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roninator2

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Posts posted by roninator2


  1. On 4/30/2022 at 7:19 AM, TheRamenGirl said:

    Sadly this is not compatible

    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/                               #
    #==============================================================================#

     

    • Thanks 1

  2. 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.

    image.png.2da1414dc74dd6a73ae65ecf86a13973.png

     


  3. 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

     

     


  4. 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.

     


  5. 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

     

     


  6. 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?


  7. 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

    • Like 1

  8. 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.

    • Like 1

  9. 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.


  10. 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?


  11. 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.

    image.thumb.png.6e2f3eeb827e7b04add66f7ae431469f.png


  12. 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

     


  13. 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.

    • Like 1
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