What's up, RMers?
I seriously doubt that KEquipSkills could be causing Steel's issue on its own. For instance, only the pick skill items ever touch the item's target selection window. Any other item is handled by the default script OR any custom one not included in my demo. Then we gotta take a look at Game_Party's item_can_use? method. I only added 1 condition there before finally calling the original method and any previous aliases.

That's why I don't see how my script could be the culprit without any mishandling of Steel's default scripts or any additional script getting involved there.
"For God has not destined us for wrath, but for obtaining salvation through our Lord Jesus Christ," 1 Thessalonians 5:9

Maranatha!

The Internet might be either your friend or enemy. It just depends on whether or not she has a bad hair day.

[Image: SP1-Scripter.png]
[Image: SP1-Writer.png]
[Image: SP1-Poet.png]
[Image: SP1-PixelArtist.png]
[Image: SP1-Reporter.png]

My Original Stories (available in English and Spanish)

List of Compiled Binary Executables I have published...
HiddenChest & Roole

Give me a free copy of your completed game if you include at least 3 of my scripts! Laughing + Tongue sticking out

Just some scripts I've already published on the board...
KyoGemBoost XP VX & ACE, RandomEnkounters XP, KSkillShop XP, Kolloseum States XP, KEvents XP, KScenario XP & Gosu, KyoPrizeShop XP Mangostan, Kuests XP, KyoDiscounts XP VX, ACE & MV, KChest XP VX & ACE 2016, KTelePort XP, KSkillMax XP & VX & ACE, Gem Roulette XP VX & VX Ace, KRespawnPoint XP, VX & VX Ace, GiveAway XP VX & ACE, Klearance XP VX & ACE, KUnits XP VX, ACE & Gosu 2017, KLevel XP, KRumors XP & ACE, KMonsterPals XP VX & ACE, KStatsRefill XP VX & ACE, KLotto XP VX & ACE, KItemDesc XP & VX, KPocket XP & VX, OpenChest XP VX & ACE
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First, he said he deleted every script within his duplicate project except for yours and the default scripts. So no additional scripts should have been involved.

STILL, to narrow this down....

STEEL?   With the same said 'duplicate' project you used, go into its 'Data' folder, the one that contains all of the .rxdata files.

COPY a "Skills.rxdata" file from a blank project and PASTE it into the Data folder of your duplicate, thereby erasing and resetting your Scripts Database.  After doing that, you should have nothing in the Scripts database but your Default Scripts without chance of possible accidental corruption.

Then paste your currently set up copy of KSkillsEquip into your project.

This should give you the same result as you did when you eliminated every custom script as previously instructed unless something was tweaked within your default scripts.

If you find that the problem no longer exists with this method, then something was indeed wrong with your default scripts, something corrupted and altered.

If you find that the problem still exists, then it is indeed KSkillsEquip.

No ambiguity.
Up is down, left is right and sideways is straight ahead. - Cord "Circle of Iron", 1978 (written by Bruce Lee and James Coburn... really...)

[Image: QrnbKlx.jpg]
[Image: sGz1ErF.png]    [Image: liM4ikn.png]    [Image: fdzKgZA.png]    [Image: sj0H81z.png]
[Image: QL7oRau.png]    [Image: uSqjY09.png]    [Image: GAA3qE9.png]    [Image: 2Hmnx1G.png]    [Image: BwtNdKw.png%5B]
  Above are clickable links
Reply }
Those steps should be followed for certain, but I know it makes no sense to think that my script is causing that issue. Especially when the code doesn't alter the item consumption feature while using the direct or check system.

KIND OF IMPORTANT EDIT

Just in case Wulfo's recommendation fails, and there is any possibility that KEquipSkills XP could be kind of permissive at the time that it performs the corresponding direct or check tasks, try this piece of code as a separate script.

Code:
class Game_Party
  def teach_item_skills?(item_id)
    return if item_number(item_id) == 0
    @actors.find {|actor| actor.teach_item_skills?(item_id) }
  end
end

It's a slightly modified version of the same method already present in the main KEquipSkills script because it only adds this line of code:

Code:
return if item_number(item_id) == 0

SUGGESTION

You could also discard any external influence following a modified version of Wulfo's debugging methodology. Instead of starting eliminating scripts and all that stuff, you pick a copy of my demo, with default scripts untouched plus 2 KEquipSkills scripts plus Game INI Data Extractor and start adding your custom scripts one by one.
"For God has not destined us for wrath, but for obtaining salvation through our Lord Jesus Christ," 1 Thessalonians 5:9

Maranatha!

The Internet might be either your friend or enemy. It just depends on whether or not she has a bad hair day.

[Image: SP1-Scripter.png]
[Image: SP1-Writer.png]
[Image: SP1-Poet.png]
[Image: SP1-PixelArtist.png]
[Image: SP1-Reporter.png]

My Original Stories (available in English and Spanish)

List of Compiled Binary Executables I have published...
HiddenChest & Roole

Give me a free copy of your completed game if you include at least 3 of my scripts! Laughing + Tongue sticking out

Just some scripts I've already published on the board...
KyoGemBoost XP VX & ACE, RandomEnkounters XP, KSkillShop XP, Kolloseum States XP, KEvents XP, KScenario XP & Gosu, KyoPrizeShop XP Mangostan, Kuests XP, KyoDiscounts XP VX, ACE & MV, KChest XP VX & ACE 2016, KTelePort XP, KSkillMax XP & VX & ACE, Gem Roulette XP VX & VX Ace, KRespawnPoint XP, VX & VX Ace, GiveAway XP VX & ACE, Klearance XP VX & ACE, KUnits XP VX, ACE & Gosu 2017, KLevel XP, KRumors XP & ACE, KMonsterPals XP VX & ACE, KStatsRefill XP VX & ACE, KLotto XP VX & ACE, KItemDesc XP & VX, KPocket XP & VX, OpenChest XP VX & ACE
Reply }
I have been a very busy wolf...

[Image: attachment.php?aid=2110]

What you see is a folder dedicated to the archival of RPG Maker Central's script database.  RPG Maker Central had been having issues for many months, and had finally collapsed a month ago. 

For some time, I have been entering the forum and actively grabbing the 'entire first page' of every script thread that had viable content.  Many had Pastebin links that still function, dropbox links that are fine, or still have their own personal boards up and running.  Unfortunately, there are a number that used RapidShare, MegaUpload, or DB (shortcut Dropbox) links that have perished.  Those could not be salvaged.

There are some scripts which I had not bothered to acquire of course, these belonging to those who already have accounts in our forum; kyonides, DoubleX, and so on.

STILL, this is ongoing as some individuals made a 'lost scripts section that needs to be sorted through.  And even then, additional work must be done. Each folder shown above is given a name based on pages from RPG Maker Central... the 99 'pages' of Script topics. And each of these folders contains 200MB to 600MB of content that needs to be streamlined into something lighter to handle.

Oh, and for those thinking 'online play, I have found at least two MMO systems for RPGMaker... Rubysript AND Javascript.
Up is down, left is right and sideways is straight ahead. - Cord "Circle of Iron", 1978 (written by Bruce Lee and James Coburn... really...)

[Image: QrnbKlx.jpg]
[Image: sGz1ErF.png]    [Image: liM4ikn.png]    [Image: fdzKgZA.png]    [Image: sj0H81z.png]
[Image: QL7oRau.png]    [Image: uSqjY09.png]    [Image: GAA3qE9.png]    [Image: 2Hmnx1G.png]    [Image: BwtNdKw.png%5B]
  Above are clickable links
Reply }
Good grief.

Here's to hope that mayhaps, we can get everything back to stable stasis...
Reply }
Well, the golden week on Komodo is about to end. I just happened to pay it a visit and found the MT Tiny Tales Dungeon Tiles DLC.
I guess it's a decent retro styled tileset and probably a good pick for anybody making a Zelda-like game.
"For God has not destined us for wrath, but for obtaining salvation through our Lord Jesus Christ," 1 Thessalonians 5:9

Maranatha!

The Internet might be either your friend or enemy. It just depends on whether or not she has a bad hair day.

[Image: SP1-Scripter.png]
[Image: SP1-Writer.png]
[Image: SP1-Poet.png]
[Image: SP1-PixelArtist.png]
[Image: SP1-Reporter.png]

My Original Stories (available in English and Spanish)

List of Compiled Binary Executables I have published...
HiddenChest & Roole

Give me a free copy of your completed game if you include at least 3 of my scripts! Laughing + Tongue sticking out

Just some scripts I've already published on the board...
KyoGemBoost XP VX & ACE, RandomEnkounters XP, KSkillShop XP, Kolloseum States XP, KEvents XP, KScenario XP & Gosu, KyoPrizeShop XP Mangostan, Kuests XP, KyoDiscounts XP VX, ACE & MV, KChest XP VX & ACE 2016, KTelePort XP, KSkillMax XP & VX & ACE, Gem Roulette XP VX & VX Ace, KRespawnPoint XP, VX & VX Ace, GiveAway XP VX & ACE, Klearance XP VX & ACE, KUnits XP VX, ACE & Gosu 2017, KLevel XP, KRumors XP & ACE, KMonsterPals XP VX & ACE, KStatsRefill XP VX & ACE, KLotto XP VX & ACE, KItemDesc XP & VX, KPocket XP & VX, OpenChest XP VX & ACE
Reply }
An ongoing archival process...
(05-01-2024, 04:49 PM)DerVVulfman Wrote: STILL, this is ongoing as some individuals made a 'lost scripts section that
needs to be sorted through.  And even then, additional work must be done.
Each folder shown above is given a name based on pages from RPG Maker Central...
the  99 'pages' of Script topics.  And each of these folders contains 200MB to 600MB
of content that needs to be streamlined into something lighter to handle.
Welll....   The Lost Scripts thread of RPG Maker Central did suggest some interesting content.  And it did have actual hard copies of scripts that did indeed have dead links and immune to the powers of the Internet Archive.  And so, these scripts are eventually to be included within the RPG Maker Central archive.

However, to ensure I had proper location and BBCode for these scripts, I had to scour through all 99 pages... all 20 posts per page and nearly 2000 posts... to find that the same said Lost Scripts thread included so-suggested lost scripts that were not part of RPG Central at all. A large number from Mr.Bubble, one from Tsukihime, and so on.

Of interesting note, this lost scripts thread also included links to pastebin accounts.  Indeed, if a thread might not have been updated, perhaps their pastebin account might have the current version.  And there are scores of scripts that exist.

And of a more interesting note, links to webpages for more pseudo 3D environments for engines VXAce on up.  It appears that one scripter created their own variation of HMode7, the RMXP script that used its own modeling system, for RPGMaker MV/MZ... though a bit Minecrafy-blocky.  But then again, that's RPGMaker's schtick since VX. Laughing

I need to finish up and acquire the non-Central scripts from RPG Central's Lost Scripts thread and have them set aside.  After that, I begin stage two processing...

... Converting the downloaded webpages and content into viable BBCode for posting because 4.5GB is way to big for a scripts collection.
Up is down, left is right and sideways is straight ahead. - Cord "Circle of Iron", 1978 (written by Bruce Lee and James Coburn... really...)

[Image: QrnbKlx.jpg]
[Image: sGz1ErF.png]    [Image: liM4ikn.png]    [Image: fdzKgZA.png]    [Image: sj0H81z.png]
[Image: QL7oRau.png]    [Image: uSqjY09.png]    [Image: GAA3qE9.png]    [Image: 2Hmnx1G.png]    [Image: BwtNdKw.png%5B]
  Above are clickable links
Reply }
Hoo boy! Productive week this week, all things considered! I was so busy in fact I completely forgot to post in time for the Gazette!

But let's get to the highlight that would have missed the gazette, as this was only done in the past 24 hours!

Roo Ryder, the voice actor who i selected to play the role of Xaela, got me all of the lines!

Xaela: The Eldritch Mortician Voice Acting Showcase (Feat. Roo Ryder)

But, ah! That is far from all!

Pjcr got me what remains of the Mal Morris portraits, and has also recently gotten me the first of the Rex Flexin portraits.
[Image: L8dkHF6.png]
Dude is ripped!

I have made good progress on the Brochures, now over halfway done.
[Image: TnY5zqc.png]
60/118 complete.

But that is far from all!

Recently I decided to grab some plugins that would be necessary for the game going forward, especially in regards to higher scope boss fights.
[Image: FsYBiY2.png]
This is just a testing map where I test out these plugins. So don't read too deeply into the lore implications that aren't even there.

So the three plugins in use here are as follows.
-Mog Picture Effects
-Mog Weather_EX
-Mog MapName_HUD

Given the importance and flowery elegance of the map names in my game, it's always been easy to miss them using the default system, so this was a very long-awaited and necessary addition to the UI.

Weather_EX will make a huge difference with making crazy cool backdrops and effects for various battle arenas and regular maps.

As for Picture Effects, this is a multi-faceted script which will be insanely useful. Not only can it make strips of pictures into animations like seen in the screenshot for the starfield effect, it has other uses as well, and can make pictures displayed breath, float, and other kooky effects, which should be handy for the elements in some of the menus that presently just sit their idle without any movement of their own!

Additionally, I did a re-recording of an old scene that I felt the need to re-write some parts of.

BUTT WEIGHT

That is still, not all!

Junked's composer (Triatic) just recently submitted the theme for Junkheap, the last of the main character themes to be composed, and finally rounding out the 5-piece leitmotif stitched blanket. Now all the other games themes can be composed.

06 Forgotten

It is very heavily in techno-swing territory, which if you know this character at all, you know is pretty on point.
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(05-06-2024, 09:12 PM)DerVVulfman Wrote: ... Converting the downloaded webpages and content into viable BBCode for posting because 4.5GB is way too big for a scripts collection.

Aye; I have a very large script repo archive that is 8+GB in size.
Reply }
I've been thinking about RPG Editors... Its always the map that confuses people when it comes to making an editor. Well, the map is saved in the very same converted text format (rxdata, rvdata... whatever) as the rest of the game data in the ruby editions of RPGMaker.

I decided to post a little script here that is my examination of the map data:
Code:
#==============================================================================
# ** Interpreter
#------------------------------------------------------------------------------
#  This interpreter runs event commands. This class is used within the
#  Game_System class and the Game_Event class.
#==============================================================================

class Interpreter
  #--------------------------------------------------------------------------
  # * DO IT
  #--------------------------------------------------------------------------
  def do_it
    
    # Get the MapInfos list (most... if not all... content is for the editor)
    map_list    = load_data("Data/MapInfos.rxdata")

    # Process the Map Infos list
    map_list(map_list)
    
    # Get the data from a map
    map_data    = load_data("Data/Map001.rxdata")
    
    # Display the data
    the_general(map_data)

    # Perform TABLE data exam method
    the_table(map_data.data)
    
    # Perform TABLE data exam method
    the_events(map_data.events)    
    
    # Perform TABLE data exam method
    the_encounters(map_data.encounter_list)        
    
  end
  #--------------------------------------------------------------------------
  # * Get data from MapInfos itself
  #--------------------------------------------------------------------------
  def map_list(data)

    # Get the 'Keys' to the MapInfos Hash array.
    #  Each key is the ID of a map, and is ALSO the 'filename' of the
    #  map in the data folder once formatted. Ex: #4 = Map004.rxdata
    #
    keys = data.keys
    p keys
    
    # Just get the first key in the keys array
    key = keys[0]

    # Get a map (the 1st) and render it
    a_map = data[key]
    p a_map
    
    # Data for a given map in the MapInfos Hash:
    #
    p a_map.name          # the name given to the map (just like in map data)
    p a_map.parent_id     # If a child map, the ID/key of the parent map
    p a_map.order         # Presentation order in the list (even if spoilered)
    p a_map.expanded      # If spoilered or not
    p a_map.scroll_x      # The editor's x-axis scrollbar position
    p a_map.scroll_y      # The editor's y-axis scrollbar position
    
  end
  #--------------------------------------------------------------------------
  # * Deal with the data
  #--------------------------------------------------------------------------
  def the_general(data)
    
    # Nice little title to pop up
    p "MAP DATA"
    
    # Hey, let's get a breakdown of the data for a map
    #
    p data.bgm              # Audio Class
    p data.events           # ARRAY
    p data.tileset_id       # ... the tileset id
    p data.bgs              # Audio Class
    p data.autoplay_bgs     # True/False flag
    p data.height           # Dimensions: Height
    p data.width            # Dimensions: Width
    p data.data             # MAP DATA TABLE
    p data.encounter_step   # No of steps before an encounter
    p data.encounter_list   # ARRAY
    
  end
  #--------------------------------------------------------------------------
  # * Deal with the map table
  #--------------------------------------------------------------------------
  def the_table(data)
    
    # Nice little title to pop up
    p "MAP"

    # Print Map dimensions (horizontal, vertical and layers)
    #
    p "Map Dimensions are..."
    p data.xsize  # How wide in tiles  
    p data.ysize  # How tall in tiles
    p data.zsize  # How many layers is it?

  
    # Sort throught all horizontal tiles on top most 0 horizontal and layer 0
    #
    # The data is a 'table', so we are talking a table with three dimensions:
    # X, Y, Z.   So data[4,3,1] would be X,Y of 4,3 on layer 1. This assuming
    # that we start on coordinate 0,0 and not 1,1.
    #
    p "Let's get the top row, shall we?"
    for x in 0...data.xsize
      tile = data[x, 0, 0]
      p tile
    end
    
    # Each Autotile is comprised of 48 smaller pieces, the Editor displaying
    # the segments in an 8x6 display
    
    # There are 8 autotiles (including the fixed "EMPTY" tile.
    # Thus 8 autotiles of 48 pieces comprise the first 384 tiles as suggested
    # in Sprite_Character
    
    # Just show the layer count...
    #
    p 'Layer Count'
    for layer in 0...data.zsize
      p layer
    end
    
    # NOTES:  Any tile value of 0 is an empty spot.
    #
    #         Tiles 1-384 are autotiles, each individual tile is broken
    #         into 48 segments. These can be seen by double-clicking the
    #         autotile in the tile selection window.
    #
    #         There are 8 autotiles (including the fixed "EMPTY" tile.
    #         Thus 8 autotiles of 48 pieces comprise the first 384 tiles
    #         as suggested in Sprite_Character
    #
    #         And any tile above 384 is a static tile.

  end
  #--------------------------------------------------------------------------
  # * Deal with the map table
  #--------------------------------------------------------------------------
  def the_events(data)
    
    # Nice little title to pop up
    p 'EVENT'

    # Get the 'Keys' to the event Hash array.
    #  Each key is the ID of an event (starting from 1 on up).
    keys = data.keys
    p keys
    
    # THE ACTUAL EVENT
    event = data[1]
    
    # Data in the event:
    p event.id
    p event.name
    p event.x
    p event.y
    p event.pages             # RPG::Event::Pages
    
    # Breakdown the pages of an event
    the_event_pages(event.pages)
    
  end  
  #--------------------------------------------------------------------------
  # * Breakdown of the event's pages
  #--------------------------------------------------------------------------
  def the_event_pages(pages)

    # How many pages in the event
    p pages.size
    
    # Get a single page:
    page = pages[0]
    
    # Get the STUFF in a single page
    p page.condition          # RPG::Event::Page::Condition
    p page.graphic            # RPG::Event::Page::Graphic
    p page.move_type
    p page.move_speed
    p page.move_frequency
    p page.move_route         # Your RPG::MoveRoute
    p page.walk_anime
    p page.step_anime
    p page.direction_fix
    p page.through
    p page.always on top
    p page.trigger
    p page.list               # The RPG::EventCommand array
    
  end
  #--------------------------------------------------------------------------
  # * Deal with the map table
  #--------------------------------------------------------------------------
  def the_encounters(data)
    
    # Just an array of the Troop IDs that are attached...
    # ... If you have random encounters.
    #
    p data
    
  end    
end

This stupid little script executes merely by running a script call of "do_it". It will read the MapInfos file and the first map in my project. It wasn't really for content like the map name or tile ID, but for examining the data structure for the rendered map and the structure of MapInfos itself.

So far, the only real issue happens when you switch the actual tileset in use, either loading/replacing a tileset or switching from one map to another ... and thereby changing the tileset in memory. I think the editor must (1) clear all autotile graphic data, and then (2) recombine the individual 'chunks' that get drawn which are seen when you 'double-click' any single autotile in the editor.

I would so love to see someone use this knowledge to make an actual map editor. Laughing
Up is down, left is right and sideways is straight ahead. - Cord "Circle of Iron", 1978 (written by Bruce Lee and James Coburn... really...)

[Image: QrnbKlx.jpg]
[Image: sGz1ErF.png]    [Image: liM4ikn.png]    [Image: fdzKgZA.png]    [Image: sj0H81z.png]
[Image: QL7oRau.png]    [Image: uSqjY09.png]    [Image: GAA3qE9.png]    [Image: 2Hmnx1G.png]    [Image: BwtNdKw.png%5B]
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