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Apr 19 2010, 02:40 PM
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#21
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Apr 19 2010, 02:59 PM
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#22
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No, that doesn't affect the script. I had the problem too, but when I configured the enemies it fixed.
Look at the staggered config. |
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Apr 21 2010, 11:09 PM
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#23
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script 'sprite_battler' line 150: TypeError occurred.
no implicit conversion from nil to integer. does anyone know what this means i seem to have this type of problem when the dmg goes above 4 digits EDIT: FIXES hope they work for anyone using this script. "script'game_battler' line76: no method error occured unidentified method '[]' for nil:NilClass line 78: if target!= [0] add the ! infront of the target, this should fix it. and for line i mention use this line to replace that script CODE class Sprite_Animation < Sprite_Base #-------------------------------------------------------------------------- # Custom rants cuz I can, change it if u want. #-------------------------------------------------------------------------- def initialize(x, y, id) super(nil) self.x = x self.y = y if @animation_sprites != nil # this converts the nil to integers @use_sprite = true # this just say that a sprite is being used @animation_duration != 0 # not sure but shouldn't change it start_animation($data_animations[id]) end end end in other words if @animation_sprite !=nil would fix the conversion problem and the extra end on the end fixes the syntax problem does anyone know a good party management system that supports a large amount of party members. Sky party management in incompatible or very glitchy for this script EDIT: nvm KGC large party works well with this. This post has been edited by Oani Tatsuki: Apr 25 2010, 03:42 AM -------------------- current project v0.1.3
4/18/2010 Project Luna Umbra! Dark Star Fantasy the Game Series Over all progress UNknown Dark Star Fantasy: And So It Begins (ASIT) Status (Hiatus) Dark Star Fantasy: Tales of the Legend of Heroes (TLH) Status (begin production 6/1/2010) Spoiler: |
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Apr 24 2010, 02:12 PM
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#24
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It's possible to change the graphic of enemy of data enemies???
Exemple Slime or Bat??? |
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Apr 25 2010, 03:43 AM
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#25
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^^^ i think its more accurate to say.
how do we change the battle graphics, because regardless of what sprite or animation we pick, it always ends up as the ghost sprite. EDIT:found it, it was in settings. dumb me. does anyone know why when u have more than four ppl in ur party the new ppl after 4 party members are blank? This post has been edited by Oani Tatsuki: Apr 25 2010, 10:39 AM -------------------- current project v0.1.3
4/18/2010 Project Luna Umbra! Dark Star Fantasy the Game Series Over all progress UNknown Dark Star Fantasy: And So It Begins (ASIT) Status (Hiatus) Dark Star Fantasy: Tales of the Legend of Heroes (TLH) Status (begin production 6/1/2010) Spoiler: |
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Apr 25 2010, 11:06 AM
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#26
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![]() ![]() Type: Undisclosed Alignment: True Neutral |
QUOTE in other words if @animation_sprite !=nil would fix the conversion problem and the extra end on the end fixes the syntax problem It's not working =( With that, I don't know why but all the animations stop working. |
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Apr 25 2010, 07:17 PM
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#27
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It's not working =( With that, I don't know why but all the animations stop working. in sprite_battler line 148, where it should be if nothing was change in that script yet, did you put if @animation_sprites != nil or if @animation_sprites !=nil or any other variations because the first one should work. there might be a typo. does it still have problems when u level up, just to make it clear it may still have problems when leveling up. EDIT: The level thing is still a problem, i dunno how to fix it, and well i never intended to fix the level problem itself, bypass it, be creative. well the problem i have is that when i level up my character a few lvl. i go into battle and target enemy, it give me and error. the reason i think it does is because that only happens when i level up my character, nothing happens when i stay at lvl. This post has been edited by Oani Tatsuki: Apr 26 2010, 08:13 AM -------------------- current project v0.1.3
4/18/2010 Project Luna Umbra! Dark Star Fantasy the Game Series Over all progress UNknown Dark Star Fantasy: And So It Begins (ASIT) Status (Hiatus) Dark Star Fantasy: Tales of the Legend of Heroes (TLH) Status (begin production 6/1/2010) Spoiler: |
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Apr 26 2010, 07:05 AM
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#28
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![]() ![]() Type: Undisclosed Alignment: True Neutral |
No problem while leveling, I think. I never had this problem.. what's the problem .. ? =o
No no, It don't works. The animations are invisible =( Is it because my RM version is french ? EDIT : Hey, I have a question. Is it possible to configure the numbers of ATB slots for magicals powers ? Exemple : I want some powers who uses the 3 atbs slots. It seems we can't configure it.. can we ? This post has been edited by Nena: Apr 26 2010, 08:12 AM |
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Apr 26 2010, 08:21 AM
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#29
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well the reason i think, this script doesn't allow for using more than one atb bar is that it is not written in the script yet, as it is done as is. its still very incomplete and well very hard to configure since not everything is written out, or explained. either that or hard to find, for me at least
-------------------- current project v0.1.3
4/18/2010 Project Luna Umbra! Dark Star Fantasy the Game Series Over all progress UNknown Dark Star Fantasy: And So It Begins (ASIT) Status (Hiatus) Dark Star Fantasy: Tales of the Legend of Heroes (TLH) Status (begin production 6/1/2010) Spoiler: |
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Apr 26 2010, 09:26 AM
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#30
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![]() ![]() Type: Undisclosed Alignment: True Neutral |
But when I use this correction :
QUOTE class Sprite_Animation < Sprite_Base #-------------------------------------------------------------------------- # Custom rants cuz I can, change it if u want. #-------------------------------------------------------------------------- def initialize(x, y, id) super(nil) self.x = x self.y = y if @animation_sprites != nil # this converts the nil to integers @use_sprite = true # this just say that a sprite is being used @animation_duration != 0 # not sure but shouldn't change it start_animation($data_animations[id]) end end end The animations stop working =( I dunno why.. I wrote it correctly.. what can I do ? =( This post has been edited by Nena: Apr 26 2010, 09:26 AM |
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Apr 26 2010, 10:04 AM
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#31
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But when I use this correction : The animations stop working =( I dunno why.. I wrote it correctly.. what can I do ? =( ok i see what u mean. i misunderstand what was happening. hopefully today or tomorrow i can address the disappearance of the animation. cuz that was suppose to fix the script error. I'm getting blind not seeing the animation not being shown. Thanks for bringing it up CODE #============================================================================== # ■ Sprite_Animation #============================================================================== class Sprite_Animation < Sprite_Base #-------------------------------------------------------------------------- # ● オブジェクト初期化 #-------------------------------------------------------------------------- def initialize(x, y, id, viewport = nil) super(viewport) self.x = x self.y = y @use_sprite = true # スプライト使用フラグ @animation_duration = 0 # アニメーションの残り時間 start_animation($data_animations[id]) end end replace that code with this one this should fix the problem if u still have problems please tell me. EDIT: sorry made a typo where it say @animation_duration = 0 not nil im still in the process of fixing this EDIT: well i think i got it now. use this code CODE #============================================================================== # ■ Sprite_Animation #============================================================================== class Sprite_Animation < Sprite_Base #-------------------------------------------------------------------------- # ● オブジェクト初期化 #-------------------------------------------------------------------------- def initialize(x, y, id, viewport = nil) super(viewport) self.x = x self.y = y @animation != nil @use_sprite = true # スプライト使用フラグ @animation_duration = 0 # アニメーションの残り時間 start_animation($data_animations[id]) end end #-------------------------------------------------------------------------- # * Dispose #-------------------------------------------------------------------------- def dispose super dispose_animation end #-------------------------------------------------------------------------- # * Frame Update #-------------------------------------------------------------------------- def update super if @animation != nil @animation_duration -= 1 if @animation_duration % 4 == 0 update_animation end end @@animations.clear end #-------------------------------------------------------------------------- # * Determine if animation is being displayed #-------------------------------------------------------------------------- def animation? return @animation != nil end replace the previous code there i tested this one a bit and had no problem so tell me if anything is going wrong. my time on this is counting down very shortly. about 1 day left. nvm there may still be problems well so far using auto attack is fine, its just when the target is being pick. current problem go back to game_battler line 76 since now i realize that this guy wrote it entire scripts that having nil referring to integers that aren't converted. hopefully i can get this done before i head to bed ok aside from that script up there for battle animation this script is needed in game_battler starts at line 65-112~113 CODE #-------------------------------------------------------------------------- # ○ This script is still in its early stages but this should be on line 65 #-------------------------------------------------------------------------- def update update_chain if OPTIMA::USE_CHAIN # チェーンゲージの更新 return if @wait_count > 0 if @action.valid? # 行動が決定している if @action.guard? target = self # ガードなら自分がターゲット else nil.to_a #-> [] @target != nil @action.decide_last_target make_action unless @action.valid? # ターゲットを見失ったら行動を再作成 target = @action.make_targets[0] # end if target!= 0 dist = @action.skill? ? @action.skill.dist : 32 if distance_to_battler(target) < dist # 範囲内にターゲットがいる $game_temp.heap_active_battler.push([self, target]) unless OPTIMA::USE_BASE_POSITION # 元の位置へ戻らない場合 set_base_position(@screen_x, @screen_y) # 基本位置を更新 end else # 範囲内にターゲットがいない move_pos(target.real_x, target.real_y, 4096) @anime_count += 2 end else # ターゲットがいなくなった場合 reload_action end else if @charged_atb < @atb_level @charge_count += agi + OPTIMA::ATB_BASE_SPEED if @charge_count > OPTIMA::ATB_MAX # ATBがたまった @charged_atb += 1 @charge_count -= OPTIMA::ATB_MAX # カウンタのリセット end else make_action # 戦闘行動の作成 if @action.valid? @turn_count += 1 # ターン数をカウント slip_damage_effect # スリップダメージ処理 do_auto_recovery if actor? # 自動回復処理 end end update_move end @screen_x = @real_x >> 10 @screen_y = @real_y >> 10 update_animation end hope that does it. I'm getting better and better at this. if i feel like i became good enough, i might try and go rewrite the entire command battle or write the override script. would ppl prefer Spoiler: This post has been edited by Oani Tatsuki: Apr 26 2010, 11:17 AM -------------------- current project v0.1.3
4/18/2010 Project Luna Umbra! Dark Star Fantasy the Game Series Over all progress UNknown Dark Star Fantasy: And So It Begins (ASIT) Status (Hiatus) Dark Star Fantasy: Tales of the Legend of Heroes (TLH) Status (begin production 6/1/2010) Spoiler: |
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Apr 26 2010, 10:47 AM
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#32
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![]() ![]() Type: Undisclosed Alignment: True Neutral |
Same problem.
There's an error with 'nil' start_animation($data_animations[id]) The error occurs when your comrade die I think. EDIT : Yes, it occurs exactly when your comrade die. ... will there be an end... ? T_T This post has been edited by Nena: Apr 26 2010, 10:55 AM |
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Apr 26 2010, 11:20 AM
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#33
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Same problem. There's an error with 'nil' start_animation($data_animations[id]) The error occurs when your comrade die I think. EDIT : Yes, it occurs exactly when your comrade die. ... will there be an end... ? T_T i replace the code in the last code box. if the errors still occur, tell me as always. i looked around online to see if i could somehow change it. i hope it works. and thanks for being more exact on the when error takes place. i hope it works this time if, not im going to have to try at it later since i need to sleep, its late for me and well im not in a good states to be scripting right now. will there be and end. probably not. since this script itself is well primitive. well lets say we are coloring with paint. only colors rgb. now mix it to become (some color) with the exact texture. its kinda hit and miss. for me and im just tired right now. i got through a few scripts in here though and im starting to understand how this script is working more and more. This post has been edited by Oani Tatsuki: Apr 26 2010, 11:25 AM -------------------- current project v0.1.3
4/18/2010 Project Luna Umbra! Dark Star Fantasy the Game Series Over all progress UNknown Dark Star Fantasy: And So It Begins (ASIT) Status (Hiatus) Dark Star Fantasy: Tales of the Legend of Heroes (TLH) Status (begin production 6/1/2010) Spoiler: |
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Apr 26 2010, 11:35 AM
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#34
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![]() ![]() Type: Undisclosed Alignment: True Neutral |
Good, it works ! =p
I'll tell you if I discover a new error of scrpiting ^^ EDIT : Oh, I see ^^ in france it's 14:28 pm =) beginning of the afternoon =) This post has been edited by Nena: Apr 26 2010, 11:36 AM |
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Apr 26 2010, 11:43 AM
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#35
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it works really? well im still getting problems about nil still.
its 2:35 am for me its only the animation that give me problems i'm still working on it. EDIT: well the error with the animation that i know of is that somehow the system has it id(sprite_battler)=aid(scene_battle) and if they match the animation disappears that and the nil conversion problem This post has been edited by Oani Tatsuki: Apr 26 2010, 12:04 PM -------------------- current project v0.1.3
4/18/2010 Project Luna Umbra! Dark Star Fantasy the Game Series Over all progress UNknown Dark Star Fantasy: And So It Begins (ASIT) Status (Hiatus) Dark Star Fantasy: Tales of the Legend of Heroes (TLH) Status (begin production 6/1/2010) Spoiler: |
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Apr 26 2010, 03:01 PM
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#36
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![]() ![]() Type: Undisclosed Alignment: True Neutral |
Oh, yeah there is the error again =(
Nil sucks.. |
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Apr 27 2010, 01:56 PM
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#37
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It's possible to have instaed the charset of the monster the battle data of the enemy???
It's possible to make the cristallium like FF 13? |
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May 2 2010, 11:29 AM
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#38
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![]() ![]() Type: Undisclosed Alignment: True Neutral |
You can't repair this, Oani ? =(
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May 6 2010, 08:38 PM
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#39
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You can use FF12 License Board v2 made by Dark Mandy. It looks so legit to the real FF12 License Board. But the only 2 problem is it is in Spanish and the icons aren't those of FF12.
I have a question: Is there a way that I can remove the type the menu that Tomoaky uses. I am using PHLiM2's Menu MODs v0.63. Currently I am trying get the License Board to work, it isn't the menu error. |
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May 7 2010, 07:57 AM
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#40
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You can't repair this, Oani ? =( sorry nena I won't be around until after second week of june. I'll try to get a better idea of how to fix the nil problem by then. so I'm on hiatus for my projects for now -------------------- current project v0.1.3
4/18/2010 Project Luna Umbra! Dark Star Fantasy the Game Series Over all progress UNknown Dark Star Fantasy: And So It Begins (ASIT) Status (Hiatus) Dark Star Fantasy: Tales of the Legend of Heroes (TLH) Status (begin production 6/1/2010) Spoiler: |
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