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Everything posted by Saltome
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Yeah, it makes sense. If you need to activate Window_EquipItem, that means your $item10 is set to the currently selected item in the list of equipable items, and you can't do that unless the window is active. If you set $item10 to the Window_EquipRight.item you will get the currently selected slot of the already equipped items. There are a couple of different things that could be causing the problem, so I can't solve it without seeing the code. You are either not setting $item10 in the right place, at the right time, or to the right variable. Or you are overwriting it before the proper information is displayed. I need to see the equip scene and windows, so I can track the variable and pinpoint the exact problem.
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Long story short, you take an item, use it's id to convert it to a weapon, then check the item class, then you use that weapon to display information. Change this: @item = $data_weapons[$item10.id] @item = $data_weapons[@actor.weapon_id]t To that: @item=$item10 That should help.
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WIthout a functional script I can only take guesses. But I'm already seeing some problems. The first and second lines overwrite each other. @item = $data_weapons[$item10.id] @item = $data_weapons[@actor.weapon_id] Error 2 you are setting @item to the value of $data_weapons, which only happens to contain RPG::Weapon class objects that means it always executes the code for weapons, even when the id you pass is not for a weapon. What you need do for starters is to pass the item whose information you want to show, not just it's id. It's stored in the @data array of the Window_Equip classes. If I understand your code correctly you should be able to do that by replacing those lines with @item=$item10 There is also a minus_state_set array you might want to loop trough, for weapons. And an auto state for armors. And character stat increases.
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I don't really understand your first problem, there shouldn't be anything preventing you from displaying that information. As far as the second... I don't know what you have been doing to the script, but I couldn't even make it show me a single recipe, let alone test it After checking out the original, I also think it would be a better idea to look for a script that better fits your needs, this one uses enumerations so you can't have multiple recipes for the same item. And for the scrolling issure, replace her update_cursor_rect with this one. def update_cursor_rect # If cursor position is less than 0 if @index < 0 self.cursor_rect.empty return end # Get current row row = @index / @column_max # If current row is before top row if row < self.top_row # Scroll so that current row becomes top row self.top_row = row end # If current row is more to back than back row if row > self.top_row + (self.page_row_max - 2) # Scroll so that current row becomes back row self.top_row = row - (self.page_row_max - 2) end # Calculate cursor width cursor_width = self.width / @column_max - 32 # Calculate cursor coordinates x = @index % @column_max * (cursor_width + 32) y = @index / @column_max * 32 - self.oy # Update cursor rectangle self.cursor_rect.set(x, y+32, cursor_width, 32) end Unfortunately this means that the name and made words scroll along with the page, but that's just a side effect of rpg viewports.
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Heard that there is a problem with scrolling, and in deed there is. In the script find this piece of code, should be from line 419 to 427 or so. def update_cursor_rect if @index < 0 self.cursor_rect.empty else x = 0 y = index * 32 + 32 self.cursor_rect.set(x, y, (self.width - 32), 32) end end Then replace it with this code: def update_cursor_rect # If cursor position is less than 0 if @index < 0 self.cursor_rect.empty return end # Get current row row = @index / @column_max # If current row is before top row if row < self.top_row # Scroll so that current row becomes top row self.top_row = row end # If current row is more to back than back row if row > self.top_row + (self.page_row_max - 2) # Scroll so that current row becomes back row self.top_row = row - (self.page_row_max - 2) end # Calculate cursor width cursor_width = self.width / @column_max - 32 # Calculate cursor coordinates x = @index % @column_max * (cursor_width + 32) y = @index / @column_max * 32 - self.oy # Update cursor rectangle self.cursor_rect.set(x, y+32, cursor_width, 32) end
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You mean I actually have to get involved with my own idea? :v I'll keep you guys in mind, but there isn't really anyone interested in actually learning, so we are pretty much stuck, and I wouldn't really think of asking for your help unless there are more applicants than I can handle. Of course, if any of you wishes to further their unterstanding of rpg maker, I will gladly help. P.S.: You guys picked a great time to have this discussion, when I wasn't able to use my pc.
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Ohh, a new girl. I call dibs!
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Sigh, just sigh. Perhaps I can help you, I do everything aside from mapping, drawing or composing. The catch is, you have to get in line. I keep a close eye on the request sections, there is a backlog right now but if you request something simple I may make an express delivery.
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Thank you for the recognition. Although only a formal award I'm happy that I was able to be of help and proud to have my efforts appreciated.
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LOL! If you touch me with that I'll plant my shoe in your face! :angry:
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Excuse me? :upset: I see no rules against flirting with girls on the forum. :sweat: :no: You have no power here, mod. I am not afraid of your magical admin wand. :tease:
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Lol, thanks for doing my job for me. You basically advertised me to all of them for free. ;)
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Bingo. :D ps: don't tell them I said that. :P
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Well, you can consider yourself welcome here. Just keep in mind we aren't your parents, we will not pamper your every whim. As far as friends go, it's not about finding them, it's a matter of how much effort you are willing to put into making someone your friend. A couple of advices, number one, your english isn't bad but it's easy to notice that it's not your natural language, improve it as fast as you can, the better your english is the easier it will be for other people to take you seriously. Number two, it's easier to make people accept you in their group by offering to help them instead of asking them for help. As a matter of fact, right now there is an incomplete script request in the appropriate section of the forum. If you feel up to it you should take it, I'm curious to see how good you really are at programming. Number three, you do not want me to catch you flirting with any of the girls on the forum. Capiche?
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Well, have a look at a video of the game, the idea will become apparent quickly.
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Well I didn't say I'm making it, yet. But it's a simple enjoyable concept, and I have no problem getting behind an erotic title. That's the thing, I don't think rpg maker will be much use in this case, altho I can probably make a 2d version, and it can still be a gorgeous game, it just won't be a true tribute to the original. The engine will be chosen later to suit the abilities of the people who want to get involved, as long as it fulfills the requirements of the concept. For someone who has played "a lot of erotic games" I find it amusing that you fail to grasp the concept, as similar games do exist. This is why I gave you the name of the game, you can go on google and find all the screenshots you need, videos too.
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While we are on the topic of erotic games I'd like to revive a certain game by this name. Which for some god forsaken reason never had a sequel. I want to make an appeal to the community, to help me find some developers. Who are ready to sit down and make a masterpiece of an erotic game. The premiss of the game is simple. You move along the grid of a 2d surface, when you cross your own path the circuit closes and all the blocks that remain inside are turned over. The goal of each level is to turn all the blocks around. The catch with Dancing eyes is that you are in a 3d environment and only the surface that you are on is 2d. Fairly innocent so far, one would wonder what does it have to do with adults. But there's another catch, instead of only turning the blocks over when you circuit them they shatter to pieces, revealing what happens to be hiding underneath the surface you are on. Which coincidentally happens to be the undergarments of a cute girl. ps: on a side note, I remember another game with the same mechanics just more kid friendly, but I was too young to remember the name. if anyone can give me some hints as to what it was I'd love to play it again.
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Well I finished incorporating the skill learning system into the xmb menu. It seems that the forum is a bit unwilling when it comes to taking more than 8 thousand lines of code and cramming them into a single post, so I'll just upload a project with the scripts you need to copy. http://www.gdunlimited.net/media/uploads/manager/sls-23914.zip
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Alright. I'd like in.
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Sure, I'm gonna help him, if I ever get to it. The hidden purpose was to show that the request didn't go ignored or unnoticed without actually claiming it for myself, as if anyone else is gonna help. And no, I meant dully, but I guess that's improper use of the expression. I hope you do realize I'm only explaining myself to you because you are a mod, otherwise scolding me for spam is as much out of topic as my post.
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Let me make it a wee bit more convenient. I took Lizzie's autosave script and made it to automatically save whenever the player leaves the map. This way you won't have to use any annoying calls to make it work.
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... oopsie, that's kinda my fault. Shame on you for trying to have less than 4 party members at all times. :L Ironically enough the error is still in the addon, it just doesn't realize that there is one until it gets to the spriteset script. To fix it go to line 199 of the addon script. It should look like this. for actor in $game_party.actors Change it to this. for i in 0...PARA_CTB::PARTY_SIZE Fixed it in the earlier post too...again.
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You must be missing an end somewhere . Go to line 193 the next few lines should look like this: for enemy in $game_troop.enemies.reverse @enemy_sprites<<Sprite_Battler.new(@viewport1, enemy) end # Make actor sprites @actor_sprites=[] for actor in $game_party.actors @actor_sprites<<Sprite_Battler.new(@viewport2) end You probably deleted one or both of those ends, when fixing the other mess, add them in. Or you can just copy the whole addon from my earlier post since I fixed the mistake there.
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8 hours later... You can remove the icon either by using the erase event command, or simply by changing the event page. There is a slight delay before the icon changes, after it changes pages, but it shouldn't be much of a problem.