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bazbroketail
Well that's not a big problem. It's just odd that it works in the demo but not in my project. Oh wells, I shall wait for the update happy.gif And thanks for the compliment on my achievements. I've been pouring my heart and soul into this project, and I am pleased that I am able to use this script of yours. It is still so awesome, and I love it so very much. Thanks for the help though. I look forward to future updates.
yuzippy
What has been changed, didn't see any notice of what has been updated. And I'm not even sure what I wanted anymore, lol.

and quick q @ bazbroketail. How did you manage to make the level cap 255? It has been a topic of such discussion I didn't realize the answer was found. Anyway, enlighten me smile.gif
SojaBird
Hey yuzippy,

Gonna put the update notes (finaly) in the OP tongue.gif
Sorry for the delay though the starting of my colleges makes me quite buzy.


Greatzz,
SojaBird.

ps. Learning how to make rich internet apps atm so the site thingy might be closer than I think smile.gif



pps. Oh and what do you think of the way achievements based on for example gold amount go?
Would that need a change?
Like that it keeps track on howmany gold you've gained?
And perhaps add on howmany gold you've spent so you can make a achievement like "Big Spender" or so?
Cause how it does it now, it's just checking the gold amount and based on that it's completed whenever the goldmeter reaches the condition-amount...
Might just add that.
Let me know if it's something you guys would like to see biggrin.gif
OHM2010
If theres a way to do achievements like "Big spender" or "Big saver", etc. then do it! those would add an extra bit of time into an RPG for those who, like me, like to complete a game 100%. If you can swing it, then by all means, have at it Soja!
niteaura
I've been trying to figure this out for an hour now, but couldn't think of anything... confused.gif

I received this error:
Script 'Achievements v4.0' line 1591:NoMethodError occured.

undefined method 'each_value' for nil:NilClass

I tried with and without NMI, i tried juggling around my scripts, then I realized it maybe because of the main menu script I'm using.

I'm currently using Shanghai's FFXIII Menu, is this the problem?

If so is there anyway to overcome it?

P.S.: I have totally no idea how to fix this one, spend half the day figuring out how to make YEM Iconview's available on the custom title screen....
SojaBird
@OHM2010
Oke yea it's not that hard to get those achievement types in, just needs a few more lines of code.
I'll see when I'm able to spent some time to extend the script again.

@niteaura
I'm quite curious what your config-part of the Achievements-script looks like.
If you'd like to past it in here (SPOILERD pls), then I might be able to help.
The problem wouldn't be NMI.
I guess it has something to do with the settings of your achievements (wich seems to be a bit hard still).
Hope to fix this with a online/local application to make achievements and use them with the script without even going in to the script-editor.


Greatzz,
SojaBird.
niteaura
QUOTE (SojaBird @ Sep 5 2010, 02:35 AM) *
@niteaura
I'm quite curious what your config-part of the Achievements-script looks like.
If you'd like to past it in here (SPOILERD pls), then I might be able to help.
The problem wouldn't be NMI.
I guess it has something to do with the settings of your achievements (wich seems to be a bit hard still).
Hope to fix this with a online/local application to make achievements and use them with the script without even going in to the script-editor.


Greatzz,
SojaBird.


ahh...solved it...it would seem like i was in a dazed and tried to access the game by loading a saved game which was before i paste in the script... tongue.gif thanks anyway...
niteaura
QUOTE (niteaura @ Sep 5 2010, 09:41 AM) *
QUOTE (SojaBird @ Sep 5 2010, 02:35 AM) *
@niteaura
I'm quite curious what your config-part of the Achievements-script looks like.
If you'd like to past it in here (SPOILERD pls), then I might be able to help.
The problem wouldn't be NMI.
I guess it has something to do with the settings of your achievements (wich seems to be a bit hard still).
Hope to fix this with a online/local application to make achievements and use them with the script without even going in to the script-editor.


Greatzz,
SojaBird.


ahh...solved it...it would seem like i was in a dazed and tried to access the game by loading a saved game which was before i paste in the script... tongue.gif thanks anyway...


EDIT: Now I have some weird problems, but I got the achievements running perfectly except for several stuff:
Whenever I have this script, my KGCLargeParty totally disappears from the menu, my status, equip and skill menus give me an Argument Error.
When I tried disabling the Achievements from the menu, by setting Menu_Enabled = False, I still see it in the menu. o.O

P.S:Opps....I thought I used the EDIT button...anyway to remove the post above??
SojaBird
Hey,

Meh it's oke with the doublepost I guess.
'Bout the problem, are you using my NMI script cause that might make it go wonkey.
Strange that the menu isn't working correctly... I should try that out and perhaps fix it if it needs a fix.
Does the menu-thing still occure whenever you don't have the KGCLargeParty script in your list?

Let me know smile.gif


Greatzz,
SojaBird.
FlippedSided
Seems like a great script smile.gif. It could even be used to record quests instead (I think). I have but one small problem...
I know nothing about RGSS2. By nothing I mean nothing! So could somebody explain in exact detail how to add/change/remove achievements? I would greatly appreciate it happy.gif.
SojaBird
Hey hey,

Yea so quests can be done with this if you'd like.
'Bout the making of achievements, you could check the demo wich has some pre-made achievements so you can see how the format works.
OR
You could wait for me to make a tutorial and/or web-application so it's even more easy to make achievements smile.gif

Hope you have rather good patient cause I'm not realy good at keeping my promesses at the short term.


Greatzz,
SojaBird.
niteaura
Nope, i didnt use NMI and it still doesnt work if I take out KGC_LargeParty.

i tested it with some other additional menu items, like Skill Tree, they also disappear from the menu when the achievement scripts is it.
SojaBird
Oke yea so I didn't understand the problem realy I think tongue.gif
I though the Achievement thing didn't showed up in the menu.
The problem with scripts that add things to the menu is, that they will overwrite all other scripts wich do the same cause the Menu-script is realy hard to not-overwrite by default.
That's why I've created NMI so scripts don't interveir at that point with each other.
I'd suggest you try to use NMI again and put the LargeParty script thingy line in the NMI aswell so that will show up again.

Hope it helped.


Greatzz,
SojaBird.

ps. There's a vid-tutorial avalible for NMI smile.gif
niteaura
Okay I'll try it tomorrow...it's midnight here...so going to get some sleep soon...

btw, does this mean I have to ditch my current custom menu away?
SojaBird
Well I'm not sure 'bout the menu you have now.
You could get the things you need from the Achievements and put them in your custom menu in some way I guess...

Though you'll have to figure that out by yourself, cause I'm not known with the menu you're using smile.gif


G'luck,
SojaBird.
datonare
Hi, Soja, thanks for the great script.

I'm having a little bit of a problem adding my own achievements in. I WAS able to add my own in, I added 2 custom ones and removed the default achievements, so all is good on that end. However, I have about 40 achievements done so far that I'd like to put in the game. But I'm getting an error when I try to run my game with a lot of achievements put in. Is this just a coincidence? Is there some way to space out how quickly they are loaded up (if too many being loaded at once is indeed the cause.) The error isn't even in your script, RMVX (when selecting a new game) just errors and says "There was a problem loading the script." and when I enter the script database, it just goes to the very top, above Modules (whereas it would usually go to the line where the script had an error, right?)

If it would help, I can copy & paste my achievement stuff for you here, but I made sure to double check everything before I posted. sad.gif

Edit: I just now removed all my achievements except for 3, and it's still giving me that vague script error. Hmm...
Edit2: It seems to give me that error when I remove all the default achievements and plug in my own.
SojaBird
Hey hey,

Oke that's rather odd.
Haven't come across anything like this, error wise.

It defenitly would help if you posted your Achievements-module spoiler here.
I then might can figure out what's the problem smile.gif


Greatzz,
SojaBird.
The Frontera
Cool Cool Cool Cool !!! laugh.gif
This script is really Awesome !
I can't wait for the next update ! (When you are going to relase it ?)
Thanks for the script SojaBird
datonare
My Achievements
Start_Achievements = [
#["Name", "Description", *Icon, *Hidden, *Hide_Icon, *Completed]
["Master of Reprisal", "Unlock all achievements!", 99, true],
["Exit Stage Left", "Complete Act I", 97],
["Bravo!", "Complete Act II", 98],
["Swan Song", "Complete Act III", 96],
["Good Start", "Reach level 2 with Veronica", 97],
["Moving On Up", "Reach level 10 with Veronica", 97],
["Getting Somewhere", "Reach level 30 with Veronica", 98],
["Jake Would Be Proud", "Reach level 99 with Veronica", 96, true],
["Take a Break!", "Reach level 99 with all characters", 96, true],
["Am I Rich Yet?", "Obtain 500 Silver", 97]
]

Start_Buyables = [
#[Price, "Name", "Description", Icon]

]

Start_Conditions = [
#["Name", "Condition"]
["Master of Reprisal", "completed >= 49"],
["Exit Stage Left", "switch(26) true"],
["Bravo!", "switch(27) true"],
["Swan Song", "switch(28) true"],
["Good Start", "lvl(0) >= 2"],
["Moving On Up", "lvl(0) >= 10"],
["Getting Somewhere", "lvl(0) >= 30"],
["Jake Would Be Proud", "lvl(0) >= 99"],
["Take a Break!", "lvl(1) >= 99"],
["Am I Rich Yet?", "gold >= 500"]

]

Start_Rewards = [
#["Name", "Reward"]
["Master of Reprisal", "item(5, 1)"],
["Exit Stage Left", "item(5, 1)"],
["Bravo!", "item(5, 1)"],
["Swan Song", "item(5, 1)"],
["Good Start", "item(5, 1)"],
["Moving On Up", "item(5, 1)"],
["Getting Somewhere", "item(5, 1)"],
["Jake Would Be Proud", "item(5, 1)"],
["Take a Break!", "item(5, 1)"],
["Am I Rich Yet?", "item(5, 1)"]

]

Start_Points = [
#["Name", Points]
["Master of Reprisal", 4],
["Exit Stage Left", 1],
["Bravo!", 2],
["Swan Song", 3],
["Good Start", 1],
["Moving On Up", 1],
["Getting Somewhere", 2],
["Jake Would Be Proud", 3],
["Take a Break!", 3],
["Am I Rich Yet?", 1]

]

Start_Labels = [
#["Name", "Label"]
["Master of Reprisal", "Character"],
["Exit Stage Left", "Character"],
["Bravo!", "Character"],
["Swan Song", "Character"],
["Good Start", "Character"],
["Moving On Up", "Character"],
["Getting Somewhere", "Character"],
["Jake Would Be Proud", "Character"],
["Take a Break!", "Character"],
["Am I Rich Yet?", "Battle"]

]

Start_Colors = [
#["Name", Color.new(red, green, blue, alpha = 255)]
["Master of Reprisal", Color.new(100, 200, 30, 100)],
["Exit Stage Left", Color.new(100, 200, 30, 100)],
["Bravo!", Color.new(100, 200, 30, 100)],
["Swan Song", Color.new(100, 200, 30, 100)],
["Good Start", Color.new(100, 200, 30, 100)],
["Moving On Up", Color.new(100, 200, 30, 100)],
["Getting Somewhere", Color.new(100, 200, 30, 100)],
["Jake Would Be Proud", Color.new(100, 200, 30, 100)],
["Take a Break!", Color.new(100, 200, 30, 100)],
["Am I Rich Yet?", Color.new(100, 200, 30, 100)]

]

end


That's just the editable portion, of course. If you want any other bits of the code, let me know, but this is the only section I've changed. Oh, buyables is blank because I'm not opting for that feature. I appreciate the help smile.gif
SojaBird
@Frontera
Good you like it smile.gif

@datonare
I think I've found the problem.
Have an other look at the condition of the achievement "Exit Stage Left".
It should be eahter
CODE
["Exit Stage Left", "switch(26) == true"],
or
CODE
["Exit Stage Left", "switch(26)"],

Hope that helped wink.gif
Do this for all the other conditions as well smile.gif


Greatzz,
SojaBird.

ps. I realy should make this more easy tongue.gif
datonare
Awesome, that fixed it! However, once I ran the game and entered the Achievements menu, I got an error on line 1294 (sure to vary.) This was the code for that line:: fill = cl1.to_f / cl2.to_f and the error was undefined method. I assumed it was something to do with the progress bar, so I just set Auto_Bar_On to false, and it bypassed the error, but I thought I would bring it up to you anyway.


Thanks again for the timely response, I was so bummed when I was getting errors with this script since I wanted to use it so very badly. lol
niteaura
QUOTE (SojaBird @ Sep 8 2010, 01:10 AM) *
Well I'm not sure 'bout the menu you have now.
You could get the things you need from the Achievements and put them in your custom menu in some way I guess...

Though you'll have to figure that out by yourself, cause I'm not known with the menu you're using smile.gif


G'luck,
SojaBird.


okay...thanks..I'll try my best...
SojaBird
@datonare
Yea that problem is to do with the progression bar.
It's not rather good jet, so I might just need to fix that smile.gif


Greatzz,
SojaBird.
yuzippy
I am loving the idea of Big Spender achievements. I would also be intrested to see if you could make it record time, so like play the game for one hour... and BOOM Achieve, 3 hours, 10 hours. Lol. But maybe not possible.
datonare
Hi, Soja, it's me again lol sad.gif

No errors this time, but when I started a new game and entered the "Achievements" through the menu, it was blank. I'm probably over looking something small here... do you know what could be the issue? Btw, when I start my game, there's a placeholder character that gets removed just after the intro. Are the achievements "given" to the first party member by any chance? Here's my code:

Edit: I should really try everything before I make a post. lol I'm using a custom title screen by Moghunter. I'm assuming it's not starting something up, that the game would normally start up, that is required for the Achievements to be pulled up? When I remove the custom title screen script, the achievements show up.
Dark Cape
Hey there. Wonderful script, although I found an error whilst testing it out. When I completed the achievement I set, I went to the menu and opened up the achievements tab. I then moved right to the complete section, only to find an error. This is the error:

Script 'Scene_Achievements' line 1305: NoMethodError occurred.
undefined method '+' for nil:NilClass

This is where I think the problems are:

def next_enabled(minus = false)
pos = enables.index(@index)
if minus; rTurn = (pos == 0) ? enables[enables.size - 1] : enables[pos - 1]
else; rTurn = (pos == enables.size - 1) ? enables[0] : enables[pos + 1]
end
return rTurn
end

or

Start_Achievements = [
#["Name", "Description", *Icon, *Hidden, *Hide_Icon, *Completed]
["Claria Complete", "Complete your first dungeon.", 15, false, false, false]

]

Start_Buyables = [
#[Price, "Name", "Description", Icon]
]

Start_Conditions = [
#["Name", "Condition"]
["Claria Complete", "var(2) >= 1"]

]

Start_Rewards = [
#["Name", "Reward"]
["Claria Complete", "item(33, 4)"]

]

Start_Points = [
#["Name", Points]
["Claria Complete", 20]

]

Start_Labels = [
#["Name", "Label"]
["Claria Complete", "Dungeon"]

]

Start_Colors = [
#["Name", Color.new(red, green, blue, alpha = 255)]
["Claria Complete", Color.new(255, 200, 0, 0)]

]

If possible could it be solved? Thanks.
SojaBird
@yuzzippy
Yea so the BigSpender and such isn't that big of a problem.
The time thing requires a bit more but that's also quite easy to do I guess.
Expect them in the next update...

@datonare
Good you solved it.
I guess the menu thing doesn't do the right start-up then, wich is quite weird... oh well.

@Dark Cape
I've looked at the thing you though caused the problem.
I can not find anything odd though.
It might be the position thing wich isn't set, though that's quite odd.
I'll figure it out before a next update wink.gif


Greatzz,
SojaBird.
Dark Dragon 998
Cool Script!
Dark Cape
I've researched into it a bit more. Turns out it's only when all of the achievements are completed the error occurs.
SojaBird
@Dark Dragon 998
Tnx.

@Dark Cape
Ah oke I'll have a look at that then.
Should be something quite stupid I guess, but it needs a fix smile.gif
Tnx for noticing.


Greatzz,
SojaBird.
Dark Dragon 998
This Is A NICE SCRIPT!!!

starwars.gif
Destinynite1
When I start my game, I get a syntax error as soon as I select new game. This is the first and only time its done since I added it and its only done it since I decided to use a switch as a condition. Here's what I have so far.

CODE
#["Name", "Description", *Icon, *Hidden, *Hide_Icon, *Completed]
["Big Kids", "Level up actor to level 10.", 2814, false],
["Slime Hunter", "Kill 5 Slime.", 742, false],
["Money!!", "Have 500 gold or more.", 1970, false],
["Forgotten Hero", "Locate a forgotten tomb.", 3587, false]
]

Start_Buyables = [
#[Price, "Name", "Description", Icon]
[20, "Otherworldly", "Create a Phantasmal Longsword.", 3498],
[1, "Tokens!!!", "Collect all three Slime tokens.", 2953],
[10, "Forgotten Hero", "Locate a forgotten tomb.", 3587]
]


Start_Conditions = [
#["Name", "Condition"]
["Big Kids", "lvl(-1) >= 10"],
["Money!!", "gold >= 500"],
["Slime Hunter", "kills('Slime') >= 5"],
["Otherworldly", "item(295)==1"],
["Tokens!!!", "item(41)==3"],
["Forgotten Hero", "switch(64), true"]
]

Start_Rewards = [
#["Name", "Reward"]
["Big Kids", "exp(-1, 2000)"],
["Slime Hunter", "item(2, 4)"],
["Otherworldly", "gold(55000)"],
["Money!!", "weapon(5, 1)"],
["Tokens!!!", "item(11, 2)"],
["Forgotten Hero", "var(38, 10000)"]

]

Start_Points = [
#["Name", Points]
["Big Kids", 5],
["Slime Hunter", 10],
["Money!!", 10],
["Tokens!!!", 5],
["Otherworldly", 50],
["Forgotten Hero", 75]
]

Start_Labels = [
#["Name", "Label"]
["Otherworldly", "Items"],
["Slime Hunter", "Battle"],
["Big Kids", "Character"],
["Money!!", "Items"],
["Tokens!!!", "Items"],
["Forgotten Hero", "Items"]


Its under "Start_Conditions" and its "Forgotten Hero." I have no idea what I'm doing wrong. I'm following everything from the script instructions, looked at various posts and still can't find my answer =(

EDIT: No need for the "true" statement at the end -.-
yogzgm
the demo link is broken
help plz ohmy.gif
SojaBird
You might want to check some posts back.
I though a fellow and dear other user posted an other link to a working demo wink.gif

I'll see if I can get that link and then I'll put it up the OP.


Greatzz,
SojaBird.


EDIT: Found it
Lockheart
Working Link here

If anyone else needs the demo.
tehpwnerer
Hello I have been an Avid user of most of your scripts and as usual This is one of the greats..
Although I have a Problem its not with the basic or even the Achievement script at all..
I was going to add a ring menu to my latest project along with these achievements and Since
im not much of a scripter (yes even after all this time) i was wondering if you could show me/help with Modifying someone elses script to Display achievements as well?

I dont know if its allowed or not but heres the Script i would like to use maybe you can modify it yourself if you had time?
Or just Explain what i could do?
!
begin
Script Criado por DouglasMF das comunidades VilaMakers Online e RPG Maker Brasil
Com base no script Ring Menu feito por XRXS, Dubealex e Hypershadow180

-- Instru?s --
Para instalar este script coloque ele entre os scripts Main e Scene_Cameover

=end
#==============================================================================
# Scene_Menu
#------------------------------------------------------------------------------
# Esta classe controla o conjunto de objetos que forma o RingMenu
#==============================================================================

class Scene_Menu < Scene_Base
#--------------------------------------------------------------------------
# Inicializa
#--------------------------------------------------------------------------
def initialize(menu_index = 0)
@menu_index = menu_index
end
#--------------------------------------------------------------------------
#Initialize Menu
#--------------------------------------------------------------------------
def start
super
@spriteset = Spriteset_Map.new
@gold_window = Window_Gold.new(0, 360)
@win_local = Window_Local.new(0,0)

@status_window = Window_MenuStatus.new(160, 0)
px = $game_player.screen_x - 16
py = $game_player.screen_y - 28
@ring_menu = Window_RingMenu_Comando.new(px,py)
@status_window.z = @ring_menu.z + 20
@status_window.visible = false
end
#--------------------------------------------------------------------------
# Terminate Objects
#--------------------------------------------------------------------------
def terminate
super
@spriteset.dispose
@ring_menu.dispose
@gold_window.dispose
@win_local.dispose

@status_window.dispose
end
#--------------------------------------------------------------------------
# Atualiza os objetos do menu
#--------------------------------------------------------------------------
def update
super
@ring_menu.update
@gold_window.update
@win_local.update

@spriteset.update
@status_window.update
if @ring_menu.active
update_command_selection
elsif @status_window.active
update_actor_selection
end
end
#--------------------------------------------------------------------------
# Atualiza o comando e a sele? do menu
#--------------------------------------------------------------------------
def update_command_selection
if Input.trigger?(Input::cool.gif #<---This is a B
Sound.play_cancel
$scene = Scene_Map.new
elsif Input.trigger?(Input::C)
if $game_party.members.size == 0 and @ring_menu.index < 4
Sound.play_buzzer
return
elsif $game_system.save_disabled and @ring_menu.index == 4
Sound.play_buzzer
return
end
Sound.play_decision
case @ring_menu.indice
when 0
$scene = Scene_Item.new
when 1,2,3
start_actor_selection
when 4
$scene = Scene_File.new(true, false, false)
when 5
end
end
if Input.trigger?(Input::UP) or Input.trigger?(Input::LEFT)
Sound.play_cursor
@ring_menu.girar(3)
return
end
if Input.trigger?(Input::DOWN) or Input.trigger?(Input::RIGHT)
Sound.play_cursor
@ring_menu.girar(4)
return
end
end
#--------------------------------------------------------------------------
# Inicia a sele? de personagem
#--------------------------------------------------------------------------
def start_actor_selection
@ring_menu.active = false
@status_window.visible = true
@status_window.active = true
if $game_party.last_actor_index < @status_window.item_max
@status_window.index = $game_party.last_actor_index
else
@status_window.index = 0
end
end
#--------------------------------------------------------------------------
# Finaliza a sele? de personagens
#--------------------------------------------------------------------------
def end_actor_selection
@ring_menu.active = true
@status_window.active = false
@status_window.visible = false
@status_window.index = -1
end
#--------------------------------------------------------------------------
# Atualiza a sele? de personagens
#--------------------------------------------------------------------------
def update_actor_selection
if Input.trigger?(Input::cool.gif #<---This is Also a B
Sound.play_cancel
end_actor_selection
elsif Input.trigger?(Input::C)
$game_party.last_actor_index = @status_window.index
Sound.play_decision
case @ring_menu.indice
when 1
$scene = Scene_Skill.new(@status_window.index)
when 2
$scene = Scene_Equip.new(@status_window.index)
when 3
$scene = Scene_Status.new(@status_window.index)
when 4
$scene = scene_Materia.new(@materia_window.index)
end
end
end
end

#==============================================================================
# Window_RingMenu_Comando
#------------------------------------------------------------------------------
# Esta classe cria o ring menu.
#==============================================================================

class Window_RingMenu_Comando < Window_Base

DurIni = 30
DurMov = 15
RaioAnel = 64
ModoIni = 1
ModoEsp = 2
ModoMD = 3
ModoME = 4
SE_Inicio = ""

attr_accessor :indice
#--------------------------------------------------------------------------
# Inicia o objeto
#--------------------------------------------------------------------------
def initialize(centro_x,centro_y)
super(0, 0, 544, 416)
self.opacity = 0
self.contents.font.size = 16
s1 = Vocab::item
s2 = Vocab::skill
s3 = Vocab::equip
s4 = Vocab::status
s5 = Vocab::save
s6 = Vocab::game_end
@item_name = [s1,s2,s3,s4,s5,s6]
@item_max = 6
@item_icon = [144,128,40,137,149,112]
@item_hab = [true,true,true,true,true,true]
@indice = 0
@cx = centro_x - 12
@cy = centro_y - 12
inicia_menu
refresh
end
#--------------------------------------------------------------------------
# Atualiza o objeto
#--------------------------------------------------------------------------
def update
super
refresh
end
#--------------------------------------------------------------------------
# Atualiza o objeto
#--------------------------------------------------------------------------
def refresh
self.contents.clear
case @modo
when ModoIni
refresh_inicio
when ModoEsp
refresh_espera
when ModoMD
refresh_mover(1)
when ModoME
refresh_mover(0)
end
sw = self.contents.width
rect = Rect.new((@cx - ((sw-32)/2))+12, @cy - 40, sw-32, 32)
self.contents.draw_text(rect, @item_name[@indice],1)
end
#--------------------------------------------------------------------------
# Abre o menu
#--------------------------------------------------------------------------
def refresh_inicio
d1 = 2.0 * Math:tongue.gifI / @item_max #The charactors missing here are a ":" and a "P"
d2 = 1.0 * Math:tongue.gifI / DurIni #The charactors missing here are a ":" and a "P"
r = RaioAnel - 1.0 * RaioAnel * @passos / DurIni
for i in 0...@item_max
j = i - @indice
d = d1 * j + d2 * @passos
x = @cx + ( r * Math.sin( d ) ).to_i
y = @cy - ( r * Math.cos( d ) ).to_i
desenha_item(x, y, i)
end
@passos -= 1
if @passos < 1
@modo = ModoEsp
end
end
#--------------------------------------------------------------------------
# Atualiza o menu
#--------------------------------------------------------------------------
def refresh_espera
d = 2.0 * Math:tongue.gifI / @item_max #The charactors missing here are a ":" and a "P"
for i in 0...@item_max
j = i - @indice
x = @cx + ( RaioAnel * Math.sin( d * j ) ).to_i
y = @cy - ( RaioAnel * Math.cos( d * j ) ).to_i
desenha_item(x, y, i)
end
end
#--------------------------------------------------------------------------
# Movimenta o menu
#--------------------------------------------------------------------------
def refresh_mover(modo)
d1 = 2.0 * Math:tongue.gifI / @item_max #The charactors missing here are a ":" and a "P"
d2 = d1 / DurMov
d2 *= -1 if modo != 0
for i in 0...@item_max
j = i - @indice
d = d1 * j + d2 * @passos
x = @cx + ( RaioAnel * Math.sin( d ) ).to_i
y = @cy - ( RaioAnel * Math.cos( d ) ).to_i
desenha_item(x, y, i)
end
@passos -= 1
if @passos < 1
@modo = ModoEsp
end
end
#--------------------------------------------------------------------------
# Desenha o icone
#--------------------------------------------------------------------------
def desenha_item(x, y, i)
if @indice == i
self.cursor_rect.set(x-4, y-4, 32, 32)
draw_icon(@item_icon[i], x, y, @item_hab[i])
else
draw_icon(@item_icon[i], x, y, @item_hab[i])
end
end
#--------------------------------------------------------------------------
# Inicia o menu
#--------------------------------------------------------------------------
def inicia_menu
@modo = ModoIni
@passos = DurIni
if SE_Inicio != nil and SE_Inicio != ""
Audio.se_play("Audio/SE/" + SE_Inicio, 80, 100)
end
end
#--------------------------------------------------------------------------
# Gira o menu
#--------------------------------------------------------------------------
def girar(modo)
if modo == ModoMD
@indice -= 1
@indice = @item_hab.size - 1 if @indice < 0
elsif modo == ModoME
@indice += 1
@indice = 0 if @indice >= @item_hab.size
else
return
end
@modo = modo
@passos = DurMov
end

end

#==============================================================================
# Scene_Title
#------------------------------------------------------------------------------
# Faz modifica?s nescessarias para a exibi? do nome do mapa
#==============================================================================

class Scene_Title
alias load_database_old load_database
def load_database
load_database_old
$data_mapinfo = load_data("Data/MapInfos.rvdata")
end
end

#==============================================================================
# Window_Local
#------------------------------------------------------------------------------
# Cria a janela responsavel pela exibi? do nome do mapa
#==============================================================================

class Window_Local < Window_Base
#--------------------------------------------------------------------------
# Inicia o objeto
#--------------------------------------------------------------------------
def initialize(x, y)
super(x, y, 160, 96)
refresh
end
#--------------------------------------------------------------------------
# Atualiza o objeto
#--------------------------------------------------------------------------
def refresh
self.contents.clear
self.contents.font.color = normal_color
self.contents.draw_text(4, 0, 120, 32, "Local:")
self.contents.font.color = system_color
self.contents.draw_text(4, 32, 120, 32, $data_mapinfo[$game_map.map_id].name, 2)
end
end


Thank you for your time you are Awesome =)
DoubleElite
Well, I've been using the old version of this, then I saw the new one. So I was testing it out, and changed only a few things.
Can't figure out what's wrong....
Code is attached.
SojaBird
@tehpwnerer
Oke so yea I had look at the script and it's pretty hard to use.
Mostly just 'cause you can't realy add other options with ease...
Anyways, you could try and ask the maker of that script to implent the function to add items yourself more easy.
The thing you should add is something like $scene = Scene_Achievements.new
Sorry for the "not-realy-helping-out" sollution.

@DoubleElite
That's pretty odd.
Could you try the new script in a clear project and see what that does for you?


Greatzz,
SojaBird.
DoubleElite
QUOTE (SojaBird @ Oct 16 2010, 03:15 AM) *
@DoubleElite
That's pretty odd.
Could you try the new script in a clear project and see what that does for you?


Greatzz,
SojaBird.

I did, same thing sad.gif
SojaBird
That's SOOOOO odd!!
Since the script works perfectly with my new projects...

Are you using rpg maker VX?
Perhaps try the demo wink.gif


Greatzz,
SojaBird.
yuzippy
Good to here the big spender and time limit thing will be coming out. Any chance there is a date on the next release?
SojaBird
Can't promis anything right now, just 'cause I've out this scripting thing for quite some time (and still are).
Though I just feel I have to return something to the community and such.

Btw, peeps can follow me on Twitter @The_SojaBird tongue.gif
Though I'd just mention it since that would perhaps boost my scripting a bit biggrin.gif

Anyways, keeping track of different things will be added...not sure 'bout the time thing yet though, have to figure that out.
I might rewrite the whole condition-thing for this...I'll see.


Greatzz,
SojaBird.
Geung
Great script, But one compatibility error that either I can't find or I didn't bother reading anything. -But With Yanfly's Battle Engine Melody, your script changes the selection layout of the Main Menu Melody from YEM. The icons and the default selections from the regular VX menu appear, Whether or not in the Main Menu Melody some of those selections are off.

I placed your script above MMM, and I didn't see the selection in the menu pane. So I placed it below the MMM and it did (as I said ) changed the layout, however the achievements selection was still there.
And If I place your script below Wora's Enemy bestiary, the achievements selection replaces the bestiary one. I tried tinkering with the setting in all 3, but it does not change anything. Also When i placed it above MMM and I tried opening the status menu or skill menu I got this error:

Script 'YEM Main Menu Melody' line 438: ArgumentError occurred. Wrong number of arguments(0 for 1) Any ideas? tongue.gif

And on line 438, This is the line:
437 Sound.play_decision
438 command = @command_window.method
439 case command



SojaBird
Hey hey,

Try using my NewMenuItems script.
It's not that my script isn't compatibil with others, it's just that the default way of using the menu is kind of odd.
I suggest you use my NewMenuItems script to solve this wink.gif
Though I'm not sure how this will affect the other scripts you use wich may use a different layout for the menu.
If that's the case, this script is totaly optimized to be the best at compatibilety issues so you could go to the other script-topics if they can help you out (since MMM is the main-menu engine you're using).


Greatzz and goodluck,
SojaBird.
DoubleElite
I'm using RPG Maker VX, here is the error I'm getting:
SojaBird
And this is when you put the script in a new CLEAN project?
DoubleElite
Yes, it is. It works fine without the changes though....
Geung
QUOTE (SojaBird @ Oct 22 2010, 04:55 AM) *
Hey hey,

Try using my NewMenuItems script.
It's not that my script isn't compatibil with others, it's just that the default way of using the menu is kind of odd.
I suggest you use my NewMenuItems script to solve this wink.gif
Though I'm not sure how this will affect the other scripts you use wich may use a different layout for the menu.
If that's the case, this script is totaly optimized to be the best at compatibilety issues so you could go to the other script-topics if they can help you out (since MMM is the main-menu engine you're using).


Greatzz and goodluck,
SojaBird.


Thankiez, Yes it works fine. After resetting the CONFIG part atleast 6 times to get it right, Everything runs smoothly. Although, I tried to add
Woratana's Monster Book to it, I couldn't find a way past the Vocab::<blank> part. So I put in game_end with the scene call and changed the Quit vocab to Enemy Bestiary. Since I don't use the game_end feature in my menus its fine. ( I have no scripting knowledge, At the moment.)

If I put two scene scripts in the CONFIG ( i.e "start_actor_selection('skill')" ,"$scene = Scene_Skill.new" ) separated with a comma or etc; will this effect anything? Also, when using your New Menu Items the menu loads the scene scripts slowly, as in, it takes atleast 5 seconds to load the Item menu, Is this normal?
Thanks happy.gif
SojaBird
@DoubleElite
So a clean project works.
But when you go change things, it won't...
Guess you do some things wrong then with the changing smile.gif
If you could show me how/what you've edited, I might be able to figure out what's wrong.

@Geung
Good you got it running how you want.
I think that putting two things as you want in there is a big problem.
Should work just fine...I'd say go try it out tongue.gif
The slowdown...that's pretty odd.
Haven't realy noticed it yet.
Though yea it could be normal, perhaps the script has to load and there isn't enough free ram at the point (yes also RPG maker VX can get very heavy processor wise).

Good luck as allways to anyone smile.gif


Greatzz,
SojaBird.
Dreamerboy07
Hey i been trying for ages with this, i love what i have seen so far, and the demo etc. all is amazing.....

i am using the YanFly Engine, as i really love the way it is, but when i use this script, everything works good except....

when i click Skills or Equip or status, i get this :

Script 'YEM Main Menu Melody' line 442: ArgumentError occurred.
rong number of argument (0 for 1)



il admit i am a noob and im browsing and trying new things, im basically reading peoples scripts and trying to learn, and they are so amazing.

but i feel stupid asking for help as its usually all the master scritpers asking crazy questions about script this and that and im confused...

so if someone could please help me,

:S

thank you
Dreamerboy07
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