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stupid rmxp problems - KasperKalamity - 10-27-2012

I've run into some really, really stupid problems with RMXP. I can't make sense of why any of this is happening, and need help.

1) When I try to change armor, it doesn't tell how much the stats will increase, they just stay the same. [Image: nostatincrease.png]
2) I have a forest maze puzzle area, and without even changing a thing, a teleport event sends you somewhere completely wrong. I checked the actual event, and it says it's sending the player to the right place, but it doesn't.

[Image: tombstone1.png]

[Image: tombstone2.png]



How do I fix these problems?


RE: stupid rmxp problems - kyonides - 10-27-2012

You just forgot to mention if you're using a default or custom equipment script but if it's the first option then that would mean that some piece of code gotta be deleted at some point or the shoulder pad doesn't actually make any difference because you forgot to change the its stats in the database section. So we would need to check out your equipment script to search for the culprit lines. Regarding the player transfer issue we would still need to know where does the player show up after the transfer took place. What are the actual coordinates of that unusual transfer? (Not the right ones, the ones that blow up your nerves!) Is there any possibility that you're are using another custom script that may affect the player transfer process at some point?


RE: stupid rmxp problems - KasperKalamity - 10-27-2012

im not using any custom equipment or transfer scripts. the stats change after the armor is equipped


RE: stupid rmxp problems - kyonides - 10-28-2012

OK, does the Window_EquipLeft script look exactly the same as the one I've posted below?

Code:
#==============================================================================
# ** Window_EquipLeft
#------------------------------------------------------------------------------
#  This window displays actor parameter changes on the equipment screen.
#==============================================================================

class Window_EquipLeft < Window_Base
  #--------------------------------------------------------------------------
  # * Object Initialization
  #     actor : actor
  #--------------------------------------------------------------------------
  def initialize(actor)
    super(0, 64, 272, 192)
    self.contents = Bitmap.new(width - 32, height - 32)
    @actor = actor
    refresh
  end
  #--------------------------------------------------------------------------
  # * Refresh
  #--------------------------------------------------------------------------
  def refresh
    self.contents.clear
    draw_actor_name(@actor, 4, 0)
    draw_actor_level(@actor, 4, 32)
    draw_actor_parameter(@actor, 4, 64, 0)
    draw_actor_parameter(@actor, 4, 96, 1)
    draw_actor_parameter(@actor, 4, 128, 2)
    if @new_atk != nil
      self.contents.font.color = system_color
      self.contents.draw_text(160, 64, 40, 32, "->", 1)
      self.contents.font.color = normal_color
      self.contents.draw_text(200, 64, 36, 32, @new_atk.to_s, 2)
    end
    if @new_pdef != nil
      self.contents.font.color = system_color
      self.contents.draw_text(160, 96, 40, 32, "->", 1)
      self.contents.font.color = normal_color
      self.contents.draw_text(200, 96, 36, 32, @new_pdef.to_s, 2)
    end
    if @new_mdef != nil
      self.contents.font.color = system_color
      self.contents.draw_text(160, 128, 40, 32, "->", 1)
      self.contents.font.color = normal_color
      self.contents.draw_text(200, 128, 36, 32, @new_mdef.to_s, 2)
    end
  end
  #--------------------------------------------------------------------------
  # * Set parameters after changing equipment
  #     new_atk  : attack power after changing equipment
  #     new_pdef : physical defense after changing equipment
  #     new_mdef : magic defense after changing equipment
  #--------------------------------------------------------------------------
  def set_new_parameters(new_atk, new_pdef, new_mdef)
    if @new_atk != new_atk or @new_pdef != new_pdef or @new_mdef != new_mdef
      @new_atk = new_atk
      @new_pdef = new_pdef
      @new_mdef = new_mdef
      refresh
    end
  end
end



RE: stupid rmxp problems - KasperKalamity - 10-28-2012

if that's a vanilla version script, i havent touched it


RE: stupid rmxp problems - kyonides - 10-28-2012

That's the default Window_EquipLeft script I just wanted to check if something changed after you saved this script. I just wanted to check if there was any involuntary deletion of some part of the code or the Scripts.rxdata file was corrupted already.


RE: stupid rmxp problems - KasperKalamity - 10-31-2012

that code matches my code exactly.

the custom scripts im using are:

Selwyn's "dancing damage numbers" which is at the very top of the list

LegacyX's Skill shop, which I haven't used yet

ParaDog's 8 directional movement

The RMXP Standard Development Kit (SDK)

Trickster's Battle Centering (Centered Status)

an anonymous caterpillar walking script that i've had for 7 years

an anonymous Heal On Levelup script

RPG Advocate's Elemental Damage Fix

ParaDog's Battle Count Indicator

Emily_Konichi's Scene_Credits script

DerVV's Battle Advantages


and RPG Advocate's Two Handed Weapons (which i also haven't used yet)


RE: stupid rmxp problems - yamina-chan - 10-31-2012

Those are many scripts that could affect the problems you've encountered.
Also, just naming them might not be enough. The SDK alone has god knows how many versions. I'm not a scripter, but without someone looking at this pile of codes it is quite unlikely that you'll get the help you want.


RE: stupid rmxp problems - DerVVulfman - 11-02-2012

The caterpillar script you're using is likely fukuyama's Train Actor script. One of the originals. See if it has a 'TRAIN_ACTOR_TRANSPARENT_SWITCH' switch you can turn on/off as a giveaway.

The Heal on LevelUp is likely Ccoa's. That was the title of one of hers.

Try this. Make a 'duplicate' copy of your demo and delete one script at a time, running it each time. When the bug disappears, you just found a script that (at least partially) caused the problem.

Funny how you say you haven't used the two-handed script as that one would be more likely to affect your equipment script above the others.


RE: stupid rmxp problems - KasperKalamity - 11-02-2012

i have it in the database, but havent actually tried to make any two handed weapons. i'll have to try just eliminating one at a time til i get it