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Posts posted by roninator2
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5 hours ago, TheRamenGirl said:i don't even remember the email
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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12 hours ago, TheRamenGirl said:SO i found solution (at least for my project)
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
12 hours ago, TheRamenGirl said:This is me again from my new account because i forgot the password of RedRose.190 (lol)
You just need to click on forgot password.
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23 hours ago, TheRamenGirl said:this message appears and the game closes.
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
Spoiler# ╔═════════════════════════════════════╦════════════════════╗ # ║ Title: Minimal Equip Scene ║ Version: 1.00 ║ # ║ Author: Roninator2 ║ ║ # ╠═════════════════════════════════════╬════════════════════╣ # ║ Function: ║ Date Created ║ # ║ Alternate equip menu scene ╠════════════════════╣ # ║ ║ 09 Apr 2022 ║ # ╚═════════════════════════════════════╩════════════════════╝ # ╔══════════════════════════════════════════════════════════╗ # ║ Instructions: ║ # ║ Plug & Play ║ # ╚══════════════════════════════════════════════════════════╝ # ╔═════════════════════════════════════╗ # ║ Terms of use: ║ # ║ Free for all uses in RPG Maker ║ # ╚═════════════════════════════════════╝ #============================================================================== # ** Window_EquipCommand #------------------------------------------------------------------------------ # This window is for selecting commands (change equipment/ultimate equipment # etc.) on the skill screen. #============================================================================== class Window_EquipCategory < Window_Command #-------------------------------------------------------------------------- # * Object Initialization #-------------------------------------------------------------------------- def initialize(x, y) clear_command_list make_command_list super(x, y) refresh select(0) activate end #-------------------------------------------------------------------------- # * Get Window Width #-------------------------------------------------------------------------- def window_width return 120 end #-------------------------------------------------------------------------- # * Get Window Height #-------------------------------------------------------------------------- def window_height fitting_height(4) end #-------------------------------------------------------------------------- # * Create Command List #-------------------------------------------------------------------------- def make_command_list add_command("Weapon", :eqweapon) add_command("Armor", :eqarmour) add_command("Trinket", :eqaccess) end #-------------------------------------------------------------------------- # * Set Item Window #-------------------------------------------------------------------------- def item_window=(item_window) @item_window = item_window update end end #============================================================================== # ** Window_EquipItem #------------------------------------------------------------------------------ # This window displays choices when opting to change equipment on the # equipment screen. #============================================================================== class Window_EquipItem < Window_ItemList #-------------------------------------------------------------------------- # * Public Instance Variables #-------------------------------------------------------------------------- attr_reader :slot_id #-------------------------------------------------------------------------- # * Object Initialization #-------------------------------------------------------------------------- def initialize(x, y, width, height) super @actor = nil @slot_id = 0 end #-------------------------------------------------------------------------- # * Set Actor #-------------------------------------------------------------------------- def actor=(actor) return if @actor == actor @actor = actor refresh self.oy = 0 end #-------------------------------------------------------------------------- # * Set Equipment Slot ID #-------------------------------------------------------------------------- def slot_id=(slot_id) return if @slot_id == slot_id @slot_id = slot_id refresh self.oy = 0 end #-------------------------------------------------------------------------- # * Include in Item List? #-------------------------------------------------------------------------- def include?(item) return true if item == nil return false unless item.is_a?(RPG::EquipItem) return false if @slot_id < 0 return false if item.etype_id != @actor.equip_slots[0] return false if item.etype_id != @actor.equip_slots[1] return @actor.equippable?(item) end #-------------------------------------------------------------------------- # * Display in Enabled State? #-------------------------------------------------------------------------- def enable?(item) return true end #-------------------------------------------------------------------------- # * Restore Previous Selection Position #-------------------------------------------------------------------------- def select_last end #-------------------------------------------------------------------------- # * Update Help Text #-------------------------------------------------------------------------- def update_help super if @actor && @status_window temp_actor = Marshal.load(Marshal.dump(@actor)) temp_actor.force_change_equip(@slot_id, item) @status_window.set_temp_actor(temp_actor) end end #-------------------------------------------------------------------------- # * Get Digit Count #-------------------------------------------------------------------------- def col_max return 1 end #-------------------------------------------------------------------------- # * Get Number of Items #-------------------------------------------------------------------------- def item_max @data ? @data.size : 1 end #-------------------------------------------------------------------------- # * Get Item #-------------------------------------------------------------------------- def item @data && index >= 0 ? @data[index] : nil end #-------------------------------------------------------------------------- # * Get Activation State of Selection Item #-------------------------------------------------------------------------- def current_item_enabled? enable?(@data[index]) end #-------------------------------------------------------------------------- # * Include in Item List? #-------------------------------------------------------------------------- def include?(item) case @slot_id when 0 item.is_a?(RPG::Weapon) && item.etype_id == 0 when 3 item.is_a?(RPG::Armor) && item.etype_id == 3 when 4 item.is_a?(RPG::Armor) && item.etype_id == 4 else false end end #-------------------------------------------------------------------------- # * Display if Equipped #-------------------------------------------------------------------------- def on_equipped?(item) @actor.equips[@slot_id] == item end #-------------------------------------------------------------------------- # * Create Item List #-------------------------------------------------------------------------- def make_item_list @data = $game_party.all_items.select {|item| include?(item) } @data.push(@actor.equips[slot_id]) @data.compact! @data.sort! {|a, b| a.id <=> b.id } @data.push(nil) if include?(nil) end #-------------------------------------------------------------------------- # * Restore Previous Selection Position #-------------------------------------------------------------------------- def select_last select(@data.index($game_party.last_item.object) || 0) end #-------------------------------------------------------------------------- # * Draw Item #-------------------------------------------------------------------------- def draw_item(index) item = @data[index] if item rect = item_rect(index) rect.width -= 120 draw_item_name(item, rect.x, rect.y, enable?(item)) draw_equipped(item, rect.x, rect.y) if on_equipped?(item) end end #-------------------------------------------------------------------------- # * Draw Equipped Status #-------------------------------------------------------------------------- def draw_equipped(item, x, y, enabled = true, width = (Graphics.width - 120)) return unless item change_color(normal_color, enabled) draw_text(x - 40, y, width, line_height, ":Equipped", 2) end end #============================================================================== # ** Scene_Equip #------------------------------------------------------------------------------ # This class performs the equipment screen processing. #============================================================================== class Scene_Equip < Scene_MenuBase #-------------------------------------------------------------------------- # * Start Processing #-------------------------------------------------------------------------- def start super create_help_window create_command_window create_item_window end #-------------------------------------------------------------------------- # * Create Command Window #-------------------------------------------------------------------------- def create_command_window wy = Graphics.height - 120 @command_window = Window_EquipCategory.new(0, wy) @command_window.viewport = @viewport @command_window.set_handler(:eqweapon, method(:command_weapon)) @command_window.set_handler(:eqarmour, method(:command_armour)) @command_window.set_handler(:eqaccess, method(:command_access)) @command_window.set_handler(:cancel, method(:return_scene)) end #-------------------------------------------------------------------------- # * Create Item Window #-------------------------------------------------------------------------- def create_item_window wy = Graphics.height - 120 ww = Graphics.width - 120 @item_window = Window_EquipItem.new(120, wy, ww, 120) @item_window.viewport = @viewport @item_window.help_window = @help_window @item_window.actor = @actor @item_window.set_handler(:ok, method(:on_item_ok)) @item_window.set_handler(:cancel, method(:on_item_cancel)) @command_window.item_window = @item_window end #-------------------------------------------------------------------------- # * Item [OK] #-------------------------------------------------------------------------- def on_item_ok Sound.play_equip @actor.change_equip(determine_slot, check_item) @item_window.refresh @item_window.activate end #-------------------------------------------------------------------------- # * Item [Cancel] #-------------------------------------------------------------------------- def on_item_cancel @item_window.unselect @command_window.activate end #-------------------------------------------------------------------------- # * Change Actors #-------------------------------------------------------------------------- def check_item item = @item_window.item eqitem = @actor.equips[determine_slot] if item == eqitem return nil else return item end end #-------------------------------------------------------------------------- # * Equip Weapon #-------------------------------------------------------------------------- def command_weapon @item_window.activate @item_window.select(0) @item_window.slot_id=(0) end #-------------------------------------------------------------------------- # * Equip Armor #-------------------------------------------------------------------------- def command_armour @item_window.activate @item_window.select(0) @item_window.slot_id=(3) end #-------------------------------------------------------------------------- # * Equip Accessory #-------------------------------------------------------------------------- def command_access @item_window.activate @item_window.select(0) @item_window.slot_id=(4) end #-------------------------------------------------------------------------- # * Determine Slot #-------------------------------------------------------------------------- def determine_slot slot = @item_window.slot_id return slot end end
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I bet that when you changed the number for the size you removed a )
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1 hour ago, SpuddyGoggles said:When I do have a weapon or armor it just crashes and gives this error.
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?
Spoiler# ╔═════════════════════════════════════╦════════════════════╗ # ║ Title: Minimal Equip Scene ║ Version: 1.00 ║ # ║ Author: Roninator2 ║ ║ # ╠═════════════════════════════════════╬════════════════════╣ # ║ Function: ║ Date Created ║ # ║ Alternate equip menu scene ╠════════════════════╣ # ║ ║ 09 Apr 2022 ║ # ╚═════════════════════════════════════╩════════════════════╝ # ╔══════════════════════════════════════════════════════════╗ # ║ Instructions: ║ # ║ Plug & Play ║ # ╚══════════════════════════════════════════════════════════╝ # ╔═════════════════════════════════════╗ # ║ Terms of use: ║ # ║ Free for all uses in RPG Maker ║ # ╚═════════════════════════════════════╝ #============================================================================== # ** Window_EquipCommand #------------------------------------------------------------------------------ # This window is for selecting commands (change equipment/ultimate equipment # etc.) on the skill screen. #============================================================================== class Window_EquipCategory < Window_Command #-------------------------------------------------------------------------- # * Object Initialization #-------------------------------------------------------------------------- def initialize(x, y) clear_command_list make_command_list super(x, y) refresh select(0) activate end #-------------------------------------------------------------------------- # * Get Window Width #-------------------------------------------------------------------------- def window_width return 160 end #-------------------------------------------------------------------------- # * Get Window Height #-------------------------------------------------------------------------- def window_height fitting_height(4) end #-------------------------------------------------------------------------- # * Create Command List #-------------------------------------------------------------------------- def make_command_list add_command("Weapon", :eqweapon) add_command("Armor", :eqarmour) add_command("Accessory", :eqaccess) end #-------------------------------------------------------------------------- # * Set Item Window #-------------------------------------------------------------------------- def item_window=(item_window) @item_window = item_window update end end #============================================================================== # ** Window_EquipItem #------------------------------------------------------------------------------ # This window displays choices when opting to change equipment on the # equipment screen. #============================================================================== class Window_EquipItem < Window_ItemList #-------------------------------------------------------------------------- # * Public Instance Variables #-------------------------------------------------------------------------- attr_reader :slot_id #-------------------------------------------------------------------------- # * Object Initialization #-------------------------------------------------------------------------- def initialize(x, y, width, height) super @actor = nil @slot_id = 0 end #-------------------------------------------------------------------------- # * Set Actor #-------------------------------------------------------------------------- def actor=(actor) return if @actor == actor @actor = actor refresh self.oy = 0 end #-------------------------------------------------------------------------- # * Set Equipment Slot ID #-------------------------------------------------------------------------- def slot_id=(slot_id) return if @slot_id == slot_id @slot_id = slot_id refresh self.oy = 0 end #-------------------------------------------------------------------------- # * Include in Item List? #-------------------------------------------------------------------------- def include?(item) return true if item == nil return false unless item.is_a?(RPG::EquipItem) return false if @slot_id < 0 return false if item.etype_id != @actor.equip_slots[0] return false if item.etype_id != @actor.equip_slots[1] return @actor.equippable?(item) end #-------------------------------------------------------------------------- # * Display in Enabled State? #-------------------------------------------------------------------------- def enable?(item) return true end #-------------------------------------------------------------------------- # * Restore Previous Selection Position #-------------------------------------------------------------------------- def select_last end #-------------------------------------------------------------------------- # * Update Help Text #-------------------------------------------------------------------------- def update_help super if @actor && @status_window temp_actor = Marshal.load(Marshal.dump(@actor)) temp_actor.force_change_equip(@slot_id, item) @status_window.set_temp_actor(temp_actor) end end #-------------------------------------------------------------------------- # * Get Digit Count #-------------------------------------------------------------------------- def col_max return 1 end #-------------------------------------------------------------------------- # * Get Number of Items #-------------------------------------------------------------------------- def item_max @data ? @data.size : 1 end #-------------------------------------------------------------------------- # * Get Item #-------------------------------------------------------------------------- def item @data && index >= 0 ? @data[index] : nil end #-------------------------------------------------------------------------- # * Get Activation State of Selection Item #-------------------------------------------------------------------------- def current_item_enabled? enable?(@data[index]) end #-------------------------------------------------------------------------- # * Include in Item List? #-------------------------------------------------------------------------- def include?(item) case @slot_id when 0 item.is_a?(RPG::Weapon) && item.etype_id == 0 when 3 item.is_a?(RPG::Armor) && item.etype_id == 3 when 4 item.is_a?(RPG::Armor) && item.etype_id == 4 else false end end #-------------------------------------------------------------------------- # * Display if Equipped #-------------------------------------------------------------------------- def on_equipped?(item) @actor.equips[@slot_id] == item end #-------------------------------------------------------------------------- # * Create Item List #-------------------------------------------------------------------------- def make_item_list @data = $game_party.all_items.select {|item| include?(item) } @data.push(@actor.equips[slot_id]) @data.compact! @data.sort! {|a, b| a.id <=> b.id } @data.push(nil) if include?(nil) end #-------------------------------------------------------------------------- # * Restore Previous Selection Position #-------------------------------------------------------------------------- def select_last select(@data.index($game_party.last_item.object) || 0) end #-------------------------------------------------------------------------- # * Draw Item #-------------------------------------------------------------------------- def draw_item(index) item = @data[index] if item rect = item_rect(index) rect.width -= 120 draw_item_name(item, rect.x, rect.y, enable?(item)) draw_equipped(item, rect.x, rect.y) if on_equipped?(item) end end #-------------------------------------------------------------------------- # * Draw Equipped Status #-------------------------------------------------------------------------- def draw_equipped(item, x, y, enabled = true, width = (Graphics.width - 160)) return unless item change_color(normal_color, enabled) draw_text(x - 40, y, width, line_height, ":Equipped", 2) end end #============================================================================== # ** Scene_Equip #------------------------------------------------------------------------------ # This class performs the equipment screen processing. #============================================================================== class Scene_Equip < Scene_MenuBase #-------------------------------------------------------------------------- # * Start Processing #-------------------------------------------------------------------------- def start super create_help_window create_command_window create_item_window end #-------------------------------------------------------------------------- # * Create Command Window #-------------------------------------------------------------------------- def create_command_window wy = Graphics.height - 120 @command_window = Window_EquipCategory.new(0, wy) @command_window.viewport = @viewport @command_window.set_handler(:eqweapon, method(:command_weapon)) @command_window.set_handler(:eqarmour, method(:command_armour)) @command_window.set_handler(:eqaccess, method(:command_access)) @command_window.set_handler(:cancel, method(:return_scene)) end #-------------------------------------------------------------------------- # * Create Item Window #-------------------------------------------------------------------------- def create_item_window wy = Graphics.height - 120 ww = Graphics.width - 160 @item_window = Window_EquipItem.new(160, wy, ww, 120) @item_window.viewport = @viewport @item_window.help_window = @help_window @item_window.actor = @actor @item_window.set_handler(:ok, method(:on_item_ok)) @item_window.set_handler(:cancel, method(:on_item_cancel)) @command_window.item_window = @item_window end #-------------------------------------------------------------------------- # * Item [OK] #-------------------------------------------------------------------------- def on_item_ok Sound.play_equip @actor.change_equip(determine_slot, check_item) @item_window.refresh @item_window.activate end #-------------------------------------------------------------------------- # * Item [Cancel] #-------------------------------------------------------------------------- def on_item_cancel @item_window.unselect @command_window.activate end #-------------------------------------------------------------------------- # * Change Actors #-------------------------------------------------------------------------- def check_item item = @item_window.item eqitem = @actor.equips[determine_slot] if item == eqitem return nil else return item end end #-------------------------------------------------------------------------- # * Equip Weapon #-------------------------------------------------------------------------- def command_weapon @item_window.activate @item_window.select(0) @item_window.slot_id=(0) end #-------------------------------------------------------------------------- # * Equip Armor #-------------------------------------------------------------------------- def command_armour @item_window.activate @item_window.select(0) @item_window.slot_id=(3) end #-------------------------------------------------------------------------- # * Equip Accessory #-------------------------------------------------------------------------- def command_access @item_window.activate @item_window.select(0) @item_window.slot_id=(4) end #-------------------------------------------------------------------------- # * Determine Slot #-------------------------------------------------------------------------- def determine_slot slot = @item_window.slot_id return slot end end
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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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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. -
TheoAllen wrote this for that.
It disables the left and right arrow.
# TheoAllen class Window_ActorCommand # -------------------------------------------------------------------------- # Delete Handling # -------------------------------------------------------------------------- def process_dir6 end def process_dir4 end end class Scene_Battle # -------------------------------------------------------------------------- # Overwrites # -------------------------------------------------------------------------- def create_actor_command_window scene_battle_create_actor_command_window_abe end end
If you want it to be more complex than that, there will be a fair bit of code editing needed.
I know there is a script to confirm battle commands as well. Maybe try that in addition to this script. Yanfly Battle Command List
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Use this
class Scene_Item < Scene_ItemBase def start super create_help_window create_item_window end def create_item_window wy = @help_window.y + @help_window.height wh = Graphics.height - wy @item_window = Window_ItemList.new(0, wy, Graphics.width, wh) @item_window.viewport = @viewport @item_window.category = :item @item_window.help_window = @help_window @item_window.set_handler(:ok, method(:on_item_ok)) @item_window.set_handler(:cancel, method(:return_scene)) @item_window.activate @item_window.select_last end end class Window_ItemList < Window_Selectable def include?(item) return true end end
and legue is spelled league.
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20 hours ago, Alexandr1234 said:Will falcao abs work on android?
You are not familiar with RPG Maker. This script is for VX Ace. VX Ace is only for PC.
You need to try Plugins for RPG Maker MV or RPG Maker MZ. They can both go to PC, MAC, Linux, Android, IOS and Web.
That is because VX Ace uses Ruby coding and MV/MZ uses Javascript.
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Did you put the note tag on the actors?
<battler: swordsman>
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Well first of all the link you gave is for VX Ace and you posted in MV. So I assume your using MV.
Regardless the solution is the same for both editors. Yanfly Region Restrict
Grab that script or plugin and put it in your project. Read the instructions and have fun.
You do know how to use plugins?
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2 hours ago, MasterMoes said:This is what you were thinking of right?
SFC is System File Checker not Drive File Checker. You need a data recovery tool, if that would even work. The best that I know of is easeus company.
https://www.easeus.com/datarecoverywizard/free-data-recovery-software.htm
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There is a lot happening here.
First you should not save anything to the cloud for vx ace. NEVER.
Second the weird issue of the program not showing or removing. Do you have the steam version or Enterbrain version?
Third if you don't have a physical backup on another hard drive then you might be screwed.
The first problem you mentioned would be easy, replace the dll file from the program's rtp folder.
Then for the rvdata2 files corrupted, you can't recover those, only replace from backup. For every file that says it's corrupted, you would replace from a backup.
Then once you get back into the editor, you can check to see how much is missing from the last time you made a backup.
Finally get into the habit of making backups. I always zip up my data folder and save it in another location.
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@Nate McCloud I spend a little bit of time (1 day) working on this. I really need to do the javascript course I have sitting in my udemy.
I got the breeding working like you want, but the skills is above my knowledge currently.
Just got display levels working and show M for mastered.
used the wrong value for max. fixed
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10 hours ago, Nate McCloud said:the appropriate places in the RMMV plugin window.
Well now there is 1 BIG problem.
You posted this request in the RPG Maker VX Ace script thread. My patch is for RPG Maker VX Ace. I have never used RPG Maker MV or know Javascript.
You needed to make your request here
https://www.rpgmakercentral.com/topic/37252-ve-materia-system/?tab=comments#comment-260675
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No problem. This helped me discover an issue I had with my materia script. (I modified VE - Materia to fit my game) I have it set up in my game to show materia in the items menu. But not be there if equipped. Problem was when unequipping you got two of that materia. This helped me find that I had a second gain_item line in the code.
Plus now I've adapted this for my game and now I can specify no breeding as well. So thanks for that.
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Player Turn & Move
in Completed Scripts/Plugins/etc.
Posted
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.