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Feb 25 2012, 07:03 AM
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#3421
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![]() ![]() Type: Artist |
Nightmar, to your first question, you just have to make each cell in the sheet the same size. Its like 32x32 so make it about 50x50 a cell and it should fit. I use 100x100 per cell for mine.
As for the enemies holding weapons...I do believe using the note tag you should be able to give enemies weapons as well as have them swing them in action. Try checking out the note tags section. -------------------- » Click to show Spoiler - click again to hide... « |
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Feb 26 2012, 07:47 AM
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#3422
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![]() ![]() Type: Designer Alignment: Unaligned |
never mind, I figured it out, but too fix it so its compatible with my scripts I had to disable the surprise battle formula within the sideview2 battle script altogether, oh well, guess I'll just have to live with it, would've been nice if I could get the surprise battle formula to coup with my scripts though.(edited on Sunday, January 26)
first I would like to state my issue before continuing with the guidelines.Please note I have absolutly no knowledge on scripting with ruby scripts and my solutions that I attempted was based on pure guestimation. I keep getting an error every so often, it rarely pop-ups, but it happens when I'm performing extensive game tests, particularly randomly when a random battle process occurs. here's the error:
Mirror_NilClass_error.png ( 669.26K )
Number of downloads: 15so I've taken a look into the script itself on the given line and around that line to see what method was not particularly occurring.
Script_error_line.png ( 660.54K )
Number of downloads: 8I quickly came to guess this was interfering with the mirror tag attached to a enemy I created in the database. the problem was this rarely occurred and only happened every so often. I then realized that the only time the error didn't occur was when the battle wasn't a surprise or preemptive formula. that being said, according to the script, when there is such a formula occurring, everything is flipped under the sideview 2 script, So I turned its values to false, but the problem still existed. I have little to no experience in scripts, particularly with Ruby, so I can't seemed to figure out whats making the error happen. here's the answers to the guidelines now: (questions below are provided by the request guidelines) 3: Did you do a topic search like I said at the top of the first post? I don't expect you to read through all the posts in this topic, but I expect you to at least utilize the topic search function. Spoiler: 4: Which version of the Sideview script are you using? You can find out by looking at the label of either the Sideview 1 and Sideview 2. You must answer this. Spoiler: 5: Which Sideview script setup are you using: Basic, EXTRA, ATB, Kaduki or IAB? You must answer this. Spoiler: 6: What other custom scripts are you using if any? List them ALL! New users tend to think that if an error happens within one script, it is that script's fault. What they don't realize is that it may be caused by other scripts they are using. Spoiler: 7: What was the error message that you received if any? Error messages are important, BUT usually you need more information than just the error message to figure out the actual problem. Spoiler: 8: Can you reproduce your error in the demo you got your scripts from? If you can't, it may be end-user error (i.e. your fault). Spoiler: 9: If you edited any of the Sideview scripts such as the Configurations and received an error, describe what you did before you got the error. Spoiler: If you could help me solve this problem, then thank you. If more information is need, please just ask, I really need to solve this. Please and thank you! This post has been edited by shinraSOLDIER77: Feb 26 2012, 09:50 PM -------------------- |
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Feb 28 2012, 08:10 AM
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#3423
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![]() Type: Undisclosed |
Hi Mr Bubble can you please make a patch for this script
http://www.rpgrevolution.com/forums/index....mp;#entry550455 sp that it will work with takentai? |
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Feb 28 2012, 02:29 PM
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#3424
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![]() ![]() Type: Undisclosed |
Nightmar, to your first question, you just have to make each cell in the sheet the same size. Its like 32x32 so make it about 50x50 a cell and it should fit. I use 100x100 per cell for mine. As for the enemies holding weapons...I do believe using the note tag you should be able to give enemies weapons as well as have them swing them in action. Try checking out the note tags section. thank you = -------------------- ![]() |
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Mar 3 2012, 12:14 AM
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#3425
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![]() Type: Undisclosed |
can someone help me
i downloaded the kaduki demo in this post and when i tried to make a state for auto life i followed the script comment on how to make an auto life state but when i tried to test it i got this error"script'animation overlay patch' line 177 name error ocurred- uninitialized constant scene_battle::RATE" I checked that script line but i dont know what to do. does anyone know a way to fix this thanks in advance P.D the scripts i used are notetags for tanketai v1.2 and animation overlay patch that came with the demo and this is the way put the note tag in the notebox of the auto life state that i made: <extensions> autolife: 51 </extensions> |
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Mar 17 2012, 12:10 PM
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#3426
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hey guys! Im new to those forum and this is my first post lol!
Um i just wanted to ask if there are any tutorials for this kind of scripting and do i need some kind of scripting knowledge... i would very much like to make a nice game and this battle system is exactly what i wanted. I have never scripted before and i am very much willing to learn if there are tutorials for newbs like me. |
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Mar 18 2012, 04:57 PM
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#3427
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![]() ![]() Type: Undisclosed |
CODE @battler.act_count += @base_act_count ![]() This error appears after a battle is started. I have checked compatibility with scripts. Still get this error. The code above is the actual line of code that's giving an error EDIT: okay just tested a few things. and the evented character selection screen at the beginning of my game may be the problem. you can choose male or female and one of three classes. your appearence changes wheter you are male or female and it changes with your class. Anyways when I choose warrior or mage as my class and I'm male I get the error. But when playing as a male rogue it works just fine. So there is still an error but it is sort of singled out. EDIT EDIT: The female rogue also works just fine while female warrior and female mage throw the same error. This post has been edited by Ostrich: Mar 18 2012, 05:09 PM -------------------- You should like so totally click the spoiler and be amazed at my game there. Spoiler: |
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Mar 24 2012, 05:02 PM
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#3428
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![]() ![]() Type: Undisclosed |
I have a question for this. Are monster sprites also required, or are the default also available?
And another one. Is there a place I could get Kaduki sprites with all four sets of one character? Like, packs or such? This post has been edited by Haikuri: Mar 24 2012, 05:11 PM -------------------- |
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Mar 25 2012, 01:59 AM
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#3429
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![]() Type: Artist |
Is it possible to hide the number of enemy's HP on its gauge? I mean only show the enemy's name, the gauge and state without '100/100'
another question: how can I make a longer HP gauge for enemy? (like message bar long) thank you in advance that's it for now... excuse my english |
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Mar 25 2012, 09:02 AM
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#3430
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![]() Jeneeus Guruman ![]() Type: Coder Alignment: True Neutral |
can someone help me i downloaded the kaduki demo in this post and when i tried to make a state for auto life i followed the script comment on how to make an auto life state but when i tried to test it i got this error"script'animation overlay patch' line 177 name error ocurred- uninitialized constant scene_battle::RATE" I checked that script line but i dont know what to do. does anyone know a way to fix this thanks in advance P.D the scripts i used are notetags for tanketai v1.2 and animation overlay patch that came with the demo and this is the way put the note tag in the notebox of the auto life state that i made: <extensions> autolife: 51 </extensions> The same problem with me but I fixed it by inserting this above def resurrection(target). Spoiler: Is it possible to hide the number of enemy's HP on its gauge? I mean only show the enemy's name, the gauge and state without '100/100' another question: how can I make a longer HP gauge for enemy? (like message bar long) thank you in advance that's it for now... excuse my english place <hide hp> on enemy notetags to hide hp. -------------------- My current script
Spoiler: Game in Progress Spoiler: |
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Mar 25 2012, 05:23 PM
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#3431
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![]() Type: Undisclosed Alignment: Unaligned |
Please! Make this RMVXA. Take your time, but I think this would be great for VXA.
Thanks! -------------------- --Dragonslayer
I support: Spoiler: |
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Mar 25 2012, 10:27 PM
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#3432
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![]() ![]() Type: Designer |
I have a problem with the script ATB 1.2C
Hope u guys can help me. I am Hispanic, therefore I have the RPG Maker in Spanish. One difference is that in the Spanish version uses two vocab: StartScape and StartScapeSolo. The problem I have is that I do not know how to configure the script so that if my party more than one character says "StartScape" and if there is only one says "StartScapeSolo". I hope you understand me, my English is terrible. Here you have the section of the script that decides which vocab when used for escape. CODE @info_viewport.visible = false # hide the info viewport @message_window.visible = true # show the message window text = sprintf(Vocab::EscapeStart, $game_party.name) # format the escape text $game_message.texts.push(text) # add it to the $game_message, so the message window grabs it next update Sound.play_escape #play escape sound if !success $game_message.texts.push('\.' + Vocab::EscapeFailure) # add fail message if necessary end Grettings! |
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Mar 27 2012, 09:54 PM
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#3433
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![]() Type: Artist |
QUOTE place <hide hp> on enemy notetags to hide hp. I don't want to hide the gauge, but the numbers on it... like "100/100" and if it is possible make the bar longer. |
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Mar 29 2012, 04:35 PM
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#3434
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![]() Type: Designer |
I have a small question: so I made my own kaduri sprite with his different poses. But when it gets involved in battle is doesnt use the poses. (He doesnt use Actor#_01, Actor#_02 and Actor#_03) How come?
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Mar 30 2012, 01:50 PM
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#3435
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![]() Jeneeus Guruman ![]() Type: Coder Alignment: True Neutral |
I'm making a fast paced battle system based here. Am I allowed to modify some of its scripts?
Please! Make this RMVXA. Take your time, but I think this would be great for VXA. Thanks! there is already a beta version on the original site (the untranslated one) I have a small question: so I made my own kaduri sprite with his different poses. But when it gets involved in battle is doesnt use the poses. (He doesnt use Actor#_01, Actor#_02 and Actor#_03) How come? did you include the $ sign before the file name? Example: $Actor#_01, $Actor#_02 and $Actor#_03 -------------------- My current script
Spoiler: Game in Progress Spoiler: |
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Mar 30 2012, 04:38 PM
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#3436
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![]() Type: Designer |
did you include the $ sign before the file name? Example: $Actor#_01, $Actor#_02 and $Actor#_03 Yes $Actor4, $Actor4_01, $Actor4_02 and $Actor4_03 -------------------- ![]() |
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Mar 31 2012, 02:19 AM
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#3437
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![]() Jeneeus Guruman ![]() Type: Coder Alignment: True Neutral |
Yes $Actor4, $Actor4_01, $Actor4_02 and $Actor4_03 Remove '0' in the file name after the underscore. Example: $Actor#_1, $Actor#_2 and $Actor#_3 -------------------- My current script
Spoiler: Game in Progress Spoiler: |
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Mar 31 2012, 06:48 PM
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#3438
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![]() Type: Designer |
Remove '0' in the file name after the underscore. Example: $Actor#_1, $Actor#_2 and $Actor#_3 Worked :)Thanks -------------------- ![]() |
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Apr 3 2012, 04:24 PM
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#3439
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![]() rmvx.net's personal grim reaper. Rawr. ![]() Type: Designer Alignment: Chaotic Good |
I have recently installed Tankentai to an existing project. Since I have noticed that the "One enemy dual" kind of attack does not work with tankentai, I decided to quickly remodel your MULTI_ATTACK action from the Battler config. I have put in the notebox for the attack:
<action: MULTI_ATTACK> <extensions> no overkill </extensions> But, the actor only attacks once, and doesn't even go near the enemy. What am I missing? I have even re-copied the Battler config from the demo, and the skill Rapid Attack. If I change it in the demo, it works fine. If I try in my current project, I get me single-attack problem. Any assistance? I hope this doesn't sound too noobish. I am using SBS 3.4e, with the plugins from the demo, alongside others (they probably don't need mentioning, there seems to be no conflicts.) Anyone who helps will have my thanks, I seem to be loosing hope of continuing my project over THIS.... :/ CAB_333 This post has been edited by CAB_333: Apr 3 2012, 04:27 PM -------------------- Awesome resources: Spoiler: Tutorials: Spoiler: Awesome projects: Spoiler: Personality tests: Spoiler: Awards: Spoiler: Put it in your sig to show support! Please! CODE [center][url="http://www.rpgmakervx.net/index.php?showtopic=54686&st=0#entry509403"][img]http://i13.servimg.com/u/f13/17/45/66/75/banner14.png[/img][/url][/center] |
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Apr 11 2012, 12:21 PM
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#3440
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![]() ![]() Type: Designer Alignment: Chaotic Neutral |
Hello Mr.Bubble, i want to ask you something,
i want to playtest a battle with a boss, but this error showed up Script '[SBS] Battler Configuration' line 891: SyntaxError occured the line 891 says: "ENEMY_UNARMED_ATK" => [ is there something i have to change? sorry for my bad english -------------------- I'm working on my 1st Project, wish me luck :)
Sorry for my bad english ;) |
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| Lo-Fi Version | Time is now: 19th May 2013 - 10:40 PM |
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