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About nightprince75
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Rank
Newbie
- Birthday 12/31/1974
Other
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Referer
google
Profile Information
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Gender
Male
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Location
The not-so-great northwoods
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Interests
Dead links, demos that don't function and a complete and utter lack of answers to the simplest questions--makes the supporters and pseudogeniuses who know EVERYTHING about this game a joy to behold...
Engines
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Prefered Engine
RPG Maker XP
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Engine Level
Good
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Class Title
Spriter
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Other Skills
Oh yeah--most of them--you HAVE to be...
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Honestly, this was SUPPOSED to be fun
nightprince75 commented on nightprince75's blog entry in nightprince75's Blog
Grrrrr... I don't get it, I have two nearly identical armors, both set the character to a specific state when worn, the only real difference is their name and number in the database, yet one works perfectly and one won't change the state--in fact, after a playtest, I go back to the database and the state dropdown menu is set to "none" again--what could make this happen? Could it be a script conflict? -
Okay, so I found the only script on the world wide web that does what I want in the "Tons of Addons" scripts, but when I tried to add the three scriptsets like the creators prescribed, my game had a severe allergic reaction--not to cast aspersions on anyone! Anyway, this was the only script out of the collection I was at all likely to use, and it's such a simple-looking script, I tried to use it by itself {and failed, obviously, or I wouldn't be whining}. I've looked in the help menu, and looked for tutorials, I can actually script in other languages/syntaxes, which is probably a huge part of my problem right now, since I'm looking at ruby syntaxes thinking they're like something else, and they are not... Anyway, I need to figure out how to define "ACTOR_ITEMS" the way it's used in the following line: if $game_system.ACTOR_ITEMS && self.is_a?(Game_Actor) : and every time I think I have a clue, I turn out to be mistaken--can somebody explain this to me like I'm a small dumb child? I would be very grateful...
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Honestly, this was SUPPOSED to be fun
nightprince75 commented on nightprince75's blog entry in nightprince75's Blog
Oh, I got the caterpillar thing to work by changing where it places behind me, turning through on and giving them an extra right turn so that they jostle around as they move--it is possible to lose them in intricate maps if you dally too much--this happens in my library, but if you go back for them and jump, they follow you again, and it actually looks like they just found a shelf of books they liked--I'm on to new and more improbable problems now:) -
Honestly, this was SUPPOSED to be fun
nightprince75 commented on nightprince75's blog entry in nightprince75's Blog
Thanks Mark, I usually do figure it out, I just tend to get a little aggravated with myself until I do. I know it isn't that difficult, but it could take me months to get well enough acquainted with it to believe I have a clue... -
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Okay--the caterpillar thing turned out to be much easier than I thought--while what I came out with might not be what most people are looking for, I'm not most people and rather like it--My cat actors now have a seemingly random cluster, switching places as they move, kind of like people do IRL. They seem to have minds of their own, kind of a ghost in the machine--it's hard to describe, but basically I just broke the script in an artistic fashion.... Now for something completely different! Does anybody have ANY ideas on how to restrict the use of items, either based on the actor, or the state inflicted, or something I haven't thought of yet? My thing is, two of my actors are healers and I want to make it so that they are the only ones with access to the medical chest--I can make it so that using an item like a potion doesn't affect certain players, that was just a matter of creating new elements, but they still consume them, and what I really want is for the HEALERS to have to use them on the battlers--which is pointless if the item isn't going to work on the battler--Also I have a gunner who runs out of ammo, and has to buy clips to reload, and I'd like to make it so he's the only one who can use the clips, since other actors can consume them wastefully. Any ideas? Theories? Any input at all would be appreciated!
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Source: Hulp!
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Yeah, theoretically the script is supposed to be able to do that, but when I try to use the syntax that is supposed to remember the current party for a quick restore later, it results in a complete and utter failure. Since I have ten possible actors and random checkpoints to organize them at (I know that's grammatically incorrect, but I've had a stressful morning with this playtoy already and just don't care)--anyway, I've temporarily eliminated this particular hurdle from my project for now--I was mostly interested in having various things affect only certain actors, not just the events themselves, but items, potions, etc. After being told that this wasn't even possible in another forum and encouraged to request a custom script, I've been finding ways to manage it a bit at a time anyway--I've been making my own video games since before the disk drive was invented, and have no intention of being daunted by the Ruby Syntax, when I once made my characters out of string of binary code--It's just EXTREMELY frustrating right now. I never had any intention of making the predictable "Aluxes beats up the bad ghosties" game, and unlike other interfaces I've played with I'm not learning much from existing scripts --------------- How does one get a caterpillar script to arrange the characters in some other format than single file? I've been playing around with a rather generic one, and managed to get it to the point where I can reposition the three ugly ducklings in relation to the first actor, but not in relation to each other--I've googled this and found a few other people who have asked this question, but none of them received an actual ANSWER--just links to other caterpillar scripts, and of course those links are now dead. I found something like this in Mr.Mmos game invader, called Franchesca's companions, but I don't want any part of that mess, other than rearranging my actors a smidge, and possible communicating between them. However after a nightmarish experience with Heretic's caterpillar, which didn't even have the arrangement I wanted, and would have literally destroyed my project, if I hadn't had the foresight to copy what I had prior to experimenting with funky scripts--well, right now I just want to accomplish one simple thing, fan out my actors, and stay away from gold fiddles...
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I'm trying to use Blizzards, and basically, I've pretty much decided to force one character into the front, since I've finally gotten that part of the script to work, and have been piddling around with setting up states that influence the characters' abilities, etc--it's a Macguyverized duct-tape patch job, but closer to what I want than anything I've been able to find online. So far I haven't found much of anything (I'm thinking along the lines of DK64 type of characters) It's really aggravating me--I can rig it up so that one character shrinks down to the size of a flea, but unless that character is in the lead, Chunky Kong is the one going down the rabbit hole instead of Tiny--I might have to eradicate the party entirely,though that's not what I had originally planned
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Is there any way to make character specific skills and limitations that affect the player depending on which character they have in the lead position? I'm using a party-switcher, and it seems kind of silly to have an angel plunging to the bottom of the sea when that map is designed for the atlantean character. I can set up some things dependent on who is in the party, but haven't figured out how to do it with just the lead character