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Everything posted by Heretic86
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I hope that's sarcasm, cuz now I feel that much just dumber... If it isnt, I really hope I haven't offended you somehow, if I have offended you, feel free to call me out on it...
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Please disregard the above questions, I've figured those ones out. Next idiot question. I created a new property for class Game_Character called @move_route_wait_exclude (bool: true or false) and set an attr_accessor :move_route_wait_exclude # notes, and am trying to access that property in "class Game_Event < Game_Character". Why cant I access that property I set in class Game_Character in class Game_Event < Game_Character? Doesnt this mean that Game_Event is inheriting properties from Game_Character? Im totally stuck on this one. I saw that Game_Event < Game_Character is calling to super() during intialize, and Im trying to check for that property after that has been called, which I thought super() made the methods and properties of the super class available to the sub class?
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Broken Email Notifications - updates + poll
Heretic86 replied to Marked's topic in Feedback, Bug Report and Forum Help
One of the really cool things about php on virtual servers is that even though it may be one literal machine with multiple IP's attached to it, php can run "virtual" ini files, so if they are set up right, you can have access to your whole own php.ini that only affects the files in that directory. I always thought that was awesome! And after reading up a bit more, mail() can be overridden when calling mail by using mail($to, $subject, $msg, $HEADERS), so in the event that it is rejecting based on the email address in php.ini, you can override that with the $headers call \r\n and specify the reply to address. Thinking more... Im stuck without an error msg, but I'll gather the mail server requires authentication before sending mail through it (IE not open for Relay?). Another groovy (yeah, who says that any more?) thing about php is even if you dont have access to a telnet client on the server, you can use php's fsockopen() command, which, IIRC is what all the mail functions are based around. fsockopen == telnet, if this one doesnt work try Pfscokopen() for a Persistent Connection. That bit me a couple of times. Connected, great, get info, great, send a command, connection disappeared. Anywho, fsockopen... Example 1 <?php $fp = fsockopen("[url="http://www.example.com"]www.example.com[/url]", 80, $errno, $errstr, 30); if (!$fp) { echo "$errstr ($errno)<br />\n"; } else { $out = "GET / HTTP/1.1\r\n"; $out .= "Host: [url="http://www.example.comrn"]www.example.com\r\n[/url]"; $out .= "Connection: Close\r\n\r\n"; fwrite($fp, $out); while (!feof($fp)) { echo fgets($fp, 128); } fclose($fp); } ?> Just change port 80 to 25 for the default mail port for this script test. It should at least say authentication required, but hey, a 550 will make me just as happy. I really really wanna get the response from the mail server! -
Broken Email Notifications - updates + poll
Heretic86 replied to Marked's topic in Feedback, Bug Report and Forum Help
I havent been a huge help yet, it still isnt working. Got it! It is recorded, but error_reporting in php.ini is turned off. Usually done on live web sites. Fortunately, php allows you to control access to that on a per-script basis. So try this... <?php // Report all PHP errors (see changelog) error_reporting(E_ALL); mail(couple of test arguments) ?> Put in a new non forum script that we wont see, and try running the mail() function and we can see what kind of error messages that we now know the mail server is responding with... edit Is the website using error_log to pump out a log file of errors? We can try to turn that on as well to see if we are getting different error messages from the server recorded as opposed to ones we get in a test. -
Broken Email Notifications - updates + poll
Heretic86 replied to Marked's topic in Feedback, Bug Report and Forum Help
Yeah, dont go back to 5.2, and stay away from 5.4 for the time being until they work out the new set of bugs in it. Stick with 5.3. /agree I'll have to do some homework for you when I get a chance and find out how to get detailed error messages back from the php mail class. 4 args is what I remember about mail(), and i think either headers is optional or another parameter for saving mail responses... Oh, and you're not using >>PEAR::Mail_Mime right? Just good old php mail($to,$subject,$msg)? -
Broken Email Notifications - updates + poll
Heretic86 replied to Marked's topic in Feedback, Bug Report and Forum Help
I believe those settings should work. They all appear to be spot on. Only other thing that I could say, which I dont think is a big deal is MX record priorities. Usually the most important one is listed with a priority of 10, followed by increments of 10, so mx1 priority 10, mx2 p 20, mx3 30, so on and so forth. I think that is done so the introduction of new mail servers can be put in without having to update or change the current mx's in any way, and numbers can be scaled down after propogation. Is anything different happening with the mail? Any success with $error = mail(args) var_dump($error) ? -
Broken Email Notifications - updates + poll
Heretic86 replied to Marked's topic in Feedback, Bug Report and Forum Help
Comparing the two... Non-authoritative answer: gdunlimited.net MX preference = 20, mail exchanger = mx2.servage.net gdunlimited.net MX preference = 10, mail exchanger = mx1.servage.net > rmxpunlimited.net Server: resolver1.opendns.com Address: 208.67.222.222 Non-authoritative answer: rmxpunlimited.net MX preference = 20, mail exchanger = mx2.servage.net rmxpunlimited.net MX preference = 1, mail exchanger = fmx-low.servage.net rmxpunlimited.net MX preference = 20, mail exchanger = mx1.servage.net rmxpunlimited.net MX preference = 999, mail exchanger = fmx-high.servage.net > It could possibly be fmx-low.servage.net. The Preference of 1 means it is the first MX expected to respond. Thinking to remove the MX Records for fmx-low.servage.net and fmx-high.servage.net so there are two mail exchangers left, mx2.servage.net and mx1.servage.net. GDUnlimited appears to only have the two mail records, and both of those are the mx's for gdunlimited. The other thing I can possibly think of is to use an Alias instead of an A Record. Like make mail.rmxpunlimited.net an Alias of gdunlimited.net if gdunlimited.net is working. That is to flat out delete the A record for mail, and create a New Alias for mail, and set the Alias mail to point to mail.gdunlimited.net. Ok, so in general, right now mail.rmxpunlimited.net is an A record, points to 77.232.92.29 mail.gdunlimited.net is an A record, points to 77.232.92.29 I'd drop the two extra MX records for rmxpunlimited.net, so youre left with mx1 and mx2.servage.net If that doesnt work, drop mail.rmxpunlimited.net as an A record, create a new Alias called mail, and make it an alias of mail.gdunlimited.net since that will be the new primary domain. Alias may work better because it is the same IP for the mail A Record, and alias allows both domains to operate with credentials from one. Been a while since I've had to do this, but it is coming back slowly... Out of curiousity, what was the reason for fxm-low and fxm-high MX records? and for the record, 24 hours to propgate dns changes is a bunch of hooey. -
Broken Email Notifications - updates + poll
Heretic86 replied to Marked's topic in Feedback, Bug Report and Forum Help
Ok, digging deeper, Im trying to make sure your forward and reverse lookups are the same, and have correct mx records. Some of these things might be beyond your control, especially since we dont own the hosts domain name. What else I've found: Forward Lookup on www.rmxpunlimited.net goes to 199.27.134.32 but the Reverse Lookup on that IP goes to cloudflare.com apparently is using Google Mail services This would probably be a good time to actually contact the website host. As far as php mail(), it should record errors sent back from the mail server. Probably need a simple scriptlet to test it out if !mail(args) var_dump(), I dont remember off the top of my head to get the errors back from the mail server, but I know it can be done becasue I've done it. If I still was at my previous job, I'd just offer to host the site or mail services for you. -
Broken Email Notifications - updates + poll
Heretic86 replied to Marked's topic in Feedback, Bug Report and Forum Help
Microsoft Windows XP [Version 5.1.2600] © Copyright 1985-2001 Microsoft Corp. C:\Documents and Settings\Me>nslookup Default Server: a2.9b.354a.static.theplanet.com Address: 74.53.155.162 > set type=mx > rmxpunlimited.net Server: a2.9b.354a.static.theplanet.com Address: 74.53.155.162 Non-authoritative answer: rmxpunlimited.net MX preference = 20, mail exchanger = mx1.servage.net rmxpunlimited.net MX preference = 20, mail exchanger = mx2.servage.net rmxpunlimited.net MX preference = 1, mail exchanger = fmx-low.servage.net rmxpunlimited.net MX preference = 999, mail exchanger = fmx-high.servage.n et > mail.rmxpunlimited.net Server: a2.9b.354a.static.theplanet.com Address: 74.53.155.162 *** No mail exchange (MX) records available for mail.rmxpunlimited.net > mx1.servage.net Server: a2.9b.354a.static.theplanet.com Address: 74.53.155.162 *** No mail exchange (MX) records available for mx1.servage.net > NSLOOKUP is your best friend! Get used to trying different servers from the DOS Prompt, type nslookup, which puts you in the nslookup command. Then get used to things like "server 208.67.220.220" (or 222.222, OpenDNS servers) "set type=a" for A Records, "set type=mx" for mx records and so on. The ip of the mail source should have a reverse lookup which matches the A record if possible, which also has a MX record. If it doesnt, sites like Yahoo have been kicking mail for a while now. But lets see if your current DNS changes fix these issues once they propogate. Or if you have access to telnet on the server, you can try to telnet to one of Yahoo's mail exchangers and throw some test mail commands to it, just to see what kind of error messages you get if any. http://support.microsoft.com/kb/153119 If you cant telnet, you can use PHP to do the same thing, which sounds like you probably know how to do already. PHP will also return those same mail error codes. Just need to find out why certain mail services arent working, should the problem continue. If not, I'll survive. -
[RMXP] Heretic's Caterpillar - Extensive Features and Add Ons!
Heretic86 replied to Heretic86's topic in Forum Archive
Updated to Version 1.92. See History in Original Post. Contains new features and additional Interpreter Bugfix. Recommend using this version over old versions. Significant Changes: Added new functions to allow Events to Move or Turn Toward or Away From other Events. The options are built in to do the same thing for the Player, but nothing was ever built to allow the Player to turn or move away from a specified event. Reason for this inclusion is just to make Eventing easier so instead of having multiple conditional branches, if player facing up, turn down, if player facing down, turn up etc. Just turn away from event. Call this function in the Move Route Scripts window using "turn_toward_event(event_id)" where Event ID is the Number of the Event you want to turn towards or away from. Slight compatability issue. Changed the name of a few of the functions to prevent cross script conflicts, so you may have to rename your commands. Demo Expanded to better explain what a Caterpillar is and most of the features. Not all features are explained in the demo yet, and several that I intend to incorporate I havent had a chance to build into the script yet. Please make a post here for Support if you run into any bugs. Necroposting IS ALLOWED HERE because this is a single Support Thread for my script. -
You can use that, or you can use this. Found another "bug" in it that I missed, with Player Repeat Move and "Wait for (Every) Move's Completion" Interpreter Wait for Repeat Bugfix Instructions: Make a New Script somewhere between Main and Scene Debug, (select Main and hit the Insert Key on your Keyboard), in the new script, Name it something like Interpreter Bugfix, and on the Right Pane where the code goes, copy and paste the code I gave you (or Zeriab's), and the Repeat Events shouldnt cause your game to stop any more. I have to read up on how Zeriab did his fix, mine was simple, two lines and you dont need to configure anything, but he definitely added a few more options and functionality making it more versatile. Which ever way you want, either of those scripts should work for your needs.
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Wouldnt it work the same on updated RMXPs too? Figured that out a while ago, notice the date... And learned a few new tricks since then.
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I think you might run into a bit of trouble trying to use the Fogs that came with RMXP by default because they dont have an Alpha Channel, although the engine fully supports it. The Cloud Altitude might be useful, at least for being used as a Graphic if not anything else. That is, of course, if it happens to be the style you wanted. Depends on your style more than that graphic. Do you want the fog to only obscure parts of the Background or fully obscure the Background AND Battlers? I think scripting can be difficult, but something like just putting in fogs into a battle might be moderately easy. And I can see why it would be desired. The fastest way I think I can suggest for a Do It Yourself type script would be to examine the current scripts and how they add fog to the Game Map, so you'd start off by looking at the class Game_Map and hit Ctrl+F to find "fog" and check anything that says fog. One might have to copy and paste the fog related stuff from "class Game_Map" to "class Scene_Battle". It is things like this that got me interested in trying to learn scripting, and I still really really really suck at it.
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Edit: Locking the Player doesnt work at all apparently. Checked the property of @lock, it does come back as true once I added the attr_reader for it, so it sets, but apparently @lock is used for something else I guess. So do you think it would be better to do as a Scene or as a Window? Just got back in so havent taken a crack at it yet, just wondering if it still shows the map and any events moving around, should I do it as a Window, or does focusing on the window prevent the player from moving around at all?
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Is there a way that I can "detect" if a Sound Effect is currently playing? More specifically, "actor_collapse" I believe is the SE I am trying to detect... Also, is there any way to "lock" the Player from moving? Dont really care how, but looking for a One Liner. I tried the @lock, but it doesnt like me, kind of like girls... Trying to write a "Die on Map from Slip Damage" script. Plz dont write it for me, but what Im hoping to understand is how to do this by just displaying a Window during the map (this part is working) that says "Your Party is Dead". Not sure if I should do it as a New Scene, or just a new window. What I am hoping to do is to allow the "Actor Collapse" sound (which already happens, part of default scripts) to finish playing, display a window "Your Party has died of Diptheria" or something, then when the player presses C button (input.trigger?(Input::C) (this works fine)) @party_dead_window.dispose, pause briefly, then display the Game Over scene using game_over.new (which also works). So not sure how to "Lock" just the Player from moving around or turning, (allows other events to move around), wait for the Sound Effect assigned to the "Actor Collapse" sound to finish playing, display "youre all dead" window, wait for input, on input, get rid of window, pause for half a second or so while the window goes away, then display the Game_Over scene.new. Any suggestions?
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"Annoying" (as you referred to yourself) Voices can also have their place in games as well, so dont discredit yourself so much. When I listen to Voice Acting, regardless if it is in a TV Show, Commercial, Indy Game or Big Budget Game, the only thing that I think sets me off is if the Voice Acting is Dry and Inappropriate for the Context being presented. To understand this, you need to listen to Bad Voice Acting as much as you do Good Voice Acting. Take the first Resident Evil released way back when, the voice acting was probably the worst I've ever heard. Not because their voices themselves were annoying, but Inappropriate for the Context being presented. A Car Commercial where the Voice implies the guy is about to die is Inappropriate for the Context being presented. Flip the coin, a Car Commercial Voice in a Horror Game is also Inaproprate for the Context. I think you should give yourself a chance to do some of your own voice acting. I think you end up discrediting yourself for something you might be able to do very well. Why? Because it isnt your opinion of self that matters as much as the Players Opinion of the Voice matching the Context, which is something that comes across subconsciously in the Player. And every characteristic of your voice could very well match a game character better than another persons voice. I have done professional voice acting and voice overs for Broadcast, Film, and Commercial content. And I didnt like my voice either when I first got into the field. I worked on the "Tech Side" of the productions, but just chit chatting with some of the On Air and On Camera types, they kept asking me to do voice overs for a couple of commercials because they thought my voice was a more appropriate voice match for the content than their own. I finally gave in, and I thought I sounded so bad that I was ashamed of my voice, and they thought it was perfect, kept it, and put it on air. I keep referring to the Voice matching the Content and did give an example. But what the Observer expects depends on the Content. If they are watching a News Program, they expect to see a person better looking than themselves, and males have a bit deeper of a voice than their own, and hear perfectly pronounced words with perfectly timed pauses. But voice acting in Video Games is different. Guess what, neither one of us may have that "News Anchor Voice", but in Non News Content, people tend to expect the sound of the Voice to allow them to relate to that character. Put an IT Guy in a Video Game during a Zombie Apocolypse, and the audience will probably accept them more as a Nerdy High Pitched sounding Insecure guy with a Foreign Accent. That character becomes more believable, and it adds "Life" to the Game. The News Anchor Voice wouldnt make it through the Casting Call for the IT Guy Voice in a Zombie Apocolypse Game because their voice does not match the context. Sure, maybe we dont have that characteristic "Hero Voice" but that doesnt mean that we dont have the best voice matches for other types of roles to be filled. So maybe we get Supporting Roles. Maybe we get the role of the Fast Food Clerk. No News Anchor Voice could possibly do that. We stumble over our lines, regardless if we are reading lines in a script, or just talking to people, and the things we dont like about our own voices is what really sells those characters and breathes life into them. Every Film Actor by nature must also be a Voice Actor, as both their Appearance and Sound is what brings their character to life in movies. Look at games like GTA 4, the main character had a thick Russian Accent, that brought his character to life. We do NOT want that News Anchor Voice playing that particular Lead Role. At the same time, put the voice actor in for the movie Die Hard, and it blows the character, it becomes completely unbelievable and destroys the audiences sense of immersion in the film. As one of the Bad Guys, Niko could have very easily done voice acting and made it believable because the sound of their voice, the pitch, the bad timing on lines (which is a good thing), the accent, all would help sell those characters as Non Leader Roles and the sound of their voice supports the context of their role as not being the leader, but members of a foreign crime syndicate. Now the "Dry Acting" is usually my biggest bitch about Voice Acting. This is DRY ACTING The Sound of their voices does NOT match the Context being delivered. --- This is just Shittiest Voice Acting I've ever heard In its defense, later in the video, they do break down in to a much more Natural Laugh. I thought the context of the Fake Laughter was actually fine because they were supposed to be Fake Laughing, none the less, it comes across as a terrible scene. This is SUPERB VOICE ACTING (well, for me) http://www.youtube.com/watch?v=Sg9jtQ5CEYo The Accent and Sound sell the voice for me for this character You dont have to sound like any of the voice actors in any of the videos to bring a character to life. You just have to sound like the audience might expect that character to sound in order to sell that character.
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This is incomplete but works... class Game_Map alias die_on_map_screen_update update def update # Run Original die_on_map_screen_update # If the whole party died if $game_party.all_dead? # To do... # Do a window to say something customizable # Like Oregon Trail's Sally has Diphtheria and has died $scene = Scene_Gameover.new end end end
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Well, if you guys are interested in seeing what you've been helping me with IN ACTION, I put a Demo of just about all those things up on the RGSS1 Scripts... http://www.rmxpunlimited.net/forums/topic/8441-rmxp-heretics-caterpillar-extensive-features-and-add-ons/ @ForeverZer0 - The Demo includes your Pathfinding Script, and I believe I have acreddited you appropriately. If I havent, say so and I'll fix it to your liking, or remove it entirely, is that alright?
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Last Updated: Thursday, September 27th, 2012 Current Version 1.99 CURRENT VERSION DOWNLOAD http://www.775.net/~...ds/rmxp/cat.php (Download the Demo for access to the Scripts) Version 1.99 Release Notes - September 27th, 2012 - Fixed Minor Bug in Caterpillar related to Ladders. When the Player was on a Ladder and transferred off a ladder, the Cat Actors would get stuck facing up as if they were still on a Ladder. That has been corrected. Multiple Message Windows Changes in Version 1.99 - Expanded work on Multiple Message Windows to include a ton of new features - Sounds while Speaking - Message Flipping when NPC turns - Messages can be "Sticky" - Change Maximum Distance to automatically close Message Windows - Message Windows can go Off Screen - Number Input Windows can be Cancelled and Cancels can be Detected - Message Text can insert Auto Pauses based on Punctuation - Message Bubbles can Automatically Orient based on Speakers Direction - Messages can be attached to Cat Actors based on their position in the Caterpillar - Bugfixes for NPC Move Routes no longer clear if you walk away, now they just continue - Display the Next Message AT ANY TIME - Specifically Position Gold Windows instead of only Automatic (Auto is still available) Add On added to Version 1.98b on August 26th, 2012 - Door Auto Close Script - See Demo - Doors with \door tag will auto close once the last Cat Actor has exited - Customizable Door Sounds and Animation Duration Newest Features: Alternate Sprites Per Character, Non Party Followers, Multiple Message Windows Enhancements. (see Demo, as usual) Last Features: Framerate Optimizer, Ladder Effects, and Enhanced Transparency and Movement Effects. (see Demo) *NOTE* - Old Savegames will NOT be compatible with this new version! This screenshot wont show you very much as it looks like most caterpillars do. What separates this script from the rest has to be observed in the Demo. Many of the features control HOW events can be moved and manipulated. So things like Event Fade, Z-Index fixes, Walk Off Map, Turn Toward Event, Dead Actor Effects, Fixes that caused the game to hang (like Repeat and "Wait for Move's Completion) and pretty much all the rest are not given justice by a simple screenshot. History: Versions 1.98a and b - Added feature by request to put the "other" foot forward. - Minor bugfix with Imported Tile Sets and null Tile Priorities caused a Game Crash - Save Games are compatible from Version 1.98 Version 1.98b also includes an Add On - Auto Door Close - Doors will now automagically close for you once your last Cat Actor has walked out of it. See Demo, then head to the West (Left) for a New Map that provides an example of Auto Door Close. Version 1.98 - Alternate Sprites Per Character for Dead Characters - Non Party Followers - Multiple Message Windows Enhancements (extensive and numerous, see Demo) Version 1.97 - Framerate Optimizer - Stress Test Map in Demo - Framerate Optimizer can be Disabled In Game - Ladders based on Terrain Tags - Super Simple to use Terrain Tags - Enhanced Caterpillar Movement and Transparency Effects - Crapton of Bugfixes Version 1.96 Bugfix - Fixed issues with Savegame Crashes and F12 Reset Errors - Fixed issue with Empty Party causing crashes - I know there are a few more bugs in it. But to find them requires some rather complex eventing. Workin on it! - Look forward to a few more features such as LADDERS in the Next Version! 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. Version 1.94a Updates - Added "Ghost" to list of Dead Effects Version 1.94 - added new Event Move Script Commands: "move_route_wait_exclude" "move_route_wait_include" Name an Event "EventName\move_route_wait_exclude" (no quotes) - Game wont factor in for an event with a Wait Duration which was set during a Set Move Route it just skips over that event to allow it to work on its move route This allows an Event to behave a bit more like VX's "Wait for Completion" where Wait doesnt "Wait for ALL Events to complete moving", it only Waits for Events to complete WITHOUT this flag. Version 1.93 - Added the ability to make Actors fade into Ghosts if they are Dead! - Added New Constants to provide Options for however you want to set up your game - Added new bugs that I will have to find and fix - Added Manual Commands to replace old ones - "force_dead_to_normal" now resets both Ghost Actors and Non Walking Actors - it basically calls the force_walk and force_ghost_to_opaque (New) commands - in one line instead of requiring each individual action to be called - Added fade_event_reset([optional] duration) to reset an event to its initial Opacity Version 1.92a - Expanded Demo to provide examples of the new functions in action - Fixed minor bug in new functions. Forgot to change $game_player to Event. Fixed - Found a bug with Forever Zero's pathfinding. Possibly a compatability issue. Looking into it... Version 1.92 - Added several new commands: - turn_toward_event(event_id) - turn_away_from_event(event_id) - turn_cat_toward_event(event_id, repeat = false) # 2nd Parameter is Optional - turn_cat_away_from_event(event_id, repeat = false) # 2nd Parameter is Optional - move_toward_event(event_id) - move_away_from_event(event_id) - Fixed another bug in the Interpreter that caused the game to Hang. Player Repeat and Wait - Demo Updated to explain more of the Features. There are several that still are not fully explained (TO DO) Version 1.91b - I forgot to include the Font Directory as part of the package. Updated. No script changes. This is a Caterpillar script with a crapton of addons and other features indended to make Caterpillars in General be much more functional and Game Design friendly. Features: - Built In Framerate Optimizer - Non Party Followers (I called them Cat Followers) - Caterpillar Specific Movement Commands like Backup or Turn Toward Event / Direction - Multiple Message Windows (by Wachunga) Enhancements out the wazoo - Pause and Unpause Caterpillar - Dead Actors dont have a Walk Animation, change to Ghosts, Zombies, Coffins, or totally Alternate Sprites - Pass Solid Cat Actors - Auto Orient Caterpillar Actors - Developer Error Messages - Extremely helpful! - several other Movement based features * way too numerous to list. See Demo for Full List Also Included - Ability to render Flat Sprites as Flat! (See Demo) - Control over Event Z-Indeces per each Event (See Demo) - Event Fade (Events can fade in and out like Fog - See Demo) - Interpreter Bugfixes for Repeat causing Game Lockups (Of course, See Demo) Pathfind by ForeverZer0 - The version of Pathfind contains a minor change in F0's script in order to make it compatible with the Caterpillar. This is very close to a Final Version. I've tried very hard to implement every single movement feature I could possibly even think of. And honestly, I am finally out of ideas! I do believe in regards to a Caterpillar script, this is about as thorough of ANY Caterpillar Script you will come across for RMXP! Originally, I said this was just a Caterpillar Script. But truly, it is much much more than that because so many of the features that are implemented enhance just about every aspect of RMXP that I could even think of. So there are also a lot of Bugfixes that RMXP suffers from, as well as other Enhanced Commands that I think really should have been included in RMXP but werent, like havnig the ability to turn an event toward another event, and not just the Player. So truthfully, this Caterpillar Script is much much more than just a Caterpillar, it is a huge compilation of enhancements to the Default RMXP Engine! Dont believe me? You be the judge and download the Demo! Please let me know what you think! If there are any other features you'd like, bugs, or anything else you feel like reporting!
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Alright. Im doing pretty good. Stumped again. Trying to pull out the need for the SDK for ONE feature that seems to have needed it. $game_map.name. Comes up as NIL without the SDK. But I cant find where it is defined in the SDK. How can I work around that?
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Ok, that was a pain in the you know where, but finally got that worked out. The part of the code I pasted earlier wasnt the code I needed to modify, it was in class Game_Character, and appears to only affect the player, so way easier to make my adjustment there. But hey, it was ALL worth it because I was able to learn from my mistakes! Yay! One weird thing, if you put down a Event Tile Bridge over Water, and mark it as Through, the Player can NOT walk over the Bridge any more! Appears to be excluded from passability calculations if event.through flag is on. Just a quirk... I know I need to clean up the code a lot, and improve the commenting, but heres what I got so far... Release Candidate 2 (appears to be "bug free") You dont have to test it, but I am proud of it!
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I must be missing what you are getting at. Normally, the Player cant walk thru the Cat Actors unless the Cat Actors have a Through flag, and NPC Events are dependant on either itself or one or the other event having a Through flag to pass Through, which totally defeats the purpose of the feature I am stuck on.
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Then other NPC events can just walk thru them which looks "bad" to me. Besides, Im learning something useful!
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I am totally stumped! I've been trying to wrap my head around this one bug for two days! Easiest way to describe the bug is to SHOW you. http://www.775.net/~...tnotworking.exe Easier to explain this bug from in game than posting on a forum... Do you think you can help me out?
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Ok, color me stupid, but Im stumped again. /suprise Trying to understand passability bits. Found the source fine. Im trying to work in way of redetermining passability so that the Player can pass thru Cat Actors UNLESS the Cat Actor is standing on a tile (or event tile) that should not be passable using new properties. Cat Actors can pretty much move anywhere, but by doing so, I dont want them to allow the player to exploit them to let the player go where the Passability Bits say they shouldnt... I dont think I am doing it right...