Answer to your question has already been answered, like 10 posts back.
https://forum.chaos-project.com/index.php?msg=183283
https://forum.chaos-project.com/index.php?msg=183283
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# Define switch for active/visibility control within game.
ONOFF_SWITCH = 10
QuoteMatching is not perfect, but is good enough.That's the fun part with UI... experimenting with different values until it looks good. Based on your screenshot, it looks like you want to increase the number a bit more. Try adding another 16 to it.
QuoteWith the same script, sometimes the hotkeys bar it keeps being visible all the time, also if is empty.Are you not aware that there is a button to show/hide the hotkeys? I think you had it configured to Tab. It's in part 1 of Blizz-ABS.
@choice.y = 192 + @index * 32
Quotethere is a file called scripts.rxdata , but if i open it, is full of japanese characters. It seems encrypted in some way.Yeah don't worry about it. Has to do with Ruby Marshal. Programmer stuff.
class Hotkey_Assignment
def initialize(viewport = nil)
super
self.bitmap = Bitmap.new(32, 320)
self.bitmap.font.bold = true
self.bitmap.font.size -= 8
self.bitmap.font.color = system_color
self.x, self.y, self.z = 4, 160, 1100
@skills = BlizzABS::Cache::EmptyKeys
@items = BlizzABS::Cache::EmptyKeys
update
end
def draw(index = nil)
back = RPG::Cache.picture(BlizzCFG::Z_HOTKEYS_BACK)
w, h = back.width, back.height
ow, oh = (w - 24) / 2, (h - 32) / 2
(index == nil ? BlizzABS::Cache::HotkeyRange : [index]).each {|i|
if $game_player.skill_hotkeys[i%10] != 0
object = $data_skills[$game_player.skill_hotkeys[i%10]]
elsif $game_player.item_hotkeys[i%10] != 0
object = $data_items[$game_player.item_hotkeys[i%10]]
end
if @items[i%10] != $game_player.item_hotkeys[i%10] ||
@skills[i%10] != $game_player.skill_hotkeys[i%10]
self.bitmap.fill_rect(0, h*(i-1), w, h, Color.new(0, 0, 0, 0))
self.bitmap.blt(0, h*(i-1), back, Rect.new(0, 1, w, h))
if object != nil
bitmap = RPG::Cache.icon(object.icon_name)
self.bitmap.blt(ow, h*(i-1)+oh, bitmap, Rect.new(0, 0, 24, 24))
end
self.bitmap.draw_text_full(0, h*(i-1)+oh, w-2, 32, (i%10).to_s, 2)
end}
@items = $game_player.item_hotkeys.clone
@skills = $game_player.skill_hotkeys.clone
end
end
def initialize
# call superclass method
super(Viewport.new(476, 356, 160, 120))
super(Viewport.new(4, 356, 160, 120))
QuoteInstructionsIf that doesn't work, just google how to find a way to properly open/view a CHM file.
The instructions can be found in the User Manual.
If you don't have Adobe Acrobat Reader, you can download a Word Viewer here which will allow you to open the manual file:
Adobe Acrobat Reader Download
Alternatively (which I recommend) you can use Foxit Reader to open the PDF files
Foxit PDF Reader Download
class Scene_Battle
alias main_after_cloning_globvars main
def main
@_cloned_global_vars = [
Marshal.dump($game_system),
Marshal.dump($game_switches),
Marshal.dump($game_variables),
Marshal.dump($game_self_switches),
Marshal.dump($game_screen),
Marshal.dump($game_actors),
Marshal.dump($game_party),
Marshal.dump($game_troop),
Marshal.dump($game_map),
Marshal.dump($game_player)]
main_after_cloning_globvars
if @_restart_battle
$game_system = Marshal.load(@_cloned_global_vars.shift)
$game_switches = Marshal.load(@_cloned_global_vars.shift)
$game_variables = Marshal.load(@_cloned_global_vars.shift)
$game_self_switches = Marshal.load(@_cloned_global_vars.shift)
$game_screen = Marshal.load(@_cloned_global_vars.shift)
$game_actors = Marshal.load(@_cloned_global_vars.shift)
$game_party = Marshal.load(@_cloned_global_vars.shift)
$game_troop = Marshal.load(@_cloned_global_vars.shift)
$game_map = Marshal.load(@_cloned_global_vars.shift)
$game_player = Marshal.load(@_cloned_global_vars.shift)
end
end
def restart_battle
@_restart_battle = true
$scene = Scene_Battle.new
end
end
$scene.restart_battle
$scene = Scene_PartySwitcher.new
@party_command_window.visible = false #<==
@status_window.visible = false #<==
$scene.main
@party_command_window.visible = true #<==
@status_window.visible = true #<==
$scene = self
if scene == Scene_Map && $game_system.order_only ||
scene == Scene_Battle && $game_system.battle_order_only
self.opacity = 128
end
# Transition run
Graphics.transition
# Execute transition
if $data_system.battle_transition == ""
Graphics.transition(20)
else
Graphics.transition(40, "Graphics/Transitions/" +
$data_system.battle_transition)
end
def initialize(last_scene = nil)
@_last_scene = last_scene
end
# Transition run
if @_last_scene == :battle
if $data_system.battle_transition == ""
Graphics.transition(20)
else
Graphics.transition(40, "Graphics/Transitions/" +
$data_system.battle_transition)
end
else
Graphics.transition
end
# Switch to map screen
$scene = Scene_Map.new(:battle)