Jump to content
New account registrations are disabed. This website is now an archive. Read more here.

diagostimo

Member
  • Content Count

    371
  • Joined

  • Last visited

  • Days Won

    8

Everything posted by diagostimo

  1. 1. for the item storage script: http://forum.chaos-project.com/index.php?topic=3444.0 as for number 2 im thinking it would be pretty simple, simply creating a new save file with a set name and dedicated to storing the stored item info, then getting the script to load and save data to that source, thus creating shared items across saves, i cant look into it now as im pretty busy over the next few days but if no one beats me to it ill give it a crack in a few days :)
  2. it seems like you are using alot of common events, could you not just utilize varibles, you could have a second, minute and hour variable, just increment the seconds variable at a set speed, then get your minute and hour variable to change accordingly, then you can change your tiniting at a set hour an minute, e.g. condional branch that hour is 6, min is 0 and second is 0, i think it would save alot of switches and common events is all :)
  3. if you are wanting the item to be only obtained if it is not in the inventory you can do a script call to check how many is in the possesion: $game_party.item_number(item_id) == 0 #or $game_party.weapon_number(weapon_id) == 0 #or $game_party.armor_number(armor_id) == 0 edit: nvm i forgot conditional branches can already do that :P
  4. ok i added said features and sorted the error, the script call is now "teleport": enjoy :)
  5. you have to currently posses whatever your trying to equip otherwise the script wont equip anything, are you trying to force it to equip a new item that has not yet been obtained or that could have been removed from the inventory?
  6. hows this? theres an error as noted, i can change this later if you like to make a buzz noise if there no locations to go to, i can also add teleporting sounds ect if you like, just let me know any aditions you want, as for getting it used by skill, set your skill to call a common event, right now im tired so im of to bed :)
  7. assasination break someone out of jail find out who a murder is bank job get sent to find and return treasure from dungeons catch some one in the act of a criminal offence the list goes on and on :)
  8. oops ima getting my brain twisted up, it should be actors_level = @characters[0][3] not actors_level = @actors[0][3]
  9. draw the text like this: actors_level = @actors[0][3] self.contents.draw_text(0, -5, 600, 32, "lv. #{actors_level}", 2) or actors_level = @actors[0][3].to_s self.contents.draw_text(0, -5, 600, 32, actors_level, 2) the actors lvl needs converting to a string as it is an integer, like i said the #{} will do that within the text string
  10. old save data, its a bitch when it comes to editing scripts, i have gotten into the habit of deleting them whenever i make changes now to add your lvl to the sava data: for i in 0...$game_party.actors.size actor = $game_party.actors[i] characters.push([actor.character_name, actor.character_hue, actor.name]) end so as you can see actor is your variable for getting the actors details, looking back at the public instance variables i posted earlyer, you can use any of those on the end like you did to get the name, so to get the lvl you would add it into the array of saved values, then do something like this to get it : actors_lvl = @actors[iD][3].to_s the 3 being that it is the third one along in the array, starting at 0 of course edit: also cutting out the to.s and drawing it as a seperate text you can make your string like so: "lvl: #{actor_level}" #{} gets the variable inside it and turns it into a string
  11. what does your code look like as of now? also try getting rid of your old save, that might have bad data in it from the previous tries
  12. "Smithing" smelting ores and such in a furnace :D np albertibay ill probably bump the topic and see if anyone else can fill it :)
  13. ok im sort of lost, so have you successfully drawn the first actors name? that code will always draw the name of the first actor in the party, i have tested it in the project and it works fine
  14. i think the problem is that your adding the code to draw the second actors name, but if he does not exist any any time its gonna throw an error as it cant get the info, this can be solved with a simple loop process like so: for i in 0...@characters.size characters_name = @characters[i][2] width = self.contents.text_size(characters_name).width x = 0 * i + width self.contents.draw_text(x, 5, width, 32, characters_name) end then it will only draw the characters name if they exist, as for the x position you can alter that equation to fit your need, it multiplies it by the current i value in the loop to position each text you can actually just add that to the loop that draws the graphic and use the same x variable to get the position correctly with the graphic
  15. i figured out your problem while messing with that sample project from earlyer, your party only includes actor 1, which is id 0, so when you tryed to get the actors name with the id of 1 it couldnt as that actor didnt exist when the game was saved, use this to draw the text: characters_name = @characters[0][2] self.contents.draw_text(4, 5, 600, 32, characters_name, 2) and do the edit as said before to Scene_Save :)
  16. the first person in the party has the id of 0, i have no idea why characters_name = @characters[1][2] did not work for you, the 1 is the id and the 2 is the location in the array of the name, starting from 0 it is 2
  17. the @characters is allready being loaded thats why its easiest to add the name in there, so when you edit "def write_save_data(file)" the part that pushes the data into the array should look like so: characters.push([actor.character_name, actor.character_hue, actor.name]) edit: the write_save_data(file) method is in Scene_Save, you should go edit it there :) also : when writing the text it should be : characters_name = @characters[ACTOR_ID][2] self.contents.draw_text(x, y, width, height, characters_name) sorry typo :(
  18. first off i completly ignored the fact that you where using the draw_actor_name method, you dont need the .name on the end as the method adds that for you, secondly Game_Actors does not exist until the game is loaded that is the reason for the errors, looking into how it stores the image in Scene_Save: 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]) end ..................ect end it stores the image information into the savefile, so to add the name into that array change it to this: [actor.character_name, actor.character_hue, actor.name] now to use that to draw the name do something like this: characters_name = @characters[ACTOR_ID][2] self.contents.draw_text(x, y, width, height, character_name)
  19. you should be usng $game_actors[ACTOR_ID] then look under Game_Actor and you should see all of the following public instance variables: attr_reader :name # name attr_reader :character_name # character file name attr_reader :character_hue # character hue attr_reader :class_id # class ID attr_reader :weapon_id # weapon ID attr_reader :armor1_id # shield ID attr_reader :armor2_id # helmet ID attr_reader :armor3_id # body armor ID attr_reader :armor4_id # accessory ID attr_reader :level # level attr_reader :exp # EXP attr_reader :skills # skills these store all the relevent information relating to the character so if i want to get there name i use $game_actors[ACTOR_ID].name
  20. this should do it: it will remove the equipped and add it to the stored equipment, but it will not re-equip them, that is up to the player respectively as its harder to account for them re-equipping stuff in the meantime :D
  21. by that do you mean currently equiped? if so i didn't account for that, ill get onto it
  22. this should have popped to mind earlyer, the problem is your using a save, the initialization only runs on a new game, because your loading old data the variables dont exist, creating a new save should solve your problem :)
  23. hmmm strange, can you upload a sample project exactly how it is? also in the time being you could try changing the following in def remove_item and regain item :(1..$data_OBJECT.size) to : (1...$data_OBJECT.size), just add a . for each object in each method
  24. do you have any other custom scripts? the only reason i can think of is that one of your scripts is overwriting the initialization method and not aliasing it, put my script below all others and above main for good messure, i have tested the script i posted up and all is well edit: you can also get rid of the public instance variables, i forgot to remove them #-------------------------------------------------------------------------- # * Public Instance Variables #-------------------------------------------------------------------------- attr_reader :stored_items, :stored_weapons, :stored_armors
×
×
  • Create New...