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Victor Sant

VE - Target Arrow

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Victor Engine - Target Arrow

 

Arrow%20Target1.PNG

 

Arrow%20Target2.PNG

 

Simple%20Cursor.png

Cursor.png

Blue%20Cursor.png

Green%20Cursor.png

 

 

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 by Victor Sant

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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 :D

 

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 by Michael Ponder Jr

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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.

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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.

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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 by Victor Sant

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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 by Michael Ponder Jr

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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.

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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 by Besus

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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.

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