions the same way. Opacity doesnt have any affect on Passability. Bunch of ways to fix that.
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I wanted to put together a feature in that Caterpillar Script so that if a Character is Dead, that their Sprite can change into another graphic by dissolving back and forth between it. When I get some time, I think I am going to expand it to include Inflicted States. So like if your Character is Poisoned, they would have Green Bubbles floating up over their heads. RIght now, the screen flashes if there is any sort of "Slip Damage" states for any Characters, but what if the Player isnt moving? I think, at least from a Graphical Perspective, that attaching a second spritesheet that indicates an Inflicted State visually is just as informative as going to the Menu to discover they are inflicted with some sort of Nasty State they need to take care of.
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What might cause a game to not recongize additions to the weapon database?
Heretic86 replied to zankokunoyami's question in Support
Is there anything in those custom scripts that have anything to do with weapon customizations, just out of curiousity? I know there are some bugs (script dependant) where different versions of a script will affect savegame status. IE, a new weapon is not in an older version of a script, new version of the script calls to to it, but since it isnt in the savegame file, it doesnt get loaded when going right to a savegame. Um, what happens if you fire up a new game, which calls the scripts initialize once, then dont quit, but exit to title screen, and try to load a savegame from there? -
Yes sir! I had a little help, and had to scrap the example code, but it gave me a solid base of understanding to work with.
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I got it working. One event now gets two sprites. I had to do that for the last feature I wanted to put in my Caterpillar as it opened a whole hell of a lot of possibilities. So its up, working and in the caterpillar demo (in rgss1 scripts) if you want to see what I mean. Sure, I could have swapped out graphics without doing a Fade, but I didnt want that transition to "snap", wanted it to be Gradual, so it had to allow whoever uses the script to "dissolve" between the two graphics.
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[RMXP] Heretic's Caterpillar - Extensive Features and Add Ons!
Heretic86 replied to Heretic86's topic in Forum Archive
Updated to Version 1.96! I couldnt make a post when 1.95 was released but I'll try to recap what is new in both versions. Version 1.96 Updates - Zombie and Coffin Graphics for Dead Characters! - A few new commands for adjusting Z-Index have been implemented. - Fixed a big bug that may have caused Events with Adjusted Z-Indexes to "disappear"! Version 1.95 Updates - Fixed a Major Bug where if Cat Actors were using Multiple Page Graphics, their characters would disappear! - Due to this, the "Fix" can be turned on and off, just in case you happen to need it. Demo has been heavily updated to include better explanations of the features contained in this script. Some of this information can be very useful for someone who is just getting to learn RMXP and understanding certain features. Coffin Graphic needs an update, but the person working on that also has responsibilities in the Real World and needs to be allowed some time to finish up the Coffin Graphic. Of course, if you'd rather make your own, you can do that too! As always, if you find any bugs, or want new features, please let me know! -
Sorry partner, over my head, and workin hard at another project at the moment. If I knew more about how to script, I could probably help out more, but hell, Im still struggling with the basics!
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That looks slick! I love it! Transparent shadow? OOooooooOooooh! This is gonna be so cool! I got the Coffin Effect half way working. In plain english, the Actors transform into their Alternate Sprites, now Im working on getting them to change back, like after you heal them. Since I didnt have the Coffin grapic, I got over-zealous and implented yet another option, for a Zombie. Just using a slightly smaller version of one of the Undead Graphics, but for all practical purposes, Coffin will work the same way! I may have to go out later, well, cuz its Friday and all, so I'll work on it while I can. My head is all wrapped up in this! edit: Update I believe the Alternate Graphics are Fully Functional! If anyone else is reading this thread, that means I can now "Fade" or "Dissolve" between a normal Character Graphic and an Alternate Graphic, something like a Coffin, or a Zombie just to show that Character is Dead! Wheee! Im having so much fun doing this!
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Okay, worlds worst Sprite, but thinking something like this... Yay? Nay?
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Yay! In a little under an hour, I've finally managed to get half of what I need to do for Alt Sprites to work! The Cat Actors are now all rendering with Alternate Sprites that match their positions and walk animations perfectly including the player, which had to be done different (screen_x as opposed to a sprites self.x) and threw me for a loop for a few minutes. So about half way there! Now just need to implement fading to these alt sprites, which should be moderately easy. Will still need a sprite. Ok, sample... Closed Casket so cant see the Character, but looks like it is standing up, so it can replace a standard size player sprite. Um... Now that I think about it, since someone may want to use a different sized player sprite, you might need a larger graphic as well, for source reference to allow people to resize it in Photoshop or whatever to fit their characters size. Just thinking if you do one, make it fairly large without creating too much work for yourself, include the original big one, and one adjusted for standard XP Character size. Also thinking it might be kind of "funny" to have the Coffin "hop" around, like those Characters are trying to get out? Leans forward, bounces up in the air, leans back to land, then normal standing. 4 frames of animation. Should be really easy in Photoshop once a Base is made, just by doing a Transform and misaligning the top from the bottom. On this example pic, also imagining a better wood, like in your original example, but yes, basically this shape to fit the Character sprite. Also thinking like a simple cross on the front so players can differentiate the direction said dead sprite is facing. Cross facing down or toward the human player, and no cross facing up or away from the human player. Sometimes I almost hate coming up with ideas because I create so much work for myself. Do you think after this is wrapped I should consider trying to expand this even further? What I am thinking now is this: the Animation reflects Inflicted States. Such as a Paralyzed State would cause the Dont Walk feature to kick in, and leaving the option for Ghosts / Caskets / Zombie Characters still available for Dead Characters, but show other Inflicted States, like a Poisoned Character might have Green Bubbles floating up to over their heads. Kind of like the way Inflicted States show Animations in the Battle Screen, but same thing on the Map Screen. Think that is a decent idea, or is that just too much? (Anyone can feel free to respond, I am open to suggestions on how to further improve the script, within my ability of course...)
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http://www.775.net/~...ds/rmxp/cat.php Hmm, not sure why it would say forbidden. The "dissolve" effect is kind of already included, but the current version just allows an Opacity change over Time instead of the immediate "snap to" Opacity change offered by Default RMXP. Its how Im doing the Dead Caterpillar Actors are Ghosts effects on the version up for download. All Im doing is using the already included fade_event(opacity, duration) to set a character to be whatever the DEAD_GHOST_OPACITY constant is to take DEAD_GHOST_DURATION constant, which I think I have set to 30 but left open so people could set it as they please. The "dissolve" effect will just use two sprites, fade one in, and fade the other out. The Alternate Sprite will walk around and be completely transparent unless transitioning between the two. This is one where its actually easier to explain than to do it in code. Like that page switching graphics and making characters invisible bug was easier to code than explain. But easiest way I can think of is to say it like this. Stack two events. One has 0 opacity, other one set to fully opaque (255 opacity). Set the 0 opacity one to fade_event (255,30 frames) and the other to fade_event(0, 30 frames), so they just gradually transition back and forth. Did you catch that question about the Zombie versions of existing Character Sprites? @bigace Much appreciated, but needed a Coffin that was standing up. I should have specified that. My fault for not explaining that.
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Will do. Thinking a visual style something like this: http://diycoffin.com...CoffinPlans.jpg I dont think the open casket showing a face will work tho. Basically a Generic Casket for any Dead Character. It is enough info to go bring them back to life in the menu screen if you catch my drift... edit: Oh, and just have to brag a bit, I think I have Alternate Sprites working! Needed this to be able to "dissolve" between a "Dead Version" of the Character (either a Casket / Coffin, or a Zombie). Sprites line up PERFECTLY! Every frame of animation is Spot ON. Still need to work something in for the Player (only got Cat Actors going thus far), and then work in the rest of the "dissolve" effects, so dont need the Graphic at least for a couple of days. I do suspect this is going to take a very "ordinary" Caterpillar script from the "yeah, whatever" category to the "there is only ONE caterpillar script you should be using in RMXP Ever" category!
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I know this will sound a little "odd", but I think the casket / coffin thing needs to look like it is standing up instead of laying flat on the ground. Reason is it will be used to "swap out" the Caterpillar Graphic for the Dead Character so the Player can easily see that those characters are Dead! It gives the Developers the option of turning those characters into Ghosts, maybe stay solid and just Dont Walk, and Coffin / Casket is the 3rd (of 4 total) options for a way to have a Caterpillar Actor come up as showing to the player as they are Dead. Hey, how about Zombie Versions of the Default RMXP Graphics? Im pretty sure I've seen those before as well. Same characters, just all bloodied up and what not. Do you guys know where I can find those graphics?
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Yeah, the more I searched, the more I came to realize that people that use the script might actually need that graphic because there are like none out there! Dont sweat the petty stuff and dont pet the sweaty stuff!
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Looks pretty damn nice! Was hoping it would be vertical cuz I'm trying to use it to replace the Characters that are also vertical. Roughly same size and dimensions, I dunno, maybe like hop around inside their coffins when they are dead or something? lol But yeah, graphic style is perfect'o!
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Stuck on this, trying to figure out how to make an Event have two sprites, one opacity 255, the other opacity =0 so I can use my fade_event script to "dissolve" between the two? Im looking at class Spriteset_Map initialize... # Make character sprites @character_sprites = [] for i in $game_map.events.keys.sort sprite = Sprite_Character.new(@viewport1, $game_map.events[i]) @character_sprites.push(sprite) end ... and thinking it is possible, by making some new properties for it. Am I headed in the right direction? Edit: Yep, that was the right direction. Ok, got it working, testing for bugs, expect a new release very shortly as soon as I can get a Coffin Graphic for Characters...
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Im pretty close to implementing making Dead Characters transition into a Coffin the Caterpillar Revision Im working on, but I find myself in need of a Coffin Graphic that works like any other Character Graphic. Any suggestions?
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[RMXP] Heretic's Caterpillar - Extensive Features and Add Ons!
Heretic86 replied to Heretic86's topic in Forum Archive
Updated to Version 1.94! Added Ghosts to the (short) list of Options for Dead Actors. Also found another Interpreter Bug that I wrote something totally cool for people to use very easily! Best explained in the Demo, and read the sign that says "Stay off of the Grass" as it provides examples. Original Post updated to reflect version changes, changed download link to be a bit more permanent. This is a Stable Version, but not the Final Version. Future versions should just add more new features, but should be forward compatible. Also need ForeverZero to take a look at a bug dealing with his Pathfinding script, which I suspect the bug is not in his script, but something I've messed with that causes problems, but its over my noggin... -
@foreverZero Ran into a problem (im sure I caused) in pathfinding, where running into something in your way, then transferring seems to cause "Stack Level Too Deep" if pathfind is called again. However, for anyone that might be able to answer, did I do anything obvious that might cause the stack to crash?
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Ah, ok. Was having trouble with forums not loading the reply box last night. Anywho, source: I know I overran on many lines in commenting. Problem is at line 1990 or so inside def "check_move_route_wait_exclude(event)" and I believe the property should be initiialized so not sure why I am not able to read it, although it appears I can assign a new property at that point like it doesnt exist at all. The property is initialized before that (and script works fine) and I set to always be false unless event.name.gsub includes \move_route_wait_exclude in the name, but can never read that just initialized property... Why is that? I'll explain more on what it does in the Demo, but got to head to work...