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    RGSS3 Unofficial Bugfix Snippets

    Valentine
    Valentine
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    Medalhas : RGSS3 Unofficial Bugfix Snippets ZgLkiRU
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    RGSS3 Unofficial Bugfix Snippets Empty RGSS3 Unofficial Bugfix Snippets

    Mensagem por Valentine Qui Fev 22, 2018 12:13 pm

    I'll be using this thread to compile script snippets I've posted in the VX Ace help section. These work automatically once pasted into the Materials section, and are only tested with the default scripts. For maximum compatibility, put these before any custom scripts you may be using.

    Enemy Turn Count Fix

    By default, enemy actions are determined at the start of the round but before the turn counter is increased. This means that any monster's turn-specific actions actually execute one turn late, so actions set to happen on round 1 won't happen until round 2.

    Código:

    module BattleManager
      def self.input_start
        if @phase != :input
          @phase = :input
          $game_troop.increase_turn
          $game_party.make_actions
          $game_troop.make_actions
          clear_actor
        end
        return !@surprise && $game_party.inputable?
      end
      def self.turn_start
        @phase = :turn
        clear_actor
        make_action_orders
      end
    end
    A side effect of this script is that actions set to happen on turn 0 + 0 will not happen at all (though 0 + X actions will happen normally). According to the tooltip, this is the intended behavior in VX Ace.

    Randomized Enemy Self-Targeting

    By default, enemy actions set to target a member of their own group will always, without exception, target the last enemy in the list, making buffs and healing commands essentially worthless when given to groups of enemies. This patch implements an extra step to keep enemies from skipping target selection for ally actions.

    Código:

    class Game_Action
      def targets_for_friends
        if item.for_user?
          [subject]
        elsif item.for_dead_friend?
          if item.for_one?
            [friends_unit.smooth_dead_target(@target_index)]
          else
            friends_unit.dead_members
          end
        elsif item.for_friend?
          if item.for_one?
            if @target_index < 0
              [friends_unit.random_target]
            else
              [friends_unit.smooth_target(@target_index)]
            end
          else
            friends_unit.alive_members
          end
        end
      end
    end
    Note that this does not implement any enemy AI, it only restores the random behavior found in earlier versions of RPG Maker.

    Custom Font Junk Symbol Fix

    By default, the draw_text_ex method handles specific non-printable characters, like line breaks, but does so in such a way as to leave non-printable junk characters behind. While the normal font draws those as blank spaces, any custom fonts used will render these junk characters as character-not-found glyphs. This adds an extra step to character processing to ensure that only printable characters are drawn to the screen.

    Código:
    class Window_Base
      alias :process_normal_character_vxa :process_normal_character
      def process_normal_character(c, pos)
        return unless c >= ' '
        process_normal_character_vxa(c, pos)
      end
    end
    I didn't really do anything that impressive with any of the above, so you don't need to credit me in your game. But thanks are nice.

    Update: If you're using Yanfly's Core Engine Fixes with the Turn Count Fix above, put all snippets after the Core Engine and include this snippet, or the turn count will increment twice, breaking all your Battle Events.


    Código:
    module BattleManager
        class <<self
            alias :this_is_how_you_alias_modules :turn_start
        end
        def self.turn_start
            @performed_battlers = []
            this_is_how_you_alias_modules
        end
    end

    Credits: Lone Wolf

      Data/hora atual: Qui Mar 28, 2024 10:52 am