Started by Blizzard, January 09, 2008, 04:18:49 pm
Quote from: winkioI do not speak to bricks, either as individuals or in wall form.
Quote from: Barney StinsonWhen I get sad, I stop being sad and be awesome instead. True story.
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 # save # If saving is forbidden if $game_system.save_disabled # 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 save screen $scene = Scene_Save.new when 5 # quest book # Play decision SE $game_system.se_play($data_system.decision_se) # Switch to end game screen $scene = Scene_Quest.new when 6 #Stat Dist # Play decision SE $game_system.se_play($data_system.decision_se) # Switch to end game screen $scene = Scene_Points.new end return end end
Quote from: sirSLR on March 15, 2012, 03:34:58 pmcan i edit something so that 1 dp rises 10 hp or sp instead of 1=1 ?
def apply_new_attributes @actor.maxhp += @spent[0] / BlizzCFG::HP_DP_COST @actor.maxsp += @spent[1] / BlizzCFG::SP_DP_COST @actor.str += @spent[2] / BlizzCFG::STR_DP_COST @actor.dex += @spent[3] / BlizzCFG::DEX_DP_COST @actor.agi += @spent[4] / BlizzCFG::AGI_DP_COST @actor.int += @spent[5] / BlizzCFG::INT_DP_COST @actor.dp -= @spent.sum self.actor = @actor end
def apply_new_attributes @actor.maxhp += (@spent[0] * 10) / BlizzCFG::HP_DP_COST @actor.maxsp += (@spent[1] * 10) / BlizzCFG::SP_DP_COST @actor.str += @spent[2] / BlizzCFG::STR_DP_COST @actor.dex += @spent[3] / BlizzCFG::DEX_DP_COST @actor.agi += @spent[4] / BlizzCFG::AGI_DP_COST @actor.int += @spent[5] / BlizzCFG::INT_DP_COST @actor.dp -= @spent.sum self.actor = @actor end
Quote from: Launian on September 27, 2012, 06:24:17 pmSadly, this doesn't change the behaivor of the stat distribution window, wich means that, if you allocate 1 DP to your HP, it'll show 501 instead of 510 until you click on Accept Changes. I can't find out how to make it so the window reflects the fact that it adds 10 HP instead of 1, but leaving alone the Stats (STR, DEX, etc.).
self.contents.draw_text(116, y, 64, 32, (@current[i] + @spent[i] / BlizzCFG::ExchangeRates[i]).to_s, 2)
Quote from: KK20 on September 27, 2012, 07:58:56 pmQuote from: Launian on September 27, 2012, 06:24:17 pmSadly, this doesn't change the behaivor of the stat distribution window, wich means that, if you allocate 1 DP to your HP, it'll show 501 instead of 510 until you click on Accept Changes. I can't find out how to make it so the window reflects the fact that it adds 10 HP instead of 1, but leaving alone the Stats (STR, DEX, etc.).That would be this line:self.contents.draw_text(116, y, 64, 32, (@current[i] + @spent[i] / BlizzCFG::ExchangeRates[i]).to_s, 2)Simple use of case i can make it possible.
case when @actor.maxhp then self.contents.draw_text(116, 32, 64, 32, (@actor.maxhp + (@spent[i] * 10) / BlizzCFG::ExchangeRates[i]).to_s, 2) when @actor.maxsp then self.contents.draw_text(116, 96, 64, 32, (@actor.maxsp + (@spent[i] * 10) / BlizzCFG::ExchangeRates[i]).to_s, 2) when @actor.str then self.contents.draw_text(116, 96, 64, 32, (@actor.str + @spent[i] / BlizzCFG::ExchangeRates[i]).to_s, 2) when @actor.dex then self.contents.draw_text(116, 128, 64, 32, (@actor.dex + @spent[i] / BlizzCFG::ExchangeRates[i]).to_s, 2) when @actor.agi then self.contents.draw_text(116, 160, 64, 32, (@actor.agi + @spent[i] / BlizzCFG::ExchangeRates[i]).to_s, 2) when @actor.int then self.contents.draw_text(116, 192, 64, 32, (@actor.int + @spent[i] / BlizzCFG::ExchangeRates[i]).to_s, 2) end