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Everything posted by Saltome
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I feel stupid now. Change this: def make_item_damage_value(item, actor) To this: def make_item_damage_value(item, actor=nil) Let's see where that gets us.
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Hmm... that makes me wonder. If you know that I behave when I'm around girls why do you all go out of your way to scare girls away from me? Perhaps you like being harassed by me.
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'scuse me? I beg to differ. His english is good, but not the best!
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You know, someone once asked a very wise question. Why the fuck do foreigners have to apologize for their english, when they speak it better than actual native speakers?
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Ok, look this was fun the first couple of days, but now it's just a waste of time. Give me a copy of your scripts file in the data folder. What you want to happen and what is actually happening. Then I'll take care of it.
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I assumed that's what happened with the post, but since when I can't see that people have edited their post? I mentioned to you adding a branch that checks for the actor value. You said that you changed skill.pdef_f and skill.mdef_f to item.pdef_f and item.mdef_f that might be the cause of that problem.
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Ok, before I even try to understand the problem you are having, can either of you explain this to me: The topic preview from my email: "Oh...I must not have pressed save or something. Now it shows Script '* Sideview 2' line 2275: NameError occurred. undefined local variable or method `skill' for #<Game_Enemy:0x2861800> which is weird because it knew what skill meant before I used the code you gave me." The message according to the forum: "Oh...I must not have pressed save or something. Now I get this: Line 2279 undefined method `base_int' for nil:NilClass I also noticed that I should've changed skill.pdef_f and skill.mdef_f to item.pdef_f and item.mdef_f" So, which one is it!? For the base_int for nilclass error, you aren't paying attention... You need to add an if statement, like this: if actor #this means that when actor is equal to nil it will skip the formula, avoiding the crash. You don't need to run the formula when the actor doesn't get passed, because that means the item in use isn't magical. actor.base_int end
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That doesn't make any sense, this is the line. effective |=(item.name.include?("Stone")||item.name.include?("Crystal"))? make_item_damage_value(item, actor) : make_item_damage_value(item) Make sure you copied it right, or if the error message really says the same thing.
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effective |=(item.name.include?("Stone")||item.name.include?("Crystal"))? make_item_damage_value(item, actor) : make_item_damage_value(item) My bad, the variable is "item" not "@item".
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Ah, yes... Tankentai. I'm curious about perfect_item_effect, doesn't seem to be used anywhere in the script. Now the method that should be important is make_item_damage_value Change def make_item_damage_value(item) to def make_item_damage_value(item, actor) "actor.base_int"? I assume that's your doing. Go to def item_effect(item, actor=nil) that's where make_item_damage_value is called. Change effective |= make_item_damage_value(item) to effective |=(@item.name.include?("rock")||@item.name.include?("crystal"))? make_item_damage_value(item, actor) : make_item_damage_value(item)(again a whole line) That should hopefuly make the actor accessible so you can incorporate the damage formula, and enable the item declaration I told you about. If that doesn't work I'm gonna need to have a working copy of your script.
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Well this isn't enough, I need the rest of the script to know for sure.
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You can't get it to work because it's not user.int. @active_battler is the variable that holds the actor which is used when choosing actions in battle. base_int is the method that gives you the int of the actor. But that's all irrelevant. The tricky part here is, that normally items don't care who the user is. To do this you have to change the item_effect method in Game_Battler 3 Then pass the actor as an argument, in addition to the item itself. And to add the necessary formula. But changing default code is potentially dangerous, and you should keep note of it for future reference. Here is what you have to do, in "Game_Battler 3" line 209 should be def item_effect(item), change that to def item_effect(item, actor=nil) line 259 is where the damage is calculated, I assume that's where you need to put your formula.(use actor.base_int to get the int) Lastly, "Scene_Battle 4" line 389 from target.item_effect(@item) to (@item.name.include?("rock")||@item.name.include?("crystal"))? target.item_effect(@item, @active_battler) : target.item_effect(@item)(it's a whole line) To declare an item to be magical, just put the word "rock" or "crystal" in it's name. When adding your damage formula to the item_effect method keep in mind, that the battle system will only pass an actor if the item used is actually magical, otherwise it will be nil. You can use that to add a branch so the formula only gets called when the item is magical. I suppose this will cover your needs?
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Well, we have made a new public release, adressing the concerns expressed by some of our... fans.
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[REQUEST] Help with Fortune Teller Script
Saltome replied to Orbital_Entertainment's topic in Requests
Strictly speaking all bugs are made by people. I noticed the problem, but didn't know if it was intended or not. And the problem again is the wrong scope. You have two nested conditional branches, but you only close the internal branch in time. This resulted in the branch INPUT::C to be inside the INPUT::B, needless to say that makes it impossible to fulfill. To fix it put another end on line 940 and remove the one on line 949 -
[REQUEST] Help with Fortune Teller Script
Saltome replied to Orbital_Entertainment's topic in Requests
Found your problem. You missed a couple of end calls at the bottom of your elsif trees, that ruined the variable scope. The program was confused because it defined the classes as sub classes in another class, and you get the undefined error because there was no class defined in the global scope with the name you needed. And the reason it didn't give you a syntax error message instead, is because you put extra end commands in the wrong places, tricking the compiler to think that the syntax is alright. So the bottom line is: add end commands on lines 174 and 234 and remove the end commands on lines 322 and 381 -
Hey, I said maybe!
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Hmm... You wouldn't happen to be some crazy neo nazi trying to demonstrate german supperiority over the US government trough an outdated form of digital entertainment, would you? Anyway, it should be simple enough, I may give it a try. But I need to know a relative size of how big you want the sprite to be. The original scale of the flag is 2x3 so I can easily draw it in 2x3 tiles, or 1x2 tiles and I could even cram in in a single tile.
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Hmm, actually I'd like that. But perhaps we should discuss it in private. How about you PM me your skype.
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Hah, a challenge you say? I can give you the challenge of your lifetime. But I suppose you have your hands full as it is.
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Personally I don't like to mix languages, it's redundant and causes conflicts. Rpg maker uses Ruby and the RGSS library. Ruby and c++ are virtually interchangable, so the only advantage rpg maker has is the built in library, but in reality all it has going for it is the UI. As a coder everything else you will be changing, including the core functions of the library. It is however a good way to learn about code structure, otherwise I'd advice you to stick to c++ or even a ruby IDE
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Why a chess engine of all things? It's certainly a classic game, but a bit old and uninteresting. And there are quite a few out there.. And why are you going trough the trouble of porting it to rpg maker?
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So you are finally introducing yourself, it's a pleasure to have you here. What brings you to a forum like this? And what are you planning, now that you are here?
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Card Collecting with Crossover Fighters!
Saltome replied to nickfitzgerald3's topic in Early in Development
Hmph. Here's another piece of unrelated advice from me. If you want constructive criticism, try showing something that can be constructively criticized. The idea is cool, but it's all about execution, and I don't see any execution, just a couple of graphical transitions. -
Card Collecting with Crossover Fighters!
Saltome replied to nickfitzgerald3's topic in Early in Development
You do realize that if you ever plan to make any money from this you are gonna get your ass sued to hell. And considering how much work is put into this, it's a shame you can't benefit from it. I can't help but feel threatened if you are planning to use tournaments, I guess you will be competition. Of course, you could always turn out to be just a lot of hot air. I will have to see how this develops. -
Ahh, now I see. You have two problems: Firstly, about line 110 in *Scene_Equip: if @right_window.active You need to change it to: if @right_window.active item2=@right_window.item $item10=@right_window.item This tells equip_stats window that it needs to display a new item, when you are in the equip_right window. Secondly, window_equip_stat line 264: The problem here is that you only call the refresh method when you pass arguments to set_new_parameters. So when you pass nil arguments to the method from equip_state window it skips the refresh method preventing it from drawing the elements. Either improve set_new_parameters to check for elements and stats, or place the refresh method outside the IF statement. This: refresh end To that: end refresh