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[VX ACE] [Yanfly] Trying to understand the scripts I use.

Hello, I am trying to understand Ruby, rgss3, and scripting for RPG Maker VX ACE in general. I'm looking over the code of ¥ Yanfly Engine Ace - Ace Battle Engine v1.22 and I am at a roadblock trying to figure out what a certain line does and am uncertain as to how to look it up in the help file.

 ATK_ANI1 = /<(?:ATK_ANI_1|atk ani 1):[ ]*(\d+)>/i 

in particular this:

 /<(?:ATK_ANI_1|atk ani 1):[ ]*(\d+)>/i 

It almost seems like that this line will reference either ATK_ANI_1 or atk ani 1 depending on what the scripter uses for that situation. There also seems to be a conversion to decimal and perhaps integer on this line that is multiplied to an array. Perhaps it is related to the enemy notetags mentioned above. "/<" and ">/" is what throwing me off the most.

Another question I have is more towards the classical ATB mod for this script. What line of code prevents it from crashing when an enemy kills off one of your characters while your trying to decide what action said character should take?

Is it perhaps here?

 #--------------------------------------------------------------------------
# rewrite method: perform_collapse_check
#--------------------------------------------------------------------------
def perform_collapse_check(target)
return if YEA::BATTLE::MSG_ADDED_STATES
if $game_troop.all_dead? || $game_party.all_dead?
if @actor_window.active || @enemy_window.active
@bug_fix1 = true
@help_window.hide
@actor_window.hide.deactivate
@enemy_window.hide.deactivate
end
@actor_command_window.hide.deactivate
@party_command_window.hide.deactivate
@skill_window.hide.deactivate
@item_window.hide.deactivate
move_info_viewport(64)
end
target.perform_collapse_effect if target.can_collapse?
@log_window.wait
end]

I would like to know in order to fix another script I found. On that subject, is there any pointers any of you can offer in regards to developing a mod/ modifying this battle engine.

Thanks for any help and I hope I was able to make sense.
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