Smasherkid 0 Report post Posted October 24, 2010 How can i set a specific text to a party member like:Octopus' weapon will be titled "Tentacle",and Alexander's weapon will be titled "Right hand".Please tell me how to do it! Share this post Link to post Share on other sites
Marked 197 Report post Posted October 25, 2010 I don't quite understand what you are requesting. Please elaborate and be specific, for example if the text is supposed to appear in the status window or battle-system or whatever. Share this post Link to post Share on other sites
CrimsonInferno 35 Report post Posted October 25, 2010 I don't understand either... Do you want two different characters one lefted handed the another right-handed? 1 Smasherkid reacted to this Share this post Link to post Share on other sites
clone1018 4 Report post Posted October 25, 2010 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. 1 Smasherkid reacted to this Share this post Link to post Share on other sites
CrimsonInferno 35 Report post Posted October 25, 2010 Then that requires spriting, does it not...? Share this post Link to post Share on other sites
Smasherkid 0 Report post Posted October 25, 2010 I don't understand either... Do you want two different characters one lefted handed the another right-handed? Yes. Then that requires spriting, does it not...? It don't require spriting. Share this post Link to post Share on other sites
CrimsonInferno 35 Report post Posted October 26, 2010 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.... Share this post Link to post Share on other sites
Smasherkid 0 Report post Posted October 26, 2010 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. Share this post Link to post Share on other sites
Tomo2000 60 Report post Posted October 28, 2010 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... 1 Marked reacted to this Share this post Link to post Share on other sites
Kiriashi 117 Report post Posted October 28, 2010 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. Share this post Link to post Share on other sites
Smasherkid 0 Report post Posted October 28, 2010 (edited) 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. Edited October 28, 2010 by Smasherkid Share this post Link to post Share on other sites
Tomo2000 60 Report post Posted October 28, 2010 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... Share this post Link to post Share on other sites
Marked 197 Report post Posted October 29, 2010 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- Share this post Link to post Share on other sites
Tomo2000 60 Report post Posted October 29, 2010 Nice, Marked. I was trying to change the name but overriding it would have been much easier. Share this post Link to post Share on other sites
Smasherkid 0 Report post Posted October 29, 2010 (edited) Thank you guys! Edited October 31, 2010 by Smasherkid Share this post Link to post Share on other sites
Smasherkid 0 Report post Posted October 31, 2010 (edited) 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 October 31, 2010 by Smasherkid Share this post Link to post Share on other sites