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#1 Sapphire Action System IV EXP Bar problem [VXAce] Empty Sapphire Action System IV EXP Bar problem [VXAce]
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Qeo

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This is about Khas's awesome action system http://forums.rpgmakerweb.com/index.php?/topic/4918-sapphire-action-system-iv/

Here is my problem:


The level limit for my game is 50, but when level 50 is reached the experience bar goes way off the experience bar, so I am somehow still getting exp.

How can I stop this from happening?
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#2 Sapphire Action System IV EXP Bar problem [VXAce] Empty Re: Sapphire Action System IV EXP Bar problem [VXAce]
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G@MeF@Ce

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Qeo wrote:The level limit for my game is 50, but when level 50 is reached the experience bar goes way off the experience bar, so I am somehow still getting exp.

How can I stop this from happening?

The experience level is set to actor in database, so you have set actor 1's max level to 50 right?

Sapphire Action System IV EXP Bar problem [VXAce] Huderr10

edit: I see your problem, let me take a look at the scripts +
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#3 Sapphire Action System IV EXP Bar problem [VXAce] Empty Re: Sapphire Action System IV EXP Bar problem [VXAce]
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Qeo

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Yeah that's right - I hope I don't need to set it to 99 since this game isn't gonna be that long. I want the game to be beaten because a player is skillful, not because they had the patience to grind.

Thanks for your help gameface, you're a super dude new
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#4 Sapphire Action System IV EXP Bar problem [VXAce] Empty Re: Sapphire Action System IV EXP Bar problem [VXAce]
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G@MeF@Ce

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np, see if this new condition works out for you +

replace the SAS IV - HUD with this

Code:
 #-------------------------------------------------------------------------------
# * [ACE] SAS IV HUD
#-------------------------------------------------------------------------------
# * By Khas Arcthunder - arcthunder.site40.net
# * Version: 4.1 EN
# * Released on: 13/02/2012
#
#-------------------------------------------------------------------------------
# * Terms of Use
#-------------------------------------------------------------------------------
# Terms of Use – June 22, 2012
# 1. You must give credit to Khas;
# 2. All Khas scripts are licensed under a Creative Commons license
# 3. All Khas scripts are free for non-commercial projects. If you need some
#    script for your commercial project, check bellow these terms which
#    scripts are free and which scripts are paid for commercial use;
# 4. All Khas scripts are for personal use, you can use or edit for your own
#    project, but you are not allowed to post any modified version;
# 5. You can’t give credit to yourself for posting any Khas script;
# 6. If you want to share a Khas script, don’t post the script or the direct
#    download link, please redirect the user to http://arcthunder.site40.net/
# 7. You are not allowed to convert any of Khas scripts to another engine,
#    such converting a RGSS3 script to RGSS2 or something of that nature.
# 8. Its your obligation (user) to check these terms on the date you release
#    your game. Your project must follow them correctly.
#
# Free commercial use scripts:
# - Sapphire Action System IV (RPG Maker VX Ace)
# - Awesome Light Effects (RPG Maker VX Ace)
# - Pixel movement (RPG Maker VX e RPG Maker VX Ace)
# - Sprite & Window Smooth Sliding (RPG Maker VX e RPG Maker VX Ace)
# - Pathfinder (RPG Maker VX Ace)
#
# Check all the terms at http://arcthunder.site40.net/terms/
#
#-------------------------------------------------------------------------------
# * Features
#-------------------------------------------------------------------------------
# Optimized SAS IV HUD.
#
#-------------------------------------------------------------------------------
# * Configuration
#-------------------------------------------------------------------------------
module HUD_Core
  Background_Name = "hud_bg"
  Contents_Width = 544
  Contents_Height = 80
  Font_Size = 16
  Font_Name = "Verdana"
  Font_Color =  Color.new(255,255,255)
  Font_Bold = true
  Font_Italic = false
  No_Skill_Icon = 117
  Health_X = 73
  Health_Y = 40
  Health_Width = 100
  Health_Height = 4
  Health_Color = Color.new(100,255,0)
  Exp_X = 72
  Exp_Y = 50
  Exp_Width = 68
  Exp_Height = 4
  Exp_Color = Color.new(0,255,255)
  Magic_X = 442
  Magic_Y = 40
  Magic_Width = 68
  Magic_Height = 4
  Magic_Color = Color.new(255,255,0)
  Name_X = 76
  Name_Y = 20
  Spell_X = 444
  Spell_Y = 20
  Icon_X = 498
  Icon_Y = 28
  Level_X = 10
  Level_Y = 60
  Level_String = "Lv "
end
#-------------------------------------------------------------------------------
# * Register
#-------------------------------------------------------------------------------
if $khas_awesome.nil?
  $khas_awesome = []
end
scripts = []
$khas_awesome.each { |script| scripts << script[0] }
unless scripts.include?("Sapphire Action System")
  error = Sprite.new
  error.bitmap = Bitmap.new(544,416)
  error.bitmap.draw_text(0,208,544,32,"Please install the Sapphire Action System IV",1)
  continue = Sprite.new
  continue.bitmap = Bitmap.new(544,416)
  continue.bitmap.font.color = Color.new(0,255,0)
  continue.bitmap.font.size = error.bitmap.font.size - 3
  continue.bitmap.draw_text(0,384,544,32,"Tecle ENTER para sair",1)
  add = Math::PI/80; max = 2*Math::PI; angle = 0
  loop do
    Graphics.update; Input.update
    angle += add; angle %= max
    continue.opacity = 185 + 70* Math.cos(angle)
    break if Input.trigger?(Input::C)
  end
  error.bitmap.dispose; continue.bitmap.dispose
  error.bitmap = nil; continue.bitmap = nil
  error.dispose; continue.dispose
  error = nil; continue = nil
  exit
end

$khas_awesome << ["SAS HUD",4.0]

#-------------------------------------------------------------------------------
# * Script
#-------------------------------------------------------------------------------

class Sapphire_Hud
  include HUD_Core
  def initialize
    @contents = Sprite.new
    @background = Sprite.new
    @base = Sprite.new
    @contents.bitmap = Bitmap.new(Contents_Width, Contents_Height)
    @base.bitmap = Bitmap.new(Contents_Width, Contents_Height)
    @background.bitmap = Cache.system(Background_Name)
    @base.bitmap.font.bold = Font_Bold
    @base.bitmap.font.italic = Font_Italic
    @base.bitmap.font.size = Font_Size
    @base.bitmap.font.color = Font_Color
    @base.bitmap.font.name = Font_Name
    @contents.z = 200
    @background.z = 210
    @base.z = 220
    @locked = false
    hide(true)
  end
  def refresh_bars(current_hp=@actor.hp)
    return if @hidden
    hp = ((current_hp)*Health_Width)/@actor.mhp
    mp = (@actor.mp*Magic_Width)/@actor.mmp
    @contents.bitmap.clear
    @contents.bitmap.fill_rect(Health_X,Health_Y,hp,Health_Height,Health_Color)
    @contents.bitmap.fill_rect(Magic_X+Magic_Width-mp,Magic_Y,mp,Magic_Height,Magic_Color)
    if @actor.max_level? #new condition
    exp = ((@actor.exp-@actor.current_level_exp)*Exp_Width)/(@actor.exp-@actor.current_level_exp)
    else
    exp = ((@actor.exp-@actor.current_level_exp)*Exp_Width)/(@actor.next_level_exp-@actor.current_level_exp)
    end   
    @contents.bitmap.fill_rect(Exp_X,Exp_Y,exp,Exp_Height,Exp_Color)
  end
  def refresh_base
    return if @hidden
    @base.bitmap.clear
    @actor = $game_party.members[0]
    skill = $game_player.current_skill[0]
    @base.bitmap.draw_text(Name_X, Name_Y,100,Font_Size+4,@actor.name)
    @base.bitmap.draw_text(Level_X, Level_Y,64,Font_Size+4,Level_String+@actor.level.to_s,1)
    temp = Cache.system("Iconset")
    unless skill.nil?
      @base.bitmap.draw_text(Spell_X,Spell_Y,68,Font_Size+4,skill.name)
      @base.bitmap.blt(Icon_X,Icon_Y,temp,Rect.new(skill.icon_index%16*24,skill.icon_index/16*24,24,24))
    else
      @base.bitmap.blt(Icon_X,Icon_Y,temp,Rect.new(No_Skill_Icon%16*24,No_Skill_Icon/16*24,24,24))
    end
    temp.dispose
    temp = nil
  end
  def hide(lock=false)
    unless @background.nil?
      @background.bitmap.dispose
      @background.dispose
      @background = nil
    end
    unless @base.nil?
      @base.bitmap.dispose
      @base.dispose
      @base = nil
    end
    unless @contents.nil?
      @contents.bitmap.dispose
      @contents.dispose
      @contents = nil
    end
    @hidden = true
    @locked = lock unless @locked
  end
  def show(unlock=false)
    @actor = $game_party.members[0]
    return if @locked && !unlock
    @contents = Sprite.new
    @background = Sprite.new
    @base = Sprite.new
    @contents.bitmap = Bitmap.new(Contents_Width, Contents_Height)
    @base.bitmap = Bitmap.new(Contents_Width, Contents_Height)
    @background.bitmap = Cache.system(Background_Name)
    @base.bitmap.font.bold = Font_Bold
    @base.bitmap.font.italic = Font_Italic
    @base.bitmap.font.size = Font_Size
    @base.bitmap.font.color = Font_Color
    @base.bitmap.font.name = Font_Name
    @contents.z = 200
    @background.z = 210
    @base.z = 220
    @hidden = false
    refresh_base
    refresh_bars
    @locked = false
  end
end
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#5 Sapphire Action System IV EXP Bar problem [VXAce] Empty Re: Sapphire Action System IV EXP Bar problem [VXAce]
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Qeo

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Worked perfectly! You sir are a legendary man, thank you! medium star
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supercow

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nice one gface, you certainly are capable in art and scripting. Very Happy
i've lost all my nitch in script years ago.
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