Jump to content

SpuddyGoggles

Member
  • Content Count

    15
  • Joined

  • Last visited

Everything posted by SpuddyGoggles

  1. SpuddyGoggles

    Request For Equip Menu

    The more I attempt to tamper with Ruby, the more I understand that I'm very very dumb. I have managed to get by enough to make a menu that fits my liking, along with an inventory that is also satisfactory. However I've hit a snag with one of the more vital options of my pause menu... The equip menu! Despite my ceaseless trial and error, I have found myself stumped due to nothing but my own incompetence. As such, I now find myself calling upon the help of those more adept at Ruby than I am. Below is the current pause menu. And this is a mockup of what I want the equip menu to look like. I know that I'm probably asking for a lot, but even some help would be appreciated.
  2. SpuddyGoggles

    Request For Equip Menu

    It works perfectly! I'm not certain what I did to cause the error though. Thank you for the help though! It's almost exactly what I wanted!
  3. SpuddyGoggles

    Request For Equip Menu

    I have yet to have altered this newer version, I just pasted it in materials and hit playtest.
  4. SpuddyGoggles

    Request For Equip Menu

    Hmm, that's odd. Putting in a do block did nothing.
  5. SpuddyGoggles

    Request For Equip Menu

    Yes it's still using the default sizing, I just changed the command window to be 120x120 rather than 120x160, along with changing the size of the item window to accommodate it.
  6. SpuddyGoggles

    Request For Equip Menu

    Alright so I managed to "fix" it by simply commenting out the problematic bit of code. (I am not certain of it's importance.) And after some window size tweaks and command changes it seems to be working at least as I described. However it does have some issues that I probably should be able to fix on my own. Such as the help window being slightly inconsistent, the itemlist being incorrectly previewed, and the inability to 'unequip' items.
  7. SpuddyGoggles

    Request For Equip Menu

    Sorry for the delay. It worked somewhat, but only when I don't have any items. When I do have a weapon or armor it just crashes and gives this error.
  8. SpuddyGoggles

    Request For Equip Menu

    Yes, just the three slots. I want It to be rather simplistic. Sorry for not really making myself too clear.
  9. SpuddyGoggles

    Request For Equip Menu

    Hmm, I'm thinking just Weapons, Armor, and Shield/Accessory(either would work, but not both) But I would be fine if it was just the first three slots since that would likely be easier rather than specific ones.
  10. SpuddyGoggles

    Request For Equip Menu

    Yes, there is only going to be one actor in the party.
  11. SpuddyGoggles

    Removing Item Category List

    Once again I call upon the RPGMakerCentral forums for assistance in my (likely fruitless) endeavor to create a somewhat passable project. This time it concerns an aspect of the Item menu. I've already changed a few things to my liking, though now I still have the issue of the pesky category window which forces the user to redundantly press the action button twice. For clarity, I basically only have one item category with includes all item types (key items, weapons, armors, etc.) but it seems that the item list window and item scene are somewhat dependent on the category window's colon yellowtext variables (I have no clue what they're called) and I can't figure out how to tie the categories I already have to just the item list without the need of the category window output. (For context, this is what I put into Window_ItemList in case that is any help.) def include?(item) case @category when :item item.is_a?(RPG::Item) || item.is_a?(RPG::Armor) || item.is_a?(RPG::Weapon) else false end end
  12. SpuddyGoggles

    Removing Item Category List

    Thanks! (Also crap, guess I'm not winning any spelling bees anytime soon.)
  13. SpuddyGoggles

    Actor Name On File Select

    I'm very new to scripting in Ace and Ruby in general (which I think is a given.) Currently I'm attempting to have it so the file select screen displays the first actor's name rather than the default file name. I thought that something along the lines of def draw_actorname(x, y, width, line_height) header = DataManager.load_header(@file_index) if header.nil? draw_text(x, y, width, line_height, "NEW") else draw_text(x, y, width, line_height, $game_party.members[0].name) end end would be sufficient. However the result is unfortunately a blank space where the name should be. Any help would be appreciated.
  14. SpuddyGoggles

    Actor Name On File Select

    Wait nevermind, I got it working! Thank you so much!
  15. SpuddyGoggles

    Actor Name On File Select

    I should've thought to add a new header to the data manager. Thanks for the script though there seems to be an error that occurs after I try to use it. To make things clear, I added the def to Window_SaveFile to (yes i know that editing the default scripts isnt ever a good idea, but ive found that attempting to make my own scripts in main that directly overwrite existing scripts is puzzling and mildly irritating.)
×
Top ArrowTop Arrow Highlighted