Submit Your Article


 
RPG Maker

Welcome Guest ( Log In | Register )


  Games Resources RPG Maker VX RPG Maker XP Scripts Tutorials Downloads

9 Pages V  « < 3 4 5 6 7 > »   
Reply to this topicStart new topic
> [YERD] Display Victory Aftermath (UPDATED), 2009.05.12 - Tick sound now stops after all actors are at 100% bar.
OfficerTJHooker
post May 16 2009, 07:18 PM
Post #81


Level 2
Group Icon

Group: Member
Posts: 19
Type: Developer
RM Skill: Undisclosed




This is a pretty sick script. I've always wanted something like this, the old victory screen was just too bland. Oh wait, there wasn't even a victory screen back then. It was just a bunch of text.

Anyways, just wondering if you could add an option to truncate the EXP % decimal in the next update. A character with like 8 digits in the level % can get kind of ugly.

Other than that, great script, still can't wait for more by you!


__________________________
Current RPG Project(s):
(VX) Legends of Ivalice [||------------------] 5% (not an average)
Storyline, Plot, Character Development [||||||||||||||||||----] 71%
Database Completion [||||||---------------] 23%
Maps and Events [||----------------------] 4%
Scripts [|||||||||||------------] 42%
Optional Quests and Extras [-------------] 0%
~~~~
Explore the history of Ivalice's shady past, uncovering truths and stories that
no one has found before. Reveal the mystery of a missing princess, shed
light on an unjust invasion, and stop the Akari from taking over Ivalice. Do you
have what it takes to become a legend?
Est Release Date: Don't hold your breath!
If I'm not lazy, I'll make a blog/advertising site for LoI soon.
------------------
Go to the top of the page
 
+Quote Post
   
Fated
post May 24 2009, 05:24 AM
Post #82


Level 1
Group Icon

Group: Member
Posts: 6
Type: Event Designer
RM Skill: Beginner




This script is amazing! It fits so well with what I'm toying around with.

I have one question, when the level up detail window pops up, is it possible to remove an attribute? I tried playing around with the script, but I could never remove one.

For example, I'm contemplating using the Magic Charge script by 332211 which means I won't be using contemporary MP, so I wanted to remove that all together and put "ATK" one field higher so it's right under "Max HP" and then respectively move each of the other stats up one space too.

Right now all I can do is take out the "Max MP" name, but the values still show and it looks kind of dumb.

If this takes too much effort, don't worry about it because I'm not even sure I'm going to go with that other script for other reasons.
Go to the top of the page
 
+Quote Post
   
Lurking
post May 25 2009, 02:20 PM
Post #83


Level 4
Group Icon

Group: Member
Posts: 49
Type: None
RM Skill: Undisclosed




Ok, some new problems,

Go to the top of the page
 
+Quote Post
   
Yanfly
post May 25 2009, 03:18 PM
Post #84


Level 19
Group Icon

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




Those problems aren't generated by my scripts. If you're using any kind of custom dress-up character script or face graphic script, do not expect compatibility with this script.


__________________________
Go to the top of the page
 
+Quote Post
   
Lurking
post May 25 2009, 06:52 PM
Post #85


Level 4
Group Icon

Group: Member
Posts: 49
Type: None
RM Skill: Undisclosed




QUOTE (Yanfly @ May 25 2009, 04:18 PM) *
Those problems aren't generated by my scripts. If you're using any kind of custom dress-up character script or face graphic script, do not expect compatibility with this script.


Actually, I had the face graphics working until I added the On Screen Status script. And I wasn't talking about the character graphics being naked, but the way the left one is arranged halfway between the bottom walk set and walk right set. Even with custom armor scripts turned off I get that weird glitch.
Go to the top of the page
 
+Quote Post
   
Yanfly
post May 25 2009, 07:10 PM
Post #86


Level 19
Group Icon

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




QUOTE (Lurking @ May 25 2009, 06:52 PM) *
QUOTE (Yanfly @ May 25 2009, 04:18 PM) *
Those problems aren't generated by my scripts. If you're using any kind of custom dress-up character script or face graphic script, do not expect compatibility with this script.


Actually, I had the face graphics working until I added the On Screen Status script. And I wasn't talking about the character graphics being naked, but the way the left one is arranged halfway between the bottom walk set and walk right set. Even with custom armor scripts turned off I get that weird glitch.

Did you try disabling the On Screen Status first to see if that's what was causing the problem?
Try all of these steps: http://pockethouse.wordpress.com/vx/toubleshooting/

It's rare for my own scripts to be incompatible with each other.


__________________________
Go to the top of the page
 
+Quote Post
   
Lurking
post May 25 2009, 10:48 PM
Post #87


Level 4
Group Icon

Group: Member
Posts: 49
Type: None
RM Skill: Undisclosed




After looking through my scripts I found it was something else entirely, sorry about the mixup.
Go to the top of the page
 
+Quote Post
   
OHM2010
post Jun 10 2009, 02:10 PM
Post #88


Level 2
Group Icon

Group: Member
Posts: 21
Type: Developer
RM Skill: Beginner




Hey Yanfly, I have a question for you. Is there a way to make this incorporate the KGC EquipLearnSkill script so it would display the amount of TP you earned? I have no RGSS2 experience, so I wasnt going to tamper with it. Amazing script though, nice work!


__________________________
What do you mean I only have one hand?! I dont in my RPG!
Go to the top of the page
 
+Quote Post
   
Garlyle
post Jun 10 2009, 08:14 PM
Post #89


RRR's little gay boy
Group Icon

Group: Revolutionary
Posts: 3,375
Type: Developer
RM Skill: Advanced




QUOTE
Anyways, just wondering if you could add an option to truncate the EXP % decimal in the next update. A character with like 8 digits in the level % can get kind of ugly.

I totally agree. Or is there a command I can throw in/mod in the script itself to do this? I know most languages include a "trunc" code to do that, but I don't know RGSS2 well enough.


__________________________
RRR 2006 Awards: Best Topic Starter, Ultimate Debater, Most Likely To Bail You Out of Jail, and Most Likely To Become Ruler of the World.
RRR 2007 Awards: Master Debater, Elite Gamer, and Uber-Nerd
RRR 2008 Awards:
Former staff member - VG Hub & General maker discussion
Go to the top of the page
 
+Quote Post
   
Yanfly
post Jun 10 2009, 08:19 PM
Post #90


Level 19
Group Icon

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




That's actually already inside the script. Search for VA_PERCENT_EXP

If you would prefer it to display percentages normally, change the value to something like "%d%%" and it'll be fine.


__________________________
Go to the top of the page
 
+Quote Post
   
Octople Threat
post Jun 11 2009, 08:23 AM
Post #91


Level 18
Group Icon

Group: Revolutionary
Posts: 368
Type: None
RM Skill: Undisclosed




I am wanting to use this script with yours, but there's a problem

CODE
# Taken from Enu's Tankentai BS as a request
#
#
# I got this from www.gameclover.com I posted this because there are multiple errors that
# would have to be corrected if this code was taken directly from their site.
#
#------------------------------------------------------------------
# I did NOT make this.
#------------------------------------------------------------------

module GameBaker
  EpicBattleMonsters = [1, 2, 3]
end

class Sprite_Battler
  alias gb_nonepic_collapse update_collapse
  alias gb_epic_setupeffect setup_new_effect

  def setup_new_effect
    sg = @battler.collapse
    gb_epic_setupeffect
    if sg
      if @battler.is_a?(Game_Enemy) &&
      GameBaker::EpicBattleMonsters.include?(@battler.enemy_id)
        @effect_duration = 330
        @gb_epic_collapse = true
      end
    end
  end

  def update_collapse
    if !@gb_epic_collapse
      gb_nonepic_collapse
      return
    end
    if @effect_duration == 320
      Audio.se_play("Audio/SE/Absorb1")
      self.flash(Color.new(255,255,255),60)
      viewport.flash(Color.new(255,255,255),20)
    end
    if @effect_duration == 280
      Audio.se_play("Audio/SE/Absorb1")
      self.flash(Color.new(255,255,255),60)
      viewport.flash(Color.new(255,255,255),20)
    end
    if @effect_duration == 220
      Audio.se_play("Audio/SE/Earth4")
      #reset
      self.blend_type = 1
      self.color.set(255,128,128,128)
      self.wave_amp = 6
    end
    if @effect_duration < 220
      self.src_rect.set(0,@effect_duration/2 - 110,@width,@height)
      self.x += 8 if @effect_duration % 4 == 0
      self.x -= 8 if @effect_duration % 4 == 2
      self.wave_amp += 1 if @effect_duration % 10 == 0
      self.opacity = @effect_duration
      return if @effect_duration < 0
      Audio.se_play("Audio/SE/Earth4") if @effect_duration % 50 == 0
    end
  end
end


No matter what I do it will either wait the whole 330 frames for every monster or it will simply not wait at all. I know this is a simple fix, but I am at a total loss.


__________________________
[Show/Hide] Truth be told...
I'm mostly a databaser... O.o

[Show/Hide] Support thingies...
Go to the top of the page
 
+Quote Post
   
Yanfly
post Jun 11 2009, 08:36 AM
Post #92


Level 19
Group Icon

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




It's actually not a simple fix, but one thing you can do is set specific battles to have a longer wait time before displaying the victory aftermath screen.

CODE
Search for
wait(YE::BATTLE::DISPLAY::VA_WAIT)

replace it with

if $game_switches[100]
wait(330, true)
else
wait(YE::BATTLE::DISPLAY::VA_WAIT)
end

and just set game switch 100 on every time you want to have an epic battle


__________________________
Go to the top of the page
 
+Quote Post
   
Octople Threat
post Jun 11 2009, 08:52 AM
Post #93


Level 18
Group Icon

Group: Revolutionary
Posts: 368
Type: None
RM Skill: Undisclosed




QUOTE (Yanfly @ Jun 11 2009, 08:36 AM) *
It's actually not a simple fix, but one thing you can do is set specific battles to have a longer wait time before displaying the victory aftermath screen.

CODE
Search for
wait(YE::BATTLE::DISPLAY::VA_WAIT)

replace it with

if $game_switches[100]
wait(330, true)
else
wait(YE::BATTLE::DISPLAY::VA_WAIT)
end

and just set game switch 100 on every time you want to have an epic battle



Thank you it works great.

But I really thought that it would be a pretty simple fix... confused.gif


__________________________
[Show/Hide] Truth be told...
I'm mostly a databaser... O.o

[Show/Hide] Support thingies...
Go to the top of the page
 
+Quote Post
   
Jhin
post Jun 15 2009, 07:23 AM
Post #94


Level 1
Group Icon

Group: Member
Posts: 7
Type: None
RM Skill: Undisclosed




Hi, Yanfly.

I'm using this awesome script and also, the Materia Script made by atoa. I wonder how can I add another page to the victory aftermath like the JP System pages showing the AP obtained.

Could you give me some indications, please?

Thank you for this awesome scripts!

Regards,

This post has been edited by Jhin: Jun 15 2009, 07:24 AM
Go to the top of the page
 
+Quote Post
   
Yanfly
post Jun 15 2009, 01:13 PM
Post #95


Level 19
Group Icon

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




Do you know how to script? That would be the only way to do it. If you do, I can provide the template to add on your own extra Victory Aftermath Extension Pages.


__________________________
Go to the top of the page
 
+Quote Post
   
Jhin
post Jun 16 2009, 06:56 AM
Post #96


Level 1
Group Icon

Group: Member
Posts: 7
Type: None
RM Skill: Undisclosed




Ok, that would very usefull. I will try to script it. Please send me the template when you have enough time.

Thanks and regards, Jhin.
Go to the top of the page
 
+Quote Post
   
EvenAngels
post Jun 16 2009, 07:01 AM
Post #97


"The Cute, Homicidal Girl Named Alma Told Me To..."
Group Icon

Group: Revolutionary
Posts: 510
Type: Writer
RM Skill: Advanced




Hi YanFly, I just want to say, nice job on this, as well as all your other scripts. It's definitely my favourite victory scene script I've seen. happy.gif


__________________________
To avoid confusion... I'm a guy! xD


Current demo officially rated 8.5/10 by RRR's Reviewer; nighthawk282

Spoiled For Your Benefit, So You Better Look! xD

Supported Projects









Personality Stamps








Go to the top of the page
 
+Quote Post
   
Yanfly
post Jun 16 2009, 07:48 AM
Post #98


Level 19
Group Icon

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




QUOTE (Jhin @ Jun 16 2009, 06:56 AM) *
Ok, that would very usefull. I will try to script it. Please send me the template when you have enough time.

Thanks and regards, Jhin.

Here you are:
http://www.pockethouse.com/rpgvx/scripts/vaep-template.txt
Have fun~


__________________________
Go to the top of the page
 
+Quote Post
   
wltr3565
post Jun 17 2009, 08:48 AM
Post #99


Laugh with Neuro
Group Icon

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




Yanfly, just to inform for this script especially Tankentai users, that if you want the victory poses to be executed, place this Victory Aftermath script above Tankentai. That's all. I don't want other users to complain why the victory poses aren't running.


__________________________
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:


[Show/Hide] Don't forget:

Laugh with Neuro
Go to the top of the page
 
+Quote Post
   
OHM2010
post Jun 19 2009, 02:01 PM
Post #100


Level 2
Group Icon

Group: Member
Posts: 21
Type: Developer
RM Skill: Beginner




Sorry Yanfly, but this is a very noobish repeat of an earlier request, but is there a way to create a compatibility between this and the KGC EquipLearnSkill and Uresk's Overkill script? I dont fully understand Ruby/RGSS2, so I couldnt use the expansion provided earlier...

Sorry if this is a little demanding... sad.gif

This post has been edited by OHM2010: Jun 19 2009, 02:22 PM


__________________________
What do you mean I only have one hand?! I dont in my RPG!
Go to the top of the page
 
+Quote Post
   

9 Pages V  « < 3 4 5 6 7 > » 
Reply to this topicStart new topic
1 User(s) are reading this topic (1 Guests and 0 Anonymous Users)
0 Members:

 

Lo-Fi Version Time is now: 22nd May 2013 - 04:20 PM
RPG RPG Revolution is an Privacy Policy and Legal
eXTReMe Tracker