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Strauchdieb

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About Strauchdieb

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  1. Yes! This basically is what I need! The only little difference is, that it does actually update every second, which, however, does not make your example invalid. ~Booma
  2. I am looking for a way to actually get the increase to set it equal to a variable. Also, I want to use the system time (from the time class) which returns the time from the computers system clock. The problem is, if I would set the variable equal to Time.now.strftime("%S"), I would obtain the value for the seconds of the system clock. What I want is the increase of those seconds. Let us, for an example say, that the game is started at 10.40 oclock and 40 seconds. Now I want a variable which starts at zero and increases with each second passing on the system clock. And what I need is a way to obtain this increase. Maybe it is easier to understand what I am looking for now. ~Booma
  3. Greetings. Only a little question this time. How to check for an increase of time? (System Time) For an example, I want to increase a certain variable each second. My problem is that I don't know how to obtain the increase. I would need the increase of Time.now.strftime("%S") I would be most grateful if anyone would happen to be able to help me out with this. ~Booma
  4. Greetings. Once again, I do have a problem. I am currently trying to understand, how the draw_item method works, how "index" is used properly and, which gives me the greatest headache, how certain lists like the variable and switch lists within the debug menu are created. My goal is to enhance the debug scene to be able to test specific things faster but I fail to understand how it does generate those variable and switch lists. While I am aware of the fact that this question is not quite specific, but I feel like it would make more sense to ask a single, more general question which would greatly expand my current possibilities in regards to RPG Maker VX Ace and allow me to understand a lot more by myself, than to ask many little questions which don't really allow me to proceed properly and probably don't even help anyone else due to the lack of relation to something greater, to understand something more complex. (Doing so would furthermore unnecessarily spam this topic) I apologize for being unable to express my problem more precisely anyway, as I know that at least one member will be find the lack of detail unpleasant. Nevertheless, I hope that someone is able to help. ~Booma P.S.: Should there be any necessary information you need, I will edit this post or answer private messages of course . Edit 1: I tried to create an actor list window, all I do however get is an empty window. Here is what I did. (I used Window_ItemList as a template) http://pastebin.com/gU1xszPz What am I doing wrong?
  5. Good morning. @DP3 Thanks a lot! The ID solution you provided required a little fine-tuning but works great now (except one little problem, namely the fact that erasing a letter changes counts as input and changes the ID as well resulting in a specific name being able to have every ID), while the other solution worked perfectly right away. Now I have another little question, which I happen to believe is quite dumb, but will nevertheless ask. I want to have a copy of the Window_Help, which I called Window_Description, to draw the displayed information from the note fields of the respective item, instead of their description as Window_Description is arranged in a different way, requiring more line breaks than the standard description field allows. I already read FOmars guide to note tagging but failed to apply it to my idea. Although I am not sure whether this is of relevance at this point, I will include Window_Description ~Booma
  6. I apologize for interrupting your argument at this point, but I have another question. Since I was unable to find any rule limiting me down to only one question at a time, I take the risk and ask, even though my former question was not answered. Before, however, I would like to state, that I don't want to sound demanding at any time and that I really appreciate any help given in this topic, as I am aware of the fact, that this is completely voluntarily, so that people are actually using up a certain amount of their own spare time just to help those who are not as skilled with ruby. I find this to be honorable and would thus like to universally thank all those who helped so far and are still helping. Now on to the question. ~ Booma Forest
  7. Greetings. @DP3 Thanks! It works using the control variables event. I feel ashamed for having forgotten about the last option within the window which allows using script as an operand. I will make sure to post a screenshot or code next time if necessary. @ Jens of Zanicuud I will try to be a bit more precise next time, I apologize for the trouble. Now on to the next issue. I trying to assign a single-digit value to each number, letter, and punctuation mark within the character name in order to use them in calculations for name-based events. Within Window_NameInput, there is the following method #-------------------------------------------------------------------------- # * Get Text Character #-------------------------------------------------------------------------- def character @index < 88 ? table[@page][@index] : "" end As far as I can see, this method is used to obtain the character from the table which can be found further above inside Window_NameInput. What I did so far is this: Now, what I would like to ask for, would be maybe a little hint on how to proceed next, because I wish to add up the values of all characters within a name. ~Booma
  8. I see. Now, however, do I encounter the following error: "Script 'Game_Interpreter' line 1409: NoMethodError occurred. undefined method `params' for [1]:Array After that , I fiddled around for a while with the script call, trying to find the problem but I just gave up.
  9. Greetings. Thanks again for clarifying me up on the arrays earlier. I have a further question. I am trying to obtain an enemy's atk value in order to set it equal to a in-game variable. Since we have: def enemy $data_enemies[@enemy_id] end and def param_base(param_id) enemy.params[param_id] end I tried $data_enemies[1].params[2] = $game_variables[10] While I don't get an error, the variable does not change to 14 (atk parameter of default enemy 002 in database) but stay 0 instead, which I fail to understand. I would highly appreciate if someone could enlighten me on what I am doing wrong. ~ Booma
  10. Thanks for the help earlier, I managed to get it working now. There is another thing I would need some confirmation on: Does it matter where I put arrays? I ask this, because I noticed that the position of arrays seem to vary from script to script and since I consider using arrays myself, I wanted to make sure I did not get it wrong. ~ Booma
  11. Greetings. I have a little question about something I have been fiddling around a lot recently (about 1,5 days) How do I "read" the in-game variables in a way which would allow me to display them in a window? I am obviously not too skilled at scripting but I watched some of DP3s Tutorials (thanks a lot for them, the ones in which you dealt with the topics I needed were extremely useful and quite easy to follow) and revised what I learned in Java so far. Here is what I've got so far: http://pastebin.com/F1q1HSts Thanks for your time, Booma
  12. I am sorry, I did not explain my problem clearly. I know, that the system sounds can be changed in the database, but what I actually wanted to know (but did accidently forget in the last post) is, whether it is possible to access and change the system sounds inside an event via a script call. You can change the battle BGM and battle end ME but no common SE's. So what I want to know is whether there is a way to change these systen sounds, as it appears that inside the sound module, the soundfiles are somehow linked to variables, which I do not understand how to change.
  13. Thank you for your help! Next question: Is there any way to access and change the system sounds? It appears, that the system sounds which are set in the Database GUI are linked to variables, but I don't see a way to chage the sounds stored within.
  14. Thank you. One question remains for now: How can I basically create a custom window via script? Which aspects are especially important when thinking about creating a custom window?
  15. Yes, thank you, that's exactly what I was looking for! Now I am not sure, whether an array would be created like arrayname = array.new or simply arrayname [] and where would the $game_variables[x] have to be written?
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