Submit Your Article


 
RPG Maker

Welcome Guest ( Log In | Register )


  Games Resources RPG Maker VX RPG Maker XP Scripts Tutorials Downloads

 
Reply to this topicStart new topic
> {Please Help}Skip Actor select on menus (VX ACE)
lenercopa
post Oct 4 2012, 08:02 AM
Post #1


Level 1
Group Icon

Group: Member
Posts: 9
Type: None
RM Skill: Undisclosed




ok very simple request (i hope) i am using sapphire abs and am making a game with no party system. i have the PAC main menu system and conpact add on.So i am already rid of the formation menu and everything is set for a single actor game in the menu and am rid of the formation menu . except one thing.

normally when you select equip,skills,and status, you get a subscreen where you would then select the actor and then it takes you into the equip window.
what i need is a way to skip that sub menu, so as sooon as i select one of those 3 options in the menu, it automatically goes to the equip screen.

the best i could think of is as soon as you select one of them, it just opens the window as if you selected the first actor, but i have no idea how to do it.

any help would be greatly appreciated cool.gif

This post has been edited by lenercopa: Oct 8 2012, 06:23 AM
Go to the top of the page
 
+Quote Post
   
lenercopa
post Oct 9 2012, 05:20 AM
Post #2


Level 1
Group Icon

Group: Member
Posts: 9
Type: None
RM Skill: Undisclosed




not one idea?

This post has been edited by lenercopa: Oct 9 2012, 06:55 AM
Go to the top of the page
 
+Quote Post
   
diamondandplatin...
post Oct 9 2012, 09:03 AM
Post #3


Level 5
Group Icon

Group: Member
Posts: 72
Type: Writer
RM Skill: Skilled
Rev Points: 45




CODE
class Scene_Menu
  #--------------------------------------------------------------------------
  # * [Skill], [Equipment] and [Status] Commands
  #--------------------------------------------------------------------------
  def command_personal
    case @command_window.current_symbol
    when :skill
      SceneManager.call(Scene_Skill)
    when :equip
      SceneManager.call(Scene_Equip)
    when :status
      SceneManager.call(Scene_Status)
    end
  end
end


__________________________
Go to the top of the page
 
+Quote Post
   
lenercopa
post Oct 9 2012, 10:31 AM
Post #4


Level 1
Group Icon

Group: Member
Posts: 9
Type: None
RM Skill: Undisclosed




this is exactly what it already has in the script, except where you put "command_personal", mine says "on_personal_ok", and changing it causes the game to freeze right on the screen that im trying to remove,

thanks for the effort though, unless im not getting what to do with it, i assume you replaxe the original code iin scene_Menu?
Go to the top of the page
 
+Quote Post
   
diamondandplatin...
post Oct 9 2012, 01:31 PM
Post #5


Level 5
Group Icon

Group: Member
Posts: 72
Type: Writer
RM Skill: Skilled
Rev Points: 45




Never replace any code in a default script.
You paste that code in a new script slot.


I'll repeat in all caps. NEVER EVER REPLACE DEFAULT SCRIPT CODE, EVER! laugh.gif


__________________________
Go to the top of the page
 
+Quote Post
   
lenercopa
post Oct 9 2012, 08:26 PM
Post #6


Level 1
Group Icon

Group: Member
Posts: 9
Type: None
RM Skill: Undisclosed




QUOTE (diamondandplatinum3 @ Oct 9 2012, 01:31 PM) *
Never replace any code in a default script.
You paste that code in a new script slot.


I'll repeat in all caps. NEVER EVER REPLACE DEFAULT SCRIPT CODE, EVER! laugh.gif

Oh ok, i kind of figured i had to make a new one when it didnt work, as for replacing the default script code, i know what im doing when it comes to that, i always backup the original data and remember where it was. never have i destroyed a game doing so, but thanks for the warning nonetheless. thank you for the script.




Go to the top of the page
 
+Quote Post
   
ZarroTsu
post Oct 11 2012, 04:47 PM
Post #7


Human
Group Icon

Group: Revolutionary
Posts: 189
Type: Developer
RM Skill: Advanced




QUOTE (diamondandplatinum3 @ Oct 9 2012, 05:31 PM) *
I'll repeat in all caps. NEVER EVER REPLACE DEFAULT SCRIPT CODE, EVER! laugh.gif

* Unless you know what you're doing, or understand that making a new project will give you a fresh set of code to retrofix from.
Go to the top of the page
 
+Quote Post
   
lenercopa
post Oct 11 2012, 07:03 PM
Post #8


Level 1
Group Icon

Group: Member
Posts: 9
Type: None
RM Skill: Undisclosed




Exactly, lol.
Anywho, still placing this in a new script slot above main either freezes it before or during the screen i am trying to get rid of, and ive put it in every possible place. any suggestions where it should go? or if its copatable with the scripts "Khas Sapphire abs IV" "PACmain" menu script and "PACmainCOmpact addon"?
Go to the top of the page
 
+Quote Post
   
diamondandplatin...
post Oct 11 2012, 08:44 PM
Post #9


Level 5
Group Icon

Group: Member
Posts: 72
Type: Writer
RM Skill: Skilled
Rev Points: 45




The issue is not about whether or not you know what you're doing, anyone can figure what can and cannot be modified in the default scripts. I'm telling you not to directly modify them as you are suggesting you do so. You can trifle around and proclaim that you know what you're doing, but truth is; custom scripts access data from DEFAULT scripts via the use of imports and attrs. If a custom script tries to get data from a default script that you have overwritten and taken out those necessities, you will get errors.
If you want to overwrite a method, do it in a new script slot; it's cleaner, it's better and it's much easier to keep track of.

Though I'm not going to keep lecturing you on this. It's your game not mine. And if that works for you, then well I guess it's cool.


It's not working for you because Pacman uses a different way to handle this in his menu, and not something I'm going to modify for you since it's not my script and that's rude to Pacman.


__________________________
Go to the top of the page
 
+Quote Post
   
lenercopa
post Oct 12 2012, 04:48 AM
Post #10


Level 1
Group Icon

Group: Member
Posts: 9
Type: None
RM Skill: Undisclosed




okay im not suggesting to modify the existing script, im saying i know how to fix my mistakes.
second i only asked if it was compatable, never for you to modify the script. that is all.
and lastly, i have figure out what i needed to do anyway

This post has been edited by lenercopa: Oct 12 2012, 05:28 AM
Go to the top of the page
 
+Quote Post
   

Reply to this topicStart new topic
1 User(s) are reading this topic (1 Guests and 0 Anonymous Users)
0 Members:

 

Lo-Fi Version Time is now: 21st May 2013 - 08:40 PM
RPG RPG Revolution is an Privacy Policy and Legal
eXTReMe Tracker