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[YERD] Display Victory Aftermath (UPDATED), 2009.05.12 - Tick sound now stops after all actors are at 100% bar. |
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Apr 27 2009, 02:44 PM
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Level 19

Group: Revolutionary
Posts: 384
Type: None
RM Skill: Undisclosed

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That's probably because you're using large facemaps. ------------- http://www.pockethouse.com/rpgvx/scripts/d...ryaftermath.txtMAJOR BUGFIX to prevent save corruption. Update your scripts folks. I apologize for the problems.
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Apr 27 2009, 04:50 PM
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Level 5

Group: Member
Posts: 64
Type: None
RM Skill: Intermediate

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QUOTE (Yanfly @ Apr 27 2009, 06:44 PM)  http://www.pockethouse.com/rpgvx/scripts/d...ryaftermath.txtMAJOR BUGFIX to prevent save corruption. Update your scripts folks. I apologize for the problems. yay! more re-editing! lol oh well, doesn't really bother me too much  *begins to wonder why he doesn't just wait for a final version* *remembers to look for bugs*
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Hmm.... rm2k isn't compatible with vista? Looks like I'll go to rmvx... Scripting? Oh sweet, I get to add new stuff! OH DEAR GOD! *head explodes* Fun game.CLICK
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Apr 27 2009, 05:09 PM
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Level 19

Group: Revolutionary
Posts: 384
Type: None
RM Skill: Undisclosed

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QUOTE (mortigneous @ Apr 27 2009, 05:50 PM)  yay! more re-editing! lol You can always put the actor quotes in a script slot under Victory Aftermath. That way, you don't have to re-edit the quotes every single time it gets updated. Here's a quick and easy template while retaining all of the proper information. http://www.pockethouse.com/rpgvx/scripts/actorquotes.txtI suppose with that said, I'll update it once again.  There is now an option you can choose in the module to turn off faces. Do a search inside the script for VA_USE_FACES and set it to false if you want to disable it.  To bypass battle BGM music without any interruption for your battle, I've binded a switch to do it. By default, it's switch number 63. If you want to bind it to another switch, do a search inside the script for VA_BYPASS_BGM_SWITCH and change it to whatever switch ID you want.
This post has been edited by Yanfly: Apr 27 2009, 05:24 PM
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Apr 28 2009, 01:47 PM
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Level 19

Group: Revolutionary
Posts: 384
Type: None
RM Skill: Undisclosed

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QUOTE (Lurking @ Apr 28 2009, 01:24 PM)  OMG I LOVE you for the latest updates!!
But there's a new bug showing up :<
At first I had setup combat so that only my BGM would play (no victory song, no battle music), this worked perfectly except that when a party member gained a new skill the new skill window wouldn't go away.
Then I setup two combats, one with victory music and one without and in both instances the skill window wouldn't go away (even when in field mode.)
Then I turned on VA_DISPLAY_ACTOR_PERSONAL_MSG and got the following error: Script 'Victory Aftermath' line 695: NoMethodError occurred. undefined method 'refresh' for nil:Class.
Turning off the "VA_DISPLAY_ACTOR...make characters say funny things" hash causes the new skill window problem to come back. I fixed the skill window not disappearing along with another error I found last night. Refresh error also fixed. Thanks for letting me know. Seems like there's always bound to be more errors popping up whenever I add new stuff. =/ http://www.pockethouse.com/rpgvx/scripts/d...ryaftermath.txtHere's the updated version (yet again)
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Apr 28 2009, 04:53 PM
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Keeper of the RMVX FAQ

Group: Revolutionary
Posts: 706
Type: Mapper
RM Skill: Intermediate

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QUOTE I've considering doing that, but at the moment, there's still too many scripts I need to make. It probably won't be until a while. OOoooo! I can't wait till that time comes!  And thanks for letting us know that.  I now have something to look forward too.
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  QUOTE (Albino Parakeet @ Apr 1 2011, 05:46 PM)  i need to know exactly how to put a penis inside someone's butt. do you have the technical knowledge to tell me how? QUOTE (Albino Parakeet @ Apr 2 2011, 01:20 PM)  QUOTE (Shadyone @ Apr 2 2011, 06:29 AM)  I see the keet likes anal. im trying to get into it but people aren't answering my question
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Apr 29 2009, 01:38 PM
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Level 2

Group: Member
Posts: 23
Type: Developer
RM Skill: Intermediate

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I seem to be having an issue with the text displaying when a character levels. ExampleI'm pretty positive it's in conflict with another script, but I really don't have one that would effect a victory screen like this.
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RPG Cliche #102: Perversity Principle If you're unsure about what to do next, ask all the townspeople nearby. They will either all strongly urge you to do something, in which case you must immediately go out and do that thing, or else they will all strongly warn you against doing something, in which case you must immediately go out and do that thing. My project info and some resources of mine
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Apr 29 2009, 02:07 PM
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Level 19

Group: Revolutionary
Posts: 384
Type: None
RM Skill: Undisclosed

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QUOTE (madwithstaples @ Apr 29 2009, 02:38 PM)  I seem to be having an issue with the text displaying when a character levels. ExampleI'm pretty positive it's in conflict with another script, but I really don't have one that would effect a victory screen like this. That's amongst one of the strangest compatibility problems I've yet to see. My only guess is that it affects anything that changes text colours and font sizes. Are you using a script perhaps that adjusts text colouring or font sizes in any way?
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Apr 30 2009, 02:33 AM
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Laugh with Neuro

Group: Revolutionary
Posts: 184
Type: Event Designer
RM Skill: Intermediate

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I used wora's NMS too and it's compatible. For the personal quote's, I don't really sure because I didn't tried it yet.
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Come on, I really need to revive this site: Script Haven: Go!!!Aren't good at making sigs though T-T 
My simple scripting tutorial:  Laugh with Neuro
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Apr 30 2009, 04:46 AM
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Laugh with Neuro

Group: Revolutionary
Posts: 184
Type: Event Designer
RM Skill: Intermediate

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Why don't you try it? I'm too lazy to try it for my project. Don't forget before doing the usual commands (\n, etc) give it another backslash like this: \\nb[]
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Come on, I really need to revive this site: Script Haven: Go!!!Aren't good at making sigs though T-T 
My simple scripting tutorial:  Laugh with Neuro
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Apr 30 2009, 06:33 PM
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Level 2

Group: Member
Posts: 23
Type: Developer
RM Skill: Intermediate

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QUOTE (Yanfly @ Apr 29 2009, 05:07 PM)  That's amongst one of the strangest compatibility problems I've yet to see. My only guess is that it affects anything that changes text colours and font sizes. Are you using a script perhaps that adjusts text colouring or font sizes in any way? I do have a simple font changer. I'll try and see if it works if I disable it.
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RPG Cliche #102: Perversity Principle If you're unsure about what to do next, ask all the townspeople nearby. They will either all strongly urge you to do something, in which case you must immediately go out and do that thing, or else they will all strongly warn you against doing something, in which case you must immediately go out and do that thing. My project info and some resources of mine
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May 1 2009, 03:38 PM
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Level 19

Group: Revolutionary
Posts: 384
Type: None
RM Skill: Undisclosed

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QUOTE (Lockheart @ May 1 2009, 08:02 AM)  Another idea I've come up with for this script, a bypass, based either on a code command or a switch, for example: Say your in the middle of a huge rush type area, going from battle to battle with a time limit on you. you don't want to have to go through the victory screen after every battle, but being able set it to completely skip the victory screen for a period would make these areas doable and enjoyable to the player.
Just a thought. One step ahead of you actually. It's included in today's release. http://www.pockethouse.com/rpgvx/scripts/d...ryaftermath.txtThe big feature is the rising animated EXP bars. I thought it was boring to just show a before and after of the bars with respect to applied EXP. For skipping the victory screens altogether for reasons that Lockheart suggested, there's a switch you can use for that now. Search for VA_BYPASS_WHOLE_SWITCH Small Rambling: I couldn't figure out how to animate the experience bar for the longest time without inducing massive lag into the game. Even on a high powered computer, the lag was pretty evident. That is, until today something just dawned on me when I was looking through some of the default scripts. Why don't I just use two windows? I set one of them to display all of the background imaging for sprites and faces (and name). The new one has its window backdrop removed but will show only the information that will be updated. Namely, the experience bars and the experience remaining. And lo and behold, this method produced minimal lag (if any at all).
This post has been edited by Yanfly: May 1 2009, 03:49 PM
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