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KChasm

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  1. So I've got a puzzle in my game wherein you place four cards in four picture frames (plus a fifth frame in the room over), and if you press a button in the next room and all the right cards are in the right picture frames, the door opens. Else, you die. Problem is, I'm doing...SOMETHING wrong, obviously, between my events and my common events and the scripts I've got. When facing a picture frame, you should be able to select any card from your items to place it within, but for some of the cards you can't, while with one of the cards you can. In addition, when you slip a card into a frame and then examine a frame you're supposed to receive a prompt asking if you want to remove the card again, and sometimes, uh, you don't get that prompt. In fact, you get the "this frame is empty" message instead. An exact rundown of my problems: Frame 1: Can't place any card except the Ace of Clubs Frame 2: Can't place any card except the Ace of Clubs Frame 3: Can't place any card except the Ace of Clubs. In addition, after placing the Ace of Clubs, I get the "empty picture frame" message upon examination. Frame 4: Can't place any card except the Ace of Clubs. In addition, after placing the Ace of Clubs, I get the "empty picture frame" message upon examination. Frame 5 (in next room): Frame 2: Can't place any card except the Ace of Clubs I don't know what I'm doing wrong, and I *definitely* don't know why it's the Clubs only that sometimes works. Any help would be appreciated. My game so far can be found at the following link, though I can't remember if in the save I've had the player character take the Ace of Hearts off of Frame 5 yet (that part works fine, at least). https://www.mediafire.com/file/qpt52dg6yjnj48t/French_Castle.zip/file
  2. I'm working on programming a puzzle to use in this game I'm making, and while I think I know how to do the programming, what I have in mind seems somewhat complicated to the extent that I don't know if I actually know or if there's some much simpler way I'm missing entirely. The puzzle is this: The player character has four key items: Item A, Item B, Item C, and Item D. There are four receptacles in a room, Frame W, Frame X, Frame Y, and Frame Z. By facing Frame W and selecting Item A from the menu, the player is given the choice to place Item A in Frame W (I believe this particular part of the programming can be accomplished through common events, but I can't be sure if it's the best way to do it). If the player inspects Frame W with Item A in it, they are given the choice to remove Item A from Frame W, which will, of course, also return Item A to the player character's key items. Of course, this should work with any of the Items and any of the Frames. Nearby is a button. If the button is activated when the correct Items are in the correct Frames, a door will open. Otherwise, the player character will be damaged (frankly, this is the part I expect to be the easiest to program. I'm guessing I can just have a specific variable be set when an Item goes into a Frame, and the result of the button being pressed will depend on whether the combination of variables as they are currently set are the right ones, but again, I don't know if it's the best way to do it). Any tips or tricks? Thanks.
  3. If you're doing it solely on my account, I ended up finding and using mjshi's Non-Combat Menu. Basically I was just looking for something that could take away all the things I wouldn't need in a game with no combat. There's even a way in this thing to take away the HP and MP meters, so that's cool.
  4. It works! Thanks a whole bunch.
  5. First of all, apologies if this isn't the right forum for this. I've been trying to set something up in my game where you go to the menu, go to your items, use a specific item in a specific place, facing a specific direction, and this causes something to happen. It's that "in a specific place, facing a specific direction" part I'm having trouble with, though. I've heard tell you can set this up with common events, but I haven't been able to find any good tutorials that set up what I'm looking for - the closest ones I found have the player activate an event, which calls up the item menu, when I want the player to call up the item menu themselves. Can anyone explain how I can accomplish what I'm trying to do? (One more thing - the item I want my player to use is currently a key item, but that doesn't have to be necessarily so. I'm perfectly willing to just have it be a regular item, albeit one that doesn't disappear from the inventory until it's used in the right place.)
  6. Oh, snap. That's some important information to know. Alright, I'm going to hunt about for some other script to use, and if I have trouble with that, I'll make a new thread. Thanks.
  7. Hello. First post, so if I make any faux pas, please be light on me. I decided to use SoulPour777's menu script designed to change the menu to something the style of Witch's House. At first glance, the script seemed to work - the game began, et cetera. I could go to the items submenu from the menu, even. However, if I attempted to do such after collecting an item, I get the error in the attachment. Maybe I'm missing something. I don't know. Any help would be appreciated, even if it's just to point me toward a different script. Below is the script as I have it in the script editor. =begin #============================================================================== # ** Menu á la Majo no Ie # ** By: SoulPour777 #------------------------------------------------------------------------------ # This script configures the menu and the item to be compatible for making # good horror games. # # Features: - Item Numbers have been ommited in the Key Items. - The Menu is designed a la Witch's House / Majo no Ie - Only contains Items and Load - The item description has been fixed. #============================================================================== =end class Scene_Menu < Scene_MenuBase #-------------------------------------------------------------------------- # * Start Processing #-------------------------------------------------------------------------- alias start_new_command start def start super create_command_window create_status_window end #-------------------------------------------------------------------------- # * Create Command Window #-------------------------------------------------------------------------- alias create_command_window_majo_no_ie create_command_window def create_command_window @command_window = Window_MenuCommand.new @command_window.set_handler(:item, method(:command_item)) @command_window.set_handler(:load, method(:command_load)) @command_window.set_handler(:cancel, method(:return_scene)) end def command_load SceneManager.call(Scene_Load) end end class Window_MenuCommand < Window_Command alias majo_no_ie_initialize initialize def initialize super(18, 310) select_last end #-------------------------------------------------------------------------- def make_command_list add_main_commands add_original_commands end #-------------------------------------------------------------------------- # * Add Main Commands to List #-------------------------------------------------------------------------- def add_main_commands add_command(Vocab::item, :item, main_commands_enabled) add_command("Load", :load, main_commands_enabled) end end class Window_MenuStatus < Window_Selectable #-------------------------------------------------------------------------- # * Public Instance Variables #-------------------------------------------------------------------------- attr_reader :pending_index # Pending position (for formation) #-------------------------------------------------------------------------- # * Object Initialization #-------------------------------------------------------------------------- def initialize(x, y) super(160, 280, window_width, window_height) @pending_index = -1 refresh end #-------------------------------------------------------------------------- # * Get Window Width #-------------------------------------------------------------------------- alias soul_window_width window_width def window_width return 340 end #-------------------------------------------------------------------------- # * Get Window Height #-------------------------------------------------------------------------- alias soul_window_height window_height def window_height return 130 end #-------------------------------------------------------------------------- # * Get Number of Items #-------------------------------------------------------------------------- def item_max return 1 end end class Window_Base < Window alias majo_no_ie_draw_actor_level draw_actor_level def draw_actor_level(actor, x, y) change_color(system_color) draw_text(x, y, 32, line_height, "Age") change_color(normal_color) draw_text(x + 32, y, 24, line_height, actor.level, 2) end alias majo_no_ie_draw_actor_simple_status draw_actor_simple_status def draw_actor_simple_status(actor, x, y) draw_actor_name(actor, x, y) draw_actor_level(actor, x, y + line_height * 1) draw_actor_hp(actor, 60 + 120, y + line_height * 1) end end #------------------------------------------------ # Removes the Item Number or Count #------------------------------------------------ class Window_ItemList < Window_Selectable def draw_item(index) item = @data if item rect = item_rect(index) rect.width -= 4 draw_item_name(item, rect.x, rect.y, enable?(item)) end end end class Window_Command < Window_Selectable def initialize(x, y) clear_command_list make_command_list super(x, y + 10, 130, window_height) refresh select(0) activate end end class Scene_Item < Scene_ItemBase def start super create_help_window create_item_window end def create_item_window @help_window.x = 68 @help_window.width = 415 wy = @help_window.height wh = Graphics.height - wy item_position = 67 @item_window = Window_ItemList.new(item_position, wy, Graphics.height, wh) @item_window.viewport = @viewport @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.category = :item # ^ change to :key_item if you want to use key items instead @item_window.select_last @item_window.activate end end
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