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Showing results for tags 'scripting'.
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so here are my problems. 1. the offset of "lvl. 2" or whatever level you are, is messed up. changing the offset in the main menu screws it up a whole lot more everywhere else. 2. in the items and skills menus, i want the part where you chose what character to use stuff on, to be always visible at the bottom, and for the menu to scroll when i press the left and right arrow keys, instead of the up and down like it is now. 3. the status screen is messy, i need each character to have their own window, and for everything to be moved around so it all fits correctly. also, the name of the character shouldn't be under the character's face. 4. the equipment screen isn't updated until you exit. e.i if you have a wooden sword equipped, but change to an iron sword, it will still say wooden sword until you exit the menu. i also want the part that says what is equipped to say "weapon: sword" or something instead of just "sword" how do you change a screen to show the map as a background instead of the annoying black background? i want to do that for the shop here are the scripts so yea, that's it.
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Hello, I have another proofreading request, as I can never seem to hunt down these kind of errors the error is on line 73 with a syntax error or the last end in the script. In this case I'm guessing it has something to do with my code phrasing ------------------------------------------------------------------------------ # ** Window_EquipSelection ** # ------------------------------------------------------------------------------ # This window Displays choices when opting to modify your weapony/Armor ** # ------------------------------------------------------------------------------ class Window_EquipmentSelection < Window_Selectable def initialize super(0, 0, 640, 180) @column_max = 2 refresh self.active = true self.index = 1 end # ---------------------------------------------------------------------------- # * Item Aquisition ** # ---------------------------------------------------------------------------- def item return @data[self.index] end # ---------------------------------------------------------------------------- # * Def Refresh ** # ---------------------------------------------------------------------------- def refresh if self.contents != nil self.contents.dispose self.contents = nil end @data = [] # get Weapons for i in 1... $data_weapons.size if $game_party.weapon_number(i) > 0 @data.push($data_weapons[i]) end end # get Armor for i in 1...$data_armors.size if $game_party.armor_number(i) > 0 @data.push($data_armors[i]) end end # add a blankpage @data.push = nil @data.push(nil) # Make a bit map and draw all items @item_max = @data.size self.contents = Bitmap.new(width - 32, row_max * 32) for i in 0...@item_max-1 draw_item(i) end end #-------------------------------------------------------------------------- # * Draw Item # index : item number #-------------------------------------------------------------------------- def draw_item(index) item = @data[index] x = 4 + index % 2 * (288 + 32) y = index / 2 * 32 case item when RPG::Weapon number = $game_party.weapon_number(item.id) when RPG::Armor number = $game_party.armor_number(item.id) end end bitmap = RPG::Cache.icon(item.icon_name) self.contents.blt(x, y + 4, bitmap, Rect.new(0, 0, 24, 24)) self.contents.font.color = normal_color self.contents.draw_text(x + 28, y, 212, 32, item.name, 0) self.contents.draw_text(x + 240, y, 16, 32, ":", 1) self.contents.draw_text(x + 256, y, 24, 32, number.to_s, 2) end end
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- scripting
- rpgmaker xp
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