D-BONES'S PROFILE

Search

Need help. [RMXP]

I need to know how to change the battle start SE during the game. For some reason Enterbrain decided it was a good idea to not let you change it with an event.

need help with battler positioning in rmxp.

OK so here's the deal. I need to change where the battlers show up and have no idea how to do it. I looked through the scripts thinking "Oh, this should be simple, right?" Turns out, I have no idea what I'm doing. Any help would be appreciated.
Here's a little poorly drawn mockup of what I want it to look like.

Welp, I'm back.

I mean, i wasn't incredibly active, so most of you probably didn't notice i was gone. But anyways, my computer got fixed not long ago, and I was busy with other stuff, but now I'm back!

So, uhh... Hi all, and what'd I miss?

ATTN: All L4D2 players.

http://www.escapistmagazine.com/forums/read/7.164528

They've ported the Left 4 Dead 1 maps into Left 4 Dead 2.

"The original four campaigns are now for download in two flavors - an "Original" that preserves it exactly as you remember, and a "Modified" version that adds the new melee weapons, new guns, new Infected, and the special Daytime lighting of L4D2."

I've played the modified version of No Mercy already and I can definitely say that it's legit and works well. C'mon guys, get on this. It's pretty cool.

The whole Modern Warfare 2 fiasco.

So how do you feel about the whole MW2 thing?
Y'know, the NO DEDICATED SERVERS, NO CONSOLE, 9v9 ONLY, FINAL DESTINATION thing? This means no mods, custom maps or anything of the like. Also, matchmaking sucks.
This also means that every version of the game will have to buy map packs because IW/Activision has 100% control.
Even though I wasn't planning on getting it for PC anyway, this still pisses me off because Activision/COD are incredibly popular and have a lot of influence on the industry, so a lot of companies might end up following because "Hey, MW2 sold well, it MUST be good!".
This kind of shit is already starting to affect the industry actually, John Carmack stated that dedicated servers were a relic of the past.
I for one won't be buying MW2 unless used so Kotick won't get any of my money, or I'll just pirate it.

In need of 8bit battle animations!

Title says it all!
I'm doin' a little 8bit game on the side and well... I need some 8bit effects.
Fire, ice, lightning, the basics.
Thanks in advance

Gah! 2 problems!

So basically i've got these 2 problems. 1 gamebreaking and one that can end up giving you as much money as you want.
The first, more important one is a problem with a battle where you're supposed to lose, but I get a game over anyway. The odd thing is, it used to work.
Here's the code.


My second problem is with a little dice rolling game.
I have a variable handling the amount of money you currently have on hand and one for the amount you bet.
I have a conditional branch ending the event if you have less money than what you bet.
The problem? The branch dun work. So because of this, you can bet 9999 money even when broke.
Here's the code.




This has really got me in a pickle, guys.

Mario and Luigi: Bowser's Inside Story

Why isn't there a thread about this game? This is by far one of the best games on the DS, musically, graphically and gameplay wise. I'm playing it right now and having a blast!
This game has the best rendition of Bowser in any Mario game. They perfectly blended Superstar Saga's silly Bowser with Galaxy's "I'm a badass and I get shit done" Bowser.
Anyone else playin' this?

Gawshdarn it! A little help with a tiring system!

Okay so, i'm trying to come up with a way to encourage mp conservation with a tiring system. Since in my game, mp is known as energy, i want it to make you tired (a status effect) when it reaches 0.

So i have variables for each character monitoring their mp. And i have events (common and battle) that add the effect when mp is 0 and remove them when it's above 0.

The problem is, I either get the condition and it doesn't go away, or it just doesn't show up.

For example, I went into battle, used up all of my mp, and didn't get tired.

So i changed it give me the condition when on the field, and when i'm in battle with mp over 0, it removes it.

Now I never get tired...

Help me, guys! I use 2k3 by the way.

So I've finally moved on to XP...

And i don't really get it with the scripting business. For example, I have this 8-way movement script, but I ain't got no idea where to put it! A lil' help please?

Here's the script if it helps
1.
2. module Dir8Move
3. Dir8Sprite = true # 8 Directional sprites??
4. Dir8Events = true # 8 Direction event movement??
5. DashSprites = true # Sprites for dashing?
6. def self.comment_input(*args) # Hooray for the SDK!!
7. parameters =
8. unless args.is_a?(Game_Event)
9. return nil
10. end
11. list = *args.list
12. elements = *args
13. trigger = *args
14. return nil if list == nil
15. return nil unless list.is_a?(Array)
16. for item in list
17. next if item.code != 108
18. if item.parameters == trigger
19. start = list.index(item) + 1
20. finish = start + elements
21. for id in start...finish
22. next if !list
23. parameters.push(list.parameters)
24. end
25. return parameters
26. end
27. end
28. return nil
29. end
30. end
31.
32. class Game_Character
33. attr_accessor :always_on_top
34. alias old_init initialize
35. alias old_screen_z screen_z
36. def initialize
37. old_init
38. @always_on_top = false
39. end
40. def screen_z
41. if @always_on_top
42. return 999
43. end
44. old_screen_z
45. end
46. def set_always_on_top(bool)
47. @always_on_top = bool
48. end
49. #--------------------------------------------------------------------------
50. # * Move Lower Left
51. #--------------------------------------------------------------------------
52. def move_lower_left(turn_ok=true)
53. @direction = 5 if turn_ok
54. if passable?(@x-1,@y+1) && passable?(@x-1,@y) && passable?(@x,@y+1)
55. unless @direction_fix
56. @direction = 5
57. end
58. @x -= 1
59. @y += 1
60. increase_steps
61. @move_failed = false
62. else
63. return if check_event_trigger_touch(@x-1,@y+1)
64. return if check_event_trigger_touch(@x-1,@y)
65. return if check_event_trigger_touch(@x,@y+1)
66. if passable?(@x-1,@y)
67. @x -= 1
68. return
69. elsif passable?(@x,@y+1)
70. @y += 1
71. return
72. end
73. @move_failed = true
74. end
75. end
76. #--------------------------------------------------------------------------
77. # * Move Lower Right
78. #--------------------------------------------------------------------------
79. def move_lower_right(turn_ok=true)
80. @direction = 3 if turn_ok
81. if passable?(@x+1,@y+1) && passable?(@x+1,@y) && passable?(@x,@y+1)
82. unless @direction_fix
83. @direction = 3
84. end
85. @x += 1
86. @y += 1
87. increase_steps
88. @move_failed = false
89. else
90. return if check_event_trigger_touch(@x+1,@y+1)
91. return if check_event_trigger_touch(@x+1,@y)
92. return if check_event_trigger_touch(@x,@y+1)
93. if passable?(@x+1,@y)
94. @x += 1
95. return
96. elsif passable?(@x,@y+1)
97. @y += 1
98. return
99. end
100. @move_failed = true
101. end
102. end
103. #--------------------------------------------------------------------------
104. # * Move Upper Left
105. #--------------------------------------------------------------------------
106. def move_upper_left(turn_ok=true)
107. @direction = 7 if turn_ok
108. if passable?(@x-1, @y-1) && passable?(@x-1,@y) && passable?(@x,@y-1)
109. unless @direction_fix
110. @direction = 7
111. end
112. @x -= 1
113. @y -= 1
114. increase_steps
115. @move_failed = false
116. else
117. return if check_event_trigger_touch(@x-1,@y-1)
118. return if check_event_trigger_touch(@x-1,@y)
119. return if check_event_trigger_touch(@x,@y-1)
120. if passable?(@x-1,@y)
121. @x -= 1
122. return
123. elsif passable?(@x,@y-1)
124. @y -= 1
125. return
126. end
127. @move_failed = true
128. end
129. end
130. #--------------------------------------------------------------------------
131. # * Move Upper Right
132. #--------------------------------------------------------------------------
133. def move_upper_right(turn_ok=true)
134. @direction = 9 if turn_ok
135. if passable?(@x+1, @y-1) && passable?(@x+1,@y) && passable?(@x,@y-1)
136. unless @direction_fix
137. @direction = 9
138. end
139. @x += 1
140. @y -= 1
141. increase_steps
142. @move_failed = false
143. else
144. return if check_event_trigger_touch(@x+1,@y-1)
145. return if check_event_trigger_touch(@x+1,@y)
146. return if check_event_trigger_touch(@x,@y-1)
147. if passable?(@x+1,@y)
148. @x += 1
149. return
150. elsif passable?(@x,@y-1)
151. @y -= 1
152. return
153. end
154. @move_failed = true
155. end
156. end
157. #--------------------------------------------------------------------------
158. # * Move at Random
159. #--------------------------------------------------------------------------
160. if Dir8Move::Dir8Events
161. def move_random
162. case rand(8)
163. when 0; move_down(false); when 1; move_left(false)
164. when 2; move_right(false); when 3; move_up(false)
165. when 4; move_lower_left(false); when 5; move_lower_right(false)
166. when 6; move_upper_left(false); when 7; move_upper_right(false)
167. end
168. end
169. #--------------------------------------------------------------------------
170. # * Move toward Player
171. #--------------------------------------------------------------------------
172. def move_toward_player
173. # Get difference in player coordinates
174. sx = distance_x_from_player
175. sy = distance_y_from_player
176. # If coordinates are equal
177. if sx == 0 and sy == 0
178. return
179. end
180. # Get absolute value of difference
181. abs_sx = sx.abs
182. abs_sy = sy.abs
183. #get diagonal differences
184. sh = (abs_sx / 2) - abs_sy
185. sv = (abs_sy / 2) - abs_sx
186. # Is the player more towards a 45? angle?
187. if abs_sx == abs_sy || (sv < 0 and sh < 0)
188. if $game_player.y > @y
189. #if the player is lower left
190. if $game_player.x < @x
191. move_lower_left
192. #If the player is lower right
193. else
194. move_lower_right
195. end
196. else
197. #if the player is upper left
198. if $game_player.x < @x
199. move_upper_left
200. #if the player is upper right
201. else
202. move_upper_right
203. end
204. end
205. # If horizontal distance is longer
206. elsif abs_sx > abs_sy
207. # Move towards player, prioritize left and right directions
208. sx > 0 ? move_left : move_right
209. if not moving? and sy != 0
210. sy > 0 ? move_up : move_down
211. end
212. # If vertical distance is longer
213. else
214. # Move towards player, prioritize up and down directions
215. sy > 0 ? move_up : move_down
216. if not moving? and sx != 0
217. sx > 0 ? move_left : move_right
218. end
219. end
220. end
221. #--------------------------------------------------------------------------
222. # * Move away from Player
223. #--------------------------------------------------------------------------
224. def move_away_from_player
225. # Get difference in player coordinates
226. sx = distance_x_from_player
227. sy = distance_y_from_player
228. # If coordinates are equal
229. if sx == 0 and sy == 0
230. return
231. end
232. # Get absolute value of difference
233. abs_sx = sx.abs
234. abs_sy = sy.abs
235. #get diagonal differences
236. sh = (abs_sx / 2) - abs_sy
237. sv = (abs_sy / 2) - abs_sx
238. # Is the player more towards a 45? angle?
239. if abs_sx == abs_sy || (sv < 0 and sh < 0)
240. if $game_player.y > @y
241. #if the player is lower left
242. if $game_player.x < @x
243. move_upper_right
244. #If the player is lower right
245. else
246. move_upper_left
247. end
248. else
249. #if the player is upper left
250. if $game_player.x < @x
251. move_lower_right
252. #if the player is upper right
253. else
254. move_lower_left
255. end
256. end
257. # If horizontal distance is longer
258. elsif abs_sx > abs_sy
259. # Move away from player, prioritize left and right directions
260. sx > 0 ? move_right : move_left
261. if not moving? and sy != 0
262. sy > 0 ? move_down : move_up
263. end
264. # If vertical distance is longer
265. else
266. # Move away from player, prioritize up and down directions
267. sy > 0 ? move_down : move_up
268. if not moving? and sx != 0
269. sx > 0 ? move_right : move_left
270. end
271. end
272. end
273. #--------------------------------------------------------------------------
274. # * 1 Step Forward
275. #--------------------------------------------------------------------------
276. def move_forward
277. case @direction
278. when 2; move_down(false); when 8; move_up(false)
279. when 4; move_left(false); when 6; move_right(false)
280. when 5; move_lower_left(false); when 3; move_lower_right(false)
281. when 7; move_upper_left(false); when 3; move_upper_right(false)
282. end
283. end
284. #--------------------------------------------------------------------------
285. # * 1 Step Backward
286. #--------------------------------------------------------------------------
287. def move_backward
288. last_direction_fix = @direction_fix
289. @direction_fix = true
290. case @direction
291. when 2; move_up(false); when 8; move_down(false)
292. when 4; move_right(false); when 6; move_left(false)
293. when 5; move_lower_left(false); when 3; move_lower_right(false)
294. when 7; move_upper_left(false); when 3; move_upper_right(false)
295. end
296. @direction_fix = last_direction_fix
297. end
298. #--------------------------------------------------------------------------
299. # * Turn Lower Left
300. #--------------------------------------------------------------------------
301. def turn_lower_left
302. unless @direction_fix
303. @direction = 5
304. @stop_count = 0
305. end
306. end
307. #--------------------------------------------------------------------------
308. # * Turn Lower Right
309. #--------------------------------------------------------------------------
310. def turn_lower_right
311. unless @direction_fix
312. @direction = 3
313. @stop_count = 0
314. end
315. end
316. #--------------------------------------------------------------------------
317. # * Turn Upper Left
318. #--------------------------------------------------------------------------
319. def turn_upper_left
320. unless @direction_fix
321. @direction = 7
322. @stop_count = 0
323. end
324. end
325. #--------------------------------------------------------------------------
326. # * Turn Upper Right
327. #--------------------------------------------------------------------------
328. def turn_upper_right
329. unless @direction_fix
330. @direction = 9
331. @stop_count = 0
332. end
333. end
334. #--------------------------------------------------------------------------
335. # * Turn 90? Right
336. #--------------------------------------------------------------------------
337. def turn_right_90
338. case @direction
339. when 2
340. turn_left
341. when 4
342. turn_up
343. when 6
344. turn_down
345. when 8
346. turn_right
347. when 1
348. turn_upper_left
349. when 3
350. turn_lower_left
351. when 7
352. turn_upper_right
353. when 9
354. turn_lower_right
355. end
356. end
357. #--------------------------------------------------------------------------
358. # * Turn 90? Left
359. #--------------------------------------------------------------------------
360. def turn_left_90
361. case @direction
362. when 2
363. turn_right
364. when 4
365. turn_down
366. when 6
367. turn_up
368. when 8
369. turn_left
370. when 1
371. turn_upper_right
372. when 3
373. turn_upper_left
374. when 7
375. turn_lower_right
376. when 9
377. turn_lower_left
378. end
379. end
380. #--------------------------------------------------------------------------
381. # * Turn 180?
382. #--------------------------------------------------------------------------
383. def turn_180
384. case @direction
385. when 2
386. turn_up
387. when 4
388. turn_right
389. when 6
390. turn_left
391. when 8
392. turn_down
393. when 1
394. turn_upper_left
395. when 3
396. turn_lower_left
397. when 7
398. turn_upper_right
399. when 9
400. turn_lower_right
401. end
402. end
403. #--------------------------------------------------------------------------
404. # * Turn 90? Right or Left
405. #--------------------------------------------------------------------------
406. def turn_right_or_left_90
407. if rand(2) == 0
408. turn_right_90
409. else
410. turn_left_90
411. end
412. end
413. #--------------------------------------------------------------------------
414. # * Turn at Random
415. #--------------------------------------------------------------------------
416. def turn_random
417. case rand(8)
418. when 0
419. turn_up
420. when 1
421. turn_right
422. when 2
423. turn_left
424. when 3
425. turn_down
426. when 4
427. turn_lower_left
428. when 5
429. turn_lower_right
430. when 6
431. turn_upper_left
432. when 7
433. turn_upper_right
434. end
435. end
436. #--------------------------------------------------------------------------
437. # * Turn 45? Right
438. #--------------------------------------------------------------------------
439. def turn_right_45
440. case @direction
441. when 2
442. turn_lower_left
443. when 4
444. turn_upper_left
445. when 6
446. turn_lower_right
447. when 8
448. turn_upper_right
449. when 1
450. turn_left
451. when 3
452. turn_down
453. when 7
454. turn_up
455. when 9
456. turn_right
457. end
458. end
459. #--------------------------------------------------------------------------
460. # * Turn 45? Left
461. #--------------------------------------------------------------------------
462. def turn_left_45
463. case @direction
464. when 2
465. turn_lower_right
466. when 4
467. turn_lower_left
468. when 6
469. turn_upper_right
470. when 8
471. turn_upper_left
472. when 1
473. turn_down
474. when 3
475. turn_right
476. when 7
477. turn_left
478. when 9
479. turn_up
480. end
481. end
482. #--------------------------------------------------------------------------
483. # * Turn 45? Right or Left
484. #--------------------------------------------------------------------------
485. def turn_right_or_left_45
486. if rand(2) == 0
487. turn_right_45
488. else
489. turn_left_45
490. end
491. end
492. #--------------------------------------------------------------------------
493. # * Turn Towards Player
494. #--------------------------------------------------------------------------
495. def turn_toward_player
496. # Get difference in player coordinates
497. sx = distance_x_from_player
498. sy = distance_y_from_player
499. # If coordinates are equal
500. if sx == 0 and sy == 0
501. return
502. end
503. # Get absolute value of difference
504. abs_sx = sx.abs
505. abs_sy = sy.abs
506. #get diagonal differences
507. sh = (abs_sx / 2) - abs_sy
508. sv = (abs_sy / 2) - abs_sx
509. # If the diagonal distance is equal
510. if (sh == 0 or sv == 0) &&
511. ((abs_sx != 1 and abs_sy != 0) or (abs_sx != 0 and abs_sy != 1))
512. return
513. end
514. # Is the player more towards a 45? angle?
515. if abs_sx == abs_sy || (sv < 0 and sh < 0)
516. if $game_player.y > @y
517. #if the player is lower left
518. if $game_player.x < @x
519. turn_lower_left
520. #If the player is lower right
521. else
522. turn_lower_right
523. end
524. else
525. #if the player is upper left
526. if $game_player.x < @x
527. turn_upper_left
528. #if the player is upper right
529. else
530. turn_upper_right
531. end
532. end
533. # If horizontal distance is longer
534. elsif abs_sx > abs_sy
535. # Turn to the right or left toward player
536. sx > 0 ? turn_left : turn_right
537. # If vertical distance is longer
538. else
539. # Turn up or down toward player
540. sy > 0 ? turn_up : turn_down
541. end
542. end
543. #--------------------------------------------------------------------------
544. # * Turn Away from Player
545. #--------------------------------------------------------------------------
546. def turn_away_from_player
547. # Get difference in player coordinates
548. sx = distance_x_from_player
549. sy = distance_y_from_player
550. # If coordinates are equal
551. if sx == 0 and sy == 0
552. return
553. end
554. # Get absolute value of difference
555. abs_sx = sx.abs
556. abs_sy = sy.abs
557. #get diagonal differences
558. sh = (abs_sx / 2) - abs_sy
559. sv = (abs_sy / 2) - abs_sx
560. # If the diagonal distance is equal
561. if (sh == 0 or sv == 0) &&
562. ((abs_sx != 1 and abs_sy != 0) or (abs_sx != 0 and abs_sy != 1))
563. return
564. end
565. # Is the player more towards a 45? angle?
566. if abs_sx == abs_sy || (sv < 0 and sh < 0)
567. if $game_player.y > @y
568. #if the player is lower left
569. if $game_player.x < @x
570. turn_upper_right
571. #If the player is lower right
572. else
573. turn_upper_left
574. end
575. else
576. #if the player is upper left
577. if $game_player.x < @x
578. turn_lower_right
579. #if the player is upper right
580. else
581. turn_lower_left
582. end
583. end
584. # If horizontal distance is longer
585. elsif abs_sx > abs_sy
586. # Turn to the right or left away from player
587. sx > 0 ? turn_right : turn_left
588. # If vertical distance is longer
589. else
590. # Turn up or down away from player
591. sy > 0 ? turn_down : turn_up
592. end
593. end
594. end
595. end
596.
597. class Game_Event < Game_Character
598. attr_accessor :direction
599. end
600.
601. class Game_Player
602. def move_by_input
603. return unless movable? && !$game_map.interpreter.running?
604. case Input.dir8
605. when 2; move_down; when 8; move_up
606. when 4; move_left; when 6; move_right
607. when 1; move_lower_left; when 3; move_lower_right
608. when 7; move_upper_left; when 9; move_upper_right
609. end
610. end
611. end
612.
613. class Sprite_Character < Sprite_Base
614. def update_src_rect
615. if @tile_id == 0
616. index = @character.character_index
617. index += 1 if @character.direction%2 != 0 && Dir8Move::Dir8Sprite
618. index += 2 if @character.dash? && Dir8Move::DashSprites
619. comment = Dir8Move.comment_input(character, 2, 'Dir8Comment')
620. if @character.direction%2 != 0 && comment_nodir8(comment)
621. @character.direction = make_dir
622. index -= 1
623. end
624. pattern = @character.pattern < 3 ? @character.pattern : 1
625. sx = (index % 4 * 3 + pattern) * @cw
626. sy = (index / 4 * 4 + (@character.direction - 2) / 2) * @ch
627. self.src_rect.set(sx, sy, @cw, @ch)
628. end
629. end
630. def comment_nodir8(comment = )
631. return false unless @character.is_a?(Game_Event)
632. return false if comment == nil
633. return comment.include?('Disable Dir8Sprite')
634. end
635. def make_dir
636. case @character.direction
637. when 5
638. result = 2
639. when 3
640. result = 2
641. when 7
642. result = 8
643. when 9
644. result = 8
645. end
646. return result
647. end
648. end
649.
650. class Game_Map
651. def x_with_direction(x, direction)
652. case direction
653. when 4..5; r = -1
654. when 3; r = 1
655. when 6; r = 1
656. when 7; r = -1
657. when 9; r = 1
658. else; r = 0
659. end
660. return round_x(x+r)
661. end
662. def y_with_direction(y, direction)
663. case direction
664. when 2..3; r = 1
665. when 5; r = 1
666. when 7..9; r = -1
667. else; r = 0
668. end
669. return round_y(y+r)
670. end
671. end
672.
673.
Pages: first 123 next last