Announcement
Announcement
| 2nd Quarter Contest Announcement posted! See the Community Announcements section. |
New threads (complete scripts) here will go into a moderation queue. You will not see your thread appear when you create it. A moderator will decide if it will be approved or denied.
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Dec 3 2011, 12:26 PM
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#41
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![]() Type: Designer |
+Shileds?? Yep, now definitely THE BEST Action Based Battle System EVARR!! But I as well would like to see this awesomeness ported for Ace... any chance of that happening?
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Dec 3 2011, 02:47 PM
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#42
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![]() I demand cookies. ![]() Type: Coder Alignment: Neutral Good |
I'll port it once the full thing comes out.
>.> For now I'm tinkering with RGSS3 trying to get the hang of it. -------------------- Spoiler: To be Hexa-fied Spoiler: Spoiler: |
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Dec 3 2011, 02:50 PM
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#43
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![]() The Legendary Pikachu That Can Destroy You All. ![]() Type: Coder Alignment: Chaotic Neutral |
Yay! Something amazing to try out! Shields!
I want to use it definitely in my non commercial project. One question though. Do you think this would work nicely along with a random dungeon generator? -------------------- |
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Dec 3 2011, 08:45 PM
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#44
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![]() Whats this? ![]() Type: Designer Alignment: Lawful Good |
@Sonic6676GamingProductions: Why don't you just try it out yourself and see if it works?
-------------------- Current game: Soon... :)
Scripts: Spoiler: "Fortunes smiles upon you..." |
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Dec 3 2011, 11:38 PM
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#45
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![]() The Legendary Pikachu That Can Destroy You All. ![]() Type: Coder Alignment: Chaotic Neutral |
Eh. Might as well..
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Dec 4 2011, 01:52 AM
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#46
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![]() Type: Spriter Alignment: Lawful Good |
Awesome! Now my defender can really haz shieldz! +100:cookies:
And I'm wait for the port once full Ace comes out EDIT: never mind, I found the cause of the error and fixed. This post has been edited by pikakapi: Dec 4 2011, 05:13 AM |
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Dec 6 2011, 01:30 AM
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#47
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![]() Übers Ende der Welt ![]() Type: Designer |
It is an awesome script and even happier now that the Equipment work
Attached File(s)
-------------------- Ich schrei in die Nacht für Dich, lass mich nicht im Stich,
Spring nicht. Die lichter fangen Dich nicht, sie betrügen Dich. Spring nicht. Erinner Dich, an Dich und mich. Die Welt da unten zählt nicht, Bitte spring nicht. |
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Dec 8 2011, 10:44 PM
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#48
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![]() Whats this? ![]() Type: Designer Alignment: Lawful Good |
@KentaAmon: Works okay for me and got no such errors. Probably a script of yours that changes the gold or something similar.
-------------------- Current game: Soon... :)
Scripts: Spoiler: "Fortunes smiles upon you..." |
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Dec 10 2011, 10:14 PM
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#49
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![]() ![]() Type: Writer Alignment: Lawful Good |
DUDE O.O Just a whole blowing my mind crap inducing amazing artistic blow out my ears master piece of stupendous work..... AMAZING!!!!!!!!!!!!!!!!!
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Dec 24 2011, 06:31 PM
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#50
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![]() Nachos are good ![]() Type: Designer Alignment: Neutral Evil |
It is an awesome script and even happier now that the Equipment work this happens for me as well and I have use this in a previous game, this very version and it is different some how *edit* I fixed the money glich but it means that you have to get rid of shields and bugfix because that is how i did it... DOWNGRADED This post has been edited by Rosenblack: Dec 24 2011, 06:46 PM -------------------- |
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Jan 3 2012, 02:59 PM
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#51
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![]() Type: Undisclosed |
Couple things
How do I add bombs? Is there a tag for enemies to use projectiles against you? Now on to a very weird problem Poison - When I get poisoned by a mob using an antidote or cure spell will get rid of the status, however my character continues to loose hp until I die. there is no way to truly cure the poison. only the poison icon goes away on the status screen. Any ideas? this problem was real easy to duplicate in the demo even. just add a poison attack to enemy 1 in database. you may have to adjust starting character level or up his attack to actually get poisoned. again no matter what spell i used, antidote, despell herb etc would cure the poison. I'm at a loss Thanks for such an awesome script!!!!!!!!!!!!!!!!!!!!!!!!!!!!! |
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Jan 12 2012, 03:51 AM
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#52
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![]() Hello, my sweet lil' honey bee. ![]() Type: Designer Alignment: Chaotic Good |
I'm having a major problem here with this script. After upgrading it to 1.6b, I've also encountered that odd decimal bug when picking gold up, but that's not the biggest concern of mine. What is though, first popped up when I did some testing with it and I made a save file in a combat area. When I reloaded the save, the enemies did not fight back nor could I kill them. I did find a workaround by just going to a different map and coming back. However, the new problem that has seemed to crop up is that I've set up a little scene and after the scene is up, the enemy should start attacking the player. It's the same exact problem if I were to save. The problem still persists even after removing all the other scripts that did not come with the file.
EDIT: I've found another work around by just having the event already be an enemy and then when the switch goes on it will be still be an enemy and be able to move. Hopefully this doesn't come back and haunt me later on. I have also fixed the gold decimal bug at least one way. CODE This part starts at line 799 for the script: #--------------------------------------------------------------------------# # * new-method :variation #--------------------------------------------------------------------------# def self.variation( value, percent ) new_value = rand(Integer(value * percent / 100.0)) new_value = value + (rand(2) == 0 ? new_value : -new_value) return new_value end What I did was simply removed / 100.0 and it worked fine. However, the gold decimal bug will still persist anyways, which I found putting <gold_variation: 1> in the enemies note box will not only fix this error, but will also make the gold you pickup be random. There's probably an easier fix for this, but this is the how I did it. This post has been edited by Confederacy: Jan 13 2012, 04:53 PM -------------------- |
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Jan 19 2012, 04:11 AM
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#53
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![]() ![]() Type: Spriter Alignment: Lawful Good |
so umm... the update that just came out, aweosme job icy xD!!! just one little problem. my poor little laptop cant handle the size of that script when i enter the website its in lol. i was wondering if soemone could add it into a small demo or simply add a the script to the rpmvx project and upload it for me so i can look at these features ;o, im NOT lazy im willing to paste the script if my laptop would only allow it ;o! thanks in advance for anyone who manages this hard core task xD
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Jan 20 2012, 01:19 AM
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#54
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![]() Type: Spriter Alignment: Lawful Good |
being absent in this place for a month... and yeah, I noticed the gold decimal bug.
@mrkuvo Check the line 195 and 202, set the state turn counter to about 60(1 second), and the slip frequency to about 10. Then, in the database, look at your release condition of poison to after any turns (per second)and always 100%. The cure state item is a bug. Though the state is released, the effects were still there in the map for unknown reasons. @To everyone who encountered the gold decimal bug(v1.6b): Try putting ".to_i" without quotation mark at the end of the line 803 and 804. Hope the above things I mentioned helps This post has been edited by pikakapi: Jan 21 2012, 02:35 AM |
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Feb 10 2012, 11:11 PM
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#55
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![]() Type: Undisclosed |
being absent in this place for a month... and yeah, I noticed the gold decimal bug. @mrkuvo Check the line 195 and 202, set the state turn counter to about 60(1 second), and the slip frequency to about 10. Then, in the database, look at your release condition of poison to after any turns (per second)and always 100%. The cure state item is a bug. Though the state is released, the effects were still there in the map for unknown reasons. @To everyone who encountered the gold decimal bug(v1.6b): Try putting ".to_i" without quotation mark at the end of the line 803 and 804. Hope the above things I mentioned helps Just checked it out and this does work to fix both issues. Thanks! |
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Feb 14 2012, 02:58 PM
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#56
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![]() ![]() Type: Undisclosed Alignment: True Neutral |
Is this going to be ported to Ace?
-------------------- Rember to be true to yourself. If you want part in any of my games, tell me how you want to help. Anything is exceptible. No matter how bright things seem, they cast shadows elsewhere I support: Spoiler: |
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Feb 15 2012, 08:07 AM
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#57
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![]() Type: Spriter Alignment: Lawful Good |
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Mar 13 2012, 10:08 AM
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#58
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![]() ![]() Type: Undisclosed |
Jet (For being my rubber duck) He was your inanimate object? anyways love the new battle system. Going to use it and replace my 1.5. might take a while though with them not being compatible and all. This post has been edited by Ostrich: Mar 13 2012, 10:09 AM -------------------- You should like so totally click the spoiler and be amazed at my game there. Spoiler: |
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Mar 17 2012, 09:00 PM
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#59
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![]() I demand cookies. ![]() Type: Coder Alignment: Neutral Good |
May be, or may not be useful to you guys but this update fixes some ground breaking bugs
Bug Fixes: Font Marshalling Text Pop failures Handle freezing (Unable to attack) Caching errors (Sometimes stats would remain the same, even after something that should have changed them happened) Yggdrasil 1.6c http://pastebin.com/QejR2dN6 -------------------- Spoiler: To be Hexa-fied Spoiler: Spoiler: |
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Mar 17 2012, 09:39 PM
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#60
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![]() ![]() Type: Undisclosed |
Does it fix compatability issues?
I would love to use it if it didn't conflict with my other scripts. Last time I checked it made my day/night script throw an error.(kylocks time system) -------------------- You should like so totally click the spoiler and be amazed at my game there. Spoiler: |
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| Lo-Fi Version | Time is now: 22nd May 2013 - 01:00 AM |
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