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Actor Selection Script 1.0, Opens a menu that let's you choose one of your members. |
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Aug 22 2008, 03:05 PM
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Level 2

Group: Member
Posts: 26
Type: Scripter
RM Skill: Skilled

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This is my first script. Basically, it let's you call a single line of code that opens up a menu. From this menu, you can select one of your party members. This stores the party member to $game_party.last_actor_index. Call this command: CODE $scene = Scene_MemberSelect.new CODE #====================================================================== ======== # ** Scene_MemberSelect #------------------------------------------------------------------------------ # This class allows you to select one of your party members from a menu. #==============================================================================
class Scene_MemberSelect < Scene_Base #-------------------------------------------------------------------------- # * Object Initialization # menu_index : command cursor's initial position #-------------------------------------------------------------------------- def initialize(menu_index = 0) @menu_index = menu_index end #-------------------------------------------------------------------------- # * Start processing #-------------------------------------------------------------------------- def start super create_menu_background @status_window = Window_MenuStatus.new(160, 0) start_actor_selection end #-------------------------------------------------------------------------- # * Termination Processing #-------------------------------------------------------------------------- def terminate super dispose_menu_background @status_window.dispose end #-------------------------------------------------------------------------- # * Frame Update #-------------------------------------------------------------------------- def update super update_menu_background @status_window.update if @status_window.active update_actor_selection end end #-------------------------------------------------------------------------- # * Start Actor Selection #-------------------------------------------------------------------------- def start_actor_selection @status_window.active = true if $game_party.last_actor_index < @status_window.item_max @status_window.index = $game_party.last_actor_index else @status_window.index = 0 end end #-------------------------------------------------------------------------- # * End Actor Selection #-------------------------------------------------------------------------- def end_actor_selection @status_window.active = false @status_window.index = -1 $scene = Scene_Map.new end #-------------------------------------------------------------------------- # * Update Actor Selection #-------------------------------------------------------------------------- def update_actor_selection if Input.trigger?(Input::B) Sound.play_cancel $scene = Scene_Map.new elsif Input.trigger?(Input::C) $game_party.last_actor_index = @status_window.index Sound.play_decision end_actor_selection end end end Compatibility: Unknown. Although it requires testing, I am confident that this script is compatible with most, if not all, other scripts. If any compatibility issues are discovered, please either post them here or message me. Version 1.0 In future versions, I will add an option to veiw the character's stats before selection. As a note, however, updating this script may not be my highest priority. EDIT: Version 2 is almost complete. Unfortunately, it is currently expieriencing some difficulties. I'll get it out as soon as I can.
This post has been edited by ubergeek: Aug 22 2008, 03:41 PM
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A list of my completed Scripts: (All VX) Call an actor, add their face, even if changed: Character Face HandlerSelect a party member and store it as a variable: Actor Selection ToolEnable a "Quicksave" Feature: Quicksave============================================ My current project: Titan's Army Story: 60% Maps: 5% Classes: 40% Items: 5% Scripts: 30%
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Aug 22 2008, 04:42 PM
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Level 2

Group: Member
Posts: 26
Type: Scripter
RM Skill: Skilled

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I'm almost done with the second version of the script, but I've run into two small (read "big") problems. 1. Selecting an actor immediately moves to the status screen. Setting the selection button to different keys on the keyboard averts this problem. Likely, the computer registers the selection key is down for both menus y activates the default selection for the second. 2. The cursor in the command menu cannot be moved, even when cursor_movable? is force-set to "true". I am including the current script for anyone that wants to take a crack at it and earn themselves the title of co-creator: CODE #====================================================================== ======== # ** Scene_Menu #------------------------------------------------------------------------------ # This class performs the menu screen processing. #==============================================================================
class Scene_MemberSelect < Scene_Base #-------------------------------------------------------------------------- # * Object Initialization # menu_index : command cursor's initial position #-------------------------------------------------------------------------- def initialize(menu_index = 0) @menu_index = menu_index $event_select = true end #-------------------------------------------------------------------------- # * Start processing #-------------------------------------------------------------------------- def start super create_menu_background @status_window = Window_MenuStatus.new(160, 0) #Now for the command selection s1 = "Status" s2 = "Skills" s3 = "Confirm" @command_window = Window_Command.new(160, [s1, s2, s3]) @command_window.index = 1 hide_command_menu start_actor_selection end #-------------------------------------------------------------------------- # * Termination Processing #-------------------------------------------------------------------------- def terminate super dispose_menu_background @status_window.dispose @command_window.dispose end #-------------------------------------------------------------------------- # * Frame Update #-------------------------------------------------------------------------- def update super update_menu_background @status_window.update if @status_window.active update_actor_selection end if @command_window.active update_command_selection end end #-------------------------------------------------------------------------- # * Start Actor Selection #-------------------------------------------------------------------------- def start_actor_selection @status_window.active = true if $game_party.last_actor_index < @status_window.item_max @status_window.index = $game_party.last_actor_index else @status_window.index = 0 end end #-------------------------------------------------------------------------- # * End Actor Selection #-------------------------------------------------------------------------- def end_actor_selection @status_window.active = false @status_window.index = -1 $scene = Scene_Map.new end #-------------------------------------------------------------------------- # * Update Actor Selection #-------------------------------------------------------------------------- def update_actor_selection if Input.trigger?(Input::B) Sound.play_cancel end_actor_selection elsif Input.trigger?(Input::C) #$game_party.last_actor_index = @status_window.index Sound.play_decision command_menu end end
#-------------------------------------------------------------------------- # * Hide Command Menu #-------------------------------------------------------------------------- def hide_command_menu @status_window.active = true @command_window.active = false @command_window.visible = false end
#-------------------------------------------------------------------------- # * Start Command Menu #-------------------------------------------------------------------------- def command_menu @status_window.active = false @command_window.active = true @command_window.visible = true end #-------------------------------------------------------------------------- # * Update Command Selection #-------------------------------------------------------------------------- def update_command_selection if Input.trigger?(Input::B) Sound.play_cancel hide_command_menu @status_window.active = true elsif Input.trigger?(Input::C) Sound.play_decision case @command_window.index when 0 # status $scene = Scene_Status.new(@status_window.index) when 1 # skills $scene = Scene_Skill.new(@status_window.index, -1) when 2 # confirm $game_party.last_actor_index = @status_window.index end_actor_selection end end end
end
#============================================================================== # ** Scene_Skill #------------------------------------------------------------------------------ # This class performs the skill screen processing. #==============================================================================
class Scene_Skill < Scene_Base
#-------------------------------------------------------------------------- # * Return to Original Screen #-------------------------------------------------------------------------- def return_scene if $event_select #If called from Memberselect $scene = Scene_MemberSelect.new else #If called from the menu $scene = Scene_Menu.new(1) end end end
#============================================================================== # ** Scene_Status #------------------------------------------------------------------------------ # This class performs the status screen processing. #==============================================================================
class Scene_Status < Scene_Base
#-------------------------------------------------------------------------- # * Return to Original Screen #-------------------------------------------------------------------------- def return_scene if $event_select #If called from Memberselect $scene = Scene_MemberSelect.new else #If called from the menu $scene = Scene_Menu.new(3) end end end
__________________________
A list of my completed Scripts: (All VX) Call an actor, add their face, even if changed: Character Face HandlerSelect a party member and store it as a variable: Actor Selection ToolEnable a "Quicksave" Feature: Quicksave============================================ My current project: Titan's Army Story: 60% Maps: 5% Classes: 40% Items: 5% Scripts: 30%
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Aug 22 2008, 05:01 PM
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Level 2

Group: Member
Posts: 26
Type: Scripter
RM Skill: Skilled

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QUOTE (Grandhoug @ Aug 22 2008, 05:09 PM)  do you relize there's another script like this, but it's always good u posted it anyway I'm sorry, I haven't seen this other script. But you've piqued my interest. Could you provide a link?
__________________________
A list of my completed Scripts: (All VX) Call an actor, add their face, even if changed: Character Face HandlerSelect a party member and store it as a variable: Actor Selection ToolEnable a "Quicksave" Feature: Quicksave============================================ My current project: Titan's Army Story: 60% Maps: 5% Classes: 40% Items: 5% Scripts: 30%
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Aug 22 2008, 05:25 PM
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Level 5

Group: Member
Posts: 70
Type: Developer
RM Skill: Undisclosed

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QUOTE (ubergeek @ Aug 22 2008, 08:23 PM)  QUOTE (Grandhoug @ Aug 22 2008, 05:09 PM)  do you relize there's another script like this, but it's always good u posted it anyway I'm sorry, I haven't seen this other script. But you've piqued my interest. Could you provide a link? sure (click the smiley)
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Fly like a rhino, sting like shock paddles.
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Aug 22 2008, 05:44 PM
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Level 2

Group: Member
Posts: 26
Type: Scripter
RM Skill: Skilled

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QUOTE (Grandhoug @ Aug 22 2008, 05:47 PM)  QUOTE (ubergeek @ Aug 22 2008, 08:23 PM)  QUOTE (Grandhoug @ Aug 22 2008, 05:09 PM)  do you relize there's another script like this, but it's always good u posted it anyway I'm sorry, I haven't seen this other script. But you've piqued my interest. Could you provide a link? sure (click the smiley) Thanks for the link, but you realize these two scripts are not the same. Let me give you a scenario in which my script might be used: Our heros wander into a monestary. They are greeted by a sensei, who, for a price, can teach one of the party members the ways of a monk. After paying the price, the game makes you select one party member that will become a monk.
__________________________
A list of my completed Scripts: (All VX) Call an actor, add their face, even if changed: Character Face HandlerSelect a party member and store it as a variable: Actor Selection ToolEnable a "Quicksave" Feature: Quicksave============================================ My current project: Titan's Army Story: 60% Maps: 5% Classes: 40% Items: 5% Scripts: 30%
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Aug 22 2008, 06:36 PM
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Level 5

Group: Member
Posts: 70
Type: Developer
RM Skill: Undisclosed

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QUOTE (ubergeek @ Aug 22 2008, 09:06 PM)  QUOTE (Grandhoug @ Aug 22 2008, 05:47 PM)  QUOTE (ubergeek @ Aug 22 2008, 08:23 PM)  QUOTE (Grandhoug @ Aug 22 2008, 05:09 PM)  do you relize there's another script like this, but it's always good u posted it anyway I'm sorry, I haven't seen this other script. But you've piqued my interest. Could you provide a link? sure (click the smiley) Thanks for the link, but you realize these two scripts are not the same. Let me give you a scenario in which my script might be used: Our heros wander into a monestary. They are greeted by a sensei, who, for a price, can teach one of the party members the ways of a monk. After paying the price, the game makes you select one party member that will become a monk. oooooooo, well then ur description is alittle misleading I'll try your system out wanna ask something if I end up answering my own question
__________________________
Fly like a rhino, sting like shock paddles.
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Aug 22 2008, 09:38 PM
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Level 5

Group: Member
Posts: 70
Type: Developer
RM Skill: Undisclosed

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hmm... seems that when i call it , it shows a little choice menu but then it goes straight into showing my skills
__________________________
Fly like a rhino, sting like shock paddles.
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Aug 23 2008, 04:52 AM
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Level 2

Group: Member
Posts: 26
Type: Scripter
RM Skill: Skilled

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QUOTE (Grandhoug @ Aug 22 2008, 10:00 PM)  hmm... seems that when i call it , it shows a little choice menu but then it goes straight into showing my skills That's a glitch in the second version that I can't seem to figure out. I believe it's because, by holding down the C button, it believes that we are confirming both the actor selection menu and the options menu. I've been looking at some other scripts but I can't seem to find a way around it. Of course, that was last night at 10:00, so maybe I'll take another crack at it today.
__________________________
A list of my completed Scripts: (All VX) Call an actor, add their face, even if changed: Character Face HandlerSelect a party member and store it as a variable: Actor Selection ToolEnable a "Quicksave" Feature: Quicksave============================================ My current project: Titan's Army Story: 60% Maps: 5% Classes: 40% Items: 5% Scripts: 30%
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Aug 23 2008, 09:04 AM
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Level 2

Group: Member
Posts: 26
Type: Scripter
RM Skill: Skilled

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QUOTE (Twilight27 @ Aug 23 2008, 07:56 AM)  The reason this topic has a low amount of replies is because you didn't even explain what the script does exactly. Sure people like us know, but those (constantly asking for help - annoying!) newcomers will be puzzled. Just to let you know n_n I'll admit, the reason I could not explain what it did was because it was not fully implemented. In better news, version 2.0 is out, which does a much better job of explaining what the tool does.
__________________________
A list of my completed Scripts: (All VX) Call an actor, add their face, even if changed: Character Face HandlerSelect a party member and store it as a variable: Actor Selection ToolEnable a "Quicksave" Feature: Quicksave============================================ My current project: Titan's Army Story: 60% Maps: 5% Classes: 40% Items: 5% Scripts: 30%
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