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Everything posted by Lawrence
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Ok.. I temporarily fixed this with a switch activated every time a message is shown, but I'd prefer more a thing like the old rpgmakers... Ok, this is how I did this: I added $game_switches[number] = true under "refresh" of Window_message script $game_switches[number] = false under def terminate_message of Window_message Then every time a message ends, I call a common event to disactivate the switch... then then I went to "game_character 2" and ... This kinda works for now... At least for event movements... if anyone knows a better way please tell me Thank you people
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Hi everyone, after a big time... I went back to work on my game... Did a lot of things but then I noticed a very annoying thing... When a message box is shown up, events do not stop moving. Apart from asking WHY all the older rpgmakers have this function but not RPGmXP... How can I fix this with a script? :/
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Well... Damn. Just discovered that If I equip an item it disappears from the list... Great. More things to fix!
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Hi everyone, I modified the scene_item in order to equip/unequip weapons from there. The part for equip or unequip a thing is this: unless $itemselected.id == target.weapon_id target.equip(0, $itemselected.id) else target.equip(0, 0) end That works for one character, but how do I check if the weapon is equipped by another character (not the target) ? Can you help me? Thanks.
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Thanks a lot. (Sorry I forgot to answer ^_^" )
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Hi everyone... It's me again. Recently I managed to customize the menu screen with some static pictures, a sort of health bar and other stuff... But now I'm trying to make a picture move inside the menu and I can't find a way to do that. It should be a thing (a button) that falls from above and then stops in the middle of the screen, and maybe starts another kind of movement (like swaying ?). I searched a lot in the forum and google but I can't find anything that helps me, do you have any suggestion of where I should take a look? Thank you.
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Ok, thanks a lot for your patience ^^"
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Ok I did it, but it is a safe way to check something? I mean, it won't do errors while playing? Sorry if I'm asking stupid things, but It's like running in the dark for me at the moment ^^"
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How should I do that to prevent errors or slowing the game or whatelse?
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I'm trying to write a script to make the player run + drain stamina + change his sprite when holding SHIFT It worked but to make it work I just put a parallel process with "script".new in it, but it seems it's not the better way to do it so I'm trying to do that with "script".update
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Uff... Ok so, now I got this and then the running script, with "update" instead of "initialize" now a message appears: "The script is hanging". Maybe it's a suggestion to hang myself, anyway, what am I doing wrong? :/
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It does the same with "@" I checked but there's no other x_buttons anywhere, so maybe it's because in X_buttons I wrote class X_buttons < X_controls I'm not sure what "<" means in that case..
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What do you mean "I'm trying to open the script in the same script"?
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Ok so... I did something like: class X_controls def initialize $Xbuttons = X_buttons.new loop do update # Abort loop if screen is changed if $scene != self break end end end def update $Xbuttons.update end end And results in "Stack level to deep" in line 5, ($Xbuttons...) what does that mean?
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Thanks, I'll see what I can do :)
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Works on mine :/ bah Anyway, can you give me an example of auto update script?
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Sure, here's the script (it's a simple button control)
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Hello everyone, just made a simple script that controls when I push some buttons, to make it work, I made a common event with parallel process that constantly calls the "script.new", I wonder if that is a wrong way to constantly check something or no, can you help me?
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Ok, I found the problem I didn't add " $game_player.refresh " ^^" silly me
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Hi everyone, I searched in the game scripts and I've found the command to change graphics, after many attempts I wrote a script that doesn't crash, but it doesn't do anything else! This is the script: def initialize player = $game_party.actors[0] if player.character_name == "Ch_001" player.set_graphic("Ch_002",1," ",0) end end What am I doing wrong? I tested it with a print command and it works, so I wrote something wrong in the set_graphic thing
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Script questions (First time scripting...)
Lawrence replied to Lawrence's topic in Archived RPG Maker XP Tutorials
Thanks, I did in that way (but with a variable instad of @stamina) but the problem is still there: stamina goes down and up by 1 each frame, and I'm trying to make it going down (or up) by 1 each second @_@ -
Script questions (First time scripting...)
Lawrence replied to Lawrence's topic in Archived RPG Maker XP Tutorials
I think (I think) there must be something similar of what I need on the window_playtime script... I see what I can get from there