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Everything posted by Bob423
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Hm...well, I'll give it a try. thanks :D
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I love that we're arguing over how great his English is. And trust me, you need to want to be banned, to get banned here.
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I've managed to show the name and level of the first actor in the party as well as the default name of a specific actor. What I want though, is to display the current name of a specific actor regardless of whether or not they're in the party. When I thought of this, it seemed like the easiest way to use save file names. When the player chooses New Game, they are shown a name input window and type in the name of their save file. I'm using Cyclope's Advanced Name Input script with a few edits to make it look better and stuff. This is my Window_SaveFile #============================================================================== # ** Window_SaveFile #------------------------------------------------------------------------------ # This window displays save files on the save and load screens. #============================================================================== class Window_SaveFile < Window_Base #-------------------------------------------------------------------------- # * Public Instance Variables #-------------------------------------------------------------------------- attr_reader :filename # file name attr_reader :selected # selected #-------------------------------------------------------------------------- # * Object Initialization # file_index : save file index (0-3) # filename : file name #-------------------------------------------------------------------------- def initialize(file_index, filename) super(0, 64 + file_index % 4 * 104, 640, 104) self.contents = Bitmap.new(width - 32, height - 32) @file_index = file_index @filename = "Saves/ArcatisSave#{@file_index + 1}.rxdata" @time_stamp = Time.at(0) @file_exist = FileTest.exist?(@filename) if @file_exist file = File.open(@filename, "r") @time_stamp = file.mtime @characters = Marshal.load(file) @frame_count = Marshal.load(file) @game_system = Marshal.load(file) @game_switches = Marshal.load(file) @game_variables = Marshal.load(file) @data_actors = Marshal.load(file) @game_actor = Marshal.load(file) @total_sec = @frame_count / Graphics.frame_rate file.close end refresh @selected = false end #-------------------------------------------------------------------------- # * Refresh #-------------------------------------------------------------------------- def refresh self.contents.clear # Draw file number self.contents.font.color = normal_color # name = "File #{@file_index + 1}" actor = $data_actors[10] name = actor.name.to_s self.contents.draw_text(4, 0, 600, 32, name) @name_width = contents.text_size(name).width # If save file exists if @file_exist # Draw character for i in 0...@characters.size bitmap = RPG::Cache.character(@characters[i][0], @characters[i][1]) cw = bitmap.rect.width / 4 ch = bitmap.rect.height / 4 src_rect = Rect.new(0, 0, cw, ch) x = 308 - @characters.size * 32 + i * 56 - cw / 2 self.contents.blt(x, 68 - ch, bitmap, src_rect) end # Draw actor 1's name characters_name = @characters[0][2] self.contents.draw_text(-60, -5, 600, 32, characters_name.to_s, 2) # Draw Actor 1's level actors_level = @characters[0][3] self.contents.font.color = system_color self.contents.draw_text(-22, -5, 600, 32, "Lv.", 2) self.contents.font.color = normal_color self.contents.draw_text(4, -5, 600, 32, actors_level.to_s, 2) # Draw play time hour = @total_sec / 60 / 60 min = @total_sec / 60 % 60 sec = @total_sec % 60 time_string = sprintf("%02d:%02d:%02d", hour, min, sec) self.contents.font.color = normal_color self.contents.draw_text(4, 20, 600, 32, time_string, 2) # Draw timestamp self.contents.font.color = normal_color time_string = @time_stamp.strftime("%Y/%m/%d %H:%M") self.contents.draw_text(4, 45, 600, 32, time_string, 2) end end #-------------------------------------------------------------------------- # * Set Selected # selected : new selected (true = selected, false = unselected) #-------------------------------------------------------------------------- def selected=(selected) @selected = selected update_cursor_rect end #-------------------------------------------------------------------------- # * Cursor Rectangle Update #-------------------------------------------------------------------------- def update_cursor_rect if @selected self.cursor_rect.set(0, 0, @name_width + 8, 32) else self.cursor_rect.empty end end end Right now, it shows this:
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Welcome to GDU! Don't mind Saltome, we think he may be constantly grumpy. Because Salty, sometimes their English is terrible. When that happens though, they don't apologize...it's a little annoying I guess... Remember that guy that came here and used google translate or something to talk to us? Yea, that was pretty bad. But your English is fine, Ralph. Wouldn't have even known it wasn't your first language if you hadn't said anything. :)
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Ok I'll PM you, but you may have to create some dummy graphics. Shouldn't be more than 1 or 2 though.
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That's not the problem. Changing it back to skill just causes problems because it's not a skill, it's an item. And the reason it doesn't show that the post has been edited is because I'm a mod and by default it's set to not show that I edited the post. I'm just used to not having to do that and I don't want to have to click that check box every time Maybe I can use something like "if item has element ID 6"? Because the Crystals already have that element.
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I edited the post. You don't get an email when someone does that. I was paying attention, but clearly you've forgotten I'm still new at this and, you never said I would have to use "if actor" I was also having it test if the item uses a different damage formula by using if item.mdef_f == 100, since those are the only items that are like that. The "Stone" and "Crystal" Thing seems a bit redundant, but I added "and actor != nil" to it and it worked, even though the item I was trying to use IS "magical" and it allowed me to use the item, but now it doesn't know to use the my new formula instead of the normal item formula. And I probably should've mentioned that the "Stone" items don't do any damage, so it would be better if they used the normal item formula
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You fixed it, so it's not a big deal :P
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You can also get it as well as a bunch of other stuff like tilesets here: https://www.humblebundle.com/weekly Just choose what you want to pay and it'll give you steam codes. minimum is $1 I think.
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Oh...I must not have pressed save or something. Now I get this: Line 2279 undefined method `base_int' for nil:NilClass I also noticed that I should've changed skill.pdef_f and skill.mdef_f to item.pdef_f and item.mdef_f
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Will do :D *makes note to pm mark later*
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Good point. I need reminding a lot too. I have also just been informed by a certain Ackley14 that all tutorials may be broken. Script pages may be broken as well and this page: http://www.gdunlimited.net/games/the-hidden-city-of-arcatis/ look all kinds of broken and it's not my fault
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the line: effective |=(@item.name.include?("Stone")||@item.name.include?("Crystal"))? make_item_damage_value(item, actor) : make_item_damage_value(item) gave an error undefined method "name" for nil:nilclass
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Awesome :D I kinda wish you'd say something like "too busy atm, will get to it later. If not, remind me" Wouldn't make you look lazy imo. Also I get the same error with these two pages: http://www.gdunlimited.net/tutorials/t/rpg-maker-xp/beginner-039-s-guide-to-learning-rgss-by-an-experienced-beginner-wip http://www.gdunlimited.net/tutorials/t/rpg-maker-xp/beginner-039-s-guide-to-rgss-part-2
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Well the script is kinda huge, but here's the part that has that http://pastebin.com/985hnzh2 I've edited that part too a bit Just the battle formula, and the skill formula is overwritten in another script I did for that. This is where the full script should be, but if it doesn't work, then blame Mark, because I posted about this problem like 2 weeks ago and he replied to the post, but seems to have ignored it or forgotten. http://www.gdunlimited.net/scripts/rpg-maker-xp/custom-battle-scripts/sideview-battle-system-tankentai-xp
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I still seem to be having this problem. Whatever you did or didn't do, hasn't fixed it.
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That helps a lot, but I have one problem. The battle system I'm using has a completely different "def make_item_action_result" (and is under Scene_Battle) which is the function that "target.item_effect(@item)" is in in the default script, but that line isn't even in the new one. Kinda worried it'll override it and cause problems. def make_item_action_result item = $data_items[@active_battler.current_action.item_id] unless $game_party.item_can_use?(item.id) @phase4_step = 1 return end if @item.consumable $game_party.lose_item(item.id, 1) end immortaling target_decision(item) @spriteset.set_action(@active_battler.actor?, @active_battler.index, item.base_action) @help_window.set_text(item.name, 1) unless item.extension.include?("HELPHIDE") playing_action @common_event_id = item.common_event_id end I also want the elements of the item to effect the damage, if that's not done already. Thanks :D
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So because of a rule in my game, I need items that cast spells. The rule: I want an item that deals damage and takes into account the user's INT. It's already possible to use the target's PDEF, and MDEF as well as use variance, and I have some code set up to use a formula, but I can't get something like user.int to work.
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I tried, but I didn't see much that I could do. Without seeing it on the map you want it on, it's kinda difficult. Redoing it completely would help, but that's not an option for me...since I suck. I made it look newer, and less yellow though, using gimp.