Sure... just tell me where and whenSephirothSpawn;115465 said:@BlueScope: I have got a little things done, but I need to talk with you on a few things.

Sure... just tell me where and whenSephirothSpawn;115465 said:@BlueScope: I have got a little things done, but I need to talk with you on a few things.
def setup_map(sx,sy,ex,ey)
map = Table.new($game_map.width, $game_map.height)
map[ex,ey] = 1
old_positions = []
new_positions = []
old_positions.push([ex, ey])
depth = 2
depth.upto(100){|step|
loop do
break if old_positions[0] == nil
x,y = old_positions.shift
return [true, map, step] if x == sx and y+1 == sy
if $game_player.passable?(x, y, 2) and map[x,y + 1] == 0
map[x,y + 1] = step
new_positions.push([x,y + 1])
end
return [true, map, step] if x-1 == sx and y == sy
if $game_player.passable?(x, y, 4) and map[x - 1,y] == 0
map[x - 1,y] = step
new_positions.push([x - 1,y])
end
return [true, map, step] if x+1 == sx and y == sy
if $game_player.passable?(x, y, 6) and map[x + 1,y] == 0
map[x + 1,y] = step
new_positions.push([x + 1,y])
end
return [true, map, step] if x == sx and y-1 == sy
if $game_player.passable?(x, y, 8) and map[x,y - 1] == 0
map[x,y - 1] = step
new_positions.push([x,y - 1])
end
end
old_positions = new_positions
new_positions = []
}
return [false, nil, nil]
end
def heuristics(x0, y0, x1, y1, step = 0, nudge = 0.8, manhattannudge = 0.1)
step + (1 + nudge) * ((x1-x0) * (x1-x0) + (y1-y0) * (y1-y0)) ** 0.5\
+ manhattannudge * ((x1-x0).abs + (y1-y0).abs)
end
def setup_map(sx,sy,ex,ey)
map = Table.new($game_map.width, $game_map.height)
map[ex,ey] = 1
old_positions = []
new_positions = []
old_positions.push([ex, ey])
depth = 2
depth.upto(100){|step|
loop do
break if old_positions[0] == nil
x,y = old_positions.shift
def setup_map(sx,sy,ex,ey,max_steps = 10000)
map = Table.new($game_map.width, $game_map.height)
map[ex,ey] = 1
positions = []
positions.push([ex, ey, 0, heuristics(ex, ey, sx, sy)]) # where the third element would be the number of steps to get here and the fourth the heuristics
max_steps.times {
break if positions.empty?
x,y,step,h = positions.shift
step += 1
new_positions.push([x + a,y + b])
h = heuristics(x + a, y + b, sx, sy, step)
pos = (0...positions.size).find{|i| positions[i][3] > h } || positions.size
positions.insert(pos, [x + a, y + b, step, h])
end # for the loop do
old_positions = new_positions
new_positions = []
def heuristics(x0, y0, x1, y1, step = 0, nudge = 0.8, manhattannudge = 0.1)
step + (1 + nudge) * ((x1-x0) * (x1-x0) + (y1-y0) * (y1-y0)) ** 0.5\
+ manhattannudge * ((x1-x0).abs + (y1-y0).abs)
end
def setup_map(sx,sy,ex,ey,max_steps = 10000)
map = Table.new($game_map.width, $game_map.height)
map[ex,ey] = 1
positions = []
positions.push([ex, ey, 0, heuristics(ex, ey, sx, sy)]) # where the third element would be the number of steps to get here and the fourth the heuristics
max_steps.times {
break if positions.empty?
x,y,step,h = positions.shift
step += 1
return [true, map, step] if x == sx and y+1 == sy
if $game_player.passable?(x, y, 2) and map[x,y + 1] == 0
map[x,y + 1] = step
h = heuristics(x, y + 1, sx, sy, step)
pos = (0...positions.size).find{|i| positions[i][3] > h } || positions.size
positions.insert(pos, [x, y + 1, step, h])
end
return [true, map, step] if x-1 == sx and y == sy
if $game_player.passable?(x, y, 4) and map[x - 1,y] == 0
map[x - 1,y] = step
h = heuristics(x - 1, y, sx, sy, step)
pos = (0...positions.size).find{|i| positions[i][3] > h } || positions.size
positions.insert(pos, [x - 1, y, step, h])
end
return [true, map, step] if x+1 == sx and y == sy
if $game_player.passable?(x, y, 6) and map[x + 1,y] == 0
map[x + 1,y] = step
h = heuristics(x + 1, y, sx, sy, step)
pos = (0...positions.size).find{|i| positions[i][3] > h } || positions.size
positions.insert(pos, [x + 1, y, step, h])
end
return [true, map, step] if x == sx and y-1 == sy
if $game_player.passable?(x, y, 8) and map[x,y - 1] == 0
map[x,y - 1] = step
h = heuristics(x, y - 1, sx, sy, step)
pos = (0...positions.size).find{|i| positions[i][3] > h } || positions.size
positions.insert(pos, [x, y - 1, step, h])
end
}
return [false, nil, nil]
end
SephirothSpawn;115649 said:@TywinLannister2: Good deal. Actually, the STR already has the @str_bonus instance, this script simply adds one for the stats that don't, such as eva, atk, etc.
That's partially because each word is checked seperately. I can change how this is done when I update to V.4Sorry for bumping this, but I was wondering something about the encyclopedia script. For some reason, it won't work when the 'word' is either more than one words or something hyphenated. Does anyone know why?
I will make a Lancet script and add it to the BGL Skills (making it BGLL Skills :p).Will you be making a script to make this possible? Or possibly a command (like lancet), that can have a chance to learning those skills from the enemies that possess them?
Also! In my current project, and probably future projects, I'd love to use SDK and a lot of your scripts, unfortunately right now there seems to be incompatibility with either SDK or just certain scripts and this script, which basically just renames the commands and does nothing else: http://www.rmxp.org/forums/showthread.php?t=8074
Do you have a script that would work with SDK/your scripts? All I want to be able to do is switch 'Skills' to Black Magic, Dark Sword, White Magic, etc. I don't need spells grouped or anything else, just a renaming of the command.
the quick switcher errors when you try to move all the party members out just reporting a bug I saw good work though
Okay, I'm going to start asking my questions here, since this is supposed to be where I would get support on all your scripts (or at least I think so...)
Using the Additional Items Drop script, I get the following error after the battle ends:
"undefined method `add_multi_drops' for nil:NilClass"
The exact line it references has the following code:
"@result_window.add_multi_drops"