Actually, I already took your advice of it being the user's problem I just made it to where if you want an image to be displayed you now write <$filename: bool, bool> and <filename: bool, bool> to draw the scene without the image. I think this approach works fine. I'm sorry for the grief. I've had so much trouble with this thing. The game_interpreter looked like another language to me this morning lol. Oh, and thank you for all your help. I'm sure I made it much more complicated than it should have been.
Game_Interpreter - ignore the stuff at the top. command_101 is the first bit where it gets interesting. If you want to see how to do something, find an event that does it (or nearly does it) and then look up the name of that event command (so the button says Show Text, so search Game_Interpreter for Show Text). Just take it one method at a time.
Another RMXP question for you guys. Thanks for all of your time and effort, really appreciated.
I've re-purposed the dex_f and agi_f values (since I won't be needing Dexterity or Agility-based attacks) to allow for more control over applying states with skills. The bit of code I added looks like this:
Code:
if skill.dex_f > 0 if rand(100) < skill.dex_f # Removes state to restart turn count if self.state?(skill.agi_f) self.remove_state(skill.agi_f) end self.add_state(skill.agi_f) endend
I'm not a scripter by any means, so apologies if that code is cringe-worthy, but it gets the job done. Setting a skill in the database with Dex-F of 75 and an Agi-F of 2 makes the skill apply poison 75% of the time on top of whatever else the skill does. The thing is, this obviously overwrites the A-F state resistances that the target has. I've looked through the code to see what kind of syntax I would have to use to add that functionality to what I have, but I'm at a loss.
I know where to find and modify what values A-F have, but I have no idea how to properly add them into my code. Say I wanted a D rating to cut the success chance in half, I could change D's value elsewhere to 2, and do this:
I could add an if case for if the rating is F, maybe at the very top, like: [if rating is not F, (do state calculations)] so that if won't even run the code if the target's immune to that state.
Basically I'm looking for the syntax to call the value of the state resistance letter (A-F). Or really, any and all syntax available dealing with element and state resistance ratings. Answers will probably lead to more questions, but again, I appreciate your time. Thanks in advance!
If the normal code (ie, class Window_ChoiceList < Window_Command) is still there, it will not 'affect' anything. If you have removed the original code, there would be no inheritance when the code is initialized.
For example :
class Game_Actor def example_method p "Just showing text" end end^ this will simply add a new method into the game actor class, providing the Game_Actor class has been previously defined. It does not remove Game_Actors inheritance from Game_Battler.
If the normal code (ie, class Window_ChoiceList < Window_Command) is still there, it will not 'affect' anything. If you have removed the original code, there would be no inheritance when the code is initialized.
For example :
class Game_Actor def example_method p "Just showing text" end end^ this will simply add a new method into the game actor class, providing the Game_Actor class has been previously defined. It does not remove Game_Actors inheritance from Game_Battler.
Nah, as long as the inheritance is being applied at 'some point' along the line of code it will work (anyone is free to correct me here if this is wrong)
But for example...
I have this in script A
class Person def intialize @name = "Newborn" @age = 1 end def name @name end def age @age endendclass Dekita < Person def intialize @name = "Dekita" @age = 24 endendThis creates and defines the 'Dekita' class. Which inherits from 'Person' class.
Now, I want to add a new method into 'Dekita' class called 'gender'.
class Dekita alias :init_alias :initialize def initialize init_alias @gender = "??" end def gender @gender endendAs you can see, I have removed the inheritance from my new methods, but because its already defined prior to my new modification, it does not affect any inheritance already included.
This can be tested by calling the code below (when the code from above is also there);
Also - lets say we wanted to include a new 'inheritance'. We can do this by creating a new module and including it in any class we choose, for this example, I am placing it within the 'Person' class.. This will mean even descendants of 'Person' will be entitled to access the methods.
module Person_New def new_stuff return "New Stuff" endendclass Person include Person_Newend
Can be tested by calling.
p dekita.new_stuff
For convenience, I have placed the tried and tested code from above into the spoiler below - so you can easily load it up and play around with it
Code:
class Person def initialize @name = "Newborn" @age = 1 end def name @name end def age @age endendclass Dekita < Person def initialize @name = "Dekita" @age = 24 endendclass Dekita alias :init_alias :initialize def initialize init_alias @gender = "??" end def gender @gender endenddekita = Dekita.newp dekita.namep dekita.agep dekita.gendermodule Person_New def new_stuff return "New Stuff" endendclass Person include Person_Newendp dekita.new_stuff
Thanks for the explanation, Dekita. ^ That was actually helpful with something I'm working on. I also have a question though. I'm using a horizontal window command in a script I'm writing. So far I haven't done anything except change the max columns 3 and changed the width of the window, but for some reason the menu is moving backwards. i.e. I press :LEFT and the selection moves right.... Do you know what could cause this?
Sorry, that I do not. I never use horz commands cause I dislike how they change certain things. :/
My personal preference is just to not use them at all
I just figured it out. I was updating twice, and it somehow caused it to switch direction Lol. Thanks for the help anyways. I'm starting to realize what you mean about HorzCommands too.
This is more of a simple situation but I'm extremely confused and I need a break down as to why this line is true, rather then false.
boolean_1 = (3 < 4 || false) && (false || true)
Why would this come out as true? I know 3 < 4 would equal true, so I'm assuming you would take that as the true, but the && (false || true) I thought you would take out the first so it would be true && false, which would come out false. I'm doing code academy but it doesn't explain WHY this line comes out true.
boolean_1 = (3 < 4 || false) && (false || true)it would return true because you are checking is (3 < 4 or false) - which will return true and the also asking for either (false or true) to be true, which it obviously is. Therefore, both testes return true and thus, the overall statement is true
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.
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