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About TwoAcross
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Rank
Newbie
- Birthday 12/22/1992
Profile Information
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Gender
Male
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Location
Zagreb, Croatia
Engines
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Prefered Engine
RPG Maker XP
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Engine Level
Expert
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Class Title
Writer
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Other Skills
Character and map artist
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Project(s)
Key
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Oh man, you are AWESOME, this is EXACTLY what I wanted, thanks! I'm having trouble, though, there's an undefined method 'visible=' for nil:NilClass error when I try using an item away from an event. Line 280. I'll try to work it out, though, I have an idea what's wrong. EDIT: Yeah, I can make the Window_Failed appear, but not make it disappear. It SHOULD, but I can't figure out why. I figured there you just forgot to put @message_window = Window_Failed.new under def main of Scene_Use, but that can't be it. The second thing is, it seems the item can be used when you're facing any event, and then the use_item variable stays on. So basically, if I use the High Potion on the guy south of the character, and then talk to the guy on the right who wants it, he'll accept it. It's minor, but it bothers me. :sweatdrop: EDIT2: The last thing is easily fixed by a short conditional branch where it just tells you the item doesn't work if the variable isn't 0, and then resets it, so that's okay. The problem above still stays. EDIT3: Alright, fixed the first issue too! I had to change this: if Input.trigger?(Input::C) if @use_window.item != nil $game_system.se_play($data_system.decision_se) $game_temp.use_item = @use_window.item.id $scene = Scene_Map.new <------------ if $game_player.check_infront == true $game_player.check_event_trigger_there([0,1,2]) else @use_window.active = false @use_window.visible = false @message_window.visible = true end return else $game_system.se_play($data_system.buzzer_se) return end end end to if Input.trigger?(Input::C) if @use_window.item != nil $game_system.se_play($data_system.decision_se) $game_temp.use_item = @use_window.item.id if $game_player.check_infront == true $scene = Scene_Map.new <---------- $game_player.check_event_trigger_there([0,1,2]) else @use_window.active = false @use_window.visible = false @message_window.visible = true end return else $game_system.se_play($data_system.buzzer_se) return end end end Cause the update_message wouldn't go off on Scene_Map and it wouldn't react to a button press. Anyway, thanks again, a lot!
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I like doing most of the job too, but some scripts that cut my development time by two thirds are quite welcome. :P Well, it would be nice, if he's willing to. I won't contact him directly yet, but in case you see this, Leon, please see if you can take some time to see what you can do. Off I go to searching again. Dammit I'm breaking my soul apart for this game.
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Pretty much. But consider this, the object I want to interact with is surrounded by nothing. I'll have to have eight different conditional branches (X, Y for four spots around the object) and four more (to check if the player is facing the object) just to make the item work on any place around the object. That's a LOT of work in itself, even more if the item can be used on more such objects. I'm willing to bet there's a more simple solution, but if it isn't (please let there be), I'll go with this. Man, there wouldn't be a problem at all if I could just make the object react to an X button press as an alternate action button.
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Alright, thanks, I'll take a harder look. While I'm searching, can anyone just give me a quick idea on how to call a new scene using a button press whenever I'm on the map? As in, make the X button open the item menu directly. EDIT: Also, the multiple event thing doesn't work. If I set the condition for the X key input, and the direction to the right, the thing will only trigger if I'm holding the button while walking over the tile. (assuming it's player touch trigger, nothing else can really work)
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YES, someone else who did, thank you! But that's the thing, I've been searching for days now and can't find it. I'm not even sure what to search for anymore.
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Huh, that's good actually. The sheer amount of events might murder the speed since I'd have to have four events around the object if it's not next to a wall, but I'll just fix it by making maps smaller. By the way, if anyone figures out some easier way or is willing to make a script for the item menu with the map in the background, I'd be incredibly grateful. And yeah, I know gratitude is not much, but hey, I don't know what to offer but credit. EDIT: Actually, I managed to create a window, but 1) I'm not sure how to make items appear in it. I had a look at Window_Item and Scene_Item and did some copy-paste-modify work, but the items don't show up when the player gets them. Also, 2) I don't know how to make the map stay in the background.
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Okay, what Leon said works rather well, but there's a problem that I can't really build scripts from a scratch. I can edit them and tune them to my wishes pretty successfully, but it's all basic stuff, I'm not sure if I could build the key-item scene. Another this is that, if this menu is doable, I'd like it to be accessed with a different button press (since I'd like the item to react normally when you examine it with a normal C/Enter button press), though this is probably easily done, especially with the keyboard input script. EDIT: Hm, this could work. Make a condition branch with the button A pressed, for example, and when it is, the scene opens, when it isn't, the objects reacts normally. This would, however, make the player have to press A AND C to access the item menu, which is kinda unintuitive.
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That would be the easy way around it. However, it's less doable when you want to do items with multiple purposes. Say I want to have an item like matches, or flint and stone, and with it I can light any of the torches in the game. Gets worse when you have many items with many different effects on various surroundings.
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Well. Quoting myself on another forum: That pretty much sums it up. If anyone knows such a script or thinks it could be done, any help would be GREATLY appreciated.