ADON237'S PROFILE

Adon237
if i had an allowance, i would give it to rmn
1743
future ruler of rmn





i didn't specify how far into the future

Diabolica
(In Development) A dungeon-crawler RPG focused on Alder's mission to appease his deity and ensure humanity an era of prosperity.

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Escape sequences

A short question: What does the "\e" escape sequence thing do exactly? Not only do I not understand what it does, I also believe it could be removing a chunk of my text that is pushed to an event window.

In Yanfly's Event Window script for Ace, the default Header text template is set to "\e", meaning that this escape sequence code thing is applied to whatever text I push to the event window with the event_window_add_text(string) script command.

So, I'm having this problem where text "You triggered a stun trap!" is being reduced to "triggered a stun trap!" in the game. Which is of course very annoying, and I think this "\e" escape code might have something to do with it? Maybe.

If someone could help me figure this out, that would be greatly appreciated.

State Count in Damage Formula

I am having an issue with a battle damage formula that involves counting the amount of a states the target has that are also found in a pre-defined array.

  
def determine_states(y)
$good_states = [1, 2, 3, 4, 5]
if y == 0 # look for good states
for $good_states.each in self.states
statecount += 1
end
elsif y == 1 # look for bad states

elsif y == 2 # look for all states
end
end

I am not formally trained in programming, so I really am just making guesses from what I've experienced over the years of using VX/VXA. This formula does not determine the damage, statecount is just appended to the actual damage formula for its effect.

Pretty much, I'm trying to increase statecount by 1 for each state in the good states array that the target has been affected by in that use. How would I (better) go about this? Thank you!

Featured Blog on Game Pages

I am a frequent user of the blogging feature for our game pages. The more I submit blogs for my games, the more I come to want a certain feature: allow users to change what blog entry is displayed on the front page.

I am not sure if this has been suggested before or is in the plans for a future update, but it would be very useful if one would like to leave a high priority blog entry on the front page yet still be able to submit other blogs to the game page. I imagine there would be a button in the blogs section while editing game pages, and whichever entry has the checked box will be on the front page.

For example, I just submitted a long and image filled blog for Diabolica, but I don't want that blog on the front of my game page taking up all that space between it and the comments section until I submit another entry.

Just an idea. Thanks!

e: on the RMN backlog i saw some sort of javascript feature, "show more", that allows you to hide a good portion of the text and to view the rest you'd have to click the show more button thing? would that solve this problem?

U.S. Imperialism & Homophobia

As I was browsing through the often vitriolic and guilt inducing website, Tumblr, I stumbled upon this particular post: The post on tumblr
The post (made of images) is in spoilers here:


What are your reactions to this? I have no idea what the demographics are of the RMN user base, however I desire the opinions of you all. Is the white gay/trans population really doing what this user is accusing them of? Contributing to indirect imperialism in places like Africa? Or this is just the angry rant of a victim of hatred?

Inside of a Tree Tilesets? [VXA]

I have come to the dreaded moment in my game where I am making the dungeon for inside of a giant tree. I loathe it because I know I have no tileset that could emulate being inside of a tree.

For one, I am not sure how I would emulate being inside of a tree, I could use regular wooden interior tiles, but it would look blocky and very man-made for being a giant tree.

Also, a quick search yields no tilesets even similar to being in a giant tree.

Do you have any suggestions on how I should deal with this or perhaps you have a tileset that I may use?

[Poll] How long have you been with RPG Maker?

I have been with RPG Maker for 2-3 years now, but I have heard countless people from the old days of RPG Making saying they have been here for 10+ years, which I find intriguing! I see myself being apart of the RPG Maker community until it dies, I truly do enjoy the program the ever-expanding community, regardless if other people believe it to be dying.

Though the games usually aren't commercial quality, the aspirations and often novel details and ideas that occasionally come along are enough to keep me playing them!

I found it when I google searched away to make a my own game and found a website that came up with a huge list of making engines, until I found 2k3, an engine that seemed to suit my needs. Then I discovered RMRK and then shortly after RMN, where I have stayed since!

Exporting Window Contents to Text File

Is there a way to take the text in a message window in ACE and export it to a .txt file in the game's main directory? This would be very helpful on something I am doing, but I am not sure how to go about doing that.

Using systems/features/core concepts from other games?

Recently I have gotten into playing RPG Maker games, and less into making them. Some games I play blatantly use systems, features, and/or core concepts from other, most often commercial games. (This doesn't include fan games, that are supposed to do this) Some games use Final Fantasy 8's draw spell system, or some individual actor inventory's like Suikoden(i might \be wrong on which game that is), Final Fantasy 7's materia system, Final Fantasy 10's sphere grid system, etc.(other notable examples that aren't final fantasy)

Sometimes I cringe when I see their use, like WHY are you using that? Sometimes it feels okay, the feature or concept was implemented well, but it still feels like something is odd.

My question to all of you is that do you think the use of another game's system/features/core concepts is acceptable in games? More specifically RPG Maker games? Do you wish that games wouldn't use the age old systems like Final Fantasy's ATB, Sphere Grid, Materia, Draw/GF system, or countless other things from other games?

Fog + Overlay Problem



I am trying out parallax mapping for the first time, and everything has been going smoothly so far, but when I went to add a fog using Victor's Fog Overlay script for Ace, I came across a problem that is illustrated in the screenshot above. You can see that the fog doesn't cover the overlay(in this case, the trees), and it is bothering me; I am not sure if having the fog only rise halfway up the tree is a good decision.

The script has two possible settings that I believe could fix my problem, but through various settings, my problem isn't solved.

the "id" setting reminds me of the picture number, so I played around with that thinking that setting it to lower numbers would change it's priority over the overlay.


the "depth" setting i supposed to manage the image's z axis (which i don't understand why there is one, considering the engine is in two dimensions), but playing with negative numbers and lower or higher settings still doesn't solve the problem.

Any help with the script, alternative solutions, or common sense would be greatly appreciated.

[VXA] Scripting Problem: Title

Here's the deal: I am currently re-converting a script from VX to Ace because I lost data, and I have been very successful so far, and when I thought I was finished, I tested and I ran into two problems:
• The window and text that accompanies it does not disappear like I hoped it would(so there is a window hovering above where I put the graphics)
• The move order is all out of wack, it seems to randomly alternate between New Game, Continue Game, or Exit.

This script has graphics that it requires, it is very similar to the HK Advance Title screen script I posted here for VX, but you really won't be able to use trial and error as fast as you like. I think the randomly altering choice is a math error on my part, and there is possibly a lot of not needed code, but I imagine this is on the simple side to fix. (i am not really a good scripter, or even a scripter, i am editing stuff for personal use that is about it)
Here is the script as it currently stands:

#======================================================#
# Adon's Sexy Title Screen for StOnEsEaRcH.
# Feel free to steal this.
#======================================================#

$TITLE_MENU_X = 185 # Your Title Menu X Position
$TITLE_MENU_Y = 260 # Your Title Menu Y Position
$LOGO_X = 0 # Your Logo X Position
$LOGO_Y = -100 # Your Logo Y Position
$SPARK_COUNT = 350 # SPARK COUNT: Frames Before the Spark Appears again
$SPARK_SPEED = 10 # The Speed of the Sparks
$MENU_NEW = 260 # THE Y Position of the Cursor if NEW GAME
$MENU_CONTINUE = 305 # THE Y Position of the Cursor if CONTINUE
$MENU_EXIT = 345 # THE Y Position of the Cursor if EXIT
$SYMBOL_SPEED = 1
# SPEED OF VARIOUS SPARKLES
$sparklespeed1 = 0
$sparklespeed2 = 0
$sparklespeed3 = 0
$sparklespeed4 = 0
$sparklespeed5 = 0
$specspeed = 0
# END
$sparklerandom1 = 0
$sparklerandom2 = 0
$sparklerandom3 = 0
$sparklerandom4 = 0
$sparklerandom5 = 0
$specrandom = 0
$sparklefade = 0
$wavecount = 300
$waveswitch = 0
$flashcount = 0
#DONT EDIT BELOW
$titleloop = 1
$SYMBOL_RESET = false


#==============================================================================
# ** Scene_Title
#------------------------------------------------------------------------------
# This class performs the title screen processing.
#==============================================================================

class Scene_Title < Scene_Base


#--------------------------------------------------------------------------
# * Start Processing
#--------------------------------------------------------------------------
def start
super
SceneManager.clear
Graphics.freeze
create_background
create_foreground
create_command_window
play_title_music
end
#--------------------------------------------------------------------------
# * Get Transition Speed
#--------------------------------------------------------------------------
def transition_speed
return 20
end
#--------------------------------------------------------------------------
# * Termination Processing
#--------------------------------------------------------------------------
def terminate
super
SceneManager.snapshot_for_background
dispose_background
dispose_foreground
end
#--------------------------------------------------------------------------
# * Create Background
#--------------------------------------------------------------------------
def create_background
@sprite1 = Sprite.new
@sprite1.bitmap = Cache.title1($data_system.title1_name)
@sprite2 = Sprite.new
@sprite2.bitmap = Cache.title2($data_system.title2_name)
center_sprite(@sprite1)
center_sprite(@sprite2)
@viewport1 = Viewport.new(0, 0, 1288, 891)
@viewport2 = Viewport.new(0, 0, 824, 480)
# ADON.NEW = Viewport 3-4, back, and wavetitle
@viewport3 = Viewport.new(0,0,1288,891)
@viewport4 = Viewport.new(0,0,1288,891)
@viewport5 = Viewport.new(0, 0, 544, 416)
@viewport6 = Viewport.new(0, 0, 544, 416)
@back = Plane.new(@viewport3)
@back.bitmap = Cache.system("Title")
@back.opacity = 175
@wavetitle = Sprite.new(@viewport4)
@wavetitle.bitmap = Cache.picture("FOG")
@wavetitle.oy = 371
@wavetitle.ox = 100
@wavetitle.wave_amp = 50
@wavetitle.wave_length = 440
@wavetitle.wave_speed = 1250
@wavetitle.opacity = 50
@wavetitle.z = 5
@sprite = Plane.new(@viewport1)
@sprite.bitmap = Cache.system("TitleBGLoop")
@sprite.oy = 371
@sprite.ox = 100
@sprite.z = -100
@sprite.opacity = 100
@wave = Sprite.new(@viewport1)
@wave.bitmap = Cache.system("TitleBGSprite")
@wave.oy = 371
@wave.ox = 100
@wave.wave_amp = 50
@wave.wave_length = 440
@wave.wave_speed = 1250
@wave.opacity = 125
@wave.z = 5
@logo = Sprite.new
@logo.bitmap = Cache.system("TitleLogo")
@logo.x = $LOGO_X
@logo.y = $LOGO_Y
@logo.z = 10
@dislogo = Sprite.new
@dislogo.bitmap = Cache.system("TitleLogo")
@dislogo.wave_amp = 2
@dislogo.wave_length = 5
@dislogo.wave_speed = 50
@dislogo.opacity = 155
@dislogo.x = $LOGO_X
@dislogo.y = $LOGO_Y
@dislogo.z = 5
@menu01 = Sprite.new
@menu01.bitmap = Cache.system("TitleMenu01")
@menu01.x = $TITLE_MENU_X
@menu01.y = $TITLE_MENU_Y
@menu02 = Sprite.new
@menu02.bitmap = Cache.system("TitleMenu02")
@menu02.x = $TITLE_MENU_X
@menu02.y = $TITLE_MENU_Y
@menu02.opacity = 0
@menu03 = Sprite.new
@menu03.bitmap = Cache.system("TitleMenu03")
@menu03.x = $TITLE_MENU_X
@menu03.y = $TITLE_MENU_Y
@menu03.opacity = 0
@cursor = Sprite.new
@cursor.bitmap = Cache.system("TitleCursor")
@cursor.x = $TITLE_MENU_X
@cursor.y = $TITLE_MENU_Y
@cursor.z = 12
@strike1 = Sprite.new
@strike1.bitmap = Cache.system("TitleCursorStrike01")
@strike1.x = 0
@strike1.y = 300
@strike1.z = 9
@strike2 = Sprite.new
@strike2.bitmap = Cache.system("TitleCursorStrike02")
@strike2.x = 308
@strike2.y = 300
@strike2.z = 9
@sparkle1 = Plane.new(@viewport5)
@sparkle1.bitmap = Cache.system("Title-Sparkle01")
@sparkle1.blend_type = 1
@sparkle1.opacity = 95
@sparkle2 = Plane.new(@viewport5) #Sparkles Behind
@sparkle2.bitmap = Cache.system("Title-Sparkle02")
@sparkle2.blend_type = 1
@sparkle2.opacity = 100
@sparkle3 = Plane.new(@viewport6)
@sparkle3.bitmap = Cache.system("Title-Sparkle03")
@sparkle3.blend_type = 1
@sparkle3.opacity = 215
@sparkle4 = Plane.new(@viewport5)
@sparkle4.bitmap = Cache.system("Title-Sparkle02")
@sparkle4.blend_type = 1
@sparkle4.opacity = 95
@sparkle5 = Plane.new(@viewport5)
@sparkle5.bitmap = Cache.system("Title-Sparkle04")
@sparkle5.blend_type = 1
@sparkle5.opacity = 115
@symbol = Plane.new(@viewport3)
@symbol.bitmap = Cache.system("TitleSymbol")
@symbol.oy = 403
@symbol.ox = 100
@spark01 = Sprite.new
@spark01.bitmap = Cache.system("TitleSpark01")
@spark01.y = 280
@spark01.x = -172
@spark01.z = 12
@spark02 = Sprite.new
@spark02.bitmap = Cache.system("TitleSpark02")
@spark02.y = 300
@spark02.x = 640
@spark02.z = 12
@menu01.z = @menu02.z = @menu03.z = 13
# if @continue_enabled
# @menu01.opacity = 0
# @menu02.opacity = 255
# @cursor.y = 345
# @strike1.y = 345
# @strike2.y = 345
# @symbol.oy = 358
# above: i have no idea what the hell this is even doing here
end
#--------------------------------------------------------------------------
# * Draw Game Title
#--------------------------------------------------------------------------
def draw_game_title
@background_sprite.bitmap.font.size = 48
rect = Rect.new(0, 0, Graphics.width, Graphics.height / 2)
@background_sprite.bitmap.draw_text(rect, $data_system.game_title, 1)
end
#--------------------------------------------------------------------------
# * Free Background
#--------------------------------------------------------------------------
def dispose_background
@sprite1.bitmap.dispose
@sprite1.dispose
@sprite2.bitmap.dispose
@sprite2.dispose
@wave.dispose
@logo.dispose
@wavetitle.dispose
@back.dispose
@menu01.dispose
@menu02.dispose
@menu03.dispose
@sparkle1.dispose
@sparkle2.dispose
@sparkle3.dispose
@sparkle4.dispose
@sparkle5.dispose
@cursor.dispose
@strike1.dispose
@strike2.dispose
@symbol.dispose
@spark01.dispose
@spark02.dispose
@wave.bitmap.dispose
@logo.bitmap.dispose
@dislogo.bitmap.dispose
@menu01.bitmap.dispose
@menu02.bitmap.dispose
@menu03.bitmap.dispose
@cursor.bitmap.dispose
@strike1.bitmap.dispose
@strike2.bitmap.dispose
@spark01.bitmap.dispose
@spark02.bitmap.dispose
end

def update
super
# LOGO WAVE EFFECT
@dislogo.update
if $wavecount == 300
if $waveswitch == 0 && @dislogo.opacity != 155
@dislogo.opacity += 1
elsif $waveswitch == 0 && @dislogo.opacity >= 155
$waveswitch = 1
end
if $waveswitch == 1 && @dislogo.opacity != 0
@dislogo.opacity -= 1
elsif $waveswitch == 1 && @dislogo.opacity == 0
$wavecount = 0
$waveswitch = 0
end
else
$wavecount += 1
end

# SPARKLE ANIMATION
if $sparklespeed1 == 5
@sparkle1.oy += 1
$sparklespeed1 = 0
$sparklerandom1 = rand(100)
case $sparklerandom1
when 0..35
@sparkle1.ox += 1
when 36..70
@sparkle1.ox -= 1
end
else
$sparklespeed1 += 1
end
if $sparklespeed2 == 4
@sparkle2.oy += 2
$sparklespeed2 = 0
$sparklerandom2 = rand(100)
case $sparklerandom2
when 0..99
@sparkle2.ox += 1
end
else
$sparklespeed2 += 1
end
if $sparklespeed3 == 2
@sparkle3.oy += 1
$sparklespeed3 = 0
$sparklerandom3 = rand(100)
case $sparklerandom3
when 0..99
@sparkle3.ox -= 1
end
else
$sparklespeed3 += 1
end
if $sparklespeed4 == 10
@sparkle4.oy += 1
$sparklespeed4 = 0
$sparklerandom4 = rand(100)
case $sparklerandom4
when 0..99
@sparkle4.ox -= 1
end
else
$sparklespeed4 += 1
end
if $sparklespeed5 == 10
@sparkle5.oy += 1
$sparklespeed5 = 0
$sparklerandom5 = rand(100)
case $sparklerandom5
when 0..99
@sparkle5.ox -= 1
end
else
$sparklespeed5 += 1
end
if $sparklefade == 200 && $sparklefadeswitch == false
if @sparkle4.opacity != 0
@sparkle4.opacity -= 1
else
$sparklefade = 0
$sparklefadeswitch = true
end
elsif $sparklefade == 200 && $sparklefadeswitch == true
if @sparkle4.opacity != 255
@sparkle4.opacity += 1
else
$sparklefade = 0
$sparklefadeswitch = false
end
else
$sparklefade += 1
end
#=======Wave Animation=========
@wave.update
@wavetitle.update
#=======Symbol Animation=========
@symbol.ox -= $SYMBOL_SPEED
if $SYMBOL_RESET == true && @symbol.opacity == 0
$SYMBOL_RESET = false
elsif @symbol.opacity != 255
@symbol.opacity += 3
end
#=======Spark Animation========
@spark01.x += $SPARK_SPEED
@spark02.x -= $SPARK_SPEED
if $SPARK_COUNT != 0
$SPARK_COUNT -= 1
else
$SPARK_COUNT = 350
@spark01.x = -172
@spark02.x = 544
end
if @spark01.opacity != 255
@spark01.opacity += 20
@spark02.opacity += 20
end
#=======Background Animation=========
if @sprite.oy != 0
@sprite.oy -= 1
elsif @sprite.oy == 0
@sprite.ox += 1
end
if @wave.oy != 0
@wave.oy -= 1
elsif @wave.oy == 0
if $TITLE_LOOP == 1 && @wave.ox != 1289
@wave.ox += 1
else
$TITLE_LOOP == 2
end
if $TITLE_LOOP == 2 && @wave.ox != -1189
@wave.ox -= 1
else
$TITLE_LOOP == 1
end
end
if @wavetitle.oy != 0
@wavetitle.oy -= 1
elsif @wavetitle.oy == 0
if $TITLE_LOOP2 == 1 && @wavetitle.ox != 1289
@wavetitle.ox += 1
else
$TITLE_LOOP2 == 2
end
if $TITLE_LOOP2 == 2 && @wavetitle.ox != -1189
@wavetitle.ox -= 1
else
$TITLE_LOOP2 == 1
end
end
#=======Menu Animation=========
case @command_window.index
when 0
@spark01.y = $MENU_NEW - 20
@spark02.y = $MENU_NEW
@symbol.oy = $MENU_NEW + 183
@strike1.y = $MENU_NEW
@strike2.y = $MENU_NEW
if @menu01.opacity != 255
@menu01.opacity += 20
@menu02.opacity -= 20
@menu03.opacity -= 20
end
if @cursor.y != $TITLE_MENU_Y
@cursor.y -= 5
end
when 1
@spark01.y = $MENU_CONTINUE - 20
@spark02.y = $MENU_CONTINUE
@symbol.oy = $MENU_CONTINUE + 93
@strike1.y = $MENU_CONTINUE
@strike2.y = $MENU_CONTINUE
if @menu02.opacity != 255
@menu02.opacity += 20
@menu01.opacity -= 20
@menu03.opacity -= 20
end
if @cursor.y != $MENU_CONTINUE && @cursor.y < $MENU_CONTINUE
@cursor.y += 5
elsif @cursor.y != $MENU_CONTINUE && @cursor.y > $MENU_CONTINUE
@cursor.y -= 5
end
when 2
@spark01.y = $MENU_EXIT - 20
@spark02.y = $MENU_EXIT
@symbol.oy = $MENU_EXIT + 13
@strike1.y = $MENU_EXIT
@strike2.y = $MENU_EXIT
if @menu03.opacity != 255
@menu03.opacity += 20
@menu02.opacity -= 20
@menu01.opacity -= 20
end
if @cursor.y != $MENU_EXIT
@cursor.y += 5
end
end
@command_window.update
#=======Cursor Animation=========
if @strike1.x != 0
@strike1.x += 11
end
if @strike2.x != 308
@strike2.x -= 12
end
if Input.trigger?(Input::C)
case @command_window.index
when 0 #New game
command_new_game
when 1 # Continue
command_continue
when 2 # Shutdown
command_shutdown
end
end
end
#--------------------------------------------------------------------------
# * Move Sprite to Screen Center
#--------------------------------------------------------------------------
def center_sprite(sprite)
sprite.ox = sprite.bitmap.width / 2
sprite.oy = sprite.bitmap.height / 2
sprite.x = Graphics.width / 2
sprite.y = Graphics.height / 2
end
#--------------------------------------------------------------------------
# * Create Command Window
#--------------------------------------------------------------------------
def create_command_window
@command_window = Window_TitleCommand.new
@command_window.set_handler(:new_game, method(:command_new_game))
@command_window.set_handler(:continue, method(:command_continue))
@command_window.set_handler(:shutdown, method(:command_shutdown))
end
#--------------------------------------------------------------------------
# * Close Command Window
#--------------------------------------------------------------------------
def close_command_window
@command_window.close
update until @command_window.close?
end
#--------------------------------------------------------------------------
# * Command
#--------------------------------------------------------------------------
def command_new_game
Graphics.wait(30)
Audio.se_play("Audio/SE/Justin - VA Title", 100, 100)
DataManager.setup_new_game
close_command_window
fadeout_all
$game_map.autoplay
SceneManager.goto(Scene_Map)
end
#--------------------------------------------------------------------------
# * Command
#--------------------------------------------------------------------------
def command_continue
close_command_window
SceneManager.call(Scene_Load)
end
#--------------------------------------------------------------------------
# * Command
#--------------------------------------------------------------------------
def command_shutdown
Sound.play_decision
close_command_window
fadeout_all
SceneManager.exit
end
#--------------------------------------------------------------------------
# * Play Title Screen Music
#--------------------------------------------------------------------------
def play_title_music
$data_system.title_bgm.play
RPG::BGS.stop
RPG::ME.stop
end
end


Any help on this issue is appreciated.