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Xetjsin

[VX]Xetjsin's thread of questions!

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Question 1: I'm working on eventing the intro to my game, and I keep finding myself in an endless loop. I have this (its just a test, not the final thing yet, mind you):

 

@>Fadeout screen

@text -,-, Normal, Bottom

: : What is your name?

@> Name input processing: Hero, 8 characters

@>text -,-, Normal, Bottom

: : Our story begins as \n[1] comes home one afternoon

@Fadein screen

@> Control Switches: [0002:Name input] = ON

@>

 

(page 2)

 

switch: Name input is ON

 

List of event commands is left blank

 

Solution: switch to parallel process, and use "Self Switches" for organization.

 

Question 2: How to disable save feature in menu

Solution: Event options page 3-> change save access

 

 

 

I'm sure theres something very minute that I'm over looking, but I cant figure it out.

 

I also have this event set on both pages as autorun, below characters

 

 

edit: Forgot to mention, im running VX

 

edit edit: I'll update first post with my questions and their solutions, to make it easier for me (and anyone else that might have the same question) easier to follow

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Not sure of this since it goes for XP but I think it pretty much is for VX, too. Instead of using Autorun, use Parallel process. This should work.

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have the 1st page set to autorun and the 2nd page set for action button.

 

Also if no other events are using that switch try using self switches, your switches wont get so messy and you will save on lots of switches.

Self switches only work for that event so you can use them over and over again.

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Not sure of this since it goes for XP but I think it pretty much is for VX, too. Instead of using Autorun, use Parallel process. This should work.

 

Alright, thank you! Changing it to parallel process got me out of the endless loop, I'll look into your suggestion as well, polraudio, thanks for the fast answers

 

 

 

 

New question!

 

How can I disable(or remove) the save option on the menu? I want the player to ONLY be able to save via statues I provide

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Ahh in the events commands, there should be an option "Change Save Access."

 

Choose it and click Disable.

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You guys rock, thanks. I assumed it would be neater and more organized looking if I kept all my general questions to a single thread... Lets just hope I don't hit any more snags so soon...

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Are you using the Default Menu system?

If you are i can remove the save option completely for you.

 

Yeah, I'm using the Default menu

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Here ya go. Took out save.

 

Replace Scene_Menu with this

#==============================================================================
# ** Scene_Menu
#------------------------------------------------------------------------------
#  This class performs menu screen processing.
#==============================================================================

class Scene_Menu
 #--------------------------------------------------------------------------
 # * Object Initialization
 #     menu_index : command cursor's initial position
 #--------------------------------------------------------------------------
 def initialize(menu_index = 0)
   @menu_index = menu_index
 end
 #--------------------------------------------------------------------------
 # * Main Processing
 #--------------------------------------------------------------------------
 def main
   # Make command window
   s1 = $data_system.words.item
   s2 = $data_system.words.skill
   s3 = $data_system.words.equip
   s4 = "Status"
   s5 = "End Game"
   @command_window = Window_Command.new(160, [s1, s2, s3, s4, s5])
   @command_window.index = @menu_index
   # If number of party members is 0
   if $game_party.actors.size == 0
     # Disable items, skills, equipment, and status
     @command_window.disable_item(0)
     @command_window.disable_item(1)
     @command_window.disable_item(2)
     @command_window.disable_item(3)
   end
   # Make play time window
   @playtime_window = Window_PlayTime.new
   @playtime_window.x = 0
   @playtime_window.y = 224
   # Make steps window
   @steps_window = Window_Steps.new
   @steps_window.x = 0
   @steps_window.y = 320
   # Make gold window
   @gold_window = Window_Gold.new
   @gold_window.x = 0
   @gold_window.y = 416
   # Make status window
   @status_window = Window_MenuStatus.new
   @status_window.x = 160
   @status_window.y = 0
   # Execute transition
   Graphics.transition
   # Main loop
   loop do
     # Update game screen
     Graphics.update
     # Update input information
     Input.update
     # Frame update
     update
     # Abort loop if screen is changed
     if $scene != self
       break
     end
   end
   # Prepare for transition
   Graphics.freeze
   # Dispose of windows
   @command_window.dispose
   @playtime_window.dispose
   @steps_window.dispose
   @gold_window.dispose
   @status_window.dispose
 end
 #--------------------------------------------------------------------------
 # * Frame Update
 #--------------------------------------------------------------------------
 def update
   # Update windows
   @command_window.update
   @playtime_window.update
   @steps_window.update
   @gold_window.update
   @status_window.update
   # If command window is active: call update_command
   if @command_window.active
     update_command
     return
   end
   # If status window is active: call update_status
   if @status_window.active
     update_status
     return
   end
 end
 #--------------------------------------------------------------------------
 # * Frame Update (when command window is active)
 #--------------------------------------------------------------------------
 def update_command
   # If B button was pressed
   if Input.trigger?(Input::B)
     # Play cancel SE
     $game_system.se_play($data_system.cancel_se)
     # Switch to map screen
     $scene = Scene_Map.new
     return
   end
   # If C button was pressed
   if Input.trigger?(Input::C)
     # If command other than save or end game, and party members = 0
     if $game_party.actors.size == 0 and @command_window.index < 4
       # Play buzzer SE
       $game_system.se_play($data_system.buzzer_se)
       return
     end
     # Branch by command window cursor position
     case @command_window.index
     when 0  # item
       # Play decision SE
       $game_system.se_play($data_system.decision_se)
       # Switch to item screen
       $scene = Scene_Item.new
     when 1  # skill
       # Play decision SE
       $game_system.se_play($data_system.decision_se)
       # Make status window active
       @command_window.active = false
       @status_window.active = true
       @status_window.index = 0
     when 2  # equipment
       # Play decision SE
       $game_system.se_play($data_system.decision_se)
       # Make status window active
       @command_window.active = false
       @status_window.active = true
       @status_window.index = 0
     when 3  # status
       # Play decision SE
       $game_system.se_play($data_system.decision_se)
       # Make status window active
       @command_window.active = false
       @status_window.active = true
       @status_window.index = 0
     when 4  # end game
       # Play decision SE
       $game_system.se_play($data_system.decision_se)
       # Switch to end game screen
       $scene = Scene_End.new
     end
     return
   end
 end
 #--------------------------------------------------------------------------
 # * Frame Update (when status window is active)
 #--------------------------------------------------------------------------
 def update_status
   # If B button was pressed
   if Input.trigger?(Input::B)
     # Play cancel SE
     $game_system.se_play($data_system.cancel_se)
     # Make command window active
     @command_window.active = true
     @status_window.active = false
     @status_window.index = -1
     return
   end
   # If C button was pressed
   if Input.trigger?(Input::C)
     # Branch by command window cursor position
     case @command_window.index
     when 1  # skill
       # If this actor's action limit is 2 or more
       if $game_party.actors[@status_window.index].restriction >= 2
         # Play buzzer SE
         $game_system.se_play($data_system.buzzer_se)
         return
       end
       # Play decision SE
       $game_system.se_play($data_system.decision_se)
       # Switch to skill screen
       $scene = Scene_Skill.new(@status_window.index)
     when 2  # equipment
       # Play decision SE
       $game_system.se_play($data_system.decision_se)
       # Switch to equipment screen
       $scene = Scene_Equip.new(@status_window.index)
     when 3  # status
       # Play decision SE
       $game_system.se_play($data_system.decision_se)
       # Switch to status screen
       $scene = Scene_Status.new(@status_window.index)
     end
     return
   end
 end
end

 

Replace Scene_End with this

#==============================================================================
# ** Scene_End
#------------------------------------------------------------------------------
#  This class performs game end screen processing.
#==============================================================================

class Scene_End
 #--------------------------------------------------------------------------
 # * Main Processing
 #--------------------------------------------------------------------------
 def main
   # Make command window
   s1 = "To Title"
   s2 = "Shutdown"
   s3 = "Cancel"
   @command_window = Window_Command.new(192, [s1, s2, s3])
   @command_window.x = 320 - @command_window.width / 2
   @command_window.y = 240 - @command_window.height / 2
   # Execute transition
   Graphics.transition
   # Main loop
   loop do
     # Update game screen
     Graphics.update
     # Update input information
     Input.update
     # Frame Update
     update
     # Abort loop if screen is changed
     if $scene != self
       break
     end
   end
   # Prepare for transition
   Graphics.freeze
   # Dispose of window
   @command_window.dispose
   # If switching to title screen
   if $scene.is_a?(Scene_Title)
     # Fade out screen
     Graphics.transition
     Graphics.freeze
   end
 end
 #--------------------------------------------------------------------------
 # * Frame Update
 #--------------------------------------------------------------------------
 def update
   # Update command window
   @command_window.update
   # If B button was pressed
   if Input.trigger?(Input::B)
     # Play cancel SE
     $game_system.se_play($data_system.cancel_se)
     # Switch to menu screen
     $scene = Scene_Menu.new(4)
     return
   end
   # If C button was pressed
   if Input.trigger?(Input::C)
     # Branch by command window cursor position
     case @command_window.index
     when 0  # to title
       command_to_title
     when 1  # shutdown
       command_shutdown
     when 2  # quit
       command_cancel
     end
     return
   end
 end
 #--------------------------------------------------------------------------
 # * Process When Choosing [To Title] Command
 #--------------------------------------------------------------------------
 def command_to_title
   # Play decision SE
   $game_system.se_play($data_system.decision_se)
   # Fade out BGM, BGS, and ME
   Audio.bgm_fade(800)
   Audio.bgs_fade(800)
   Audio.me_fade(800)
   # Switch to title screen
   $scene = Scene_Title.new
 end
 #--------------------------------------------------------------------------
 # * Process When Choosing [shutdown] Command
 #--------------------------------------------------------------------------
 def command_shutdown
   # Play decision SE
   $game_system.se_play($data_system.decision_se)
   # Fade out BGM, BGS, and ME
   Audio.bgm_fade(800)
   Audio.bgs_fade(800)
   Audio.me_fade(800)
   # Shutdown
   $scene = nil
 end
 #--------------------------------------------------------------------------
 # *  Process When Choosing [Cancel] Command
 #--------------------------------------------------------------------------
 def command_cancel
   # Play decision SE
   $game_system.se_play($data_system.decision_se)
   # Switch to menu screen
   $scene = Scene_Menu.new(4)
 end
end

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I got this error (have it an a brand new test project, to make sure it worked properly, theres literally no scripts added to this one):

 

Script 'Scene_Menu' line 20: NoMethodError occurred.

undefined method 'words' for #<RPG::System:0x114ff1e8

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Works Perfectly fine for me.

 

I made a new project and just edited a few lines. You sure you completely replaced Scene_Menu and Scene_End?

I don't mean insert a new script.

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Works Perfectly fine for me.

 

I made a new project and just edited a few lines. You sure you completely replaced Scene_Menu and Scene_End?

I don't mean insert a new script.

Yeah, positive, I copied your code, and erased the script in the Scene_Menu and pasted yours in, and then did the same with Scene_End, I've tried it three different times, I'll keep messing with it though, I'm sure its something simple im not doing ^^

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Alright, so now, I'm looking to do an event like this:

 

Talk to little boy, he tells you that his sister lost something, and to talk to her

Talk to her, and she describes what she lost.

Find it, take it back to the boy, who gives you a reward.

 

 

I want the player to have to follow all of the steps though, and not be able to actually find the necklace until talking to the boy and then the girl, and then the conversation with the boy to change when you have found the necklace, and then you get a reward

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I hate having so many stupid questions >.<

 

I'm trying to change the Title Screen to one that I made myself (its not that great, but its the best I can do)

 

my question is HOW do I change it?

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This is for XP but I am pretty sure it's the same for VX.

 

Go to the Database, then System, and you should see an option to change the title screen.

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This is for XP but I am pretty sure it's the same for VX.

 

Go to the Database, then System, and you should see an option to change the title screen.

Thats what I had figured, but yeah, theres no option there for it O_o

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Hmm can you please post a screenshot of the System, Database?

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That's weird. o.o Have you checked the Terms tab?

Terms is just like Hp, Hp(abbrv) Gold, etc. the things I want each thing to be called

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That's really...O_o I'll look into it then get back to you. I wish I had VX installed but yeah, I don't.

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That's really...O_o I'll look into it then get back to you. I wish I had VX installed but yeah, I don't.

heh...sorry for the trouble, thanks for being willing to help me so much, I appreciate it

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To change the title screen you have to import a title screen but it has to have the same name as the default title name.

 

Or you can go here on Scene_Title

Line 138 @sprite.bitmap = Cache.system("Title")

Change the name in the quotes on that line in Scene_Title

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No problem. I would have been able to help more if i knew you were using VX.

 

Off to edit the menu and disable the save for ya.

 

EDIT: Here ya go just replace Scene_Menu with this

#======================================================================
========
# ** Scene_Menu
#------------------------------------------------------------------------------
#  This class performs the menu screen processing.
#==============================================================================

class Scene_Menu < Scene_Base
 #--------------------------------------------------------------------------
 # * Object Initialization
 #     menu_index : command cursor's initial position
 #--------------------------------------------------------------------------
 def initialize(menu_index = 0)
   @menu_index = menu_index
 end
 #--------------------------------------------------------------------------
 # * Start processing
 #--------------------------------------------------------------------------
 def start
   super
   create_menu_background
   create_command_window
   @gold_window = Window_Gold.new(0, 360)
   @status_window = Window_MenuStatus.new(160, 0)
 end
 #--------------------------------------------------------------------------
 # * Termination Processing
 #--------------------------------------------------------------------------
 def terminate
   super
   dispose_menu_background
   @command_window.dispose
   @gold_window.dispose
   @status_window.dispose
 end
 #--------------------------------------------------------------------------
 # * Frame Update
 #--------------------------------------------------------------------------
 def update
   super
   update_menu_background
   @command_window.update
   @gold_window.update
   @status_window.update
   if @command_window.active
     update_command_selection
   elsif @status_window.active
     update_actor_selection
   end
 end
 #--------------------------------------------------------------------------
 # * Create Command Window
 #--------------------------------------------------------------------------
 def create_command_window
   s1 = Vocab::item
   s2 = Vocab::skill
   s3 = Vocab::equip
   s4 = Vocab::status
   s5 = Vocab::game_end
   @command_window = Window_Command.new(160, [s1, s2, s3, s4, s5])
   @command_window.index = @menu_index
   if $game_party.members.size == 0          # If number of party members is 0
     @command_window.draw_item(0, false)     # Disable item
     @command_window.draw_item(1, false)     # Disable skill
     @command_window.draw_item(2, false)     # Disable equipment
     @command_window.draw_item(3, false)     # Disable status
   end
 end
 #--------------------------------------------------------------------------
 # * Update Command Selection
 #--------------------------------------------------------------------------
 def update_command_selection
   if Input.trigger?(Input::B)
     Sound.play_cancel
     $scene = Scene_Map.new
   elsif Input.trigger?(Input::C)
     if $game_party.members.size == 0 and @command_window.index < 4
       Sound.play_buzzer
       return
     elsif $game_system.save_disabled and @command_window.index == 4
       Sound.play_buzzer
       return
     end
     Sound.play_decision
     case @command_window.index
     when 0      # Item
       $scene = Scene_Item.new
     when 1,2,3  # Skill, equipment, status
       start_actor_selection
     when 4       # End Game
       $scene = Scene_End.new
     end
   end
 end
 #--------------------------------------------------------------------------
 # * Start Actor Selection
 #--------------------------------------------------------------------------
 def start_actor_selection
   @command_window.active = false
   @status_window.active = true
   if $game_party.last_actor_index < @status_window.item_max
     @status_window.index = $game_party.last_actor_index
   else
     @status_window.index = 0
   end
 end
 #--------------------------------------------------------------------------
 # * End Actor Selection
 #--------------------------------------------------------------------------
 def end_actor_selection
   @command_window.active = true
   @status_window.active = false
   @status_window.index = -1
 end
 #--------------------------------------------------------------------------
 # * Update Actor Selection
 #--------------------------------------------------------------------------
 def update_actor_selection
   if Input.trigger?(Input::B)
     Sound.play_cancel
     end_actor_selection
   elsif Input.trigger?(Input::C)
     $game_party.last_actor_index = @status_window.index
     Sound.play_decision
     case @command_window.index
     when 1  # skill
       $scene = Scene_Skill.new(@status_window.index)
     when 2  # equipment
       $scene = Scene_Equip.new(@status_window.index)
     when 3  # status
       $scene = Scene_Status.new(@status_window.index)
     end
   end
 end
end

 

Replace Scene_End with this

#======================================================================
========
# ** Scene_End
#------------------------------------------------------------------------------
#  This class performs game end screen processing.
#==============================================================================

class Scene_End < Scene_Base
 #--------------------------------------------------------------------------
 # * Start processing
 #--------------------------------------------------------------------------
 def start
   super
   create_menu_background
   create_command_window
 end
 #--------------------------------------------------------------------------
 # * Post-Start Processing
 #--------------------------------------------------------------------------
 def post_start
   super
   open_command_window
 end
 #--------------------------------------------------------------------------
 # * Pre-termination Processing
 #--------------------------------------------------------------------------
 def pre_terminate
   super
   close_command_window
 end
 #--------------------------------------------------------------------------
 # * Termination Processing
 #--------------------------------------------------------------------------
 def terminate
   super
   dispose_command_window
   dispose_menu_background
 end
 #--------------------------------------------------------------------------
 # * Return to Original Screen
 #--------------------------------------------------------------------------
 def return_scene
   $scene = Scene_Menu.new(4)
 end
 #--------------------------------------------------------------------------
 # * Frame Update
 #--------------------------------------------------------------------------
 def update
   super
   update_menu_background
   @command_window.update
   if Input.trigger?(Input::B)
     Sound.play_cancel
     return_scene
   elsif Input.trigger?(Input::C)
     case @command_window.index
     when 0  # to title
       command_to_title
     when 1  # shutdown
       command_shutdown
     when 2  # quit
       command_cancel
     end
   end
 end
 #--------------------------------------------------------------------------
 # * Update Background for Menu Screen
 #--------------------------------------------------------------------------
 def update_menu_background
   super
   @menuback_sprite.tone.set(0, 0, 0, 128)
 end
 #--------------------------------------------------------------------------
 # * Create Command Window
 #--------------------------------------------------------------------------
 def create_command_window
   s1 = Vocab::to_title
   s2 = Vocab::shutdown
   s3 = Vocab::cancel
   @command_window = Window_Command.new(172, [s1, s2, s3])
   @command_window.x = (544 - @command_window.width) / 2
   @command_window.y = (416 - @command_window.height) / 2
   @command_window.openness = 0
 end
 #--------------------------------------------------------------------------
 # * Dispose of Command Window
 #--------------------------------------------------------------------------
 def dispose_command_window
   @command_window.dispose
 end
 #--------------------------------------------------------------------------
 # * Open Command Window
 #--------------------------------------------------------------------------
 def open_command_window
   @command_window.open
   begin
     @command_window.update
     Graphics.update
   end until @command_window.openness == 255
 end
 #--------------------------------------------------------------------------
 # * Close Command Window
 #--------------------------------------------------------------------------
 def close_command_window
   @command_window.close
   begin
     @command_window.update
     Graphics.update
   end until @command_window.openness == 0
 end
 #--------------------------------------------------------------------------
 # * Process When Choosing [To Title] Command
 #--------------------------------------------------------------------------
 def command_to_title
   Sound.play_decision
   RPG::BGM.fade(800)
   RPG::BGS.fade(800)
   RPG::ME.fade(800)
   $scene = Scene_Title.new
   close_command_window
   Graphics.fadeout(60)
 end
 #--------------------------------------------------------------------------
 # * Process When Choosing [shutdown] Command
 #--------------------------------------------------------------------------
 def command_shutdown
   Sound.play_decision
   RPG::BGM.fade(800)
   RPG::BGS.fade(800)
   RPG::ME.fade(800)
   $scene = nil
 end
 #--------------------------------------------------------------------------
 # *  Process When Choosing [Cancel] Command
 #--------------------------------------------------------------------------
 def command_cancel
   Sound.play_decision
   return_scene
 end
end

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lol, I figured you'd know since it was in the thread title and I said it in the first post =P

 

but yeah that one worked great, thank you, again

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bah, ok, so now, I'm wondering how to get just a normal sprite, same as your party characters to display as an enemy XD

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1. Open paint.

2. Open the sprite you want for the enemy.

3. Make it so it only shows the part you want.

4. Save it and import it into your battlers folder.

 

If you need a picture guide i will be glad to do so.

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