Ruby/RGSSx questions that don't deserve their own thread

BigEd781

undefined method 'stupid_title' found for nil:NilC
Veteran
Joined
Mar 1, 2012
Messages
940
Reaction score
304
First Language
Dothraki
Primarily Uses
N/A
Hey, sorry in advance, just picked up this program two days ago, so I'm not sure how everything works. But one thing that is really bugging me is that I cant see my sprites (hero sprites) in combat, I only have the bars with their health and status. I have seen people talking about battle packs and I thought that might be a solution, but I am unsure. Any help would be awesome. :)

PS I am looking for either FF3 style, or Lufia II (side or bottom does not matter to me) - Thanks again!
The default battle system does not display hero sprites. I would suggest investing time into learning the maker before delving into custom battle systems, but if you'd like to see what is available you can browse the RGSS3 Scrpts forum. This thread however is meant for specific RGSS questions only.
 

SniperBlue

Warper
Member
Joined
Sep 21, 2012
Messages
4
Reaction score
0
First Language
English
Primarily Uses
I need some small scripting help! I am currently using a script called Change Leader 2.11 that allows me to change which actor is on the map leading the party. I'd like to set it up so that events will bring up different dialogue depending on who is currently the party leader. I imagine that to accomplish this, I'd have to make events that use a conditional branch with a script that somehow checks for which actor is leading. But what would I type in for the script? I have no experience with scripts and I haven't found much on the net to assist me. Or is there some other way I could go about doing this?

 

Cidiomar

Veteran
Veteran
Joined
Apr 23, 2012
Messages
68
Reaction score
7
First Language
Portuguese
Primarily Uses
try:



Code:
$game_party.leader.id == ID
 

SniperBlue

Warper
Member
Joined
Sep 21, 2012
Messages
4
Reaction score
0
First Language
English
Primarily Uses
Thanks for the suggestion, but it isn't working. When I run the event I keep getting the error:



Code:
NoMethodError occurred while running script.
undefined method 'leader' for #<Game_Party:0x3042218>
 

Tsukihime

Veteran
Veteran
Joined
Jun 30, 2012
Messages
8,564
Reaction score
3,846
First Language
English
Thanks for the suggestion, but it isn't working. When I run the event I keep getting the error:



Code:
NoMethodError occurred while running script.
undefined method 'leader' for #<Game_Party:0x3042218>
You will need to link to the script the `leader` method is available in the default scripts.
 

SniperBlue

Warper
Member
Joined
Sep 21, 2012
Messages
4
Reaction score
0
First Language
English
Primarily Uses
You will need to link to the script the `leader` method is available in the default scripts.
Sorry, but could you possibly explain how to do this? Scripting is completely new to me. I know how to pull up the Script Editor and that's about it.
 

Cidiomar

Veteran
Veteran
Joined
Apr 23, 2012
Messages
68
Reaction score
7
First Language
Portuguese
Primarily Uses
SniperBlue, aren't you using Ace?

This is cross RM:



Code:
$game_party.actors[0].id == ID
 

Tsukihime

Veteran
Veteran
Joined
Jun 30, 2012
Messages
8,564
Reaction score
3,846
First Language
English
Sorry, but could you possibly explain how to do this? Scripting is completely new to me. I know how to pull up the Script Editor and that's about it.
I mean, post a link to the script you're using lol
 

SniperBlue

Warper
Member
Joined
Sep 21, 2012
Messages
4
Reaction score
0
First Language
English
Primarily Uses
And then while looking at the script I saw that the script's creator had conveniently listed the actor variables in comments. I found what I needed right there and it works! Thanks for pointing me in the right direction. c:
 

AeonSpark

Veteran
Veteran
Joined
Aug 21, 2012
Messages
102
Reaction score
5
First Language
English
Primarily Uses
Hey I'm having trouble getting a scripts working!

It's Fomar's script for More Choices

As far as the script in concerned I had no idea to set it up in the actual event process.

Here's the link- http://www.rpgmakervxace.net/topic/1195-more-choices/

So I've set up the script, and I've not edited it, but I wanted to call the 'Pizza Topping' in an actual event on the game, how would I call it so that the toppings choices show up?

It might have something to do with calling scripts but I'm a complete noob when it comes to scripting. And I just want to learn!

I'd appreciate the help!
 

Arael

Villager
Member
Joined
Sep 2, 2012
Messages
6
Reaction score
0
First Language
Spanish
Primarily Uses
Hello,

I'm a newbie using RPGM VX ACE, and i just wonder how do i end an event? e_e i'm caught in an endless loop, (i guess i have to use a self-switch but the event dissapears when i do playtest ): ) , here are some pics of the (texting) code: http://prntscr.com/ger5b , http://prntscr.com/ger7j

PD: its a normal text, but as a trigger i used " autorun" ...

EDIT: i ended the loop by putting a self switch at the end , but the graphic of the event is there and i want to make it disappear ... I don't know how...

2ND EDIT : I figured it out how to do it e_e.
 
Last edited by a moderator:

Melusine

Villager
Member
Joined
Aug 28, 2012
Messages
10
Reaction score
1
Primarily Uses
@Arael: The issue you have is indeed the "autorun". Your main two options would be to either:

1) Use the "Erase Event" command, which will cause the event to disappear once it reaches that command. The downside to this is that the Event will start again if you leave that map and then return.

2) As such, the most appropriate solution is for you to set Self Switch A on at the end of your Event, then create a second empty Event Page within the same Event and then set the Conditions for that so that "Self Switch A is ON" is on. This means that when Self Switch A is on, the Event will switch to the second Page - which is empty, meaning you won't have a problem with an endless loop.

EDIT: Hmm, in hindsight this probably wasn't the appropriate location for your question, since this thread is for scripting questions, not eventing questions. You'll probably want to direct it towards the "RPG Maker VX Ace" Support forum next time.
 
Last edited by a moderator:

Arael

Villager
Member
Joined
Sep 2, 2012
Messages
6
Reaction score
0
First Language
Spanish
Primarily Uses
@Arael: The issue you have is indeed the "autorun". Your main two options would be to either:

1) Use the "Erase Event" command, which will cause the event to disappear once it reaches that command. The downside to this is that the Event will start again if you leave that map and then return.

2) As such, the most appropriate solution is for you to set Self Switch A on at the end of your Event, then create a second empty Event Page within the same Event and then set the Conditions for that so that "Self Switch A is ON" is on. This means that when Self Switch A is on, the Event will switch to the second Page - which is empty, meaning you won't have a problem with an endless loop.

EDIT: Hmm, in hindsight this probably wasn't the appropriate location for your question, since this thread is for scripting questions, not eventing questions. You'll probably want to direct it towards the "RPG Maker VX Ace" Support forum next time.
Thank you for the reply!, and i'm sorry, i thought this was the right place to post because i thought my question didn't deserve its own thread e_e. Next time i'll look the right place to post it.
 
Last edited by a moderator:

MrFaalhaas

Warper
Member
Joined
Oct 1, 2012
Messages
1
Reaction score
0
First Language
Dutch
Primarily Uses
I'd like to be able to make a conditional branch, wich checks if the player is in a map with a specific ID, like:

It will only turn positive if the player is in the map with map ID 4, 5 and 6. is this possible within an event by using one or multiple conditional branches?

(by using the script command within conditional branch options of course)
 
Last edited by a moderator:

Solistra

Veteran
Veteran
Joined
Aug 15, 2012
Messages
593
Reaction score
247
Primarily Uses
(by using the script command within conditional branch options of course)
Yes. In RMVX, you could do that with this in the conditional branch:



Code:
$game_map.map_id == <id>
Just replace <id> with the Map ID that you would want to check. To check for a range of maps and execute if the player is in a map within that range, you could use something like this (for any map from ID 1 to ID 5, for example):



Code:
(1..5) === $game_map.map_id
Note that the range is in parentheses and there are three "equals" signs -- that's important.

This is also for VX, by the way, but I believe that VX Ace handles map IDs in a similar way, and I'm sure someone else can correct those examples for Ace otherwise.
 

Mouser

Veteran
Veteran
Joined
Aug 19, 2012
Messages
1,245
Reaction score
264
First Language
English
Primarily Uses
VX Ace - how do you get a script to play a specific sound effect (preferably by name)?

I see how they're played using the $system_data array, and I see the RPG::SE class, but for some reason I can't find the right way to make this work.

I want to have the 'blow 3' sound played at fastest tempo whenever a shield block is executed. I've got the shield block code covered and done. Just looking to polish her off now.
 

Yato

(aka Racheal)
Veteran
Joined
Mar 17, 2012
Messages
825
Reaction score
346
Primarily Uses
From the Audio section of the help menu:



Code:
Audio.se_play(filename[, volume[, pitch]])
The ones in square brackets are optional.
 

Mouser

Veteran
Veteran
Joined
Aug 19, 2012
Messages
1,245
Reaction score
264
First Language
English
Primarily Uses
From the Audio section of the help menu:



Code:
Audio.se_play(filename[, volume[, pitch]])
The ones in square brackets are optional.
I'll admit I still can't find it in the help menu (found RPG::SE.play, but that didn't work). But this does the trick, so thank you :)

It still can't find the file, but I think I can hunt that one down. At least the game is now trying to execute the method, which tells me it's valid.

Edit: I got it, and see what I was doing wrong - I was passing paramaters as though they were going to RPG::SE, but se_play explicitly needs the file path "/audio/SE" included. Needed to look at the specs for the Audio module in the help.

This is part of what drives me nuts, half the stuff is defined in the script editor, and the other half is defined in the 'help' documentation, so I've got to keep both windows open (glad I have two monitors) and keep hunting back and forth between the two to figure out who does what.
 
Last edited by a moderator:

Gigglemoo

Member Title
Veteran
Joined
Sep 20, 2012
Messages
245
Reaction score
35
First Language
Frang~
Primarily Uses
RMXP
Is there a quicky way to check which version of RM someone is using?

ex: "if RGSS.version == 3"
 

Users Who Are Viewing This Thread (Users: 0, Guests: 1)

Latest Threads

Latest Posts

Latest Profile Posts

People3_5 and People3_8 added!

so hopefully tomorrow i get to go home from the hospital i've been here for 5 days already and it's driving me mad. I miss my family like crazy but at least I get to use my own toiletries and my own clothes. My mom is coming to visit soon i can't wait to see her cause i miss her the most. :kaojoy:
Couple hours of work. Might use in my game as a secret find or something. Not sure. Fancy though no? :D
Holy stink, where have I been? Well, I started my temporary job this week. So less time to spend on game design... :(
Cartoonier cloud cover that better fits the art style, as well as (slightly) improved blending/fading... fading clouds when there are larger patterns is still somewhat abrupt for some reason.

Forum statistics

Threads
105,868
Messages
1,017,090
Members
137,586
Latest member
Usagiis
Top