Blackmorning Scripts

blackmorning84

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Could it be it comes from "draw_actor_face"? There are in both your base script and YAE battle system base script and seems like the one in YAE has a link with battlestatus somehow. 

In YAE base battle system script : 

#-------------------------------------------------------------------------- # overwrite method: draw_item #-------------------------------------------------------------------------- def draw_item(index) return if index.nil? clear_item(index) actor = battle_members[index] rect = item_rect(index) return if actor.nil? draw_actor_face(actor, rect.x+2, rect.y+2, actor.alive?) draw_actor_name(actor, rect.x, rect.y, rect.width-8) draw_actor_action(actor, rect.x, rect.y) draw_actor_icons(actor, rect.x, line_height*1, rect.width) gx = YEA::BATTLE::BATTLESTATUS_HPGAUGE_Y_PLUS contents.font.size = YEA::BATTLE::BATTLESTATUS_TEXT_FONT_SIZE draw_actor_hp(actor, rect.x+2, line_height*2+gx, rect.width-4) if draw_tp?(actor) && draw_mp?(actor) dw = rect.width/2-2 dw += 1 if $imported["YEA-CoreEngine"] && YEA::CORE::GAUGE_OUTLINE draw_actor_tp(actor, rect.x+2, line_height*3, dw) dw = rect.width - rect.width/2 - 2 draw_actor_mp(actor, rect.x+rect.width/2, line_height*3, dw) elsif draw_tp?(actor) && !draw_mp?(actor) draw_actor_tp(actor, rect.x+2, line_height*3, rect.width-4) else draw_actor_mp(actor, rect.x+2, line_height*3, rect.width-4) end end
In your script : 

#-------------------------------------------------------------------------- # * Overwrite: draw_actor_face #-------------------------------------------------------------------------- alias :bm_menu_daf :draw_actor_face def draw_actor_face(actor, x, y, enabled = battle_party?(actor)) face_background(actor, x, y) bm_menu_daf(actor, x, y, enabled) end #-------------------------------------------------------------------------- # * New Method: face_background #-------------------------------------------------------------------------- def face_background(actor, x, y, width = 96, height = 96) contents.fill_rect(x, y, width, height, standby_color(actor)) end
Could it be it has a link with the face background width and height as I use the max resolution? (640 x 480)

I can't get the window to do that.  I put in BM-base and all of YEA's battle scripts, and full resolution and still get this:

I really don't know what's wrong.   :(
 

blackmorning84

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SpacemanFive

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After discovering that my game was bugging out and not correctly updating character stats (using Yanfly Class System) with the settings it was using, I discovered when I changed the settings to fix the problem that BM Base can't seem to handle Yanfly Class System being set to "true" on "maintain levels" (game uses character level, not class level). I don't know if my fix for the unrelated issue listed worked because of the error.

It's throwing this error message at me when I try to test play a new game file:

Script "Blackmorning - BM-Base' line 865: NoMethodError occurred

undefined method `*' for nil:NilClass
EDIT: I'm just a bit confused, after testing out the latest update to BM Advanced Status.

  • Why is the page toggle gone? I can access the expanded Element and State windows, but I can no longer switch the pages for any of the others, like the Biography. (The "add this to the COMMANDS on YEA - status menu where you want it to show:" line for the biography is missing, as well.)
  • The correct page for the Properties window is gone, and now it shows a duplicate of the Parameters window.
  • Switching "DEFAULT_BIO_SHOWN" from 1 to 0 doesn't show the BM style Biography window (unless I'm using the wrong biography window script call in YEA - Status Menu; I had to guess).
 
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blackmorning84

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After discovering that my game was bugging out and not correctly updating character stats (using Yanfly Class System) with the settings it was using, I discovered when I changed the settings to fix the problem that BM Base can't seem to handle Yanfly Class System being set to "true" on "maintain levels" (game uses character level, not class level). I don't know if my fix for the unrelated issue listed worked because of the error.

It's throwing this error message at me when I try to test play a new game file:

Script "Blackmorning - BM-Base' line 865: NoMethodError occurred

undefined method `*' for nil:NilClass
EDIT: I'm just a bit confused, after testing out the latest update to BM Advanced Status.

  • Why is the page toggle gone? I can access the expanded Element and State windows, but I can no longer switch the pages for any of the others, like the Biography. (The "add this to the COMMANDS on YEA - status menu where you want it to show:" line for the biography is missing, as well.)
  • The correct page for the Properties window is gone, and now it shows a duplicate of the Parameters window.
  • Switching "DEFAULT_BIO_SHOWN" from 1 to 0 doesn't show the BM style Biography window (unless I'm using the wrong biography window script call in YEA - Status Menu; I had to guess).
Is the error line in BM-Base:
Code:
def exp_rate(actor)    [actor.exp*1.0 / actor.next_level_exp, 1.0].min  end
In regards to the status script, does it say version 2.00?  If not, try to download it again.  I changed how things are toggled so that more windows can be done.  Also for easier scripting the commands that can be added to YEA's status COMMANDS are:
Code:
      :element      :state      :infliction      :resistance
 
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SpacemanFive

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Is the error line in BM-Base:

def exp_rate(actor)

    [actor.exp*1.0 / actor.next_level_exp, 1.0].min

  end
In regards to the status script, does it say version 2.00?  If not, try to download it again.  I changed how things are toggled so that more windows can be done.  Also for easier scripting the commands that can be added to YEA's status COMMANDS are:

      :element

      :state

      :infliction

      :resistance
Yes, that's the line. Is there anything I can do to fix the issue, without reverting "Maintain Levels" in YEA Class System back to false?

BM Status does show version 2.00. I tried redownloading it. Just found out that the page turn key got remapped from Z to D, when the icon call is still for the "Z" icon. Should take just a tweak on my end to fix, although it's still set that way by default.

I looked through the script and noticed the section covering which pages are shown in each window. Very glad to see that in there! Just tweaked the windows and pages to my liking now.

That should solve the issue I was having with the pages. Sorry about the trouble and confusion there. Glad to see it's that configurable! Great work!
 
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Lars Ulrika

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Ok , thanks to your screen I got it! Your base script can't handle more than 4 actors in the battle party that's why it was "eating" next facesets! I'm using a Yanfly script that allows to put more battle members and it was actually set to 6 people. 
 

blackmorning84

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the input buttons actually correspond to buttons on a joystick, not a keyboard. This has been true for RPG maker forever. it's only custom scripts that actually made the keyboard-specific input commands.


C button is z/enter/space on the keyboard


Z button is d on the keyboard


A button is shift on the keyboard


X button is a on the keyboard


B button is esc/x on the keyboard


L button is q/page up on the keyboard


R button is w/page down on the keyboard


I can't get the error with the YEA class and BM-base. I tried it with MAINTAIN_LEVELS = true and false. I tried leveling up and making a character max level, I tried changing classes and adding subclasses and no error appeared. When exactly do you have the error, on what scene (menu, field, status, shop, battle, etc)
 

blackmorning84

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Ok , thanks to your screen I got it! Your base script can't handle more than 4 actors in the battle party that's why it was "eating" next facesets! I'm using a Yanfly script that allows to put more battle members and it was actually set to 6 people.
Update to BM-Base to fix issue with more than default amount of battle members
UPDATE


BM-Base
 

Lars Ulrika

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Wow so fast, thanks so much :)

EDIT : I would have a request if it's not too complicated for you to add. I'm using Shaz's mouse handling script and I would like to know if it's possible to make it compatible with your column menu script (actually the cursor fails selecting actor when opening equip / stats etc the rest works perfectly). If it's too much complicated and time consuming nevermind, I don't know how complicated it would be to do so  :)

http://ezmash.net/devblog/?p=49
 
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Lars Ulrika

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Double post by mistake sorry! 
 
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SpacemanFive

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the input buttons actually correspond to buttons on a joystick, not a keyboard. This has been true for RPG maker forever. it's only custom scripts that actually made the keyboard-specific input commands.

C button is z/enter/space on the keyboard

Z button is d on the keyboard

A button is shift on the keyboard

X button is a on the keyboard

B button is esc/x on the keyboard

L button is q/page up on the keyboard

R button is w/page down on the keyboard

I can't get the error with the YEA class and BM-base. I tried it with MAINTAIN_LEVELS = true and false. I tried leveling up and making a character max level, I tried changing classes and adding subclasses and no error appeared. When exactly do you have the error, on what scene (menu, field, status, shop, battle, etc)
Gamepad controls? Figures. That thought had occurred to me, especially since my games are going to be using them primarily. Been using the keyboard more during testing, however. I should probably switch that up.

EDIT: Looks like one of the other scripts I was using was causing the conflict; GaryCXJk's Class Extension script. Removing it or updating it seems to have fixed the issue.
 
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blackmorning84

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Update to BM YEA Status, so that now you can add up to 10 custom bio info items to the BM bio page and have corresponding message codes.
 
Can add anything from favorite food to species type.  Whatever you want.  Can also add spacers in BM bio to change the layout a bit.

UPDATE
BM YEA Status
 
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SpacemanFive

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You live! How have things been going lately?

Glad to see another update, especially compatibility.
 

blackmorning84

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Just noticed that there is a function on YEA Menu Engine that changes the location of the help window.  I've updated BM-Advanced Status, BM-Advanced Equip and BM-Columns Menu to make it compatible with this feature.  

Due to the nature of BM-Advanced Equip, it will not move the help window to the middle position as it needs its current window height to view all the information.

UPDATES
BM-Advanced Status
BM-Advanced Equip
BM-Columns Menu

Added actor specific bio info lists for BM-Advanced Status.
 
 
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blackmorning84

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Wow so fast, thanks so much :)

EDIT : I would have a request if it's not too complicated for you to add. I'm using Shaz's mouse handling script and I would like to know if it's possible to make it compatible with your column menu script (actually the cursor fails selecting actor when opening equip / stats etc the rest works perfectly). If it's too much complicated and time consuming nevermind, I don't know how complicated it would be to do so  :)

http://ezmash.net/devblog/?p=49
Sorry, I didn't see this post before.  Did you try putting the Mouse Cursor script below BM Columns Menu?  It seems to work above and below it for me.  
 
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Camellia Tale

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Okay, sorry for sounding like such a noob. I'm trying to use the Ring Command script but how do I assign the icons?

I'm gonna need elaborate explanation, like a step by step kinda thing.
 

blackmorning84

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Okay, sorry for sounding like such a noob. I'm trying to use the Ring Command script but how do I assign the icons?

I'm gonna need elaborate explanation, like a step by step kinda thing.
The command icons are assigned in BM-Icons script.  

  • Search for :command and you should find a list 0 to 22.  These relate to the commands found in the RPG maker database.  The second number in each row is the icon number on the iconset.png.  In green, it says what the first number refers to.  
  • Change the icons to the icon number you want (the number that you see bottom left when you change the icon on an item/skill/etc).  
  • For commands from custom scripts, there is a section called :words.  There, you type in the word/title that would appear in the menu and then put the corresponding icon number.
 

Camellia Tale

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Alright. There are still some stuff I need to figure out because I'm so dumb and slow.

But I think I'm on the right track now. Thanks for the help!
 

ShinGamix

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You ever thought about doing a BM-Victory Aftermath?
 

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