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Smasherkid

Left/Right hand

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He wants to replace someone's left (or) right hand as tentacle. For only one character. I guess as a name in gear menus and stuff.

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If not for spriting, then scripting?

 

I was sure that it would require changes to the sprite, unless there is some script out there that places the the "weapon" (for example) on a left or right hand. But I'm not sure that exists....

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If not for spriting, then scripting?

 

I was sure that it would require changes to the sprite, unless there is some script out there that places the the "weapon" (for example) on a left or right hand. But I'm not sure that exists....

Yes,it does require scripting.

 

He wants to replace someone's left (or) right hand as tentacle. For only one character. I guess as a name in gear menus and stuff.

Yes.

 

I am really impatient about this script.

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I'm sorry if I seem like an ass, and no offense, but you join the forum, know (obviously) little about RMXP and expect a script when you haven't even introduce yourself? Or anything about your game? I'm lost, to tell you the truth. First, who the hell is Alexander? Arshes? Aluxes? I dunno, lol. I think its a bit rude to just walts in and demand anything. Not even a thank you anywhere. And then you have the nerve to say your impatient? Well do it yourself or get someone else to do it, we're not your slave. I'm sorry, again, if I sound like an ass, but seriously...

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Calm down man. :sweatdrop: *gives cookie*

 

Now then Smasherkid. Please do not double/triple/quadruple post. It's totally unnecessary. Also one word posts are against the rules and considered spam. Please try to keep all your information in one post. If you forget something then use the edit button.

 

As for the request, if you're just going to ask for someone to script something for you out of the blue, the least you could do is give some proper details on it. I might just be tired but "I'm really impatient about this script" is kinda' rude. D: It's not like we have to do it for you right? :sweatdrop:

 

The moral of the story is, be nice, use the edit button and be informative. :3

 

ANYWAYS: So What exactly are you trying to do? I read the entire topic and still don't quite know what you want.

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I'm sorry if I seem like an ass, and no offense, but you join the forum, know (obviously) little about RMXP and expect a script when you haven't even introduce yourself? Or anything about your game? I'm lost, to tell you the truth. First, who the hell is Alexander? Arshes? Aluxes? I dunno, lol. I think its a bit rude to just walts in and demand anything. Not even a thank you anywhere. And then you have the nerve to say your impatient? Well do it yourself or get someone else to do it, we're not your slave. I'm sorry, again, if I sound like an ass, but seriously...

Are you Trolling?I have made a character sprite (Not the battler) and it worked perfectly! And That Alexander (Not Aluxes or Arshes or whatever) is just for an example!

By the way,I've attached a picture and I'll explain.

For Some characters,this text in the picture ("Weapon") will be written "Left Hand" (Sorry for my bad English),and for some characters it will be titled "Right hand".

I hope you understand me enough.td10_3d.png

Edited by Smasherkid

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I'm not trolling, I'm just saying it's kinda rude. Anyway, I've got nothing better to do for the next who-knows-how-long, so I'll try make the script..

 

Edit: Hmm, odd. I tried a few things and get any of em to work...

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Replace the following with Window_EquipRight:

 

#==============================================================================
# ** Window_EquipRight
#------------------------------------------------------------------------------
#  This window displays items the actor is currently equipped with on the
#  equipment screen.
#==============================================================================

class Window_EquipRight < Window_Selectable
 #--------------------------------------------------------------------------
 # * Object Initialization
 #     actor : actor
 #--------------------------------------------------------------------------
 def initialize(actor)
   super(272, 64, 368, 192)
   self.contents = Bitmap.new(width - 32, height - 32)
   @actor = actor
   refresh
   self.index = 0
 end
 #--------------------------------------------------------------------------
 # * Item Acquisition
 #--------------------------------------------------------------------------
 def item
   return @data[self.index]
 end
 #--------------------------------------------------------------------------
 # * Refresh
 #--------------------------------------------------------------------------
 def refresh
   self.contents.clear
   @data = []
   @data.push($data_weapons[@actor.weapon_id])
   @data.push($data_armors[@actor.armor1_id])
   @data.push($data_armors[@actor.armor2_id])
   @data.push($data_armors[@actor.armor3_id])
   @data.push($data_armors[@actor.armor4_id])
   @item_max = @data.size
   self.contents.font.color = system_color
   if @actor.id==1
      self.contents.draw_text(4, 32 * 0, 92, 32, "Tenticle")
    else
      self.contents.draw_text(4, 32 * 0, 92, 32, "Left Hand")
   end
   self.contents.draw_text(4, 32 * 1, 92, 32, $data_system.words.armor1)
   self.contents.draw_text(4, 32 * 2, 92, 32, $data_system.words.armor2)
   self.contents.draw_text(4, 32 * 3, 92, 32, $data_system.words.armor3)
   self.contents.draw_text(5, 32 * 4, 92, 32, $data_system.words.armor4)
   draw_item_name(@data[0], 92, 32 * 0)
   draw_item_name(@data[1], 92, 32 * 1)
   draw_item_name(@data[2], 92, 32 * 2)
   draw_item_name(@data[3], 92, 32 * 3)
   draw_item_name(@data[4], 92, 32 * 4)
 end
 #--------------------------------------------------------------------------
 # * Help Text Update
 #--------------------------------------------------------------------------
 def update_help
   @help_window.set_text(self.item == nil ? "" : self.item.description)
 end
end

 

 

The following you will find around line 39:

    if @actor.id==1
      self.contents.draw_text(4, 32 * 0, 92, 32, "Tenticle")
    else
      self.contents.draw_text(4, 32 * 0, 92, 32, "Left Hand")
   end

You can see how this works right? Just change the ID and then the text "Tentacle" with the character and his limb, or whatever. The ID is set to 1, so it will change the text to "Tenticle" for the first character in your database in the equip screen.

 

You may also be interested in this script: http://www.rmxpunlimited.net/scripts/rmxp/item/double-weapons-script-

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Nice, Marked. I was trying to change the name but overriding it would have been much easier.

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Replace the following with Window_EquipRight:

 

#==============================================================================
# ** Window_EquipRight
#------------------------------------------------------------------------------
#  This window displays items the actor is currently equipped with on the
#  equipment screen.
#==============================================================================

class Window_EquipRight < Window_Selectable
 #--------------------------------------------------------------------------
 # * Object Initialization
 #     actor : actor
 #--------------------------------------------------------------------------
 def initialize(actor)
   super(272, 64, 368, 192)
   self.contents = Bitmap.new(width - 32, height - 32)
   @actor = actor
   refresh
   self.index = 0
 end
 #--------------------------------------------------------------------------
 # * Item Acquisition
 #--------------------------------------------------------------------------
 def item
   return @data[self.index]
 end
 #--------------------------------------------------------------------------
 # * Refresh
 #--------------------------------------------------------------------------
 def refresh
   self.contents.clear
   @data = []
   @data.push($data_weapons[@actor.weapon_id])
   @data.push($data_armors[@actor.armor1_id])
   @data.push($data_armors[@actor.armor2_id])
   @data.push($data_armors[@actor.armor3_id])
   @data.push($data_armors[@actor.armor4_id])
   @item_max = @data.size
   self.contents.font.color = system_color
   if @actor.id==1
      self.contents.draw_text(4, 32 * 0, 92, 32, "Tenticle")
    else
      self.contents.draw_text(4, 32 * 0, 92, 32, "Left Hand")
   end
   self.contents.draw_text(4, 32 * 1, 92, 32, $data_system.words.armor1)
   self.contents.draw_text(4, 32 * 2, 92, 32, $data_system.words.armor2)
   self.contents.draw_text(4, 32 * 3, 92, 32, $data_system.words.armor3)
   self.contents.draw_text(5, 32 * 4, 92, 32, $data_system.words.armor4)
   draw_item_name(@data[0], 92, 32 * 0)
   draw_item_name(@data[1], 92, 32 * 1)
   draw_item_name(@data[2], 92, 32 * 2)
   draw_item_name(@data[3], 92, 32 * 3)
   draw_item_name(@data[4], 92, 32 * 4)
 end
 #--------------------------------------------------------------------------
 # * Help Text Update
 #--------------------------------------------------------------------------
 def update_help
   @help_window.set_text(self.item == nil ? "" : self.item.description)
 end
end

 

 

The following you will find around line 39:

    if @actor.id==1
      self.contents.draw_text(4, 32 * 0, 92, 32, "Tenticle")
    else
      self.contents.draw_text(4, 32 * 0, 92, 32, "Left Hand")
   end

You can see how this works right? Just change the ID and then the text "Tentacle" with the character and his limb, or whatever. The ID is set to 1, so it will change the text to "Tenticle" for the first character in your database in the equip screen.

 

You may also be interested in this script: http://www.rmxpunlimited.net/scripts/rmxp/item/double-weapons-script-

And can you make it for two actors?

Thank you so much!

Edited by Smasherkid

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