"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
Group: Local Mod
Posts: 1,346
Type: Scripter
RM Skill: Skilled
Rev Points: 5
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:
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
"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
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."
"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
Of course, you may do whatever you want with the script, I'm just glad you're using it in the first place lol
Then okay dawg.
__________________________
Use Dropbox to upload your files. Much simpler than other upload sites, you can simply place a folder on your desktop that will sync with your DropBox account.
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."
Group: Member
Posts: 13
Type: Event Designer
RM Skill: Skilled
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.
"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
Group: Member
Posts: 13
Type: Event Designer
RM Skill: Skilled
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
"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
"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
Group: Member
Posts: 7
Type: Writer
RM Skill: Beginner
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
Group: +Gold Member
Posts: 1,520
Type: Scripter
RM Skill: Undisclosed
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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Group: Member
Posts: 7
Type: Writer
RM Skill: Beginner
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.
Group: Member
Posts: 73
Type: None
RM Skill: Intermediate
Any way to fix this problem? 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
Group: +Gold Member
Posts: 1,520
Type: Scripter
RM Skill: Undisclosed
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
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
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RM Skill: Intermediate
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 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
EDIT: This is what she looks like thanks to you man 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
Group: +Gold Member
Posts: 1,520
Type: Scripter
RM Skill: Undisclosed
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
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K.I.S.S. Want help with your scripting problems? Upload a demo! Or at the very least; provide links to the scripts in question.