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Whatchu Workin' On? Tell us!
Re-editing some green nature-y tilesets, because the ones I've been using don't look very good with a purple night tint!
Prototype Release Notes
Alrighty, those bugs will be fixed in the next release!
Thanks for playing, glad you enjoyed the game. ^^
Thanks for playing, glad you enjoyed the game. ^^
Prototype Release Notes
The scene with the lone tent? It's probably an error on my part with a move route or passability settings. I'll look into it, though! It happened randomly to me while testing, and I didn't have time to figure out why. D:
Try leaving the garden while facing down, hopefully that'll fix it.
Try leaving the garden while facing down, hopefully that'll fix it.
Video thread
Release Something 11
If I upload a demo prototype, say, tomorrow morning or early afternoon, will there be enough time for it to be approved and ready to submit?
(just wanted to make sure!)
(just wanted to make sure!)
Hustle and bustle, scripting in trouble
@GRS
I did as you said, then added some lines for "DROPS" and "STATS". And the crashes aren't happening now. Thank you! :D
@Versalia
Thanks, but I don't think I'll be needing it right now, unless you got charset enemies or their database graphic to show up in your version.
The invisible battlers are the only issue I have left, but it's just a minor visual bug and doesn't kill the game or anything.
I did as you said, then added some lines for "DROPS" and "STATS". And the crashes aren't happening now. Thank you! :D
@Versalia
Thanks, but I don't think I'll be needing it right now, unless you got charset enemies or their database graphic to show up in your version.
The invisible battlers are the only issue I have left, but it's just a minor visual bug and doesn't kill the game or anything.
prologue_aidus_new.png
Thanks; I've been working more on fixing up the gameplay and battle animations these days, so I hope people will like them as much as the maps!
Hustle and bustle, scripting in trouble
The lines in the codebox are the originals. I tried changing "HP" up there to "scannedHP", but I get the error on the same line. Do you think @enemy.id has anything to do with it?
After some more testing, I got it to crash if the enemy has any loot (called "DROPS" in the notetags) and the scan skill hasn't been used...argh, this is bugging me so much
After some more testing, I got it to crash if the enemy has any loot (called "DROPS" in the notetags) and the scan skill hasn't been used...argh, this is bugging me so much
Hustle and bustle, scripting in trouble
When I look at enemy data without using the scan skill, I've been getting this error message:
Script 'YEZ Enemy Scan' line 1882: NoMethodError occured.
undefined method 'include?' for nil:NilClass
Here are my lines 1882-1889:
(sorry if that's hard to read!) The portion up there is for the setting where it only shows the enemy's current HP in the scan window. The other two display modes, Current/Max and Percentile, begin with the same if statement, but they crash too if used. In case you wanted to look at the whole script, I've pasted my recent edits over here.
As for the rage thing, I fixed it by commenting out YEZ's Window_EnemyGauge class and pasted the Melody version in its place, and then placed a copy of the the "draw_enemy_rage_gauge" method inside the Window_Base class. It also draws a bar beside the MP, too! ^^ There's probably a more efficient and cleaner way to do this, but...at least it's stopped crashing with rage skills. *shrug*
Script 'YEZ Enemy Scan' line 1882: NoMethodError occured.
undefined method 'include?' for nil:NilClass
Here are my lines 1882-1889:
if $game_system.scanned["HP"].include?(@enemy.id) or !YEZ::SCAN::REQUIRE_SCAN text = battler.hp else mask = "?" mask = mask * battler.hp.to_s.scan(/./).size text = mask end
(sorry if that's hard to read!) The portion up there is for the setting where it only shows the enemy's current HP in the scan window. The other two display modes, Current/Max and Percentile, begin with the same if statement, but they crash too if used. In case you wanted to look at the whole script, I've pasted my recent edits over here.
As for the rage thing, I fixed it by commenting out YEZ's Window_EnemyGauge class and pasted the Melody version in its place, and then placed a copy of the the "draw_enemy_rage_gauge" method inside the Window_Base class. It also draws a bar beside the MP, too! ^^ There's probably a more efficient and cleaner way to do this, but...at least it's stopped crashing with rage skills. *shrug*
Whatchu Workin' On? Tell us!
I've been editing YEZ Enemy Scan so that it can work with Melody. Also added some icons for the stat labels. Not being a scripter, I'm using trial-and-error and brute force (learning as I go), but it's working fine for the most part!
Now I need to figure how to get it to stop crashing the game if you check an enemy's dataand you haven't scanned it yet in the first turn of battle...
Now I need to figure how to get it to stop crashing the game if you check an enemy's data














