Riff

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Riff last won the day on September 22 2013

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About Riff

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  1. Well I'm not exactly new to the forums but I've been absent for a while now due to some unforseen problems that are now solved (and hopefully will stay that way), so Hi everybody !
  2. Plus be aware that you can also "access" all instance variables that are made accessible by those lines attr_reader :your_variable attr_writer :your_variable attr_accessor :your_variable Hence you can use $game_player.followers (which will return a Game_Follower instance)
  3. Do you update your window so that the HP value is constantly revised ?
  4. I think you could try to add "HP #{$game_party.leader.hp}/#{$game_party.leader.mhp}" as a text in your window and you should also update that piece of text in your window's update method
  5. If you mean the party leader then $game_party.leader.hp $game_party.leader.mhp Should allows you to grab the data you want
  6. Since you're mentioning the topic there's also Ruby Monk
  7. You could always use Tsukihime's script but if you really want to code it yourself (the way you describe it) then it could be a lot more complicated.
  8. You'll have to modify the scene in which you call the window and add that kind of line for each actor @your_window.set_handler(:ok , method(:on_ok)) You can use the #each method to gain some space. And you'll have to create the on_ok method too Nevermind I didn't read correctly
  9. If you look at you conditional branch menu (in the even tab) you'll see that there are multiple tabs adn if you go to the second there's an option to check the name of an actor
  10. And here I was starting to fear ther would be no simple solution -_-" I'm ashamed I even doubt Tsukihime could find one I find that line still much less ugly than a whole, pointless, copy-paste x) Anyways thanks a lot to you two
  11. Sorry, it wasn't clear enough. In the whole class there're like only 3 methods that needs to be changed and one of them is the initialize method, it roughly looks like this if I try to use the inheritance class Random_Inheritance < Window_Base def initialize(argument1, argument2) x = get_x(argument2) y = get_y(argument2) @thing = argument1 super(x, y, 666, 69) end end class Random_Class < Random_Inherithance def initialize(argument2) x = get_x(argument2) y = get_y(argument2) super(x, y, 666, 69) end end I only want to get rid of the "@thing = argument1" line because it blows the whole thing up but I want to keep most of the other methods so I thought of inheritance but my problem lies in super that would call the intialize method of Random_Inheritance instead of Window_Base's. Basically hat I want is super to skip one inheritance and call the Window_Base intialize method instead of Random_Inheritance's. Aliases ain't an option because it's a specific window for only one scene. Thanks for answering
  12. I think that it's because you also have to modify the Scene_End class to have your command to actually work In the scene you should find something like def create_command_window @command_window = Window_GameEnd.new @command_window.set_handler(:to_title, method(:command_to_title)) @command_window.set_handler(:shutdown, method(:command_shutdown)) @command_window.set_handler(:cancel, method(:return_scene)) end alias that method and add @command_window.set_handler(:save, method(:command_save)) @command_window.set_handler(:load, method(:command_load)) Then add two methods that do what you want when hitting each button (and name them command_save and command_load) here are exemples def command_save SceneManager.call(Scene_Save) end def command_load SceneManager.call(Scene_Load) end That should work but I didn't test it. ################################################################################################################################################# As for me I wanted to know if there were a way to copy a class and just change little things, I tried to use the inheritance to work my way around but that wouldn't work because of the super methods. What I'm attempting to do is to have a slightly altered Window_NameEdit class (and in particular its initialize method so that it doesn't need two arguments) but I don't know how (for now I just copy-pasted the whole class and did all the changes I wanted but I find that a bit ugly of a solution) Thanks in advance !
  13. Hi ! I was wondering if the eval method evaluates the string using the method of the class the eval method is called in. For exemple will this works ? string = "random_method("Hello")" @random = Random_Class.new(string) class Random_Class def initialize(string) eval(string) end def random_method(string) p string end end Will this print "Hello" in the console ?
  14. That's really strange, when I put a battler at the very bottom of the troop formation screen it properly displays the battler right up the battle window