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Everything posted by kellessdee
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haha no worries, I am glad it works. It's odd that you were getting the error that you did however o.O I love when ruby errors point you in the exact opposite direction of the actual cause.
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rand(6) + 1 is exactly the same as 1 + rand(6)...which will be 1-6 inclusive. rand(6) is 0 - 5 inclusive, + 1 and you get 1-6. if you want 1-6 EXCLUSIVE (which is 1-5 inclusive) rand(5) + 1 0-4 inclusive + 1 = 1-5 inclusive 1-5 inclusive IS 1-6 exclusive.
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I think the issue is the scripts. It seems you have a different version of RPG Maker XP than I do. if you want to update all your scripts, replace your Scripts.rxdata (back up any custom scripts you want to keep/use) with this version: http://dl.dropbox.com/u/30100812/Scripts.rxdata It includes the modified Window_Status, and should work fine.
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Did you remember to set $game_player.step_anime = true? DEMO: http://dl.dropbox.com/u/30100812/Project2.exe
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Really? Wow, this is really odd. Everything SHOULD be fine, and you definitely SHOULD NOT be getting Superclass Window_Base undefined error.... Just for sh**s nd giggles, try putting replacing your ENTIRE window_Status script, with this:
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hmm It must be your default Window_Status that is causing issues. Sorry, for all this but if you could put your original Window_Status here it would be awesome. That MUST be the issue, as I just put your Window_Base into the project with the Window_Status addition, no issues.
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okay, put your Window_Base script here, I will take a look at it... In the new project, did you get the same error?
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hmm that is really weird, you should only get the error you got if, class Window_Base doesn't exist, and if it does.... well I dunno where to start looking. Have you added any other custom scripts per chance? or modified Window_Base yourself? the only thing I can think of, is if you are willing to upload your Scripts.rxdata file, I can take a look at your scripts and try to find the error myself (or what Might be causing the error)
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No, I mean, look at Window_Base and make sure the line in the Window_Base script says "class Window_Base < Window" leave the class line in my script as class Window_Status < Window_Base
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hmmm ha.... okay try the first script I gave you, except DIRECTLY below the Game_Player I forgot, if it is RIGHT below Game_Player alias won't work as Game_Player doesn't have an initialize method.
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I don't have team view anymore, what line is the line that is giving you the error? (line 22) hmm haa OOHhh i think i know. class Game_Character attr_accessor :step_anime end class Game_Player alias :new_init_stop_anim :initialize unless method_defined(:new_init_stop_anim) def initialize new_init_stop_anim @walk_character_name = '' @stop_character_name = '' end alias :new_ref_stop_anim :refresh unless method_defined?(:new_ref_stop_anim) def refresh actor = $game_party.actors[0] @stop_character_name = actor.character_name if File.exist?('Graphics/Characters/walk_' + actor.character_name + '.png') @walk_character_name = 'walk_' + actor.character_name else @walk_character_name = actor.character_name end new_ref_stop_anim end alias :new_upd_stop_anim :update unless method_defined?(:new_upd_stop_anim) def update new_upd_stop_anim @character_name = Input.dir4 > 0 ? @walk_character_name : @stop_character_name end end if you get the same error, try putting this script DIRECTLY below the Game_Player script mmmkay? EDIT: I am pretty sure this will HAVE to go DIRECTLY after the Game_Player script, that way any "added" arguments to game_player will be ignored during this portion of the code.
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:o Very interesting...The only way I can see that being possible is that if your Window_Base script has been deleted. Is it still there? if you do have the Window_Base script, make sure the first line is (after the comments) class Window_Base < Window
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WHOA: TOTALLY FORGOT: Game_Player should look like this: class Game_Player < Game_Character although that probably isn't the issue Which line is your line 22? that? my line 22 is an end. Either way, you shouldn't get an argument error in this script (none of the default scripts modified require any arguments) so you must be using a script that already modifies game_player or something. Let me know bro, because this script works in a fresh project. hint: Ctrl+shift+f, type in: class Game_Player if more than the default/my script show up, lemme know
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Here, this should do the trick. Due to the usage of game variables, you will be required to set up 3 variables for each actor in the database. To do this, at the start you will see the "Variable setup" ACTOR[actor_id] = { NAME[0] => variable_id NAME[1] => variable_id NAME[2] => variable_id } the actor_id values are the corresponding index in the database, and the variable_id is the corresponding index in the variable editor. the NAME = ['Courage', 'Intellect', 'Charm'] is essentially the vocabulary used in the menu. You can change this if you'd like. if you have any issues/further questions, let me know. Anyways, here's the script. I set up the first 2 actors for example, the corresponding variables used (in the current setup) are variables 1-6. Just put this script above main. class Window_Status < Window_Base #----------------------------------------------------------------------------- # * Variable Setup #----------------------------------------------------------------------------- ACTOR = [] NAME = ['Courage', 'Intellect', 'Charm'] ACTOR[1] = { NAME[0] => 1, NAME[1] => 2, NAME[2] => 3 } ACTOR[2] = { NAME[0] => 4, NAME[1] => 5, NAME[2] => 6 } #---------------------------------------------------------------------------- # * End Variable Setup #---------------------------------------------------------------------------- def refresh self.contents.clear draw_actor_graphic(@actor, 40, 112) draw_actor_name(@actor, 4, 0) draw_actor_class(@actor, 4 + 144, 0) draw_actor_level(@actor, 96, 32) draw_actor_state(@actor, 96, 64) draw_actor_hp(@actor, 96, 112, 172) draw_actor_sp(@actor, 96, 144, 172) 7.times { |i| draw_actor_parameter(@actor, 96, 172 + i * 24, i) } 3.times { |i| draw_actor_other(96, 348 + i * 24, NAME[i]) } self.contents.draw_text(320, 48, 80, 32, "EXP") self.contents.draw_text(320, 80, 80, 32, "NEXT") self.contents.font.color = normal_color self.contents.draw_text(320 + 80, 48, 84, 32, @actor.exp_s, 2) self.contents.draw_text(320 + 80, 80, 84, 32, @actor.next_rest_exp_s, 2) self.contents.font.color = system_color self.contents.draw_text(320, 160, 96, 32, "equipment") draw_item_name($data_weapons[@actor.weapon_id], 320 + 16, 208) draw_item_name($data_armors[@actor.armor1_id], 320 + 16, 256) draw_item_name($data_armors[@actor.armor2_id], 320 + 16, 304) draw_item_name($data_armors[@actor.armor3_id], 320 + 16, 352) draw_item_name($data_armors[@actor.armor4_id], 320 + 16, 400) end def draw_actor_other(x, y, name) self.contents.font.color = system_color self.contents.draw_text(x, y, 120, 32, name) self.contents.font.color = normal_color self.contents.draw_text(x + 120, y, 36, 32, $game_variables[ACTOR[@actor.id][name]].to_s, 2) end end
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This can be done easily, if you kindly just explain WHERE you want the value to appear; and what exactly the name of these values are...I can do this for you. Actually, if you wanted to make a mock-up pic of exactly HOW you want the status menu to look; I could just make one based off of the pic; as the Status Menu would probably have to be rearranged to fit these values in.
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rand(max) calculates a random number between 0 and max, exclusive. If max is 0 or nil, it returns a floating decimal value between 0 and 1 exclusive. For a number between 1 and 6: rand(6) + 1 # 1 - 6 inclusive rand(6) # 0 - 6 exclusive rand(7) # 0 - 6 inclusive For Character between level 1-9 : if $game_party.actors[0].level >= 1 && $game_party.actors[0].level <= 9 #give character ( rand(4) + 1 ) for the number of items end And for chances, you can do this: if rand(100) == 0 # 1 in 100 chance #code end if rand(50) == 0 # 1 in 50 chance #code end
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orly Youtube Video -> I thought i posted this like 5 minutes ago....
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Not until i get half that cookie for your 100th rep. then you can kill me, i will even provide the tools.
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It would depend on WHAT is being searched through on the member profile. Or marked is messing with us, notice how if you search Marked in titles only, the REAL marked doesn't come up................... Forum Search Engine Conspiracies anyone?
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Probably how the search engine works. It doesn't just search for name, I am not search exactly, but it probably searches through the entire profile: Yes, the screenies were absolutely necessary :sweatdrop: :biggrin_002: :alright:
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AHA I figured it out (i believe) It is neither of our faults, and only the fault of RPG Makers "call Script" box (the fact that it is so small). try this: $game_system.name = $game_actors[1].name Just put the $game_actors[1].name entirely on the second line. Because of the not so great call script box, it is being interpreted as $game_system.name = $game_actors # Name is set to the entire $game_actors object [1].name # Creates an array with 1 element, and tries to call the method "name" which doesn't exist for arrays So by separating the statement into 2 lines, it should put $game_actors[1].name into name correctly. Let me know how that goes.
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That is interesting. Can you please post exactly what you put in the call script box? This should work, and it should DEFINITELY not give you a noMethodError. If you got a no method error, either you have the incorrect statement, or you have a script that has modified the $game_actors object greatly. Looking at the error, it almost looks like $game_actors[1] points to an array, when it should point to an instance of the Game_Actor class.
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BIG BROTHER IS ALWAYS WATCHING YOU.
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Try this: $game_system.name = $game_actors[1].name Basically, the $game_actors object stores all the actor data, after being initialized (so it would store the new name given to the player) The syntax (for other actor names) would be as follows: $game_actors[actor_id].name # actor_id is the ID of the actor in the database # EX. $game_actors[1], $game_actors[2], etc... Lemme know if that works.
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@bigace: it was just a joke. I assumed you weren't referring to marked at all; but think about what you said. You generalized the entire member populace into a group that "plays too much, and gets nothing done." I am not 100% sure what you meant by "gets nothing done," but I think lumping all the members here into a group that is lazy/apathetic is wrong, and I think some people could take offense to that. Anyways. I am closing this topic. NOTE: if anyone really feels this is spam, then by posting in this topic; you are spamming just as much as the topic and everyone else in it. If you wish to discuss this any further, PM me.