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hide map by region

I use Vx Ace.But I dont want to use another map for this. Im sure they hace a way of doing it like playing with the tone of each case or load a fitig bitmap.

hide map by region

I curently trying to make a script that will hide all sprite not from a spécific region. The idea is to create house like in dragon warrior 1. When we are inside a house, we dont see outside. and when we are ouside we dont see inside. Any bright idea? Note: I dont want to use any kind of teleportation.

Script freeze with force_move_route

yes, vx ace.

Script freeze with force_move_route

Yes fiber exist. By the way my code work now with this code.

curently I use 1 2 3 4 for direction. Any bright idea how to chane it for up down left right?

def walk_to(target, direction, step, through=false, speed=4, frequency=5)
character = get_character(target)
route = RPG::MoveRoute.new
route.repeat = false
route.skippable = false
route.list =
route.list << RPG::MoveCommand.new(29, )
route.list << RPG::MoveCommand.new(30, )
route.list << RPG::MoveCommand.new(through ? 37 : 38)
step.times do route.list << RPG::MoveCommand.new(direction) end
route.list << RPG::MoveCommand.new(29, )
route.list << RPG::MoveCommand.new(30, )
route.list << RPG::MoveCommand.new(character.through ? 37 : 38)
route.list << RPG::MoveCommand.new(0)
character.force_move_route(route)
Fiber.yield while character.move_route_forcing
end

Script freeze with force_move_route

My ocde can't pass trought the line Fiber.yield while $game_player.force_move_route(route)
Why? Thanks.



def walk_to(target,direction,step,through=false ,speed=4,frequency=5)


route = RPG::MoveRoute.new
route.repeat = false
route.wait = true
route.skippable = false
route.list =

if through==false then
route.list << RPG::MoveCommand.new(37)
else
route.list << RPG::MoveCommand.new(38)
end

case target

when 0

old_through = $game_player.through
old_move_speed = $game_player.move_speed
old_move_frequency = $game_player.move_frequency

$game_player.move_speed
$game_player.move_frequency

for i in 1..step

route.list << RPG::MoveCommand.new(direction)
end

if through==false then
route.list << RPG::MoveCommand.new(37)
else
route.list << RPG::MoveCommand.new(38)
end
route.list << RPG::MoveCommand.new(0)

Fiber.yield while $game_player.force_move_route(route)

$game_player.move_speed = old_move_speed
$game_player.move_frequency = old_move_frequency

when 1

character = get_character(0)

old_through = character.through
old_move_speed = character.move_speed
old_move_frequency = character.move_frequency

character.move_speed
character.move_frequency

for i in 1..step
route.list << RPG::MoveCommand.new(direction)
end

if through==false then
route.list << RPG::MoveCommand.new(37)
else
route.list << RPG::MoveCommand.new(38)
end
route.list << RPG::MoveCommand.new(0)
Fiber.yield while character.force_move_route(route)

character.move_speed = old_move_speed
character.move_frequency = old_move_frequency

end

end

How to call script corectly

Did't work. But seem to work with game_map.

How to call script corectly

Did't work. But seem to work with game_map.

How to call script corectly

Exemple, I try to create a monster that shoot on you if you move in front of him... Yes I can create a "stupid" invisible event that move on each case for check if it's passable but it like a scap programmation for me.

But in an other hand... Use a loop in a script for check passability is great...

So I checked inside the build-in script of rpg maker and I seen this fonction:
def passable?(x, y, d)
I assume this fonction is used for check if the hero can move in a specific direction.
But When I tryed to call it, that alway failed.

I tryed like this:
In a condition event script part I put all of these try:
passable?(5, 6, 2)
game_player.passable?(5, 6, 2)
game_player_passable?(5, 6, 2)
passable(5, 6, 2)
game_player.passable(5, 6, 2)
game_player_passable(5, 6, 2)
passable?(5, 6, 2) ==true
game_player.passable?(5, 6, 2) ==true
game_player_passable?(5, 6, 2) ==true
passable(5, 6, 2) ==true
game_player.passable(5, 6, 2) ==true
game_player_passable(5, 6, 2) ==true

But all of these try give an error in game interpreter. So I guest, it's jsut because I don't know how to call script corectly. Can you help me with that?

How to call script corectly

That can look simple, but I got difficulty with script already include in RPG Maker Vx Ace. Addon script is easy but incorpored script alway fail with game_interpretter error.

Some of the script that I tryed to call are the followers:

def distance_x_from(x) et def distance_y_from(y)
def process_move_command(command)
move_forward
def pos?(x, y)
def passable?(x, y, d)

They actually exist in script code. Why I can't call them?
I tryed to create a event that check in all side for calculate passability.
But I dont find any way to make it done because all call of these fonction alway fail. Thanks for your help.
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