Tenoukii 0 Report post Posted May 14, 2011 (edited) Hiya! First off is a little question: Can I make the gold window pop up in the bottom left corner every time gold is added for a set amount of time? Secondly, I have renamed "Skills" to "Techniques" but Magic isn't classed as a Technique so I need a way to have the Techniques menu named "Magic" for the main character. Thanks! EDIT: And how do I stop Zeriab's Questbook from turning the last line of text yellow and centring it? Edited May 14, 2011 by Tenoukii Share this post Link to post Share on other sites
kellessdee 48 Report post Posted May 14, 2011 Since these are a couple really easy requests: GOLD MODIFICATION: # Change Gold Modification # by kellessdee #-------------------------- class Interpreter #-------------------------------------------------------------------------- # * Change Gold #-------------------------------------------------------------------------- def command_125 # Get value to operate value = operate_value(@parameters[0], @parameters[1], @parameters[2]) # Create Gold Window gold_held = Window_Gold.new gold_held.y = 416 # Wait 30 frames 30.times { Graphics.update } # Get values v = value < 0 ? -1 : 1 # Loop through amount in change until value == 0 $game_party.gain_gold(v) gold_held.refresh value -= v Graphics.update Input.update if Input.trigger?(Input::C) || Input.trigger?(Input::B) $game_party.gain_gold(value) gold_held.refresh break end end # Wait 30 frames 30.times { Graphics.update } # Dispose gold window gold_held.dispose # Update Input to not cause any accidental triggers Input.update # Continue return true end end Just paste that somewhere AFTER the interpreters...so above main would be fine :D As for the technique/magic thingy are you referring to within combat or the menu? If within combat, I can work on that with the script I am working on for ya atm. AND for zeriab's questbook, it will require a little bit of editing but I will walk you through it. Step 1: Head over to the script titled "Window_Questbook_Info" and find line 55 Step 2: Line 55-64 are the only lines you need to look at, they should look like this: # Sets the text color to yellow self.contents.font.color = text_color(6) # Only prints the last info if there actually are something to print if info[-1].is_a?(String) text = info[-1].dup text.gsub!(/\\[Vv]\[([0-9]+)\]/) { $game_variables[$1.to_i] } # The last line of the info (if any is present) is consider as the # goal and positioned a bit different, centered and drawn in yellow. self.contents.draw_text(0, info.size*32-22, 440, 32, text, 1) end # if To change the colour to normal colour, either delete or comment out (with # sign) line 56. Line 56: self.contents.font.color = text_color(6) so either delete this line or put a # in front of it. To change the line's alignment, head to line 63: self.contents.draw_text(0, info.size*32-22, 440, 32, text, 1) the last parameter (the '1') represents the center alignment, so if you want it left aligned, change that line to: self.contents.draw_text(0, info.size*32-22, 440, 32, text) the 1 is omitted as draw_text is defaulted to left aligned and it is not necessary to put anything in there. Hope this helps :D Share this post Link to post Share on other sites
Tenoukii 0 Report post Posted May 14, 2011 (edited) Awesome =) And that would be in both combat and the menu... But it's nothing major, it can wait a while since there's quite a few little things in the menu that I'd like to switch up a bit (mainly the orders of things, and a couple of things taken out, a couple of things added) =P For some reason, I thought I figured out how to put stuff in the Important section (I thought it was Consumable = No) but when I do that, it still puts them in the consumable menu :S Another minor problem with the quest book... When the quest has been completed, it moves it to another screen instead of the main one. Is there a way to make them stay on that main screen? Edited May 14, 2011 by Tenoukii Share this post Link to post Share on other sites
kellessdee 48 Report post Posted May 14, 2011 XD I totally forgot about that, and it's a total derp on my part, I thought I had mentioned in the instructions but I think I forgot. To make items important, it has to be consumable = NO AND occasion = NEVER. So basically items that CANNOT be used at all. Share this post Link to post Share on other sites
Tenoukii 0 Report post Posted May 14, 2011 (edited) Ahh okay... Is there a way to make it so it's only Consumable = No? I want put items that link to common events which call the Book Script, Skill Tree (When that gets fixed properly xD) and a Weapon Attachments thing (if I can find a decent one) temporarily until I can get stuff like that built into the menu so the scenes all look the same (like the Equip screen :D ) Thanks :D Edit: And any ideas as to why I'm getting this error on MicKo's Skill Tree? Line 860: NoMethodError occurred. undefined method 'size' for nil:NilClass Line 860: @item_max = SkillTree::SKILLS_ROWS[@actor_id].size Edited May 15, 2011 by Tenoukii Share this post Link to post Share on other sites