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Messages - cdaz

1
RMXP Script Database / Re: [XP] Self-Variables
August 30, 2015, 12:52:39 am
This is look awesome but I little confuse how actually use it.
I mean how to Control this Self-Variable and how to check it value.

I want to use it to make some simple HP system.
by use Self Variable start with 0 and increase every time player push action button on it.
When Self-Variable = 4 then erase event.

If there are some demo I think may be easier to understand how it work.

I made this event

Quote@Script @self_variables[1]=0
@Condition Brunch : Script @self_variables[1]=0
@Text: Hello
@Brunch End


But noting Happened.
2
Maybe too late to ask but... can I set some Event as Wall.
just like hinding behind the door or carriage.
3
It's Work !! Thank you very much !!
4
Thanks again .This is my project files.
https://dl.dropboxusercontent.com/u/25175131/Anna%20-%20Demo.zip

I try to edited Call Script after you.
Now it not show any errors but just noting happen when I push the button
(It's Work with just "Show Message" but noting happen when "Script Call").

Sorry about the button's language I forgot to translated it to English before upload the files
but the left one is for New Game 2nd for Continues and Right one is for Shutdown.
5
It's don't work on my game
When I try it on my game it's show these errors.
(I Backup my Scripts file and replace it with this)


And the weird thing is it's don't work on demo in my PC too.
It's show these errors when I try use it on Demo.


Can it be problem with my RMXP version or something like that?
My RMXP is 1.05 a I buy it on Steam but don't know if I needed to updated it or how to updated it.
6
I already change it but still error on line 688 (@command_window.dispose).
Did I need to change this line too?
7
Thank for helping me again .But I still get the same errors. :^_^':


This is my Scripts List


Put Empty Command under Animated Title but Above Main right?
Did i do something wrong? :???:

I try do add it to bottom part of Animated Title Script but still same.
8
Thank you very much. You help me understanding Script a lot better.
but look like it's still not work it show an errors like this



Can we still solve this... or it's the time i should give up on picture title menu?

By the way thank you very much. You helping me a lot.
9
Thank you very much.
Actually I am now use Heretic's Title script  but I made event to create picture menu rater than text menu.

It's seem he already has create that command in his script .
like this.


#==============================================================================
# ** Scene_Map
#------------------------------------------------------------------------------
#  This class performs map screen processing.
#==============================================================================

class Scene_Map
 attr_reader   :command_window  # Window for New Game / Continue / etc
 attr_accessor :message_window  # Allows Closing with 'terminate_message'
 attr_accessor :display_title_menu
 attr_accessor :fade_out_title_menu
 attr_accessor :hide_title_menu
 
 alias map_title_update update
 def update
   # Run Original
   map_title_update
   # Map Update - Only makes Title Map available during Title
   if $title_scene
     if Scene_Map::MAP_IDS_TO_ALLOW_WINDOW.include?($game_map.map_id)
       # If Player pressed Enter or Inactive Time
       if @display_title_menu and
          not @command_window and          
          not @hide_title_menu  
         # Prevent the window from disappearing
         @display_title_menu = false
         @fade_out_title_menu = false
         
         # Make command window
         s1 = "New Game"
         s2 = "Continue"
         s3 = "Shutdown"
         @command_window = Window_Command_Center.new(192, [s1, s2, s3])
         @command_window.opacity = TITLE_MAP_WINDOW_OPACITY
         @command_window.contents_opacity = TITLE_MAP_WINDOW_CONTENTS_OPACITY
         @command_window.back_opacity = TITLE_MAP_WINDOW_BACK_OPACITY
         @command_window.x = 320 - @command_window.width / 2
         @command_window.y = 288
         # Custom Title Skin
         if TITLE_SKIN
           @command_window.windowskin = RPG::Cache.windowskin(TITLE_SKIN)
         end
         @command_window.active = true
         @command_window.visible = true
         # Continue enabled determinant
         # Check if at least one save file exists
         # If enabled, make @continue_enabled true; if disabled, make it false
         @continue_enabled = false
         for i in 0..3
           if FileTest.exist?("Save#{i+1}.rxdata")
             @continue_enabled = true
           end
         end
         # If continue is enabled, move cursor to "Continue"
         # If disabled, display "Continue" text in gray
         if @continue_enabled
           @command_window.index = 1
         else
           @command_window.disable_item(1)
         end
         # Store the Frame Counter for when this window was Displayed
         @title_frames = Graphics.frame_count
       # Show Window called by Script... display_title_menu
       elsif @command_window and
             @display_title_menu and
             not @hide_title_menu and
             not @command_window.disposed? and
             not @command_window.active
         # Set Command Window as Active and Visible, dont recreate
         @command_window.active = true
         @command_window.visible = true
         @command_window.opacity = TITLE_MAP_WINDOW_OPACITY
         @command_window.contents_opacity = TITLE_MAP_WINDOW_CONTENTS_OPACITY
         @command_window.back_opacity = TITLE_MAP_WINDOW_BACK_OPACITY
         # Prevent Hiding
         @display_title_menu = false
         @fade_out_title_menu = false
         # Prevents Triggering Inactive Timeout
         @title_frames = Graphics.frame_count          
       # If Command Window Inactive, and Player hits a Key
       elsif @command_window and
             not @command_window.disposed? and
             not @command_window.active and
             not @hide_title_menu and              
             not @display_title_menu and
             $game_system.map_interpreter.title_escape_keys?  
         # Set Command Window as Active and Visible, dont recreate
         @command_window.active = true
         @command_window.visible = true
         @command_window.opacity = TITLE_MAP_WINDOW_OPACITY
         @command_window.contents_opacity = TITLE_MAP_WINDOW_CONTENTS_OPACITY
         @command_window.back_opacity = TITLE_MAP_WINDOW_BACK_OPACITY
         # Prevent Hiding
         @display_title_menu = false
         @fade_out_title_menu = false
         # Prevents Triggering Inactive Timeout
         @title_frames = Graphics.frame_count          
       # Window not created, and Player hits a Key when allowed to display menu
       elsif not @hide_title_menu and
             not @command_window and not @display_title_menu and
             $game_system.map_interpreter.title_escape_keys?
         # Force Title Menu to be Created - Above
         @display_title_menu = true
         # Prevent Hiding        
         @fade_out_title_menu = false
         # Prevents Triggering Inactive Timeout
         @title_frames = Graphics.frame_count
       # If we need to Hide the Menu or Force it off the Screen
       elsif @fade_out_title_menu or @hide_title_menu
         # If the Command Window exists and has not been disposed
         if @command_window and not @command_window.disposed?
           # If Window is Visible
           if @command_window.opacity > 0 or
              @command_window.contents_opacity > 0 or
              @command_window.back_opacity > 0
             # Fade Out the Window
             @command_window.opacity -= TITLE_MAP_WINDOW_FADE_RATE
             @command_window.contents_opacity -= TITLE_MAP_WINDOW_FADE_RATE
             @command_window.back_opacity -= TITLE_MAP_WINDOW_FADE_RATE              
             @command_window.active = false
           else
             # End the Hiding Procedure
             @fade_out_title_menu = false
           end
         end
       # Window is Active, Update for Player Input
       elsif @command_window and
             not @command_window.disposed? and
             @command_window.active
         # Update the Title Window
         title_window_update
       end
     elsif $game_system.map_interpreter.title_escape_keys? and
           $game_map.map_id != TITLE_MAP_ID
       # Prepare for transition
       Graphics.freeze
       # If New Game / Continue Window exists...
       if @command_window
         # Dispose of command window
         @command_window.dispose
       end
       # Restart the whole thing
       $scene = Scene_Title.new
     end
   end
 end
 
 #--------------------------------------------------------------------------
 # * Player Place Move
 #--------------------------------------------------------------------------
 alias title_transfer_player transfer_player
 def transfer_player
   # If this is a Title Scene, Hide Window when transferring maps
   if $title_scene
     # If Window has been created
     if @command_window
       # Set Opacity to 0
       @command_window.opacity = 0
       @command_window.back_opacity = 0
       @command_window.contents_opacity = 0
       # Prevent Selection
       @command_window.active = false
     end
   end
   # Call Original
   title_transfer_player
 end  
 
 #--------------------------------------------------------------------------
 # * Title Command Window Timeout
 #--------------------------------------------------------------------------  
 
 def title_timeout
   # 40 is used for the Framerate
   if Graphics.frame_count > TITLE_MAP_INACTIVE_TIMEOUT * 40 + @title_frames
     return true
   end
 end
 
 #--------------------------------------------------------------------------
 # * Update Title Window
 #--------------------------------------------------------------------------
 def title_window_update
   # If Command Window isnt being Hidden
   if @command_window.active
     # If Key was pressed, reset Inactivity Frame Counter
     if $game_system.map_interpreter.title_escape_keys?
       # Store the Frame Counter for when this window was Displayed
       # This prevents the Window from Fading out from Inactivity
       @title_frames = Graphics.frame_count
     else
       if title_timeout
         # Hide the Title Menu
         @fade_out_title_menu = true
         # Reset Frame Inactivity Counter
         @title_frames = Graphics.frame_count
       end
     end
   end
   # Update command window
   @command_window.update
   # If C button was pressed
   if Input.trigger?(Input::C)
     # Branch by command window cursor position
     case @command_window.index
     when 0  # New game
       title_new_game
     when 1  # Continue
       title_continue
     when 2  # Shutdown
       title_shutdown
     end
   end
 end
 
 #--------------------------------------------------------------------------
 # * Title: New Game
 #--------------------------------------------------------------------------
 def title_new_game
   # Prepare for transition
   Graphics.freeze
   # Dispose of command window
   @command_window.dispose
   # Declare that Gameplay is NOT a Title Scene
   $title_scene = false  
   # Play decision SE
   $game_system.se_play($data_system.decision_se)
   # Stop BGM
   Audio.bgm_stop
   # Stop BGS
   Audio.bgs_stop    
   # Reset frame count for measuring play time
   Graphics.frame_count = 0
   # Make each type of game object
   $game_temp          = Game_Temp.new
   $game_system        = Game_System.new
   $game_switches      = Game_Switches.new
   $game_variables     = Game_Variables.new
   $game_self_switches = Game_SelfSwitches.new
   $game_screen        = Game_Screen.new
   $game_actors        = Game_Actors.new
   $game_party         = Game_Party.new
   $game_troop         = Game_Troop.new
   $game_map           = Game_Map.new
   $game_player        = Game_Player.new
   # Set up initial party
   $game_party.setup_starting_members
   # Set up initial map position
   $game_map.setup($data_system.start_map_id)
   # Move player to initial position
   $game_player.moveto($data_system.start_x, $data_system.start_y)
   # Refresh player
   $game_player.refresh
   # Run automatic change for BGM and BGS set with map
   $game_map.autoplay
   # Update map (run parallel process event)
   $game_map.update
   # Switch to map screen
   $scene = Scene_Map.new
   # Re-enable Menu Access since it was Disabled for Demo Titles
   $game_system.menu_disabled = false
 end
 #--------------------------------------------------------------------------
 # * Command: Continue
 #--------------------------------------------------------------------------
 def title_continue
   # If continue is disabled
   unless @continue_enabled
     # Play buzzer SE
     $game_system.se_play($data_system.buzzer_se)
     return
   end
   # Prepare for transition
   Graphics.freeze
   # Dispose of command window
   @command_window.dispose  
   # Play decision SE
   $game_system.se_play($data_system.decision_se)
   # Switch to load screen
   $scene = Scene_Load.new
 end
 #--------------------------------------------------------------------------
 # * Command: Shutdown
 #--------------------------------------------------------------------------
 def title_shutdown
   # Dispose of command window
   @command_window.dispose    
   # Play decision SE
   $game_system.se_play($data_system.decision_se)
   # Fade out BGM, BGS, and ME
   Audio.bgm_fade(800)
   Audio.bgs_fade(800)
   Audio.me_fade(800)
   # Shutdown
   $scene = nil
 end  
 
 #--------------------------------------------------------------------------
 # * Battle Call - Alias hides the Command Window
 #--------------------------------------------------------------------------
 alias title_scene_call_battle call_battle
 def call_battle
   # If in a Title Scene Demo Battle
   if $title_scene
     # Hide the Command Window
     $scene.hide_title_menu = true
   end
   # Call Original
   title_scene_call_battle
 end
end  

# ** Scene_Load
#------------------------------------------------------------------------------
#  This class performs load screen processing.
#==============================================================================

class Scene_Load < Scene_File
 #--------------------------------------------------------------------------
 # * Decision Processing
 #--------------------------------------------------------------------------
 alias map_title_decision on_decision
 def on_decision(filename)
   # Prevent Title Menu from Displaying
   $title_scene = false
   # Stop BGS
   Audio.bgs_stop    
   # Call Original
   map_title_decision(filename)
 end
 #--------------------------------------------------------------------------
 # * Cancel Processing
 #--------------------------------------------------------------------------
 def on_cancel
   # Play cancel SE
   $game_system.se_play($data_system.cancel_se)
   # If Map Displayed is the one we want the Title to be on...
   if Scene_Map::MAP_IDS_TO_ALLOW_WINDOW.include?($game_map.map_id)
     # Switch back to the Map
     $scene = Scene_Map.new
   else
     # Start the Scene all over again
     $scene = Scene_Title.new
   end
   # Make sure the Title Menu comes up
   $scene.display_title_menu = true  
 end  
end

class Game_Switches
 # Enables @data to be accessed and changed
 attr_accessor :data
end

class Game_Player < Game_Character
 # Enable @direction to be accessed and changed
 attr_accessor :direction
end



Then I try to call script from my event like this
Quotetitle_new_game

āļībut i get errors. I try
Quote
Scene_Title.title_new_game

and
Quote
Scene_Map.title_new_game



Sorry for bothering you so much. But I'm really bad at Scripting.
10
I'm working on my event base Custom Title Menu.
I'm complete it's interface. button can select and push.

but I just don't know how to call script to send player to Start point ,Loading Screen or Exit from my game.
11
General Discussion / Re: RPG Maker MV
August 12, 2015, 07:39:48 am
Finally RPG Maker that best on both Graphic and Script.
I like Vx Script system but very hate there graphic system.
Can't under stand why they upgrade there script but downgrade there graphic.
12
I can download it now might be my Internet problem on that time. :^_^':
Thank you by the way
13
Demo link is gone could you re upload it please?
14
Quote from: ForeverZer0 on August 10, 2015, 10:40:29 am
Would you be able to post a screen of your script call as it is written in your event page?

Yes this is my call script screen



Quote from: KK20 on August 10, 2015, 12:05:41 pm
You probably had your script call look like

$game_player.toggle_act
('disable','jump')

when it should be

$game_player.toggle_act('disable',
'jump')



That's it thank you very much.
15
In his Script he said.
#Run or Jump can be disabled / enabled by calling
#  $game_player.toggle_act('disable/enable', 'jump/run').

And when I call Script and put "$game_player.toggle_act('disable','jump')" I got Syntax Error.

I it's maybe easier if I can get example from his demo directly.
But his files is gone. I can't get demo anymore.

So can someone help me with this?