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roninator2 last won the day on April 26
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256 ✬About roninator2

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What part does not work? Sir billy script needs to be above galv jump. The only issue I found was that while walking, if you turned it would not stop to turn before continuing. I made some changes that should work. It did in my testing. =begin #=============================================================================== Player Turn & Move (VXA) Author : SirBilly (silentkingdom.com) Version : 1.0 Date : 9 June 2013 -------------------------------------------------------------------------------- This Script makes your character turn and face the direction to move before moving in the chosen direction just like in the pokemon games. *Overwrites move_by_input method in Game_Player class. #=============================================================================== Instructions -------------------------------------------------------------------------------- To install this script, open up your script editor and copy/paste this script to an open slot below Materials but above Main. #=============================================================================== Terms of Use -------------------------------------------------------------------------------- * Free to use for both commercial and non-commercial projects. * Do not claim this as your own. * Crediting me in the game's credits would be appreciated. #=============================================================================== =end #=============================================================================== # * Script Configuration * #=============================================================================== module SK module TURNANDMOVE #------------------------------------------------------------------------------ # This is the delay time between the directional keys imput default is 7. #------------------------------------------------------------------------------ Delay_Time = 10 #------------------------------------------------------------------------------ # Note: works best when kept over 5 and under 10. #------------------------------------------------------------------------------ end end #=============================================================================== # * End of Configuration * #=============================================================================== class Game_Player < Game_Character #------------------------------------------------------------------------------- # Frame Update For Wait Time #------------------------------------------------------------------------------- alias sirbilly_turn_and_move_update update def update @wait_time = SK::TURNANDMOVE::Delay_Time if @wait_time == nil @wait_time -= 1 if @wait_time > 0 @sbdir = 0 if @sbdir == nil sirbilly_turn_and_move_update end #------------------------------------------------------------------------------- # Movement via Input from Directional Buttons #------------------------------------------------------------------------------- def move_by_input return if !movable? || $game_map.interpreter.running? case Input.dir4 when 2 if Input.trigger?(:DOWN) && @sbdir != 2 && @wait_time == 0 @wait_time = SK::TURNANDMOVE::Delay_Time set_direction(2) @sbdir = 2 elsif @sbdir != 2 && @wait_time == 0 @wait_time = SK::TURNANDMOVE::Delay_Time set_direction(2) @sbdir = 2 elsif @wait_time == 0 move_straight(2,true) end when 4 if Input.trigger?(:LEFT) && @sbdir != 4 && @wait_time == 0 @wait_time = SK::TURNANDMOVE::Delay_Time set_direction(4) @sbdir = 4 elsif @sbdir != 4 && @wait_time == 0 @wait_time = SK::TURNANDMOVE::Delay_Time set_direction(4) @sbdir = 4 elsif @wait_time == 0 move_straight(4,true) end when 6 if Input.trigger?(:RIGHT) && @sbdir != 6 && @wait_time == 0 @wait_time = SK::TURNANDMOVE::Delay_Time set_direction(6) @sbdir = 6 elsif @sbdir != 6 && @wait_time == 0 @wait_time = SK::TURNANDMOVE::Delay_Time set_direction(6) @sbdir = 6 elsif @wait_time == 0 move_straight(6,true) end when 8 if Input.trigger?(:UP) && @sbdir != 8 && @wait_time == 0 @wait_time = SK::TURNANDMOVE::Delay_Time set_direction(8) @sbdir = 8 elsif @sbdir != 8 && @wait_time == 0 @wait_time = SK::TURNANDMOVE::Delay_Time set_direction(8) @sbdir = 8 elsif @wait_time == 0 move_straight(8,true) end end end end #==============================================================================# # http://silentkingdom.com/ # #==============================================================================#
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So you have an email address that you will never use again? You could ask an admin to tell you the email address. @Rikifive Can send you a DM for that. Will you forget this email address? lol
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This is all you should need. I tested on event fine tune 3.4 class Sprite_Shadow #--------------------------------------------------------------------------- # Sprite_Shadow#blend_update (Overridden) # Remove the color change introduced by Vlue's Eventing Fine Tuning #--------------------------------------------------------------------------- def blend_update end end You just need to click on forgot password.
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From the master demo https://www.mediafire.com/file/dv0uusf6trenj5r/%24D13x_Master_Demo.rar/file
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added a check for item is nil. Not tested, but should work.
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And my playtest works fine. Here it is again, with the size at 120
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I bet that when you changed the number for the size you removed a )
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What other scripts do you have? That line simply reorganizes the items so that they are in order. Otherwise it swaps around so that the item you have equipped is at the bottom of the list. And it works perfectly for me in a blank demo. I found the problem. It is trying to sort nil values. I'm updating the code above. Didn't know you wanted to unequip. To do that I would simple change one method. There's also a method I forgot to remove. Why you had to make any changes, I don't know. Is your game running at 640x480? The script was made for 544x416.
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Does this work?
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Ah, so you actually want the command window to be the slot window. weapon, shield, helmet, armor, accessory. But which ones. It makes a difference, because each item has it's own equip type (slot_id) You say armor, so that's the body armor? then you don't want shields or helmets?
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How many equipment slots will you have? 0 - weapon 1 - shield 2 - helmet 3 - armor 4 - accessory etc
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Is this for a single actor menu? You will only ever have one actor in the party?
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Then you should just need this class Scene_Menu < Scene_MenuBase def command_formation SceneManager.call(Scene_Army) end end
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@Zizi, @Perang Cemen Looking at the code, the note tags are to be used like this <actors: x, y, z> <classes: x, y, z>
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@ddejan90 please state what scripts (if any) you are using for the menu scene, even if it default, just say default. This will matter in how the script call is made where.



