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Final Fantasy IX Custom Menu |
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Jan 3 2009, 07:26 PM
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No method: 'stupid_title' found for `nil:NilClass'

Group: Revolutionary
Posts: 1,829
Type: Scripter
RM Skill: Undisclosed

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UPDATE➮ Fixed a bug with the icons that are displayed when a player has a status effect. The icons will replace the class name. ➮ Added captions to the main menu windows. @Lockheart: Here is your script. Remember though that upgrading wil now be more difficult. The methods that are different are the "refresh" and "draw_background_window" methods. I left the original code commented out so that you can do your own patches. CODE # TODO: # 1. Add a "select all" option to the menu appearance # 2. Add an animation when an item is used.
=begin BigEd781' Final Fantasy IX Menu Credit to PainHurt at rpgmakervx.net for most of the graphics =end
module FF9_Config # if you set this to 'true', you must be using the enhanced # Window class script that I posted: You can get that script here: # http://www.rpgmakervx.net/index.php?showtopic=8042&hl= # this will make the provided FF9 windowskin look really good. USE_TILED_WINDOW = false # the name of the font used in the menu. # use 'Font.default_name' for the default font. Try 'Centaur' for a nice, smaller font. DEFAULT_FONT = Font.default_name # set this to true to enable the font above for all windows. # also sets the back_opacity to 255 for all windows. # I recommend setting this to 'true' to maintain a consistent look. USE_FOR_ALL = true # the icon id for your gold window portion of the menu, 194 by default. GOLD_ICON_ID = 194 end
if FF9_Config::USE_FOR_ALL Font.default_name = FF9_Config::DEFAULT_FONT class Window_Base < Window alias :eds_pre_ff9_menu_base_initialize :initialize def initialize(*args) eds_pre_ff9_menu_base_initialize(*args) self.stretch = false if FF9_Config::USE_TILED_WINDOW self.back_opacity = 255 end end end
class Window_Base < Window CAPTION_COLOR = Color.new(255,255,255)#(228, 228, 228) CAPTION_HEIGHT = 12 X_OFFSET = 16 Y_OFFSET = -5 alias :eds_pre_window_caption_intialize :initialize def initialize(*args) eds_pre_window_caption_intialize(*args) @caption_sprite = Sprite_Base.new(self.viewport) create_caption_bitmap(1, CAPTION_HEIGHT) @caption_sprite.x = self.x + X_OFFSET @caption_sprite.y = self.y + Y_OFFSET @caption_sprite.z = self.z + 1 end def x=(value) super @caption_sprite.x = value + X_OFFSET unless @caption_sprite.nil? end def y=(value) super @caption_sprite.y = value + Y_OFFSET unless @caption_sprite.nil? end def z=(value) super @caption_sprite.z = value + 1 unless @caption_sprite.nil? end def caption=(text) return unless text.is_a?(String) return if text.empty? @caption = text width = @caption_sprite.bitmap.text_size(@caption).width create_caption_bitmap(width, CAPTION_HEIGHT) draw_caption end def create_caption_bitmap(w, h) @caption_sprite.bitmap = Bitmap.new(w, h) @caption_sprite.bitmap.font.size = 12 @caption_sprite.bitmap.font.color = CAPTION_COLOR @caption_sprite.bitmap.font.bold = true end def draw_caption unless @caption.nil? h = @caption_sprite.bitmap.height w = @caption_sprite.bitmap.width rect = Rect.new( 0, h / 2, w, h / 4 ) @caption_sprite.bitmap.fill_rect(rect, Color.new(0, 0, 0, 96)) @caption_sprite.bitmap.draw_text(@caption_sprite.src_rect, @caption) end end alias :eds_pre_caption_window_dispose :dispose def dispose eds_pre_caption_window_dispose @caption_sprite.dispose end def find_window_width(text) return Bitmap.new(544, 416).text_size(text).width + 32 end end
class Window_TimeGold < Window_Base def initialize(x, y) width = find_window_width("9999999") width = 140 if width < 140 super(x, y, width, WLH + 58) self.back_opacity = 255 self.stretch = false if FF9_Config::USE_TILED_WINDOW self.contents.font.name = FF9_Config::DEFAULT_FONT self.caption = "TIME & #{Vocab.gold}" @time_icon = Cache.picture('Timer') @intern_frame_count = 0 refresh end def draw_time sec = (Graphics.frame_count / 60) % 60 min = (Graphics.frame_count / 3600) % 60 hrs = Graphics.frame_count / 216000 self.contents.font.color = Color.new(255, 255, 255) time = "%02d:%02d:%02d" % [hrs, min, sec] self.contents.draw_text(0, 0, self.contents.width, WLH, time, 2) end def refresh self.contents.clear self.contents.blt(0, 0, @time_icon, @time_icon.rect) draw_icon(FF9_Config::GOLD_ICON_ID, 2, WLH) draw_currency_value($game_party.gold, 0, WLH, self.contents.width) draw_time end def draw_currency_value(value, x, y, width) gold_text = Vocab.gold cx = contents.text_size(gold_text[0,1]).width self.contents.font.color = normal_color self.contents.draw_text(x, y, width-cx-2, WLH, value, 2) self.contents.font.color = system_color # just print the firsat character of Vocab::gold self.contents.draw_text(x, y, width, WLH, gold_text[0,1], 2) end def update super @intern_frame_count += 1 return if (@intern_frame_count % 60) != 0 refresh end def find_window_width(text) return Bitmap.new(544, 416).text_size(text).width + 80 end end
class Window_MenuLocation < Window_Base def initialize(x, y) @map_name = load_data("Data/MapInfos.rvdata")[$game_map.map_id].name width = find_window_width(@map_name) super(x, y, width, WLH + 32) self.stretch = false if FF9_Config::USE_TILED_WINDOW self.contents.font.name = FF9_Config::DEFAULT_FONT self.back_opacity = 255 self.caption = "LOCATION" refresh end def refresh self.contents.clear self.contents.draw_text(0, 0, self.contents.width, WLH, @map_name, 1) end def find_window_width(text) return Bitmap.new(544, 416).text_size(text).width + 48 end end
class Window_Command < Window_Selectable alias :eds_pre_ff9_menu_win_command_init :initialize def initialize(*args) @font_name = Font.default_name eds_pre_ff9_menu_win_command_init(*args) end #-------------------------------------------------------------------------- # * OVERWRITTEN #-------------------------------------------------------------------------- def refresh self.contents.clear self.contents.font.name = @font_name for i in 0...@item_max draw_item(i) end end def font_name=(name) @font_name = name end end
class Window_Uses < Window_Base def initialize(right, y, item) @remaining_text = "Remaining: #{$game_party.item_number(item)}" w = 160 x = right ? (544 - w) : 0 super(x, y, w, WLH + 32) self.stretch = false if FF9_Config::USE_TILED_WINDOW self.contents.font.name = FF9_Config::DEFAULT_FONT refresh end def item=(item) return unless item.is_a?(RPG::Item) @remaining_text = "Remaining: #{$game_party.item_number(item)}" refresh end def visible=(value) super refresh if value end def refresh self.contents.clear self.contents.draw_text(self.contents.rect, @remaining_text, 1) end end
class Window_SkillUses < Window_Base def initialize(right, y, actor, skill) @remaining_text = make_info_string(actor, skill) w = 182 x = right ? (544 - w) : 0 super(x, y, w, WLH + 32) self.stretch = false if FF9_Config::USE_TILED_WINDOW self.contents.font.name = FF9_Config::DEFAULT_FONT refresh end def make_info_string(actor, skill) return "Remaining: 0" if actor.nil? || skill.nil? return "Remaining: #{(actor.mp / actor.calc_mp_cost(skill)).to_i}" end def set_skill(actor, skill) return if actor.nil? return unless skill.is_a?(RPG::Skill) @remaining_text = make_info_string(actor, skill) refresh end def visible=(value) super refresh if value end def refresh self.contents.clear self.contents.draw_text(self.contents.rect, @remaining_text, 1) end end
class Window_MenuStatus < Window_Selectable #-------------------------------------------------------------------------- # * OVERWRITTEN #-------------------------------------------------------------------------- def initialize(x, y) super(x, y, 452, 352) @bg_image = Cache.picture('FF9_MenuBar') @arrow_image = Cache.picture('Pointer') @arrow_sprite = Sprite.new @arrow_sprite.bitmap = Bitmap.new(45, 38) #7 pixels larger in 'w' for animation @arrow_sprite.y = 52 @arrow_sprite.z = 999 @sprite_last_draw_x = 0 @sprite_inc_x = 1 @intern_frame_count = 0 self.stretch = false if FF9_Config::USE_TILED_WINDOW self.contents.font.name = FF9_Config::DEFAULT_FONT self.opacity = 0 self.z = 99 refresh self.active = false self.index = -1 end #-------------------------------------------------------------------------- # * OVERWRITTEN #-------------------------------------------------------------------------- #~ def refresh #~ self.contents.clear #~ @item_max = $game_party.members.size #~ draw_background_windows #~ for actor in $game_party.members #~ x = 104 #~ y = actor.index * 80 #~ y_offset = 6 #~ draw_actor_face(actor, 19, y + 4, 73) #~ draw_actor_name(actor, x, y + y_offset) #~ draw_actor_class(actor, x + 125, y + y_offset) if actor.states.empty? #~ draw_actor_level(actor, x, y + WLH * 1) #~ draw_actor_state(actor, x + 125, y + y_offset) #~ draw_actor_hp(actor, x, ((y) + (WLH * 2) - 5)) #~ draw_actor_mp(actor, x + 125, ((y) + (WLH * 2) - 5)) #~ end #~ end def refresh self.contents.clear @item_max = $game_party.members.size for actor in $game_party.members x = 104 y = actor.index * 80 y_offset = 6 draw_background_window(0, y) draw_actor_face(actor, 19, y + 4, 73) draw_actor_name(actor, x, y + y_offset) draw_actor_class(actor, x + 125, y + y_offset) if actor.states.empty? draw_actor_level(actor, x, y + WLH * 1) draw_actor_state(actor, x + 125, y + y_offset) draw_actor_hp(actor, x, ((y) + (WLH * 2) - 5)) draw_actor_mp(actor, x + 125, ((y) + (WLH * 2) - 5)) end end #-------------------------------------------------------------------------- # * OVERWRITTEN #-------------------------------------------------------------------------- def update_cursor if @index < 0 @arrow_sprite.bitmap.clear return end @intern_frame_count += 1 return if (@intern_frame_count % 5) != 0 if @sprite_last_draw_x == 7 @sprite_inc_x = -1 elsif @sprite_last_draw_x == 0 @sprite_inc_x = 1 end @arrow_sprite.bitmap.clear @arrow_sprite.y = (@index * 80) + self.y + 40 #40 is on half the image height @arrow_sprite.x = self.x x = @sprite_last_draw_x + @sprite_inc_x @sprite_last_draw_x = x @arrow_sprite.bitmap.blt(x, 0, @arrow_image, @arrow_image.rect) end #-------------------------------------------------------------------------- # * draw_background_windows #-------------------------------------------------------------------------- #~ def draw_background_windows #~ self.contents.blt(0, 0, @bg_image, @bg_image.rect) #~ self.contents.blt(0, 80, @bg_image, @bg_image.rect) #~ self.contents.blt(0, 160, @bg_image, @bg_image.rect) #~ self.contents.blt(0, 240, @bg_image, @bg_image.rect) #~ end def draw_background_window(x, y) self.contents.blt(x, y, @bg_image, @bg_image.rect) end #-------------------------------------------------------------------------- # * visible #-------------------------------------------------------------------------- def visible=(value) super @arrow_sprite.visible = value end #-------------------------------------------------------------------------- # * dispose #-------------------------------------------------------------------------- alias :eds_pre_ff9_win_stat_dispose :dispose def dispose eds_pre_ff9_win_stat_dispose @arrow_sprite.dispose end end
class Scene_Menu #-------------------------------------------------------------------------- # * OVERWRITTEN #-------------------------------------------------------------------------- def create_command_window s1 = Vocab::item s2 = Vocab::skill s3 = Vocab::equip s4 = Vocab::status s5 = Vocab::save s6 = Vocab::game_end # just changed the width of the window here @command_window = Window_Command.new(132, [s1, s2, s3, s4, s5, s6]) @command_window.index = @menu_index @command_window.stretch = false if FF9_Config::USE_TILED_WINDOW if $game_party.members.size == 0 # If number of party members is 0 @command_window.draw_item(0, false) # Disable item @command_window.draw_item(1, false) # Disable skill @command_window.draw_item(2, false) # Disable equipment @command_window.draw_item(3, false) # Disable status end if $game_system.save_disabled # If save is forbidden @command_window.draw_item(4, false) # Disable save end # new stuff here @command_window.font_name = FF9_Config::DEFAULT_FONT @command_window.x = 528 - @command_window.width @command_window.y = 16 @command_window.back_opacity = 255 end #-------------------------------------------------------------------------- # * OVERWRITTEN #-------------------------------------------------------------------------- def start super create_menu_background create_command_window @gold_window = Window_TimeGold.new(372, 342) @gold_window.y -= @gold_window.height @gold_window.x = 528 - @gold_window.width @status_window = Window_MenuStatus.new(0, 12) @location_window = Window_MenuLocation.new(0, 0) @location_window.x = 528 - @location_window.width @location_window.y = 398 - @location_window.height end #-------------------------------------------------------------------------- # * Termination Processing #-------------------------------------------------------------------------- alias :eds_pre_ff9_menu_scene_menu_terminate :terminate def terminate eds_pre_ff9_menu_scene_menu_terminate @location_window.dispose end end
class Scene_Item < Scene_Base #-------------------------------------------------------------------------- # * start #-------------------------------------------------------------------------- alias :eds_pre_ff9_menu_scene_item_start :start def start eds_pre_ff9_menu_scene_item_start @target_window.y = 58 @uses_window = Window_Uses.new(true, @help_window.height, nil) @uses_window.visible = false end #-------------------------------------------------------------------------- # * OVERWRITTEN # - right-align flag ignored #-------------------------------------------------------------------------- alias :eds_pre_ff9_menu_win_stat_show_target_window :show_target_window def show_target_window(right) @uses_window.item = @item_window.item @uses_window.visible = true @item_window.visible = false @item_window.active = false @target_window.visible = true @target_window.active = true @viewport.rect.set(0, 0, 544, 416) @viewport.ox = 0 end #-------------------------------------------------------------------------- # * hide_target_window #-------------------------------------------------------------------------- alias :eds_pre_ff9_menu_scene_item_hide_target_window :hide_target_window def hide_target_window eds_pre_ff9_menu_scene_item_hide_target_window @uses_window.visible = false unless @uses_window.nil? @item_window.visible = true end #-------------------------------------------------------------------------- # * determine_target #-------------------------------------------------------------------------- alias :eds_pre_ff9_menu_scene_item_determine_target :determine_target def determine_target eds_pre_ff9_menu_scene_item_determine_target @uses_window.item = @item_window.item end #-------------------------------------------------------------------------- # * Termination Processing #-------------------------------------------------------------------------- alias :eds_pre_ff9_menu_scene_item_terminate :terminate def terminate eds_pre_ff9_menu_scene_item_terminate @uses_window.dispose end end
class Scene_Skill < Scene_Base #-------------------------------------------------------------------------- # * start #-------------------------------------------------------------------------- alias :eds_pre_ff9_menu_scene_skill_start :start def start eds_pre_ff9_menu_scene_skill_start @target_window.y = 58 @uses_window = Window_SkillUses.new(true, @help_window.height, nil, nil) @uses_window.visible = false end #-------------------------------------------------------------------------- # * OVERWRITTEN # - right-align flag ignored #-------------------------------------------------------------------------- def show_target_window(right) @uses_window.set_skill($game_party.members[@actor_index], @skill_window.skill) @uses_window.visible = true @status_window.visible = false @skill_window.visible = false @skill_window.active = false @target_window.visible = true @target_window.active = true @viewport.rect.set(0, 0, 544, 416) @viewport.ox = 0 end #-------------------------------------------------------------------------- # * hide_target_window #-------------------------------------------------------------------------- alias :eds_pre_ff9_menu_scene_skill_hide_target_window :hide_target_window def hide_target_window eds_pre_ff9_menu_scene_skill_hide_target_window @uses_window.visible = false unless @uses_window.nil? @skill_window.visible = true @status_window.visible = true end #-------------------------------------------------------------------------- # * determine_target #-------------------------------------------------------------------------- alias :eds_pre_ff9_menu_scene_skill_determine_target :determine_target def determine_target eds_pre_ff9_menu_scene_skill_determine_target @uses_window.set_skill($game_party.members[@actor_index], @skill_window.skill) end #-------------------------------------------------------------------------- # * Termination Processing #-------------------------------------------------------------------------- alias :eds_pre_ff9_menu_scene_item_terminate :terminate def terminate eds_pre_ff9_menu_scene_item_terminate @uses_window.dispose end end
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` Give me teh codez!!! I am the master debator! 
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Jan 3 2009, 08:54 PM
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No method: 'stupid_title' found for `nil:NilClass'

Group: Revolutionary
Posts: 1,829
Type: Scripter
RM Skill: Undisclosed

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OK, another UPDATE➮ Added a new cursor display when all party members are selected. ➮ Added new config option which allows you to use a cursor which does not animate. ➮ added new config option which allows you choose how many background panels are drawn when the party is not full. @Lockheart: I added that last one out of pity for you
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Jan 4 2009, 05:37 AM
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Level 4

Group: Member
Posts: 49
Type: Event Designer
RM Skill: Advanced

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QUOTE (BigEd781 @ Jan 3 2009, 09:54 PM)  OK, another UPDATE➮ Added a new cursor display when all party members are selected. ➮ Added new config option which allows you to use a cursor which does not animate. ➮ added new config option which allows you choose how many background panels are drawn when the party is not full. @Lockheart: I added that last one out of pity for you  That one doesnt seem to work for me ( I take it you updated the first post with this update?) ) When I select Heal in the Magic menu and go from the 3rd to the 4th player or from the 1st back to the fourth (basically, once you want to go to the fourth player) the game crashes and takes you to the following part: CODE #-------------------------------------------------------------------------- # * draw_arrow_sprites #-------------------------------------------------------------------------- def draw_arrow_sprites(sprites, animated=true) for sprite in sprites image_x = animated ? @sprite_last_draw_x + @sprite_inc_x : 0 @sprite_last_draw_x = image_x sprite.bitmap.blt(image_x, 0, @arrow_image, @arrow_image.rect) end end With the following line in particular: CODE sprite.bitmap.blt(image_x, 0, @arrow_image, @arrow_image.rect) Any idea what it could be? Lockheart's update script does work though.
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Jan 4 2009, 05:40 AM
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No method: 'stupid_title' found for `nil:NilClass'

Group: Revolutionary
Posts: 1,829
Type: Scripter
RM Skill: Undisclosed

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QUOTE (N2Y @ Jan 4 2009, 05:37 AM)  Any idea what it could be?
Lockheart's update script does work though. Ahh, shit, I forgot to fix that. I'll post an update tomorrow.
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` Give me teh codez!!! I am the master debator! 
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Jan 4 2009, 05:49 AM
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Level 4

Group: Member
Posts: 49
Type: Event Designer
RM Skill: Advanced

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QUOTE (BigEd781 @ Jan 4 2009, 05:40 AM)  QUOTE (N2Y @ Jan 4 2009, 05:37 AM)  Any idea what it could be?
Lockheart's update script does work though. Ahh, shit, I forgot to fix that. I'll post an update tomorrow. No worries, mate. It's fixable. Man I love this menu. Love the new command window names on top of the windows. Maybe could you add one above the commands named "Commands" or something.
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Jan 4 2009, 03:31 PM
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No method: 'stupid_title' found for `nil:NilClass'

Group: Revolutionary
Posts: 1,829
Type: Scripter
RM Skill: Undisclosed

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UPDATE➮ Fixed a bug introduced by my last update when you selected the fourth character in the party. (thanks N2Y). N2Y: If you would like to add a caption to the command window, find this part of the script under "Scene_Menu": CODE def create_command_window s1 = Vocab::item s2 = Vocab::skill s3 = Vocab::equip s4 = Vocab::status s5 = Vocab::save s6 = Vocab::game_end # just changed the width of the window here @command_window = Window_Command.new(132, [s1, s2, s3, s4, s5, s6]) @command_window.index = @menu_index @command_window.stretch = false if FF9_Config::USE_TILED_WINDOW if $game_party.members.size == 0 # If number of party members is 0 @command_window.draw_item(0, false) # Disable item @command_window.draw_item(1, false) # Disable skill @command_window.draw_item(2, false) # Disable equipment @command_window.draw_item(3, false) # Disable status end if $game_system.save_disabled # If save is forbidden @command_window.draw_item(4, false) # Disable save end # new stuff here @command_window.caption = "COMMANDS" #ADDED THIS LINE FOR n2y @command_window.font_name = FF9_Config::DEFAULT_FONT @command_window.x = 528 - @command_window.width @command_window.y = 16 @command_window.back_opacity = 255 end I put a comment next to the only line that I added.
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` Give me teh codez!!! I am the master debator! 
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Jan 4 2009, 06:45 PM
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Level 9

Group: Revolutionary
Posts: 136
Type: Developer
RM Skill: Advanced

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QUOTE (BigEd781 @ Jan 3 2009, 11:54 PM)  OK, another UPDATE➮ Added a new cursor display when all party members are selected. ➮ Added new config option which allows you to use a cursor which does not animate. ➮ added new config option which allows you choose how many background panels are drawn when the party is not full. @Lockheart: I added that last one out of pity for you  Totally awesome, thank you very much for that.
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Jan 6 2009, 04:26 PM
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No method: 'stupid_title' found for `nil:NilClass'

Group: Revolutionary
Posts: 1,829
Type: Scripter
RM Skill: Undisclosed

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QUOTE (Stoltz @ Jan 6 2009, 04:06 PM)  There is a Clash between this script and the crafting script to. here is the link to the crafting script http://www.rpgrevolution.com/forums/index....9&hl=actorsAnd again, this method is the problem: CODE alias oldCmdWindow create_command_window def create_command_window s1 = Vocab::item s2 = Vocab::skill s3 = Vocab::equip s4 = Vocab::status s5 = Vocab::crafting s6 = Vocab::save s7 = Vocab::game_end @command_window = Window_Command.new(160, [s1, s2, s3, s4, s5, s6, s7]) @command_window.index = @menu_index if $game_party.members.size == 0 # If number of party members is 0 @command_window.draw_item(0, false) # Disable item @command_window.draw_item(1, false) # Disable skill @command_window.draw_item(2, false) # Disable equipment @command_window.draw_item(3, false) # Disable status end if $game_system.save_disabled # If save is forbidden @command_window.draw_item(4, false) # Disable save end end You need to merge mine with his. I need to come up with a way to avoid using this function, but until then, you can just add what's different in mine to theirs.
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` Give me teh codez!!! I am the master debator! 
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Jan 6 2009, 05:10 PM
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Level 1

Group: Member
Posts: 6
Type: None
RM Skill: Beginner

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Oh ok Thanks found out one more thing i had to change so now i can enter without a debug msg coming up. Now i just have to figure out why i get into save when i press crafting .. hehe well Thanks again =) will try to figure that thing out myself
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Jan 6 2009, 05:21 PM
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No method: 'stupid_title' found for `nil:NilClass'

Group: Revolutionary
Posts: 1,829
Type: Scripter
RM Skill: Undisclosed

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There is another function that deals with input. My script does not modify that, so some other script must be doing it.
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` Give me teh codez!!! I am the master debator! 
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Jan 6 2009, 05:24 PM
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Level 1

Group: Member
Posts: 6
Type: None
RM Skill: Beginner

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okok Thanks alot, will try and fix it myself still a newbie but im learning =)
I figured it out Thanks again
This post has been edited by Stoltz: Jan 6 2009, 05:31 PM
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Jan 7 2009, 05:09 AM
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Level 4

Group: Member
Posts: 49
Type: Event Designer
RM Skill: Advanced

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Thanks for your help BigEd, it does work what you do. I tried it out in a new project.
However in my original project, first I simply deleted the menu part, because it was in conflict with the Custom Commands script, only put on the commands you wrote down in the menu (Item, Skill, Status, Equip, Save, Game End). It all worked fine when I deleted that menu part in Scene_Menu (FF9 Menu script)
However with this updated script, my menu gets positioned on the wrong side (left side, over the character status windows) I already tried to use your advice and put them in manually in the FF9 menu script too, but then when I exit the commands, an error with Windows_Selectable pops up. And the menu does not get positioned on the right side either, so it's useless...
I'm afraid I can't use this script anymore.
Any chance you still ahve the previous version somewhere?
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Jan 7 2009, 10:25 AM
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No method: 'stupid_title' found for `nil:NilClass'

Group: Revolutionary
Posts: 1,829
Type: Scripter
RM Skill: Undisclosed

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No, the problem is not the version. It is a very simple conflict. If you post your conflicting script I will fix it for you.
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` Give me teh codez!!! I am the master debator! 
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Jan 7 2009, 02:17 PM
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Level 4

Group: Member
Posts: 49
Type: Event Designer
RM Skill: Advanced

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I'm afraid I can't give a specific conflicting script. It has to do with all the scripts like 'Bestiary', 'Junction', 'Summon', etc. All those scripts are placed within the menu using the Custom Commands script, which enables you to add commands to the menu in the specific scripts itself. Everytime it crashes the moment I return to the menu from one of the custom commands. The script system takes me to Window_Selectable with... CODE if @index < 0 # If the cursor position is less than 0 self.cursor_rect.empty # Empty cursor ...specifically on line 213-214 Luckily though, I did make a copy of my project and found an older version of your script, so I can use that instead. Unfortunately, it means the nice "COMMANDS", "TIME & G" and "LOCATION" text above the windows are gone. Sacrifices need to be made.  (I just delete the s1 = Vocab::Item, etc etc ) part in the Scene_Menu you created, like I said before. This way, there's no conflict whatsoever. The only problem is the texts missing I named above) Thanks for your help anyways.
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Jan 7 2009, 02:32 PM
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No method: 'stupid_title' found for `nil:NilClass'

Group: Revolutionary
Posts: 1,829
Type: Scripter
RM Skill: Undisclosed

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If you could upload your entire project for me I will fix it. who knows, it may point out a weakness in my script that I can improve upon.
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` Give me teh codez!!! I am the master debator! 
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Jan 10 2009, 06:48 PM
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No method: 'stupid_title' found for `nil:NilClass'

Group: Revolutionary
Posts: 1,829
Type: Scripter
RM Skill: Undisclosed

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UPDATES
Added a new KGC_LargeParty patch. This time as a text fle because all of the unicode characters in the script cause problems. This works, so if you still experience problems it is being caused by another script. Make sure to place the KGC script below mine in the script editor.
__________________________
` Give me teh codez!!! I am the master debator! 
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