#Getting States def active_states @active_states = [] for active_state in @actor.states @active_states.push(active_state) end end
#Drawing Active State def draw_active_state rect = item_rect(index) self.contents.clear_rect(rect) state = @active_states[index] draw_actor_state(@actor, rect.x, rect.y ) end
#Refresh def refresh active_states @item_max = @active_states.size for i in 0...@item_max draw_active_state[i] end end end
I'm trying to make a scene in my project wherein one is able to view the current states they're under and can select each one, bringing them up in a 'details' window which tells the cure for the state, how long the state lasts, etc. I can make the 'details' window just fine. But I am pulling my hair out trying to figure out exactly how to implement the above window_selectable to work.
I've also read through the countless window_selectables in the default scripts.
And though I get the properties of the window just fine, I can't figure out exactly how to implement it. I get the states icons drawn, but for some reason the cursor just will not move. So, I was wondering if maybe someone could help me along, maybe draw out some kind of sample as to how they should be laid out.
I use this line in the scene to set the window as active:
CODE
@window_states.active = true
I watched a few GubiD tutorials for that information. And still, I'm stuck. I want to be able to make selectable windows cause there are a few more I'll be attempting. I started on this one, because it seemed these easiest of my ideas.
So yeah, How?
There's another thing to:
Is there anyway to remove the little value on the given states? I just need the icons.
Group: Member
Posts: 60
Type: Musician
RM Skill: Intermediate
Well, diamond and platinum. Correct me if I'm wrong, but the window_command is more or less a list. Whereas this particular script will display more like a the window_item default script. Where as I want there to be rows and columns. That's why I chose selectable. I've got this little program which spawns window_selectables and I've used it before, but it creates more of the command-ish kind. And I don't really want to use it because I've been advancing my scripting knowledge like crazy lately. I've gotten pretty good at scenes and base windows. These darn Selectables are a killer though.
Anyway, thanks for the encouragement. I'll look over the command window again, but I really believe selectable is the way to go here.
If you can tell me 'why' you think command is better, I'm willing to hear you out and consider it.