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Bahamut

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Everything posted by Bahamut

  1. Thanks but no. All i got is the separate rxdata files, corrupt. The maps were saved though. I haven't compiled the project yet. It was more than 3 months of everyday work....but I think I'll try to go on and do it all over....the Scripts and Common Events are especially hurtful.
  2. Years...that sucks. Tons of ideas down the toilet...the worst thing is, you get discouraged from doing it all over again. It won't be the same.
  3. I've been stricken by black outs twice during this project. The first time I managed to recover nearly 90% of it. Today, while ironically backing up the project so it wouldn't happen again, another power cut corrupted all .rxdata files. Has this happened to you? Losing part (or all) of your project....after months of work. How do you deal with it?
  4. I get that error too. In fact I got that error with the previous version as well.
  5. Hi, I'm looking for a character set that matches (somewhat at least) this battler made by Naramura. I've looked in the web extensively and haven't found anything nearly similar. So if anyone has a charset (or can make one) that could do the job, I'd appreciate you post it here. Thanks!
  6. The .Net Framework is 3.5 with Service Pack 1 (the last one released so far). My Windows XP has SP 2. And the Windows SP3 doesn't contain many updates so I doubt it will make a difference. Any other suggestion? I will try running it as admin in the mean time. EDIT: I forgot to mention, when I click on the shark, the program gives an error saying it couldn't find settings.xml in the directory.
  7. Bahamut

    [XP]Guts

    I managed to get the script to run only once per character. Yet I'm still stuck on adding the actor's level and displaying the picture. EDIT: I added the actor's level now. The script in the first post is updated. If someone is familiar with the RTAB system I would appreciate some help on that final part.
  8. This doesn't work for me. I have Windows XP with the .Net Framework 3.5 Sp1. The program loads but never finds a script.
  9. The UMS uses a syntax similar to this: "content.font.bold". You may try that, it might be hardcoded into the default methods.
  10. You could use the Universal Message System script.
  11. Bahamut

    [XP]Guts

    In games such as Star Ocean and Valkyrie Profile, whenever a character would take enough damage to die, there is a chance she instead ends up at 1 HP. EDIT: This is the script I've managed to write. It still can be better if someone could direct me on how to display this image saying "Guts!" (using the Remodeled Damage Display Script by cogwheel). Any help with that will be appreciated. In the meantime, here's the script. #------------------------------------------------------------------------------ #Guts by Bahamut #------------------------------------------------------------------------------ class Game_Battler alias guts_dead? dead? #-------------------------------------------------------------------------- # * Decide Incapacitation #-------------------------------------------------------------------------- def dead? guts_dead? if self.hp == 0 #guts unless self.states.include?(1) guts = rand(100 - 1) unless self.is_a?(Game_Enemy) guts += self.level end $game_switches[123] = true if guts > 90 # default 90 self.hp = 1 end end end # end guts return (@hp == 0 and not @immortal) end end
  12. It's not lagging now, but you're right, when I have over 200 items it's possible it does. The method should be called when the player speaks to an event. So that is easy to set up. But as for the method itself, how should I modify it to run through the party's possessions instead? I guess it's aliasing the Game_Party initialize method instead of the Game_System's.
  13. Nevermind. It is working like this because I have a common event that cycles through the array checking if the party has each item in it or not.
  14. Thanks a lot! Isn't $data_items the whole array of items in the database? Because what I want to check is only the items possessed by the party. If it is I will try to modify it. EDIT: It works perfect. Thanks man, your name is in the credits.
  15. Thanks for the replies. I've changed things a little bit so this may be easier. Now I'm handling things inside a script (namely, a module). I need to generate arrays with the item_id of items in the party's possession with a certain icon. For example: Blue Gem Icon = [] Red Gen Icon = [] etc... Right now I am manually writing each ID within these arrays, but I plan on a large list of items so it would be useful to generate these arrays by the icon of the items, I guess that is possible, the value with the icon for each item has to be somewhere. =/
  16. There are too many items of each type to make a conditional branch for each one of them. So that is why I want to check their icon instead, which would cut it to 6 conditional branches instead of hundreds of them. :rolleyes:
  17. Hello I would like some help here. I am trying to check if the player has a type of item. That is, an item with a special icon I have chosen in their inventory. I have tried this in the script section of a conditional branch with no luck. $game_party.item.icon_name.include?("name of the icon") What am I missing?
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