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

Shaz

Veteran
Veteran
Joined
Mar 2, 2012
Messages
40,108
Reaction score
13,713
First Language
English
Primarily Uses
RMMV
No you don't need a script (and if you did, it wouldn't go into the "questions that don't deserve their own thread" thread).


If your final boss is evented, you can do a Continue When Loser, and get the If Win / If Lose options. Choose a variable to count how many times the skill is used, and set it to 0 right before the battle processing call.


On the skill's damage formula, add 1 to the variable if the enemy has the appropriate state.


If you need further help, please start a new thread in the VX Ace Support forum, rather than continuing it here.
 

??????

Diabolical Codemaster
Veteran
Joined
May 11, 2012
Messages
6,517
Reaction score
3,221
First Language
Binary
Primarily Uses
RMMZ
Why doesn't a sprite dispose properly when it is disposed after the viewport it was using ?

eg.

# Scene terminate methoddef terminate  super # < calls parent method which disposes viewports  @newsprite.bitmap.dispose  @newsprite.dispose  # ^ dont dispose properlyend
I have literally only realized this... I always thought that disposing a viewport and then the sprites worked fine.

Obviously now I know differently (thanks to a RGSS Player has stopped working error being reported and mithrans GOGR script) but i was just wondering if anyone could explain why this doesnt dispose the sprite properly ?

Probably something really simple I am overlooking p

It always is...
 

Zalerinian

Jack of all Errors
Veteran
Joined
Dec 17, 2012
Messages
4,696
Reaction score
935
First Language
English
Primarily Uses
N/A
Could someone please refresh my memory, I seem to have forgotten how to detect if an autorun or parallel process event is currently running.
 

Shaz

Veteran
Veteran
Joined
Mar 2, 2012
Messages
40,108
Reaction score
13,713
First Language
English
Primarily Uses
RMMV
I'm not sure if there IS a way - apart from going through every one of them and checking them individually. Why do you need to check?
 
Last edited by a moderator:

??????

Diabolical Codemaster
Veteran
Joined
May 11, 2012
Messages
6,517
Reaction score
3,221
First Language
Binary
Primarily Uses
RMMZ
@zal - $game_map.interpreter_running?   ??

Could be wrong - not used normal classes in ages now. Pretty sure thats what the game checks though to see if an event or text is running.
 

Zalerinian

Jack of all Errors
Veteran
Joined
Dec 17, 2012
Messages
4,696
Reaction score
935
First Language
English
Primarily Uses
N/A
@Shaz: I've programmed a feature for YANTH that plays on the map, and I need to make sure it can't be used during autorun or parallel process events.

@Dekita: Thanks a lot. It's $game_map.interpreter.running?, but that was the solution. Thanks a lot.
 
Last edited by a moderator:

??????

Diabolical Codemaster
Veteran
Joined
May 11, 2012
Messages
6,517
Reaction score
3,221
First Language
Binary
Primarily Uses
RMMZ
No problem :)

I knew it was something along those lines in the game map class :D

Also - Whats YANTH ?

Edit: the game 'you Are Not The Hero' ? Isnt that made already ?

Are they revamping it ?
 
Last edited by a moderator:

Zalerinian

Jack of all Errors
Veteran
Joined
Dec 17, 2012
Messages
4,696
Reaction score
935
First Language
English
Primarily Uses
N/A
Edit: the game 'you Are Not The Hero' ? Isnt that made already ?

Are they revamping it ?
It hasn't been finished yet, it's still in development. We've had a successful kickstarter, but the game itself was never finished, no. I'm the one responsible for fixing errors and adding new things now :p
 

??????

Diabolical Codemaster
Veteran
Joined
May 11, 2012
Messages
6,517
Reaction score
3,221
First Language
Binary
Primarily Uses
RMMZ
Ahhhh I see :D Congrats :p
 

Darkrai 69

Villager
Member
Joined
Jun 25, 2014
Messages
8
Reaction score
0
First Language
English
Primarily Uses
At one point of my game there is going to be a total party change with a separate inventory, this isn't an issue using Fomar0153s' multiple inventories script, But I can't find any information on how to merge the inventories later on, if possible. If someone could help with this I'd be grateful.
 

Mimironi

But what do I know?
Veteran
Joined
Mar 4, 2013
Messages
504
Reaction score
507
First Language
English
Primarily Uses
RMMV
Im trying to make a 'marker' which does what it says, marks things. The problem is that I cant place more than 1 marker. Is there a way to duplicate events like this so you could have... lets say as many markers as you need?

I don't know if this is the right place for this.

View attachment 14743

View attachment 14744

View attachment 14745
 

Shaz

Veteran
Veteran
Joined
Mar 2, 2012
Messages
40,108
Reaction score
13,713
First Language
English
Primarily Uses
RMMV
At one point of my game there is going to be a total party change with a separate inventory, this isn't an issue using Fomar0153s' multiple inventories script, But I can't find any information on how to merge the inventories later on, if possible. If someone could help with this I'd be grateful.
Please start a NEW thread in RGSSx Script Support, providing a link to the script. This thread is not for custom script support, nor is the question one that doesn't deserve its own thread.


Mirpono, you need a spawn script. I'm aware of a few that exist, but I'm not sure if any/many of them will save the new event. Take a look through the Master Script List, and if you can't find one, start a new thread in RGSS3 Script Requests. Make sure you state whether you want the events to remain there after you leave the map and return. If you actually want to place items from your inventory onto the map, Tsukihime has a script for that (but I don't recall the name).
 

Tsukihime

Veteran
Veteran
Joined
Jun 30, 2012
Messages
8,564
Reaction score
3,848
First Language
English
Im trying to make a 'marker' which does what it says, marks things. The problem is that I cant place more than 1 marker. Is there a way to duplicate events like this so you could have... lets say as many markers as you need?


I don't know if this is the right place for this.
Yanfly creates events from existing events: http://yanflychannel.wordpress.com/rmvxa/utility-scripts/spawn-event/


For dropping items on to the map there's this old script: http://www.rpgmakervxace.net/topic/4179-map-drops/


There are many scripts that do similar things but none come to mind.
 
Last edited by a moderator:

S.Court

Veteran
Veteran
Joined
Oct 17, 2012
Messages
394
Reaction score
98
First Language
Español
Primarily Uses
RMVXA
Hello, I have a small doubt, I installed Victor animated battle and Victor Damage pop up script, in tandem with MOG Battle HUD, for some reason, the damage is showed of this way



As you can see, the damage is showed in the upper left part, which it's not right, and considering both are made by the same scripter, it must be a simple solution, also, this is the script order I have, just in case is something related to the script order



How can I solve this? thanks
 

Mihel

Veteran
Veteran
Joined
Mar 13, 2012
Messages
382
Reaction score
42
Primarily Uses
How do I transform something like [1..4, 7..10] into [1, 2, 3, 4, 7, 8, 9, 10]?
It seems ary.sample only works with "proper" arrays, but I'm too lazy to manually type each element separately every single time I need a random number...
 

Cadh20000

Veteran
Veteran
Joined
Sep 15, 2013
Messages
1,828
Reaction score
445
First Language
English
Primarily Uses
In Liak's post here: http://forums.rpgmakerweb.com/index.php?/topic/19178-the-characters-dont-move-offscreen/?p=183974...
Where it says:

# Put [update] in the event's name and the move route will always update.Does that mean replace the entire event name with that or just start it with that?
 
Also, should I put this down under "Materials" with other custom scripts or modify the actual "Game Events" one in "Game Objects"? I'm assuming in "Materials" but I want to be sure.

*EDIT*

Sorry, this is the full script as he posted it:
 

# Put [update] in the event's name and the move route will always update.## ~Kreadclass Game_Event < Game_Character #-------------------------------------------------------------------------- # * Determine if Near Visible Area of Screen #-------------------------------------------------------------------------- alias_method:)krx_alfix_ge_nts?, :near_the_screen?) def near_the_screen?(dx = 12, dy = 8) # YEA compatibility if $imported && $imported["YEA-CoreEngine"] dx = dy = nil end # YEA compatibility return true if @event.name.include?('[update]') return krx_alfix_ge_nts?(dx, dy) endendI messaged him to ask, but he hasn't been online since March so who knows when he will get it.

*EDIT again*

I just checked his profile a second time and now it says he was online yesterday. Wonder why it said March 12th last time I checked?
 
Last edited by a moderator:

Mihel

Veteran
Veteran
Joined
Mar 13, 2012
Messages
382
Reaction score
42
Primarily Uses
@Cadh2000 Just paste it in the event name, it makes no difference. It is better if you put the script in its own slot, never edit default scripts.
 

Mihel

Veteran
Veteran
Joined
Mar 13, 2012
Messages
382
Reaction score
42
Primarily Uses
With brackets. Usually you have to put everything that's within quotation marks.
 

Cadh20000

Veteran
Veteran
Joined
Sep 15, 2013
Messages
1,828
Reaction score
445
First Language
English
Primarily Uses
Okay, thank you. This is literally my first project using scripts so I'm not sure of ANYTHING with them. I don't want to make a mess and have to try and figure out what I did wrong later.
 

Users Who Are Viewing This Thread (Users: 0, Guests: 3)

Latest Threads

Latest Profile Posts

Day 9 of giveaways! 8 prizes today :D
He mad, but he cute :kaopride:

Our latest feature is an interview with... me?!

People4_2 (Capelet off and on) added!

Just beat the last of us 2 last night and starting jedi: fallen order right now, both use unreal engine & when I say i knew 80% of jedi's buttons right away because they were the same buttons as TLOU2 its ridiculous, even the same narrow hallway crawl and barely-made-it jump they do. Unreal Engine is just big budget RPG Maker the way they make games nearly identical at its core lol.

Forum statistics

Threads
106,036
Messages
1,018,461
Members
137,821
Latest member
Capterson
Top