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 MultiSlots!
#51
for some reason this is giving me problems when it worked perfectly in another game with the same scripts ...

the game starts with no actors to show a dialogue part, but as soon as it passes and the 1st char is added ... i get this error ...

Script 'mSlots (RPG & Game)' Line 201: NoMethodError occurred.
undefined method 'size' for nil:NilClass

any help with that?
Reply }
#52
BUMP!
up to version 2.6


Hey, Jojozityjo. You found a critical error that came about when initializing players. Players that were already in the party didn't need to be initialized. Initialized characters had their stuff 'reset' and that caused a problem with the armor setup routine..

Fixed now, and you're in the credits.

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 }
#53
BUMP!
up to version 2.7


WHOOPS! My bad. That error wasn't fully repaired as Yin found out. I left out a stupid bit of code in the 2nd page mSlots (RPG & Game) that helped check on the initialized characters.

Now it's Yin's turn to be in another script's credits.
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 }
#54
BUMP TO
Version: 2.8

It's been a while since I had anything to bump with MultiSlots. Guess I had to find something. It looks like the switch that turned off the 'unarmed combat' system was defective. Eep! My bad. Fixed now though.
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 }
#55
Hey, I've found a bug. D: I realise this is a bit of a necro, but meh. I'd love assistance. ^^;;

When using the following script call...
Code:
$game_actors[1].blocked_offhands = [1,2,3,4,5,6,7,8,9,10,11]
$game_actors[1].dual_wield = true


...and trying to equip a shield with a one-handed weapon, the shield doesn't show up in my status screen. Two weapons show up fine, or even a 2H weapon alone, but it's an issue with showing the shield's name on the left hand.

Any ideas? :<

And, lemme just say this script's great. <3 So any help would be appreciated~!


EDIT: Until there's any fix implemented, I'm doing this to manually insert the shield's item name on the status screen:
Code:
draw_item_name($data_armors[@actor.armor1_id], 376 + 24, 106) #shield insert

The numbers will have to be altered for anyone else, as I'm using my own CMS. Just throw it above the lines where it displays the actor's equipment.

This could probably be done better, as I'm no expert with this sort of thing. :3
[Image: kirby.gif]
Reply }
#56
Hey! Long time no see!!! Happy

Well, I do appreciate any bug reports, and I saw yours while at work! Couldn't do anything then as I didn't have RPGMaker XP in front of me. BUT... I went into the script the moment I got home. And lo and behold, I got it fixed.

BUMP!
To Version 2.9

Thanks to Waddle Dee, a minor glitch appeared in the Window_Status class in the 3rd script page that handles the Window code. You can merely replace this page and be upgraded to the latest version with no problem.

Oh.... and now the credits includes Waddle Dee as she identified the error that needed repairing.
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 }
#57
Hi! :D Been busy, plus for awhile the website showed as down/offline for me (it may have just been on my end)...what a surprise it was when I saw everything up like nothing had happened, lol.

Thanks for the speedy response! ^^
[Image: kirby.gif]
Reply }
#58
DerVVulfman,

If you get tired of the requests, just tell me to stop :).

Great script as always, love what you do with everything. Would it be possible to make it so an actor was forbidden to have no weapon equipped? In most animated battler systems the actor graphic has a weapon, and I think it looks very poor if they are shown holding and attacking with a weapon if they don't have one equipped. Not the end of the world if you can't make it happen, just curious if it would be a simple fix. Thanks!
Habs11
Reply }
#59
Personally, I would use my 'Brenda's Visual Battlers' so I could make separate weapon spritesheets... have it so the actors can switch from a sword to an axe and let it visually change or let him fight unarmed that way.

But... that's not what you wish, so I cobbled this up. This being a direct edit to the script:

Look for line 334 in mSlots (Windows) and make changes to match. These edits happen where the @equip_type is involved as it handles the 1st slot (for weapons).
Code:
# Add blank page
    @data.push(nil) if @equip_type != 0
    # Make a bit map and draw all items
    @item_max = @data.size
    self.contents = Bitmap.new(width - 32, row_max * 32)
    if @equip_type != 0
      for i in 0...@item_max-1
        draw_item(i)
      end
    else
      for i in 0...@item_max
        draw_item(i)
      end
    end
    if @equip_type != 0
      s = @data.size-1
      self.contents.draw_text(4, s * 32, 100, 32, MSlots::STRING_REMOVED)
    end
  end
  #--------------------------------------------------------------------------
  # * Draw Item
  #     index : item number
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 }
#60
I have looked at your 'Brenda's Visual Battlers' script and it is awesome (no surprise). However I am using an 11-pose actor graphics for my battlers, so creating extra graphics with no weapon and other weapons would be more tedious than I would like. Thanks for the suggestion.

So, I added the extra lines into the script and I got the following error from Charlie Fleeds Bitmap, Draw Face 1.7:


.png   Capture.PNG (Size: 18.54 KB / Downloads: 5)

I am not sure exactly the issue with the script, but I have pasted Charlies Bitmap script below. Thanks for looking into it.

Code:
#==============================================================================
# ** Bitmap, Draw Face   ver. 1.7
# ** Author: Charlie Fleed
#==============================================================================

#==============================================================================
# ■ BITMAP
#==============================================================================

class Bitmap
  attr_accessor :bg_color
  #--------------------------------------------------------------------------
  # *
  #--------------------------------------------------------------------------  
  unless @charlie_fleed_bitmap_initialize
    @charlie_fleed_bitmap_initialize = true
    alias_method :cl_initialize, :initialize
    def initialize(a, b = nil)
      if b != nil
        cl_initialize(a, b)
      else
        cl_initialize(a)
      end
      @bg_color = Color.new(61,52,109)
    end  
  end
  
  #--------------------------------------------------------------------------
  # ● Draw Text Bordered
  # actually a draw_text_shadowed method
  #--------------------------------------------------------------------------
  def draw_text_bordered(x, y, width, height, text, align = 1)
    color2 = font.color.clone
    font.color.set(0, 0, 0)
    draw_text(x + 1, y + 1, width, height, text, align)
    font.color = color2
    draw_text(x, y, width, height, text, align)
  end
  
  #--------------------------------------------------------------------------
  # ● Draw Text Bordered 2
  #--------------------------------------------------------------------------
  def draw_text_bordered_2(x, y, width, height, text, align = 1)
    color2 = font.color.clone
    font.color = @bg_color
    draw_text(x + 1, y + 1, width, height, text, align)
    draw_text(x + 1, y - 1, width, height, text, align)
    draw_text(x - 1, y + 1, width, height, text, align)
    draw_text(x - 1, y - 1, width, height, text, align)
    font.color = color2
    draw_text(x, y, width, height, text, align)
  end
  
  #--------------------------------------------------------------------------
  # ● Draw Text Shadowed
  #--------------------------------------------------------------------------
  alias draw_text_shadowed draw_text_bordered
  
  #--------------------------------------------------------------------------
  # ● Draw Text Shadowed 2 (double shadow)
  #--------------------------------------------------------------------------
  def draw_text_shadowed_2(x, y, width, height, text, align = 1)
    color2 = font.color.clone
    font.color.set(0, 0, 0)
    draw_text(x + 2, y + 1, width, height, text, align)
    draw_text(x + 1, y + 2, width, height, text, align)
    draw_text(x + 1, y + 1, width, height, text, align)
    font.color = color2
    draw_text(x, y, width, height, text, align)
  end
end


#==============================================================================
# ■ RPG Cache
#==============================================================================

module RPG
  module Cache
    #--------------------------------------------------------------------------
    # ● Face
    #--------------------------------------------------------------------------
    def self.face(filename, hue)
      begin
          self.load_bitmap("Graphics/Faces/", filename, hue)
      rescue
          self.load_bitmap("Graphics/Faces/", "", hue)
      end    
    end
    
    #--------------------------------------------------------------------------
    # ● State
    #--------------------------------------------------------------------------
    def self.state(filename, hue)
      begin
          self.load_bitmap("Graphics/States/", filename, hue)
      rescue
          self.load_bitmap("Graphics/States/", "", hue)
      end    
    end
    
    #--------------------------------------------------------------------------
    # ● Turn
    #--------------------------------------------------------------------------
    def self.turn(filename)
      begin
          self.load_bitmap("Graphics/Pictures/turns/", filename)
      rescue
          self.load_bitmap("Graphics/Pictures/turns/", "")
      end    
    end
    
    #--------------------------------------------------------------------------
    # ● Style 3 Face
    #--------------------------------------------------------------------------
    def self.face_s3(filename, hue)
      begin
          self.load_bitmap("Graphics/Faces/", filename+"-s3", hue)
      rescue
          self.load_bitmap("Graphics/Faces/", "", hue)
      end    
    end
  end
end


#==============================================================================
# ■ WINDOW BASE
#==============================================================================

class Window_Base
  #--------------------------------------------------------------------------
  # ● Draw Actor Face
  #--------------------------------------------------------------------------
  def draw_actor_face_CF(actor, x, y, size = 0)
    bitmap = RPG::Cache.face(actor.name, actor.character_hue)
    return if bitmap == nil
    cw = bitmap.width
    ch = bitmap.height
    if size > 0
      dst_cw = size
      dst_ch = size
    else
      dst_cw = bitmap.width
      dst_ch = bitmap.height
    end
    dst_rect = Rect.new(x, y, dst_cw, dst_ch)
    src_rect = Rect.new(0, 0, cw, ch)
    self.contents.stretch_blt(dst_rect, bitmap, src_rect)
  end
  
  #--------------------------------------------------------------------------
  # ● Draw Actor Battle Status Face
  #--------------------------------------------------------------------------
  def draw_actor_battle_status_face(actor, x, y)
    bitmap = RPG::Cache.face(actor.name + "-battlestatus", actor.character_hue)
    return if bitmap == nil
    cw = bitmap.width
    ch = bitmap.height
    dst_cw = bitmap.width
    dst_ch = bitmap.height
    dst_rect = Rect.new(x, y, dst_cw, dst_ch)
    src_rect = Rect.new(0, 0, cw, ch)
    self.contents.stretch_blt(dst_rect, bitmap, src_rect)
  end
  
  #--------------------------------------------------------------------------
  # ● Draw Actor Face Small
  #--------------------------------------------------------------------------
  def draw_actor_face_small(actor, x, y, size = 0)
    bitmap = RPG::Cache.face(actor.name + "-small", actor.character_hue)
    # Fallback
    if bitmap == RPG::Cache.face("", actor.character_hue)
      bitmap = RPG::Cache.face(actor.name, actor.character_hue)
    end
    return if bitmap == nil
    cw = bitmap.width
    ch = bitmap.height
    if size > 0
      dst_cw = size
      dst_ch = size
    else
      dst_cw = bitmap.width
      dst_ch = bitmap.height
    end
    dst_rect = Rect.new(x, y, dst_cw, dst_ch)
    src_rect = Rect.new(0, 0, cw, ch)
    self.contents.stretch_blt(dst_rect, bitmap, src_rect)
  end
  #--------------------------------------------------------------------------
  # ● Draw State Icon
  #--------------------------------------------------------------------------
  def draw_state_icon(state_id, x, y, size = 24)
    return if state_id == 0
    bitmap = RPG::Cache.state($data_states[state_id].name, 0)
    return if bitmap == nil
    cw = bitmap.width
    ch = bitmap.height
    dst_cw = size
    dst_ch = size
    dst_rect = Rect.new(x, y, dst_cw, dst_ch)
    src_rect = Rect.new(0, 0, cw, ch)
    self.contents.stretch_blt(dst_rect, bitmap, src_rect)
  end
end
Habs11
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