TehBoomer
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Hey mrrow~! Quick question, but the answer might not be so simple. I've been working on this menu system for a long time today, and I was wondering if you have a solution to this issue. It's a bit tricky to explain, so you may need to plug some code into an RMXP window. Updated Scene Menu: Updated Window_MenuStatus: New window Window_Actors, I placed this as a new window after the last window which is Window_DebugRight This code might make you cringe BTW, I know it's likely not done efficiently...but it works! Mostly... Now, there's 4 character windows. Top left, top right, bottom left, and bottom right. If you select Equip, Status, or Skill it will allow the actor selection...but then if you're on the top right window and push right, the cursor_rect moves down one character. Vice versa for the bottom left--if you push left it moves up one. Everything else is perfect (and damn am I proud of it, btw.) If you know of a way for me to fix that one little (little might be an understatement) bug, please fill me in. Thanks. :D
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Phenomenal. Had to add a $ on a global variable, but it's amazing how powerful such a tiny script can be. What you coded works better, more fluently, and has no input delay as opposed to what I was trying. (Oh, and when I removed the 1 frame wait time, I was getting no input reaction whatsoever, the cursor_rect was just sitting at the first option.) Thanks a lot for the theorycrafting session as well, helped my frame of mind quite a bit--also thanks for directing me towards the RMXP help file, I had no idea it even existed. Now, I'm not going to create a menu that uses events...this is simply my very first project working with RGSS, and I don't know enough to tamper around in input controls to change the menu key to do something else entirely. Eventually I hope to...but this is just a start. :) Lastly, your tips are more than welcome, and I appreciate them. Thank you.
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Thanks for your reply. I see what you're getting at, however, the fix was far more simple than that. When I discovered what it was, it was embarrassing. All that needed to be done was add a snippet of code in the call even which said $window.update and $window.check_input. It has a bit of lag, but at least the selection window works. I'm getting a strange error now though. Google doesn't seem to have much information regarding it either, the one source I did find ended up generating more confusion than answers. I've created the event to call the select windows, which has something similar to the following for the code: Here is my new section of code for Window_NewMenu, as I've added and removed and altered some things. (It looks prettier now. :D) When attempting to run this code the game will start up, the select window will appear, but when an option is chosen the program spits out this error: Script 'Window_NewMenu' line 24: RGSSError occurred. disposed window Line 24 happens to be the self.contents.clear segment, and I'm baffled as to why this might be happening. I'd greatly appreciate any help.
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Hi. This is my first post on these forums, and hopefully this one is placed in the right section. I've recently started working with RGSS--have read lots of tutorials from lots of different sites (also have a slight background in C++, so that helps) and it's making a lot of sense. For me, however, there seems to be one very large hitch. I'm working on my own CMS (in its very infantile stages) and I cannot get Window_Selectable to allow me to select options. It's driving me insane. The tuts have stated that Window_Selectable should already have the code in place to determine whether up or down is keyed and to adjust accordingly. When I press up or down in the testing phase, however, it simply moves the character up or down. Here is my code: #============================================================================== # New Menu Window #------------------------------------------------------------------------------ # The beginnings of a CMS #============================================================================== class Window_NewMenu < Window_Selectable #-------------------------------------------------------------------------- # * Object Initialization #-------------------------------------------------------------------------- def initialize super(100, 100, 85, 160) self.index = 0 # Initial Option @item_max = 4 # Number of options self.contents = Bitmap.new(width - 32, height - 32) refresh end #-------------------------------------------------------------------------- # * Refresh #-------------------------------------------------------------------------- def refresh self.contents.clear self.contents.draw_text(0, 0, 75, 20, "Items") self.contents.draw_text(0, 32, 75, 20, "Equip") self.contents.draw_text(0, 64, 75, 20, "Save") self.contents.draw_text(0, 96, 75, 20, "Exit") end #-------------------------------------------------------------------------- # * Check Input #-------------------------------------------------------------------------- def check_input if Input.trigger?(Input::C) $window.dispose if self.index == 0 $scene = Scene_Item.new elsif self.index == 1 $scene = Scene_Equip.new elsif self.index == 2 $scene = Scene_Save.new elsif self.index == 3 $scene = Secene_End.new $window = Window_Text.new $window.y = 0 $window.back_opacity = 0 end end end end I'm using the official RMXP version from Enterbrain. If any further information is required, please let me know.