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

FeaR616

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uhm.. how can I check if a message box disappears, like when the player reads the text and presses enter, when he pressed enter, do something as the message box closed.
 

Sausage_Boi

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Script Question: If the script is in Japanese, will i be unable to customize the script? 

I found Hikimoki's scripts but they are all in Japanese. This saddens me, because I only speak (and read/write) Americanese. Any suggestions? Or is there any available english translations?
 
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FeaR616

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 Americanese. 
. . .

well, the script should work, it doesn't matter wchich language it is. I have some portugese scripts and they worked... and I even was able to customize them because most of the customizable constants or variables are in english!

I don't know how it is in your scripts, maybe you have luck and the important parts are in english.
 

FeaR616

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uhm.. how can I check if a message box disappears, like when the player reads the text and presses enter, when he pressed enter, do something as the message box closed.
doesn't matter anymore, I found the solution myself! *yay* ^^
 

Sausage_Boi

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Americanese.
:p it's a joke about how poorly most Americans know our own language. 

I guess my big thing with the Japanese scripts would be: how do edit them? Is there a good translator that is NOT google?  google gets...funny. 
 

Shaz

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FeaR616, please avoid double posting, as it is against the forum rules. You can review our forum rules here. Thank you.


When you use Show Text, nothing else will run in the event until the message box is closed.
 

FeaR616

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FeaR616, please avoid double posting, as it is against the forum rules. You can review our forum rules here. Thank you.

When you use Show Text, nothing else will run in the event until the message box is closed.
yeah, sorry for this! in other forums where I was in the past, there wasn't a so strict policy ... my bad, it's such behaviour =(

about topic: I know that nothing else run if a message is shown. I wrote a little snippet where I can set up some parameters to show messages with bust pictures... I wanted to know this to delete the pictures after the message automatically and as I mentioned, I figured it out by myself! ^^

:p it's a joke about how poorly most Americans know our own language. 

I guess my big thing with the Japanese scripts would be: how do edit them? Is there a good translator that is NOT google?  google gets...funny. 
oh yes, it is a bit poor, and this was it which makes me wonder ^^

can you post the script here so we could tell or figure out how to edit them 
 

Milena

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How can I determine the number of something in "every" point? For example, we have:

class Game_Party < Game_Unit #-------------------------------------------------------------------------- # ** Increase Steps #-------------------------------------------------------------------------- def increase_steps @steps += 1 endendLike, what if I want to print the words "Walk" every 3 steps? How can I do that?
 

??????

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class Game_Party


alias :step_walk_thing :increase_steps


def increase_steps


step_walk_thing


p "WALK" if @steps % 3 == 0


end


end
 

Milena

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One more thing, what if it should not decrease when a set move route is at hand?
 

??????

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what is decreasing?
 

Milena

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??????

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Sorry, but I fail to understand how TP is decreasing from the increase_steps method. :/
 

Milena

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Oh sorry about that. What I meant was like, how can I decrease the TP of all my party members while I walk? I also want to know how I can implement this only when the player is not set to move route.
 

Sixth

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If you look into Game_Player class and check the 'increase_steps' method, you will see that it is tied to a conditional check named 'normal_walk?'.

This means it will not count steps if the moving happens with a set move route event command.

Knowing this, you can simply enhance Dekita's little snippet like this:

Code:
class Game_Party    alias :step_walk_thing :increase_steps  def increase_steps    step_walk_thing    if @steps % 3 == 0      members.each do |mem|        mem.tp -= 1 # insert the decrease value you want here.        p mem.tp # for debugging       end    end  end  end
 

Bloodmorphed

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Here is a little snippet that will do what you want:

class Scene_Map < Scene_Base alias some_name_forthemalias update def update some_name_forthemalias update_difficulty end def update_difficulty @old_size = 0 if @old_size.nil? if @old_size != $game_party.battle_members.size $game_variables[Blood::Variable::Difficulty_Variable] = [$game_party.battle_members.size - 1,4].min # 4 is the cap, change it if you need @old_size = $game_party.battle_members.size end end end
But if you are doing this for your difficulty script, than it is a bad idea.

This means that if someone is using actor stat changes for difficulties, the actor's stats will change during the game depending on how many battle members are in the party... Generally a bad thing, I think.

You can however update the enemies' stats the same way, but instead of changing the variable, you change the stat of the enemies directly.
Uhm, it's not hard to change that fact. All I would have to do is keep all three of them using different variables. Except the Partry one will use the enemy variable. Unfortunately though it would be easy to work around and just change a few things. But if they are willing to do that and break it, good for them.

I can always try it, if it doesn't work well, then I can just scrap it. Also... why exactly wouldn't my way work? I mean it seems feasible... Perhaps not.
 

Sixth

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If you are using different variables for the actor and enemy stats, than it should work.


I thought you want to do it with 1 variable only, because I remembered that your script operates everything with 1 variable. :p
 

Milena

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Here's another question. I remember about tagging notes. Say for example I want to get the variable from the regular expression (say I placed it in a notetag on the enemy box for example), what code should I put in if I haven't placed a note on it or how can I check if the note is existent on the box or not?

Because if for example I equate the HP of an enemy through a notebox and forgot putting the HP, I want it to return the default HP value of the enemy from the stats it has on the Enemies tab, rather than the ones in the note which is the custom one I added.
 

Engr. Adiktuzmiko

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Something like

Code:
def get_hp  return $1.to_i if self.note =~ /<tag_here>/  return default_valueend
 
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Bloodmorphed

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If you are using different variables for the actor and enemy stats, than it should work.

I thought you want to do it with 1 variable only, because I remembered that your script operates everything with 1 variable. :p
It does at the moment, but if I do go through with this, I will split everything up.

So thanks for that snippit. 

Also... Is there a way to make a global variable that is useable in or out of a class?

For example

abc = 123

class Blah

p abc

end

something like this. Because I'm trying to condense my difficulty script way down.
 

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