Wasz Stary

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  1. Thanks a lot, looks like this is exactly what I may need! Didn't think about searching for "minimap" at any point. I'll explore the existing options <3
  2. Hi, and apologies if this has been raised at some point - I honestly wasn't able to find anything either here or on Google. I was wondering if it's possible to create a customization that would allow: displaying part of another map in the corner of the window (unlikely) displaying other part of the same map in the corner of the window toggling the display on/off toggling the enlargement/maximization on/off What I wish to achieve is an ability to play the game with a small additional window that continuously displays what is happening somewhere else - as if there was a camera fixed somewhere that the player could glimpse in at any point. Attached is a very simple example. Thanks in advance!
  3. Hello everyone! I have a question of specific nature and so far I wasn't able to find anything here or on any other site (apologies if my attempts weren't good enough). I'd like to be able to assign name of the particular button's keyboard key to a variable. That sounded complicated, didn't it? Allow me to elaborate: In Ace, by pressing F1, everyone is able to introduce their own mapping for different built-in keys: This means that any player can assign their keyboard keys (Space, Enter, Esc, Num 0, Shift, Z, X, C, V, B, A, S, D, Q, W) to built-in keys (A, B, C, X, Y, Z, L, R) any way they like. Also, some of those settings are often, by default, region-dependant. So when prompting player to press some particular key (or just informing them via tutorial, item description etc.) I can't just hardcode, for example, "press C" in the text - it can be different for other players, after all. Only built-in keys never change but you can't just ask to press these as their names are completely cryptic and different from keyboard's. So, clearly speaking, I'd like to be able to assign keyboard key's name to a variable based on built-in key data mapping. This way I can display that variable anywhere I like and, given that it would contain mapping of a built-in key, it will dynamically change based on what player decides to modify. Any chance this can be achieved? Thanks in advance for any help you can offer!
  4. This is absolutely perfect, thank you very much for doing this and for doing this so quickly! Works like a charm If I find any bugs I can't fix myself, I will let you know but so far it is flawless. Once again, thanks a lot!
  5. Hello everyone, this is my first post here so nice to meet you all! I hate to begin with a request right away but frankly, this was one of the reasons I subscribed here as I need your help. I am looking for the Item menu that looks exactly as follows: Now, that's some hardcore Photoshop. The item menu itself would serve as a main menu here, given that there is only one Actor and no other menus are needed. While I managed to make Item menu appear right away and contain "Items / Key Items / Save / Game End" options with the help of http://www.rpgmakervxace.net/topic/7723-menu-script-request/ , given that I am still a beginner at scripting, remaking the layout is beyond me... Here is the functionality I am looking for: 1. Layout as in the screenshot: Help window at the bottom, Options at the top-left, Actor at the top-right (similar to Skills window). 2. Window opens right away in place of usual menu; there is only one Actor, so their display can be hardcoded. 3. Using a particular item does not open a separate window with Actors to choose from; it should be used on the one-and-only Actor automatically, right away (or perhaps, as means of confirmation, highlight the top-right Actor display instead of opening the new Actor-list window with the only one highlighted). I hope this is all clear... and I hope it's not a big issue for someone to script something like that Thanks in advance for any help or advice you can offer!