Dalhan
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2About Dalhan

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Awesome, I'll give that a shot. I also think I used the wrong link, so I'll give it another go! Also, came across something with the custom backgrounds as I am adding them into each scene. There's an odd delay between the transition where the background fades before text/portraits/etc and it looks a little odd. I'd like to have the background be disposed of last if possible, but if that's too complex, is it possible to have a static black image set on the lower-most layer of the menus, so that when the transitions happen, it would fade to back?
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Just thought I'd give a small update in case you wanted to see where I was at. http://i1340.photobucket.com/albums/o731/Beau_Lovett/UpdatedMenu_zps08612b45.png I was wondering if it's possible to replace the selector box with an actual image depending on which window it is in. I'd like to have png used for the top menu options and the actual players. It's likely to be used in other menus too.
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The draw_text method was easy enough to figure out. You just dump your arguments in and then it'll write the text. But with the text_size, it's not as clear. #-------------------------------------------------------------------------- # * Draw Text # args : Same as Bitmap#draw_text. #-------------------------------------------------------------------------- def draw_text(*args) contents.draw_text(*args) end #-------------------------------------------------------------------------- # * Get Text Size #-------------------------------------------------------------------------- def text_size(str) contents.text_size(str) end Am I supposed to do something like text_size(draw_text(*args)) = 20
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Okay, managed to get it working. Is there a way to reduce the size of text? I have a line below as an example. I don't believe any of the variables displayed actually reduce / increase it's overall size. draw_text(x - 225, y + 285, 30, line_height, "EXP")
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Alternate MP X v1.05 [DEMO NOW HERE!]
Dalhan replied to Zetu's topic in Completed Scripts/Plugins/etc.
Gonna Necro this again. Zetu mentioned ages back that this script isn't being worked on anymore. So AMPX 3.0 wont ever come. I'm curious to know if anyone has made a script like this or knows of one? -
Bumping: Note, I wouldn't need anything fancy. Just a bare-bones setup of it.
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Okay, I think I went the wrong route here, as I see what you mean about the @actor being an error. I'm trying to obtain a variable int that I don't have access to. How do you display this?
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Currently attempting to display some information on players experience. I'm having trouble getting it to display :/ class Window_MenuStatus < Window_Selectable def draw_exp_info(x, y) s1 = @actor.max_level? ? "-------" : @actor.exp s2 = @actor.max_level? ? "-------" : @actor.next_level_exp - @actor.exp s_next = sprintf(Vocab::ExpNext, Vocab::level) change_color(system_color) draw_text(x, y + line_height * 0, 180, line_height, Vocab::ExpTotal) draw_text(x, y + line_height * 2, 180, line_height, s_next) change_color(normal_color) draw_text(x, y + line_height * 1, 180, line_height, s1, 2) draw_text(x, y + line_height * 3, 180, line_height, s2, 2) end end Is it being displayed but off screen or something?
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Hey, I managed to figure out what you meant in regards to the params and it all works as it was intended. Yay! I also noticed your scripts almost all do what I needed them to. Which is a little annoying, cause I could of saved a week of fiddling around. But at least I learned some basic scripting.
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I'm not following how you'd do that. With most windows, you simply reference the class and then fiddle with which method is being used. But the help_window is used by two other scenes. So how do you isolate it into the equip scene? I'm just not sure how you go about being scene specific with widows like that :x
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Ah, Window_Help. It doesn't appear to have an Equip specific method. Just one thats used universally.
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Trying to find which method references the information bar that sits at the top of the screen. I noticed it's used in the spells section as well, so it's a re-used method. But which one?
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The fist bit of code you whipped up for me works great, but I'm having trouble understanding how it that only three of the x_param's are being shown? Which part of the code is telling how many / which x_param's to be displayed?
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I certainly will! I do have one more question. I noticed that most the classes for the Yanfly Scripts don't have an initialise. I need to modify their opacity, so how would I go about doing that?
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Yes! That was perfect. Did you happen to make this script yourself?


