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Yeti fixing quick bugs

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1 Yeti fixing quick bugs on Sun Apr 01, 2012 8:51 pm

Klokinator

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Admin
Hey Kirby.



Yay you can Give units now! No more crashing!



Last edited by Klokinator on Tue Feb 05, 2013 3:48 pm; edited 1 time in total

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2 Re: Yeti fixing quick bugs on Sun Apr 01, 2012 9:15 pm

Mercenary Lord

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Wow, that was stupendously disappointing. I expected a crazy new script, or a total rewrite.

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3 Re: Yeti fixing quick bugs on Sun Apr 01, 2012 9:35 pm

Charlotte

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Chick
Image not loading.

And dangit I already submitted mine. Now I get to do a revision.

4 Re: Yeti fixing quick bugs on Sun Apr 01, 2012 10:01 pm

Klokinator

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Yeti posted it on his forum anyway.

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5 Re: Yeti fixing quick bugs on Sun Apr 01, 2012 11:34 pm

Charlotte

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Chick
Yeah, I saw it.

I wonder if this will fix all the other rescue bugs I've been having...
*checks*

6 Re: Yeti fixing quick bugs on Wed Apr 25, 2012 2:21 pm

Klokinator

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Yeti fixed another "bug" that isn't really a bug, but basically fixed a feature that was supposed to work.


Add this in the scripts editor somewhere as a new script
Code:
class Interpreter
  def loss_on_death_actor(*args)
    for i in args
      $game_system.add_loss_on_death_actor(i)
    end
  end
end

and then in the event (most likely the info/chapter data event) make a script call that does

Code:
loss_on_death_actor(
    21, 22, 23, 24,
    25, 26, 27, 28,
    29, 30, 31)
(Replace the numbers as needed with your actor ID's.)



I used this to give Markyjoe mode in my ragefest death if any unit dies, while Sephmode uses the default 4 actors as a loss on death and everyone else is expendable. So, I put [20, 33, 34, 35] as my default LOSS_ON_DEATH in the script database, then add that little script nugget into my info event on MJ's map and if any unit on his map dies, you lose. This is useful also for an official game, where you just want to make a unit temporarily cause gameover for one map (Like Nils on the final chapter in FE7, I think.)

Credit due to yeti.

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7 Re: Yeti fixing quick bugs on Wed Apr 25, 2012 2:53 pm

Mercenary Lord

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That's pretty cool, there.

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8 Re: Yeti fixing quick bugs on Sat Jul 07, 2012 7:13 pm

Klokinator

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Admin
Char wanted to know if you could make it so that if a certain number of units die, you get a gameover, not that if the main dies, it's a gameover.

The answer is yes.

What happens if you make the Config::LOSS_ON_DEATH array empty and you run out of units, does it just keep doing enemy turns forever?

If so try adding this http://puu.sh/GqKW (the highlighted part) and that should fix it, though you MIGHT have some problems with game overing during cutscenes or something weird
Thanks again, Yeti!

Also, here's the script for you easy pasting convenience.

Code:
    unless @failure
      # Loss due to death of certain units
      for actor_id in @loss_on_death | @ally_loss_on_death
        if $game_actors[actor_id].dead?
          @failure = true
        end
      end
      if ($game_map.allies.length <= 0)
        @failure = true
      end
    end
  end

Ad where it says $game_map.allies.length <= 0 you can change the 0 to a 1 or a two or whatever so that if only a certain number of units remain, you will get a gameover. This way, if you have 4 units and one dies leaving you with 3, you can cause a gameover. Pretty handy, I'll be using it myself.

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