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Everything posted by Bob423
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i get inspired by watching movies, shows, or videos, reading books, or playing videogames. and i find that awesome videogame songs like... http://www.youtube.com/watch?v=vqmDtgz0o1c among others, also get me thinking about my game. in fact, after listening to that song, i just had an idea for FFAce. i swear that song has magic powers
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...why?
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that worked, thanks :D
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doesn't matter, still getting a no method error for [] on the line that says "actors_level = @actors[0][3]" not a string error.
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oh, i get it. that's easy. thanks :D edit: i think the string error had to do with the new save file thing, so i don't need that part now. and it's giving me a no method error with this line "actors_level = @actors[0][3]" it doesn't like one of the "[]"s so did i do this right? self.contents.draw_text(4, -5, 600, 32, "lv.", 2) actors_level = @actors[0][3] self.contents.draw_text(0, -5, 600, 32, actors_level, 2) characters.push([actor.character_name, actor.character_hue, actor.name, actor.level])
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what is this i don't even. that worked. why does that always work? thanks :D now for the level part. how would i do that? i know i can add self.contents.draw_text(8, -5, 600, 32, "Lv.", 2) and then something else... i used to be sure, but now that i know it's a little more complicated, i'm not so sure this is what i have now characters_name = @characters[0][2] self.contents.draw_text(-50, -5, 600, 32, characters_name, 2) self.contents.draw_text(4, -5, 600, 32, "lv. 99", 2) the loop thing wasn't needed, i just needed to start a new save file. and the "lv. 99" is a place holder
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no, i meant...nevermind. i'll test the new code now. i can't get it to work. i keep getting the same string error. line 63, cannot convert nil into string.
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thanks, but i already said, i'm not drawing the second actor. i fixed that, remember? i'll try this when i get the chance
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Who Wants Sprites, Send me Sprite Requests
Bob423 replied to albertibay's topic in Resource Showcase & Critique
that should be good, thanks. -
Who Wants Sprites, Send me Sprite Requests
Bob423 replied to albertibay's topic in Resource Showcase & Critique
the same size as the spritesheet i posted, 400x400. if you can, editing the spritesheet directly might make it easier. -
ok, so that sort of works... but i did have 2 characters in the party, so 1 should've worked as for the second [], 2 makes it disappear, 1 shows a "0" and 0 shows the graphic name. and yes, the character has been named. it might have something to do with the to_s but if i get rid of that, i get a type error having to do with a script i have that adds shadows to the text. can't convert whatever it was into string or something but i tried it in a clean project and got the same error, only it directed me to window_savefile, so that can't be it...
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instagram makes cameras look like potatoes, and makes potatoes look like...well, even worse potatoes. i dont see how people haven't figured this out yet
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you sound like my friend. he said he bleeds that stuff. i don't believe it, but it would explain his skin color XD anywho, i'm a big fan of fruit juice. artificial stuff, like punch, kool-aid, etc. and water too. i enjoy water
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hm...could be the other scripts, but i feel like there should be another way
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ok, so i added it in. i deleted the def write_save_data(file) from window_savefile and stuff but i got another error: undefined local variable or method 'character_name' for #<Window)SaveFile:0x5b1e500> on line 62, which says "self.contents.draw_text(4, 5, 600, 32, character_name)" here's the def def write_save_data(file) # Make character data for drawing save file characters = [] for i in 0...$game_party.actors.size actor = $game_party.actors[i] characters.push([actor.character_name, actor.character_hue, actor.name]) end [\code] edit: i changed [code] characters_name = @characters[1][2] self.contents.draw_text(4, 5, 600, 32, characters_name) to characters_name = @characters[1] self.contents.draw_text(4, 5, 600, 32, characters_name.to_s, 2) and it shows the name of the second character's graphic. so i get the feeling this is close. edit: the 2 at the end aligns the text to the right, and so far has done just that, so i'm keeping it.
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um...ok, so when i add that in, then what? the "def write_save_data(file)" i get that you need to make it load the data first, and if that's how it's done, then how do i say "put the character's name here"? edit OOH! i think i get it. i saw a typo and didn't know it was a typo lol gonna try that now edit: k i put that stuff in, and got a syntax error. it seems there are either too many or too little ends. here's what i have.
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Who Wants Sprites, Send me Sprite Requests
Bob423 replied to albertibay's topic in Resource Showcase & Critique
yea, i basically want a spritesheet, as apposed to an icon (which is what the wooden sword is) of the wooden sword being swung from different directions. -
is this right? because it gives me another no method error that says that "[]" is an undefined method actor = $game_actors[1].name draw_actor_name(actor, 4, 5)
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Who Wants Sprites, Send me Sprite Requests
Bob423 replied to albertibay's topic in Resource Showcase & Critique
well this you seem skilled, and willing to work, so if you have time, here's my request. if you can turn this... into something like this... that would be great. having a wooden sword that looks like a regular metal sword is kinda weird. -
so i've been playing with windows and scenes, just making simple edits to the RTP scripts, and this time i edited Window_SaveFile. i was trying to make it display the actor in the first slot's name, and level so far, i have this #============================================================================== # ** 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 = "Save#{@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) @total_sec = @frame_count / Graphics.frame_rate file.close end refresh @selected = false end #-------------------------------------------------------------------------- # * Refresh #-------------------------------------------------------------------------- def draw_actor_name(actor, x, y) self.contents.font.color = normal_color self.contents.draw_text(x, y, 600, 32, actor.name, 2) end def refresh self.contents.clear # Draw file number self.contents.font.color = normal_color name = "File#{@file_index + 1}" 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 = 300 - @characters.size * 32 + i * 64 - cw / 2 self.contents.blt(x, 68 - ch, bitmap, src_rect) end # Draw actor 1's level actor = $game_party.actors[1] draw_actor_name(actor, 4, 5) # 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, 25, 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 the part i edited is under *Refresh I haven't gotten the name to work yet, but i think once that's done, the level should be easy, because i keep getting a no method error that says "undefined method: 'actors' for nil:NilClass" (it's on line 65, which says "actor = $game_party.actors[1]" any suggestions? little things i can add, like a "def" thing or something?
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thanks, it works :D now to completely re-play test everything i've worked on, for like the 10th time
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yea that's what i meant, thanks
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that was the problem :D but now, there's a new problem. it doesnt touch the player's equipment.
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it works perfectly with no extra scripts, so something is clashing. i'll send you a pm with the project.
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i have the script under all other scripts, and above main. i do have custom scripts, so i guess i could try it in a blank project. i removed the public instance variables, and it gives me the same error.