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Found 5 results

  1. Zen Blood

    Show Variables On Save Files

    Hello! I was hoping to program a text line in my save files that indicates where the player is at when they save the game. I've created a global variable ($v_player_location) that is set as a string so I can change the labeled "location" on a whim without having to change the map names in the editor. The player interacts with an event, within that event I have $v_player_location set to whatever location name I want it to be, and then the game saves. The "player location" does indeed show on the save files, but the issue here is that the location for every save file is portrayed as the same string because it's reflecting what $v_player_location currently is, instead of what it was at the time of each individual save. I was able to make the save files show individual play times. def draw_playtime(x, y, width, align) header = DataManager.load_header(@file_index) return unless header draw_text(x, y, width, line_height, "play time: " + header[:playtime_s], 2) end As you can see, it uses the symbol :playtime_s It's been a while since I added the play time, so I'm not sure what "header" is referring to, whether its something I created or a system already in place within the RPGMVXA engine. Don't mind me, I'm half asleep. I've found that "header" is referring to the "def self.make_save_header" line within DataManager. I tried to turn the location into a symbol, too, that would initiate upon a new game and set when the player saves. def draw_location(x, y, width, align) draw_text(x, y, width, line_height, "location: " + contents[:plocation], 4) end This did not work. It seems as though I need to figure out how to tell the program I want to access :plocation within contents, but that one line alone can't do it. I probably have to do some version of the line "header = DataManager.load_header(@file_index)" to access :plocation, from what I can tell. Would anyone happen to have any ideas as to how I can grab the contents of a variable for each individual save and display it on the save files? Edit: Here's another piece of the puzzle that shows how the individual play times where achievable. It was also located in DataManager. Interestingly, it's referenced using "DataManager.load_header(@file_index)" instead of "DataManager.load_header_without_rescue(@file_index)". #-------------------------------------------------------------------------- # * Load Save Header (No Exception Processing) #-------------------------------------------------------------------------- def self.load_header_without_rescue(index) File.open(make_filename(index), "rb") do |file| return Marshal.load(file) end return nil end I had a feeling this would dig into the Marshal load/dump/ect; I'm not entirely sure where to go from here, but I'll keep plugging anyway at it. Another Edit: I read up on a similar question someone had, and a person offered a solution to add the variable under header. I was originally trying to place the variable under "contents". Supposedly, this was what would make the variable work. class << DataManager def self.create_game_objects orig_CGO #This works, I'm just not showing the rest of the script here. #MY OBJECTS $v_player_location = "" #blank at the beginning of the game end alias_method(:new_make_save_header, :make_save_header) def make_save_header header = new_make_save_header header[:plocation] = $v_player_location header end end #END CLASS class Window_SaveFile < Window_Base def draw_location(x, y, width, align) header = DataManager.load_header(@file_index) return unless header draw_text(x, y, width, line_height, "location: " + header[:plocation], 4) end end #END CLASS It doesn't, I'm getting an error "can't convert nil into string". This error goes away when I replace header[:plocation] in def draw_location with a string. So that's the issue here. It thinks :plocation is nil, even though I've at least given it a blank string and have it's string changed before a save file is made. Update: This error also goes away when I omit "location " + and keep header[:plocation]. This works well enough for me, but for future sake, I'd like to know why I can include "playtime: " + alongside header[:playtime_s], but not "location " + alongside header[:plocation]. Solution 1: If you're happy with just the variable showing without another string on the same line, this template should work for you. Thank you for reading!
  2. hey all. There is a point in my game where the map shifts from a Light World to a Dark World. The maps are identical, and I would like to find a way to keep the locations of vehicles the same when the maps shift. I know there will be variables, but I don't know how they would work. can anyone help? Thanks!
  3. Hey, so recently I started making a game and I wanted to incorporate a puzzle in which the player pushes 3 barrels across a river to make a bridge. That would allow the player to use the barrels to get across and, therefore, have access to the other side. However, I have no clue how to even start with this. I have looked up tutorials on how to do this but the only pretty helpful one that I found had imgur images and they were broken, which means I couldn't see the event pages in the first place :/ So, I'm sorry if it seems nooby, but I'd like to know how I could pull this off using things like switches, events and variables and preferably without a script. Any help on the topic is very much appreciated Images are helpful
  4. Jonath4nC

    Set event location by it's ID

    Hey, I had this same request back for VX Ace, but now with MV, the language has changed . I need a script that allows me to choose an event by it's ID and move it to a certain location. The "Set Event Location" command doesn't quite do it. I need to choose an event by it's ID, not choose from the list as it could be random. For VX Ace, I used the script call - $game_map.events[$game_variables[n]].moveto(x, y) Could I get this same script but in JavaScript form for MV? Thankyou! EDIT: Ok so I tried giving this a go and realized the code itself shouldn't look too different (I think?) So far I've got this: $gameMap.event(n).setPosition(x, y); This works fine and all, but I need to change the event number to a variable so I changed it to this: $gameMap.event($gameVariables[n]).setPosition(x, y); but now it comes up with a type error stating "Cannot read property 'setPosition' of undefined". Could someone help me fix this? If possible, could I also change the "setPosition" to make the event move to a specific location on the map instead of instantly teleporting there? Thanks heaps to anyone able to help me out with this!
  5. Name: Random Skill Position Version: 1.0 Author: Mr. Trivel Created: 2015-11-26 What does it do? Offsets skill animation location. Screenshots: Nothing to really show here. How to use? Place <RandomPos> tag in skills you want to have random animation location. Plugin: <Link: Github> How to download Script. Click the link above, there will be a button named Raw, press Right Click -> Save As. Legal: Free for non-commercial games.
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