-
Content Count
130 -
Joined
-
Last visited
Posts posted by buddysievers
-
-
Hi and hello,
im using this Script here which is used to let the actor change his equipment during battles.
The scene doesnt have an help window so i tried to add one by looking how other scenes
does that but i couldn figure it out.
Got me a hadache so far, hope anyone here could figure it out.
Thx in advance!
-
Hi and hello,
i wonder if its somehow possible to make the Window_ActorCommand to horizontal instead of normal commad window and then set the col_max and window size depending on item_max?
Think of Final Fantasy 7 where when you had more then 4 commands the window got 2 col_max and doubled the width, when you had 9 or more commands the col_max got 3.
The first problem is that item_max is nil before the commands get added and the second is to sort the commands that they will still in the same order they would be added with just one col_max.
See this picture here if you dont get what i mean:
Would be so awesome if anyone could help me with that.
Greetings and big THX in advance!
-
Thx alot Tuckie, will see if i manage to get it implemented.
-
Hey there,
really nice work so far!
I created a FF7 Limit break system in my project and made it that every text character have
a differnet color and the colors move from left to right.
But your gradient text looks so much better!
I wonder if i could use it and if so does it affect performance really hard to have just the gradient text?
Here is my code, i know really novice but hey it works for me. xD
Spoiler#============================================================================== # ** Window_ActorLimit #------------------------------------------------------------------------------ # This window is used to show actor command "Limit". #============================================================================== class Window_ActorLimit < Window_Base #-------------------------------------------------------------------------- # * Initialize #-------------------------------------------------------------------------- def initialize(x, y, width, height) super(x, y, width, height) self.z = 500 self.opacity = 0 self.back_opacity = 0 self.openness = 0 @actor = nil @frame = nil end #-------------------------------------------------------------------------- # * Frame Update #-------------------------------------------------------------------------- def update super return unless @frame return unless @actor return unless @actor.tp == 100 refresh @frame += 1 @frame = 0 if @frame == 50 end #-------------------------------------------------------------------------- # * Refresh #-------------------------------------------------------------------------- def refresh return unless @actor return unless @actor.tp == 100 case @frame when 0 draw_limit(0) when 10 draw_limit(1) when 20 draw_limit(2) when 30 draw_limit(3) when 40 draw_limit(4) end end #-------------------------------------------------------------------------- # * Draw Limit text #-------------------------------------------------------------------------- def draw_limit(id) contents.clear c1 = "\\C[2]" c2 = "\\C[1]" c3 = "\\C[27]" c4 = "\\C[14]" c5 = "\\C[3]" case id when 0 text = c1 + "L" + c2 + "i" + c3 + "m" + c4 + "i" + c5 + "t" when 1 text = c5 + "L" + c1 + "i" + c2 + "m" + c3 + "i" + c4 + "t" when 2 text = c4 + "L" + c5 + "i" + c1 + "m" + c2 + "i" + c3 + "t" when 3 text = c3 + "L" + c4 + "i" + c5 + "m" + c1 + "i" + c2 + "t" when 4 text = c2 + "L" + c3 + "i" + c4 + "m" + c5 + "i" + c1 + "t" end draw_text_ex(4, 0, text) end #-------------------------------------------------------------------------- # * Setup #-------------------------------------------------------------------------- def setup(actor) @actor = actor @frame = 0 refresh open end #-------------------------------------------------------------------------- # * Close Window #-------------------------------------------------------------------------- def close super contents.clear @actor = nil @frame = nil end end
-
Hi there,
is there a way to have this code below optimized a bit?
if @note =~ /<ki_text: "(.*)","(.*)","(.*)","(.*)","(.*)","(.*)","(.*)">/i
@key_item_text = [$1,$2,$3,$4,$5,$6,$7]
else
@key_item_text = [""]
endi would like it to check for up to 7 "(.*)" and return them as array but if there would be just 3 or maybe just 1 text string the array should only conatin these and not the empty ones.
Example: <ki_text: _Your special Vodoo here_ >/i with 3 text strings gives me [$1, $2, $3], with one text string just [$1].
Would be so nice if anyone could help me out!
-
11 hours ago, WCouillard said:These are not default functions of the Window_BattleLog class, so I would make that a new script outside of this, if it were made. I'll keep it in mind.
-
Hey William,
is it possible to add the preemptive and surprise messages to the battle
log so that instead of the message window the battle log would pop off?
That would be such a nice addition!
-
Hey there,
i have problems getting these two properly to work with each other.
It works fine for skills with no cast time but as soon as a skill have cast time only the first skill gets casted.
Here is link to a project folder containing all scripts: Click me
Would be awesome if anyone could help me with that so big thx in advance!
-
On 29.9.2017 at 11:25 AM, PhoenixSoul said:module SceneManager self.loadmenu @stack.push(Scene_Map.new) @scene = Scene_Menu.new end end class Scene_Load < Scene_File def on_load_success Sound.play_load fadeout_all $game_system.on_after_load SceneManager.loadmenu end end
I found this in RMW forums under the same topic. I wonder if this would work.
Gives the same error.
uninitialized class variable @@last_command_symbol in
Window_MenuCommand
-
Thx alot for your help so far!
That works great when you just go back to the title screen and load a game but
when you restart it and load then ace crashes.
uninitialized class variable @@last_command_symbol in
Window_MenuCommand
Edit: Well when i close my menu i call a worldmap scene from where i go to different maps.
I cant tell why i dont want people to save from maps yet cus its a big part of my game mechancs.
-
I dont think that there is a script for that, i can only hope someone have an idea where to start in the standard scripts.
MAybe its not possible at all and before i start digging arround i thought maybe someone knows more then me.
-
Yeah that is exactly what i did and its not that messy like i thought it will be. ^^
-
Hi and hello big sry if im posting in the wrong section!
I wonder if i can get vx ace to open the menu instead of going to scene map after loading a file?
I tried to set a switch to true when the game gets saved and again to false after that and then added
a condition in scene map which checks if the switch is on and then go to the menu scene but you can see the map
before which i dont want.
I tried to put a Graphics.brightness = 0 at the top of the start method but that didnt worked so i have no clue what to do.
Maybe someone can help me out with that.
Sry for the bad grammar and big thx in advance! -
Hi and hello, its been a while since i was arround and im sorry if im posting in the wrong section!
Well i wonder if its possible to start a battle from another scene then scene_map.
when i try to do that i have no battle background and after the battle is finished the game is crashing.
Script 'BattleManager' line 77: NoMethodError occured.
undefined method `replay' for nil:NilClass
Now my question is, is it a flaw from the scene i use (a worldmap script) or is vx ace not able to do that?
And if not is there a way to change that?
If not my idea was to create a map where a event checks a specific variable and then start the battle i want with a branch and after the battle is done calls again my worldmap scene.
But it would be much better if i just could call the battle_scene directly from the worldmap scene and get there back after each battle.
Sorry for the bad grammar and big thx in advance! -
Thx to user don brendo who found a lil typo bug!
I have uploaded a new demo and fixed the pastibin script which caused the error.
Have fun!
-
hmm it should be possible to get that done what you want but it would need some scripting.
but im sry i cant help with that i dont even have the time to work on my own project...
-
Hmm i think its allready implemented...
Look at the code, i have found this:
#--------------------------------------------------------------------------
# * New method: get_bitmap
#--------------------------------------------------------------------------
def get_bitmap(filename, part, sufix)
base = part[:name] =~ /^[!]?[$](.*)/i ? $1 : part[:name]
char = filename + base
pose = part[:name] + sufix
file = filename + base + sufix
name = character_exist?(char) ? char : part[:name]
name = character_exist?(pose) ? pose : name
name = character_exist?(file) ? file : name
bmp = ["Graphics/Characters/", name, part[:hue]] <------------ This line!
[load_bitmap(*bmp).clone, name] rescue [empty_bitmap, name]
endso there should be a way to change the hue somehow, is there nothing about it in the header?
-
Hmm i think to really sync lips of portraits vx ace isnt capable of.
But you could try a script which gives you animated faces its at least wort a try.
-
http://www.rpgmakervxace.net/topic/5803-resource-checker/
Try that, maybe its what u need.
Raiken Jenova reacted to this -
Nice work again Shiggy, i can use this fore sure!
-
Nice work Shiggy, i will use that for sure!
-
Cool thx man!
Well i wanted to adjust the X pos cus i use a finger cursor in my project and want it the same position as in other windows.
-
Haha my english isnt good enough to say if you are really mad with me or just because i the idea wasnt that bad at all...
Well so ro so i have to thank you and i will test it later and give response.
@Shiggy: I tried myself with working on the choice window but it was too much for my skills.
This way was the only one could think about without recreate the whole message window.Edit: Ok works great so far, rly good work!
But what i dont rly like is that the choices move out of the nothing and the pop message box gets bigger.
Is it possible to change that or is it part of how it works?
And sry but i have another lil question and since i dont know your code its easier to ask, is there a way to
adjust the x pos of the choices inside of the window?
-
Hmm, ok i can understand what you say about that it would be too annoying hehe.
But what about making snippet which makes the choice window transparent and set it to a custom position like you said
and i put it over a pop message in which i add free lines depending on choice count.
and if you enter a choice the pop message gets removed together with the choice window.
Help Windows for this script
in Programming
Posted · Edited by buddysievers
Hey thx for your reply but i think that would be too much work to get it look and work like the one im using.
Also there could be compatibility issues with Victors and my own scripts.
I try to avoid using Yanflys scripts because of that, using just allmost Victors.