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> Law's Custom Menu Screen, A whole new menu interface.
Yusshin
post Dec 6 2009, 06:01 PM
Post #41


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They're awesome; I got them all to work but the Equipment screen one. I get an error stating NilClass. What's that mean o.o


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The Law G14
post Dec 6 2009, 06:04 PM
Post #42


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What else does it say besides NilClass? Also, what order did you put your scripts in?


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Yusshin
post Dec 6 2009, 06:05 PM
Post #43


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Skill Menu Change
Main Menu Change
Equipment Menu Change
Main

and it says specifically...

QUOTE ("Equipment Script")
Script 'Equipment Menu Change' line139: NoMethodError occurred.

undefined method `-@` for nil:NilClass


[Edit]

I tried putting Equipment Menu Change script above the Main Menu Change script but it didn't work.

[Edit]

Since I put in your scripts, it's conflicted with my SDK I believe :<


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The Law G14
post Dec 7 2009, 01:34 PM
Post #44


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First of all, try cutting out the SDK and if the equipment screen starts working I would suggest you make a decisicion between the equipment screen and the SDK, because unless you have scripts that require the SDK, the SDK kinda gives alot of problems. If the SDK ends up not being the problem, replace the equipment screen with this:

CODE
#------------------------------------------------------------------------------
#==============================================================================
#==============================================================================
#====================*Law's Custom Equipment Screen*===========================
#=========================Author: The Law G14==================================
#============================Version 1.0=======================================
#==============================================================================
#------------------------------------------------------------------------------
#==============================================================================
# ** Window_EquipLeft
#------------------------------------------------------------------------------
#  This window displays actor parameter changes on the equipment screen.
#==============================================================================
class Window_EquipLeft < Window_Base
  #--------------------------------------------------------------------------
  # * Object Initialization
  #     actor : actor
  #--------------------------------------------------------------------------
  def initialize(actor)
    super(224, 64, 415, 232)
    self.contents = Bitmap.new(width - 32, height - 32)
    @actor = actor
    refresh
  end
  #--------------------------------------------------------------------------
  # * Draw Actor Face Graphic
  #--------------------------------------------------------------------------
  def draw_actor_face_graphic(actor, x, y)
    bitmap = RPG::Cache.picture(actor.id.to_s)
    self.contents.blt(x, y, bitmap, Rect.new(0, 0, bitmap.width, bitmap.height))
  end
  #--------------------------------------------------------------------------
  # * Refresh
  #--------------------------------------------------------------------------    
  def refresh
    self.contents.clear
    draw_actor_face_graphic(@actor, x + 50, y - 20)
    draw_actor_name(@actor, 300, 0)
    draw_actor_level(@actor, 4, 0)
    draw_actor_parameter(@actor, 4, 24, 0)
    draw_actor_parameter(@actor, 4, 48, 1)
    draw_actor_parameter(@actor, 4, 72, 2)
    draw_actor_parameter(@actor, 4, 96, 3)
    draw_actor_parameter(@actor, 4, 120, 4)
    draw_actor_parameter(@actor, 4, 144, 5)
    draw_actor_parameter(@actor, 4, 168, 6)
     if @new_atk != nil
       self.contents.font.color = normal_color
       self.contents.draw_text(160, 24, 40, 32, '->', 1)
     if @new_atk > @actor.atk
       self.contents.font.color = Color.new(0,255,0)
     elsif (@new_atk < @actor.atk)
       self.contents.font.color = Color.new(255,0,0)
     end
       self.contents.draw_text(200, 24, 36, 32, @new_atk.to_s, 2)
     end
    if @new_pdef != nil
       self.contents.font.color = normal_color
       self.contents.draw_text(160, 48, 40, 32, '->', 1)
     if @new_pdef > @actor.pdef
       self.contents.font.color = Color.new(0,255,0)
     elsif (@new_pdef < @actor.pdef)
       self.contents.font.color = Color.new(255,0,0)
     end
       self.contents.draw_text(200, 48, 36, 32, @new_pdef.to_s, 2)
     end
    if @new_mdef != nil
       self.contents.font.color = normal_color
       self.contents.draw_text(160, 72, 40, 32, '->', 1)
     if @new_mdef > @actor.mdef
       self.contents.font.color = Color.new(0,255,0)
     elsif (@new_mdef < @actor.mdef)
       self.contents.font.color = Color.new(255,0,0)
     end
       self.contents.draw_text(200, 72, 36, 32, @new_mdef.to_s, 2)
     end
    if @new_str != nil
       self.contents.font.color = normal_color
       self.contents.draw_text(160, 96, 40, 32, '->', 1)
     if @new_str > @actor.str
       self.contents.font.color = Color.new(0,255,0)
     elsif (@new_str < @actor.str)
       self.contents.font.color = Color.new(255,0,0)
     end
       self.contents.draw_text(200, 96, 36, 32, @new_str.to_s, 2)
     end
    if @new_dex != nil
       self.contents.font.color = normal_color
       self.contents.draw_text(160, 120, 40, 32, '->', 1)
     if @new_dex > @actor.dex
       self.contents.font.color = Color.new(0,255,0)
     elsif (@new_dex < @actor.dex)
       self.contents.font.color = Color.new(255,0,0)
     end
       self.contents.draw_text(200, 120, 36, 32, @new_dex.to_s, 2)
     end
    if @new_agi != nil
       self.contents.font.color = normal_color
       self.contents.draw_text(160, 144, 40, 32, '->', 1)
     if @new_agi > @actor.agi
       self.contents.font.color = Color.new(0,255,0)
     elsif (@new_agi < @actor.agi)
       self.contents.font.color = Color.new(255,0,0)
     end
       self.contents.draw_text(200, 144, 36, 32, @new_agi.to_s, 2)
     end
    if @new_int != nil
       self.contents.font.color = normal_color
       self.contents.draw_text(160, 168, 40, 32, '->', 1)
     if @new_int > @actor.int
       self.contents.font.color = Color.new(0,255,0)
     elsif (@new_int < @actor.int)
       self.contents.font.color = Color.new(255,0,0)
     end
       self.contents.draw_text(200, 168, 36, 32, @new_int.to_s, 2)
     end
  end
  #--------------------------------------------------------------------------
  # * Set parameters after changing equipment
  #     new_atk  : attack power after changing equipment
  #     new_pdef : physical defense after changing equipment
  #     new_mdef : magic defense after changing equipment
  #--------------------------------------------------------------------------
  def set_new_parameters(new_atk, new_pdef, new_mdef, new_str, new_dex,
                         new_agi, new_int)
    if @new_atk != new_atk || @new_pdef != new_pdef || @new_mdef != new_mdef ||
        @new_str != new_str || @new_dex != new_dex || @new_agi != new_agi ||
        @new_int != new_int
      @new_atk = new_atk
      @new_pdef = new_pdef
      @new_mdef = new_mdef
      @new_str = new_str
      @new_dex = new_dex
      @new_agi = new_agi
      @new_int = new_int
      refresh
    end
  end
end
#==============================================================================
# ** Window_EquipRight
#------------------------------------------------------------------------------
#  This window displays items the actor is currently equipped with on the
#  equipment screen.
#==============================================================================

class Window_EquipRight < Window_Selectable
  #--------------------------------------------------------------------------
  # * Object Initialization
  #     actor : actor
  #--------------------------------------------------------------------------
  def initialize(actor)
    super(224, 295, 415, 185)
    self.contents = Bitmap.new(width - 32, height - 32)
    @actor = actor
    refresh
    self.index = 0
  end
  #--------------------------------------------------------------------------
  # * Item Acquisition
  #--------------------------------------------------------------------------
  def item
    return @data[self.index]
  end
  #--------------------------------------------------------------------------
  # * Refresh
  #--------------------------------------------------------------------------
  def refresh
    self.contents.clear
    @data = []
    @data.push($data_weapons[@actor.weapon_id])
    @data.push($data_armors[@actor.armor1_id])
    @data.push($data_armors[@actor.armor2_id])
    @data.push($data_armors[@actor.armor3_id])
    @data.push($data_armors[@actor.armor4_id])
    @item_max = @data.size
    self.contents.font.color = system_color
    self.contents.draw_text(4, 32 * 0, 160, 32, $data_system.words.weapon)
    self.contents.draw_text(4, 32 * 1, 160, 32, $data_system.words.armor1)
    self.contents.draw_text(4, 32 * 2, 160, 32, $data_system.words.armor2)
    self.contents.draw_text(4, 32 * 3, 160, 32, $data_system.words.armor3)
    self.contents.draw_text(5, 32 * 4, 160, 32, $data_system.words.armor4)
    draw_item_name(@data[0], 140, 32 * 0)
    draw_item_name(@data[1], 140, 32 * 1)
    draw_item_name(@data[2], 140, 32 * 2)
    draw_item_name(@data[3], 140, 32 * 3)
    draw_item_name(@data[4], 140, 32 * 4)
  end
  #--------------------------------------------------------------------------
  # * Help Text Update
  #--------------------------------------------------------------------------
  def update_help
    @help_window.set_text(self.item == nil ? "" : self.item.description)
  end
end
#==============================================================================
# ** Window_EquipItem
#------------------------------------------------------------------------------
#  This window displays choices when opting to change equipment on the
#  equipment screen.
#==============================================================================

class Window_EquipItem < Window_Selectable
  #--------------------------------------------------------------------------
  # * Object Initialization
  #     actor      : actor
  #     equip_type : equip region (0-3)
  #--------------------------------------------------------------------------
  def initialize(actor, equip_type)
    super(0, 64, 224, 415)
    @actor = actor
    @equip_type = equip_type
    @column_max = 1
    refresh
    self.active = false
    self.index = -1
  end
  #--------------------------------------------------------------------------
  # * Item Acquisition
  #--------------------------------------------------------------------------
  def item
    return @data[self.index]
  end
  #--------------------------------------------------------------------------
  # * Refresh
  #--------------------------------------------------------------------------
  def refresh
    if self.contents != nil
      self.contents.dispose
      self.contents = nil
    end
    @data = []
    # Add equippable weapons
    if @equip_type == 0
      weapon_set = $data_classes[@actor.class_id].weapon_set
      for i in 1...$data_weapons.size
        if $game_party.weapon_number(i) > 0 and weapon_set.include?(i)
          @data.push($data_weapons[i])
        end
      end
    end
    # Add equippable armor
    if @equip_type != 0
      armor_set = $data_classes[@actor.class_id].armor_set
      for i in 1...$data_armors.size
        if $game_party.armor_number(i) > 0 and armor_set.include?(i)
          if $data_armors[i].kind == @equip_type-1
            @data.push($data_armors[i])
          end
        end
      end
    end
    # Add blank page
    @data.push(nil)
    # Make a bit map and draw all items
    @item_max = @data.size
    self.contents = Bitmap.new(width - 32, row_max * 32)
    for i in 0...@item_max-1
      draw_item(i)
    end
  end
  #--------------------------------------------------------------------------
  # * Draw Item
  #     index : item number
  #--------------------------------------------------------------------------
  def draw_item(index)
    item = @data[index]
    x = 4 + index % 1 * (288 + 32)
    y = index / 1 * 32
    case item
    when RPG::Weapon
      number = $game_party.weapon_number(item.id)
    when RPG::Armor
      number = $game_party.armor_number(item.id)
    end
    bitmap = RPG::Cache.icon(item.icon_name)
    self.contents.blt(x, y + 4, bitmap, Rect.new(0, 0, 24, 24))
    self.contents.font.color = normal_color
    self.contents.draw_text(x + 28, y, 212, 32, item.name, 0)
    self.contents.draw_text(x + 160, y, 16, 32, "x", 1)
    self.contents.draw_text(x + 163, y, 24, 32, number.to_s, 2)
  end
  #--------------------------------------------------------------------------
  # * Help Text Update
  #--------------------------------------------------------------------------
  def update_help
    @help_window.set_text(self.item == nil ? "" : self.item.description)
  end
end
#==============================================================================
# ** Scene_Equip
#------------------------------------------------------------------------------
#  This class performs equipment screen processing.
#==============================================================================

class Scene_Equip
  #--------------------------------------------------------------------------
  # * Object Initialization
  #     actor_index : actor index
  #     equip_index : equipment index
  #--------------------------------------------------------------------------
  def initialize(actor_index = 0, equip_index = 0)
    @actor_index = actor_index
    @equip_index = equip_index
  end
  #--------------------------------------------------------------------------
  # * Main Processing
  #--------------------------------------------------------------------------
  def main
    # Get actor
    @actor = $game_party.actors[@actor_index]
    # Make windows
    @help_window = Window_Help.new
    @left_window = Window_EquipLeft.new(@actor)
    @right_window = Window_EquipRight.new(@actor)
    @item_window1 = Window_EquipItem.new(@actor, 0)
    @item_window2 = Window_EquipItem.new(@actor, 1)
    @item_window3 = Window_EquipItem.new(@actor, 2)
    @item_window4 = Window_EquipItem.new(@actor, 3)
    @item_window5 = Window_EquipItem.new(@actor, 4)
    # Associate help window
    @right_window.help_window = @help_window
    @item_window1.help_window = @help_window
    @item_window2.help_window = @help_window
    @item_window3.help_window = @help_window
    @item_window4.help_window = @help_window
    @item_window5.help_window = @help_window
    # Set cursor position
    @right_window.index = @equip_index
    refresh
    # Execute transition
    Graphics.transition
    # Main loop
    loop do
      # Update game screen
      Graphics.update
      # Update input information
      Input.update
      # Frame update
      update
      # Abort loop if screen is changed
      if $scene != self
        break
      end
    end
    # Prepare for transition
    Graphics.freeze
    # Dispose of windows
    @help_window.dispose
    @left_window.dispose
    @right_window.dispose
    @item_window1.dispose
    @item_window2.dispose
    @item_window3.dispose
    @item_window4.dispose
    @item_window5.dispose
  end
  #--------------------------------------------------------------------------
  # * Refresh
  #--------------------------------------------------------------------------
  def refresh
    # Set item window to visible
    @item_window1.visible = (@right_window.index == 0)
    @item_window2.visible = (@right_window.index == 1)
    @item_window3.visible = (@right_window.index == 2)
    @item_window4.visible = (@right_window.index == 3)
    @item_window5.visible = (@right_window.index == 4)
    # Get currently equipped item
    item1 = @right_window.item
    # Set current item window to @item_window
    case @right_window.index
    when 0
      @item_window = @item_window1
    when 1
      @item_window = @item_window2
    when 2
      @item_window = @item_window3
    when 3
      @item_window = @item_window4
    when 4
      @item_window = @item_window5
    end
    # If right window is active
    if @right_window.active
      # Erase parameters for after equipment change
      @left_window.set_new_parameters(nil, nil, nil, nil, nil, nil, nil)
    end
    # If item window is active
    if @item_window.active
      # Get currently selected item
      item2 = @item_window.item
      # Change equipment
      last_hp = @actor.hp
      last_sp = @actor.sp
      @actor.equip(@right_window.index, item2 == nil ? 0 : item2.id)
      # Get parameters for after equipment change
      new_atk = @actor.atk
      new_pdef = @actor.pdef
      new_mdef = @actor.mdef
      new_str = @actor.str
      new_dex = @actor.dex
      new_agi = @actor.agi
      new_int = @actor.int
      # Return equipment
      @actor.equip(@right_window.index, item1 == nil ? 0 : item1.id)
      @actor.hp = last_hp
      @actor.sp = last_sp
      # Draw in left window
      @left_window.set_new_parameters(new_atk, new_pdef, new_mdef, new_str, new_dex, new_agi, new_int)
    end
  end
  #--------------------------------------------------------------------------
  # * Frame Update
  #--------------------------------------------------------------------------
  def update
    # Update windows
    @left_window.update
    @right_window.update
    @item_window.update
    refresh
    # If right window is active: call update_right
    if @right_window.active
      update_right
      return
    end
    # If item window is active: call update_item
    if @item_window.active
      update_item
      return
    end
  end
  #--------------------------------------------------------------------------
  # * Frame Update (when right window is active)
  #--------------------------------------------------------------------------
  def update_right
    # If B button was pressed
    if Input.trigger?(Input::B)
      # Play cancel SE
      $game_system.se_play($data_system.cancel_se)
      # Switch to menu screen
      $scene = Scene_Menu.new(2)
      return
    end
    # If C button was pressed
    if Input.trigger?(Input::C)
      # If equipment is fixed
      if @actor.equip_fix?(@right_window.index)
        # Play buzzer SE
        $game_system.se_play($data_system.buzzer_se)
        return
      end
      # Play decision SE
      $game_system.se_play($data_system.decision_se)
      # Activate item window
      @right_window.active = false
      @item_window.active = true
      @item_window.index = 0
      return
    end
    # If R button was pressed
    if Input.trigger?(Input::R)
      # Play cursor SE
      $game_system.se_play($data_system.cursor_se)
      # To next actor
      @actor_index += 1
      @actor_index %= $game_party.actors.size
      # Switch to different equipment screen
      $scene = Scene_Equip.new(@actor_index, @right_window.index)
      return
    end
    # If L button was pressed
    if Input.trigger?(Input::L)
      # Play cursor SE
      $game_system.se_play($data_system.cursor_se)
      # To previous actor
      @actor_index += $game_party.actors.size - 1
      @actor_index %= $game_party.actors.size
      # Switch to different equipment screen
      $scene = Scene_Equip.new(@actor_index, @right_window.index)
      return
    end
  end
  #--------------------------------------------------------------------------
  # * Frame Update (when item window is active)
  #--------------------------------------------------------------------------
  def update_item
    # If B button was pressed
    if Input.trigger?(Input::B)
      # Play cancel SE
      $game_system.se_play($data_system.cancel_se)
      # Activate right window
      @right_window.active = true
      @item_window.active = false
      @item_window.index = -1
      return
    end
    # If C button was pressed
    if Input.trigger?(Input::C)
      # Play equip SE
      $game_system.se_play($data_system.equip_se)
      # Get currently selected data on the item window
      item = @item_window.item
      # Change equipment
      @actor.equip(@right_window.index, item == nil ? 0 : item.id)
      # Activate right window
      @right_window.active = true
      @item_window.active = false
      @item_window.index = -1
      # Remake right window and item window contents
      @right_window.refresh
      @item_window.refresh
      return
    end
  end
end


This post has been edited by The Law G14: Dec 7 2009, 01:35 PM


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Bigace
post Dec 13 2009, 07:34 PM
Post #45


The King of Spades
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Group: Revolutionary
Posts: 400
Type: Developer
RM Skill: Intermediate




Yo Law, nice script however the only thing that I need was the Icon part so I stripped it. Was is that okay with you.


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QUOTE ('Exiled One')
"If you are one of the very few teenagers that know what real rap is and don't blindly listen to the hate statements (rap is crap), then put this in your sig. I say this in the name of Common, Mos Def, Lupe Fiasco, 2Pac, Nas, Talib Kweli, Eminem, and many others."
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The Law G14
post Dec 14 2009, 01:31 PM
Post #46


Scripter FTW
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Group: Local Mod
Posts: 1,348
Type: Scripter
RM Skill: Skilled
Rev Points: 5




Of course, you may do whatever you want with the script, I'm just glad you're using it in the first place lol tongue.gif


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Sig Stuff


"When you first come, no one knows you. When help them out, they all know you. When you leave, they all love you. When you come back, they've already forgotten you." -- copy into your sig if you think this quote speaks true!

If you are one of the very few teenagers that know what real rap is and don't blindly listen to the hate statements (rap is crap), then put this in your sig. I say this in the name of Common, Mos Def, Lupe Fiasco, 2Pac, Nas, Talib Kweli, Eminem, and many others. -Exiled One

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Bigace
post Dec 14 2009, 02:35 PM
Post #47


The King of Spades
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QUOTE (The Law G14 @ Dec 14 2009, 04:31 PM) *
Of course, you may do whatever you want with the script, I'm just glad you're using it in the first place lol tongue.gif


Then okay dawg. laugh.gif


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xxdarkwolfrosexx
post Feb 2 2010, 09:40 PM
Post #48


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Sorry to kind of bump a semi old topic, but I really love and need this but I have a big problem. When I use this my text in the menu disapears! I can't see any text at all.
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The Law G14
post Feb 3 2010, 02:01 PM
Post #49


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Do you have any other scripts in use besides this one?


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Sig Stuff


"When you first come, no one knows you. When help them out, they all know you. When you leave, they all love you. When you come back, they've already forgotten you." -- copy into your sig if you think this quote speaks true!

If you are one of the very few teenagers that know what real rap is and don't blindly listen to the hate statements (rap is crap), then put this in your sig. I say this in the name of Common, Mos Def, Lupe Fiasco, 2Pac, Nas, Talib Kweli, Eminem, and many others. -Exiled One

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xxdarkwolfrosexx
post Feb 3 2010, 02:27 PM
Post #50


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Yeah, quiet a few actually. I can get the text back if I use Blizzard's Ultimate Text Override, however. But here's a list of my scripts...
¡ Sprite_Shadow (Sprite_Ombre )
SDK 1.3
Final Fantasy VII menu setup by AcedentProne
Final Fantasy Tactics Advance Shop System By Mac v. 0.7
Beastairy System by SephirothSpawn
This one
Advanced Time and Environment System (ATES) by Blizzard
AMS - Advanced Message Script - R4 by Dubealex
Tons of Add-ons by Blizzard
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The Law G14
post Feb 3 2010, 03:00 PM
Post #51


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So you can see your text now with the override script? If not, try putting my script below all of your other scripts and see if it works or not.


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"When you first come, no one knows you. When help them out, they all know you. When you leave, they all love you. When you come back, they've already forgotten you." -- copy into your sig if you think this quote speaks true!

If you are one of the very few teenagers that know what real rap is and don't blindly listen to the hate statements (rap is crap), then put this in your sig. I say this in the name of Common, Mos Def, Lupe Fiasco, 2Pac, Nas, Talib Kweli, Eminem, and many others. -Exiled One

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Blazblue Fan
post Feb 3 2010, 03:30 PM
Post #52


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I think this script looks great, but is there a way to show only 3 characters instead of 4?

This post has been edited by Blazblue Fan: Feb 3 2010, 03:31 PM
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The Law G14
post Feb 3 2010, 04:12 PM
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Glad you like the script though I'm not too sure what you're asking. You should have 3 actors in your party if you want to show only 3 characters.


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Sig Stuff


"When you first come, no one knows you. When help them out, they all know you. When you leave, they all love you. When you come back, they've already forgotten you." -- copy into your sig if you think this quote speaks true!

If you are one of the very few teenagers that know what real rap is and don't blindly listen to the hate statements (rap is crap), then put this in your sig. I say this in the name of Common, Mos Def, Lupe Fiasco, 2Pac, Nas, Talib Kweli, Eminem, and many others. -Exiled One

My Project Thread: Gai's Hunters


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EevieG
post Apr 12 2010, 05:19 PM
Post #54


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Hey all.

Alright so I've been having a problem and I think I've managed to narrow it down to this script.

Anyway, the problem being, from the menu in the command window, when I press the 'C' button to advance into one of the menu fields, lets say equipment for the sake of saying, the process skips through the selection of characters in the status window.

What I mean to say is, the only character that you can view the 'equipment', 'skill', or 'status' windows for is the first one in the party. The bit where you're supposed to be able to pick which particular character you want to view information for only lasts for a fraction of a second and automaticaly forwards you to the first party member.

I've been doing a bit of playing with the code and managed to figure out the part where all of this processing takes place.

Here,

CODE
#--------------------------------------------------------------------------
# * Frame Update (when status window is active)
#--------------------------------------------------------------------------
def update_status
# If B button was pressed
if Input.trigger?(Input::B)
# Play cancel SE
$game_system.se_play($data_system.cancel_se)
# Make command window active
@command_window.active = true
@status_window.active = false
@status_window.index = -1
return
end
# If C button was pressed
if Input.trigger?(Input::C)
# Branch by command window cursor position
case @command_window.index
when 1 # skill
# If this actor's action limit is 2 or more
if $game_party.actors[@status_window.index].restriction >= 2
# Play buzzer SE
$game_system.se_play($data_system.buzzer_se)
return
end
# Play decision SE
$game_system.se_play($data_system.decision_se)
# Switch to skill screen
$scene = Scene_Skill.new(@status_window.index)
when 2 # equipment
# Play decision SE
$game_system.se_play($data_system.decision_se)
# Switch to equipment screen
$scene = Scene_Equip.new(@status_window.index)
when 3 # status
# Play decision SE
$game_system.se_play($data_system.decision_se)
# Switch to status screen
$scene = Scene_Status.new(@status_window.index)
end
return
end
end
end


That's lines 365 through 408 in the Custom Menu script.

I, unfortunately, don't know enough code to work my way through the problem I'm having.

I'm sure it's just me having messed it up somewhere, seeing as how I haven't seen anyone else complaining of this problem. Any help would be appreciated.

Here's hoping I'm not crazy.

Thanks!

This post has been edited by EevieG: Apr 12 2010, 05:20 PM


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Night_Runner
post Apr 13 2010, 02:23 PM
Post #55


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Hey EevieG, I just tried this code in a blank project and it seemed to work fine... give this a shot though, for that bit you posted earlier, the update_status, try replacing it with this:

CODE
#--------------------------------------------------------------------------
# * Frame Update (when status window is active)
#--------------------------------------------------------------------------
def update_status
# If B button was pressed
if Input.trigger?(Input::B)
Input.update
# Play cancel SE
$game_system.se_play($data_system.cancel_se)
# Make command window active
@command_window.active = true
@status_window.active = false
@status_window.index = -1
return
end
# If C button was pressed
if Input.trigger?(Input::C)
Input.update
# Branch by command window cursor position
case @command_window.index
when 1 # skill
# If this actor's action limit is 2 or more
if $game_party.actors[@status_window.index].restriction >= 2
# Play buzzer SE
$game_system.se_play($data_system.buzzer_se)
return
end
# Play decision SE
$game_system.se_play($data_system.decision_se)
# Switch to skill screen
$scene = Scene_Skill.new(@status_window.index)
when 2 # equipment
# Play decision SE
$game_system.se_play($data_system.decision_se)
# Switch to equipment screen
$scene = Scene_Equip.new(@status_window.index)
when 3 # status
# Play decision SE
$game_system.se_play($data_system.decision_se)
# Switch to status screen
$scene = Scene_Status.new(@status_window.index)
end
return
end
end
end


It's almost the same code, but I've put Input.update after each Input.trigger?. It's not the greatest fix, but it should work...

This post has been edited by Night_Runner: Apr 13 2010, 02:26 PM


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EevieG
post Apr 18 2010, 03:40 PM
Post #56


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I wish I could say that had fixed my problem, but unfortunately it hasn't. Even with the modifications you've made it still reacts the same way. I'm going to continue poking around and see if I can really verify its this script that's giving me the problem. Thank you for your attempt, though. It is appreciated.


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Mataris
post May 23 2010, 02:05 PM
Post #57


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Any way to fix this problem?
Attached File  Hmmmmmm.png ( 117.53K ) Number of downloads: 15


The pictures and icons all being the same are cool I did that jou t to test the script but the Class/hpsp all runnig together is the problem
I have very very very little scripting knowedge so please be very specific if there is a way to fic and thank you sooo much in advance

Also any Idea what the best size pic to use for the charaters is?

This post has been edited by Mataris: May 23 2010, 02:11 PM
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Night_Runner
post May 24 2010, 03:33 PM
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There's two options that come to mind, the first is easy, so we'll run with that!

In the code, line 174 should read:
draw_actor_class(actor, x + 135, y + 32)
If it doesn't, Ctrl + F for it, it'll turn up smile.gif

We'll change that 135 to something smaller, judging by your pic I'd say something like 100 would look nice?

Ok.... looks at draw_actor_class...... okey dokey, go to Window_Base, line 133 should read
self.contents.draw_text(x, y, 236, 32, actor.class_name)
Copy it, comment it out (by putting a # at the start of the line) and paste it underneath (it's good habit to back things up before editing!)

That 262 is the width associated that the text is allowed to go, if it's longer, it'll shrink the text a bit, I'd say 128 should fit...

If it makes your text too small, try going back to The Law's code and moving the lvl (line 175 of the law's code, same as the original edit to the + 40) and E (line 177, same + 40) to the left go give you a bit more room....

And if that doesn't work I can re-write the code so it can go on two lines for you.


And for your second question, Law got his facesets from here (original site here) so I assume the script is designed for 100x100 facesets smile.gif


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Mataris
post May 25 2010, 04:24 PM
Post #59


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Thank you soooooooooo much I used what u told me changed a couple of things but it looks good to me now just gotta get my title screen and im......still a LONG way from being done lol tongue.gif but im getting closer Thanks again Night Runner your the best man this is like the 4th or 5th time you have made my day smile.gif

EDIT: This is what she looks like thanks to you man smile.gif
Attached File  Screen.png ( 311.76K ) Number of downloads: 16


Not really a big deal but if anyone knows how to change the "E" to "Exp" that would be awesome
________________________________________________________________________________


This is before some fixes with the faces and icons couldnt figure out how to remove when I added new pic
I
\I/

This post has been edited by Mataris: May 25 2010, 08:22 PM
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Attached File  Image3.png ( 263.29K ) Number of downloads: 15
 
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Night_Runner
post May 26 2010, 01:08 AM
Post #60


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The "E" is in WIndow_Base, line 204 should read:
self.contents.draw_text(x, y, 24, 32, "E")
Like last time, copy it, comment out a backup, and change the "E"

Your menu looks very nice! You have a very talented artist in your team smile.gif


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