Victor Sant 273 Posted January 15, 2012 (edited) Victor Engine - Target Arrow This script allows to change target selection to a arrow like selection. It’s possible to make it animated and set different graphics for enemies and actors target selections. If using the script ‘Victor Engine – Loop Animation’, it’s also possible to make the cursor an animation Download: Victor Engine - Target Arrow Credits: Author: Victor Sant Terms of Use Edited June 22, 2012 by Victor Sant Share this post Link to post Share on other sites
Michael Ponder Jr 36 Posted January 16, 2012 (edited) Oh sweet! Yeah i was not a fan of the window with a selection, plus it won't work too well when you use a script to increase the ammount of monsters on screen past it's limit. This will work however. Nice You're pumping out scripts that are super usefull to the kind of game i'm trying to craft I am getting an error at line 595, it says "wrong number of arguments.(1 for 0)" I am not sure if you check comments here or on your site first, but i figured i would leave this information here as well as there. Edited January 16, 2012 by Michael Ponder Jr Share this post Link to post Share on other sites
Victor Sant 273 Posted January 16, 2012 Yeah i was not a fan of the window with a selection, plus it won't work too well when you use a script to increase the ammount of monsters on screen past it's limit.In fact, my script that allows to add multiple troops (to pass the limit) to battle shows every enemy on the window. I am getting an error at line 595, it says "wrong number of arguments.(1 for 0)" On this update i've made several bug fixes in a lot of scripts, since the animation cursor needs the Loop Animation you should update it too. Share this post Link to post Share on other sites
Michael Ponder Jr 36 Posted January 16, 2012 In fact, my script that allows to add multiple troops (to pass the limit) to battle shows every enemy on the window. It was not working too well for me, i think it's better to use a cursor anyhow. By the way... i know i left TONS of replys on your site.. My next step will be to just remove every script, then add back in and adjust all the scripts i use, and see if anything works. I don't even use animation loop, and i am getting errors that have things to do with it, it's the most oddest thing i have ever had happen when it comes to scripts, maybe it's a problem with the maker i'm using, i'm using the japanese version, i paid a lot for it.. i will probably end up rebuying the software when it comes out in english. Share this post Link to post Share on other sites
Victor Sant 273 Posted January 16, 2012 (edited) I don't even use animation loop, and i am getting errors that have things to do with it, it's the most oddest thing i have ever had happen when it comes to scripts, maybe it's a problem with the maker i'm using, i'm using the japanese version, i paid a lot for it.. i will probably end up rebuying the software when it comes out in english.You're not using the loop animation... did you set the "anim:" setting different from zero? And it has absolutely nothing with the rm version, my scripts were made based on the japanese version since i also brought a full japanese version, and even if i didn't had it, the scripts from the tria and the full had no change. Edited January 16, 2012 by Victor Sant Share this post Link to post Share on other sites
Michael Ponder Jr 36 Posted January 16, 2012 (edited) I sent you a message about the matter. The anim is on 0, i removed that line of code on line 343 in the script that is giving me problems, and everything is working perfectly now. Edited January 16, 2012 by Michael Ponder Jr Share this post Link to post Share on other sites
Yin 11 Posted October 31, 2012 For those of you with this error: Script ‘Window_Base’ line 408: NoMethodError occurred. undefined method ‘hp’ for nil:NilClass. If you don't want to sacrifice the enemy name, color, and states display by switching the help window off, I fixed mine by finding this method in window help (in the target arrow script): def set_target_text(target, align = 0) Find this: if target != @target || @target.name != @text @text = "" @target = target @align = align target_info end Change that to this: if target != nil if target != @target || @target.name != @text @text = "" @target = target @align = align target_info end end It basically makes sure that if the target is nil, it won't put an arrow over him. I have not run into any problems with this yet. Hope that helps! I also posted it on his blog. Share this post Link to post Share on other sites
Besus 6 Posted November 1, 2012 (edited) Good find Yin. However it crashes upon launch using your edit. I found adding another end to it resolved that. So the complete edit should look like this: #-------------------------------------------------------------------------- # * New method: set_target_text #-------------------------------------------------------------------------- def set_target_text(target, align = 0) if target != nil if target != @target || @target.name != @text @text = "" @target = target @align = align target_info end end end Upon second look, I copied it wrong, highlighting the entire "block" between the commented sections. Copy + Paste fail on my behalf. Consider it a heads-up for others. :-) Edited November 1, 2012 by Besus Share this post Link to post Share on other sites
tiagoms 2 Posted June 19, 2014 Please could someone post the script here in the topic? Share this post Link to post Share on other sites
Coolie 147 Posted June 19, 2014 They'll be back online soon, it's temporarily disabled due to high traffic. Constantly trying to get to the link will only extend the downtime. Give it a few days and try again. Share this post Link to post Share on other sites