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Topics - bigace

1
So I need a little help on this as I'm kind of stuck. So far I have this:

module MenuManager

MENU_DESCRIPTIONS ={ main_message: 'What will you do?', } 

def self.method_wait_for_message=(method)
@method_wait_for_message = method
end
def self.wait_for_message
@method_wait_for_message.call if @method_wait_for_message
end
def self.menu_open
$game_message.add(MENU_DESCRIPTIONS[:main_message])
wait_for_message
end
end
#■■■■■■■■■■■■■■■■■■■■■■■■■■■■■■■■■■■■■■■■■■■■■■■■■■■■■■■■■■■■■■■■■■■■■■■■■■■■■■■
#==============================================================================
# ** Window_MenuStatus
#------------------------------------------------------------------------------
#  This window displays party member status on the menu screen.
#==============================================================================

class Window_MenuStatus < Window_Selectable
  #--------------------------------------------------------------------------
  # * Public Instance Variables
  #--------------------------------------------------------------------------
  attr_reader   :pending_index            # Pending position (for formation)
  #--------------------------------------------------------------------------
  # * Object Initialization
  #--------------------------------------------------------------------------
  def initialize(x, y)
    super(x, y, window_width, window_height)
    @pending_index = -1
    refresh
  end
  def window_width
    Graphics.width
  end
  def window_height
    fitting_height(6)
  end
  def item_max
    $game_party.members.size
  end
def item_height
(height - standard_padding * 2) / 6
end
def draw_item(index, *args)
actor_id = index
return unless actor_id
actor = $game_party.members[actor_id]
rect = item_rect(index)
draw_actor_simple_status(actor, rect.x, rect.y)
end
def draw_actor_simple_status(actor, x, y)
draw_actor_name(actor, x+25, y)
draw_actor_icons(actor, x+120, y + 1, 122)
draw_actor_hp(actor, x + 260, y - 3)
draw_actor_mp(actor, x + 390, y - 3)
end
end

#■■■■■■■■■■■■■■■■■■■■■■■■■■■■■■■■■■■■■■■■■■■■■■■■■■■■■■■■■■■■■■■■■■■■■■■■■■■■■■■
class Window_MenuMessage < Window_Message
def window_height
fitting_height(9)
end
def update_placement
self.y = fitting_height(7) + 4
self.opacity = 0
end
end
#■■■■■■■■■■■■■■■■■■■■■■■■■■■■■■■■■■■■■■■■■■■■■■■■■■■■■■■■■■■■■■■■■■■■■■■■■■■■■■■
class Scene_Menu
def start
super
create_all_windows
init_windows
MenuManager.method_wait_for_message = method(:wait_for_message)
end
def post_start
super
MenuManager.menu_open
end
def update_for_wait
update_basic
end
def wait_for_message
@message_window.update
update_for_wait while $game_message.visible
end
def create_all_windows
create_status_window
create_message_window
create_info_window
create_command_window
end
def init_windows
end
def create_status_window
@status_window = Window_MenuStatus.new(0, 0)
end
def create_message_window
@message_window = Window_MenuMessage.new
@message_back = Window_Base.new(0, @status_window.height+24, Graphics.width, 56)
end
def create_info_window
@info_viewport = Viewport.new
@info_viewport.rect.y = Graphics.height - @status_window.height
@info_viewport.rect.height = @status_window.height
@info_viewport.z = 100
@info_viewport.ox = 64
@status_window.viewport = @info_viewport
end
#--------------------------------------------------------------------------
def create_command_window
@command_window = Window_MenuCommand.new
@command_window.set_handler(:cancel,    method(:return_scene))
end
end


My problem is that if I click enter to select a command, it will first remove the message window. Then if you click again then the command window will select the command. This is obviously what it is pre-programmed to do. I need it so that it does this:



As you can see from the gif above, both the message window and command window are both sync instead of how it is in the script above.

So if that made sense, just need help on how to proceed with recreating that menu system.
2
Hopefully the title makes sense, so anyways so far I've created the re order part in the gif below:
Spoiler: ShowHide


But in this next gif you will notice that I'm missing one key component (not including the yes/no question at the end), which is the numbers that will appear next to the actors names after the player clicks on them.

This is a gif of the OG version menu in the game Revelations Demon Slayer to show what I am talking about:
Spoiler: ShowHide


So in that second gif you should hopefully see what I was talking about on the left side of the status window. The problem is that I have no clue how to write that at the moment and was hoping someone had an ideal on how to go about this.

If you need anything else don't hesitate to ask!
3
I've been having an issue all day trying to figure out why I can't get my cursor to go left or right. So far it picks one direction and regardless of which button you click it will still go in that direction.

This is suppose to change it so the script would switch between windows depending on which button (:left or :right) you click. However all it does is jump to window #1 and then shift between window #1 and #2 without even going back to window #0

def on_status_change
last_index = @index
@index = (if @index < 3 then (@index + 1) % @item_max
elsif @index > 0 then (@index +) % @item_max
end)
if @index != last_index
@status_windows[last_index].deactivate.unselect
@status_windows[@index].activate.select(0)
end
end


This method shifts through all the windows but only in one direction regardless of which key I click (:left or :right)

def on_status_change
last_index = @index
@index = @index == (@item_max - 1) ? 0 : (@index + 1)
@index = @index == 0 ? (@item_max - 1) : (@index - 1)
if @index != last_index
@status_windows[last_index].deactivate.unselect
@status_windows[@index].activate.select(0)
end
end


If you need any additional information or clarification I'll add it.

Thanks
4
Script Troubleshooting / Stack level too deep
February 06, 2015, 11:27:53 pm
Can anyone tell me what way I can figure out how to stop a SystemStackError from occurring or at least a code that can backtrace a couple of steps to figure out what is causing the problem. Because no matter what I do I seem to keep getting this error.
5
Script Troubleshooting / [RGSS] Storing objects
February 01, 2014, 12:00:02 am
So I've final near completed my option scene for my game and I have one more thing I need to finish it. What I want store is the settings so when you click confirm the settings save, but when you click cancel the setting revert back to the previously saved settings. So far all I have is the default settings set:

def yes_default
DataManager.full_screen_mode if $game_system.fullscreen
$game_system.message_speed = $warconfig[:settings][:message_speed]
$game_system.fullscreen = $warconfig[:settings][:fullscreen]
$game_system.bar_style = $warconfig[:settings][:bar_style]
$game_system.autodash = $warconfig[:settings][:autodash]
$game_system.mini_map = $warconfig[:settings][:mini_map]
$game_system.item_sort = $warconfig[:sort][0]
[:bgm, :sfx].each {|v| $game_system.volume_change(v, 100)}
['bgm','bgs'].each {|v| eval "$game_system.#{v}_play($game_system.#{v}_memorize)"}
update_o_commands
cancel_default
end


But have no clue on where to start on the storing updated versions of the configurations above.
6
Ok so as the title suggests, and how do I get rid of them. I don't know what I did wrong but every time I try highlighting (mouse script) over a command in the menu (especially the status scene) it lags like hell. I'm guessing because of all the sprites I'm using (not using any windows) or just faulty coding. If anyone wants to look at see why I can send you a PM of my games cms.
7
Would it be a good idea to create a Window_Selectable in the sprite class (Sprite_Selectable) instead since I'm not using any windowskins and since I've already turned most windows into sprites anyways?

One problem I run into is that the sprite class doesn't have the self.active method which would actually be a real issue.
8
Okay so I'm having an issue getting the text to be vertical. Here's the code:
#:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=
# ■ Bitmap
#:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=
class Bitmap
def gradient_fill_rect(*args)
if args[0].is_a?(Rect)
x, y, width, height = args[0].x, args[0].y, args[0].width, args[0].height
color1 = args[1].dup
color2 = args[2]
vertical = args[3]
else
x, y, width, height = args[0..3]
color1 = args[4].dup
color2 = args[5]
vertical = args[6]
end
dr = color2.red   - color1.red
dg = color2.green - color1.green
db = color2.blue  - color1.blue
da = color2.alpha - color1.alpha
start_rgba = [color1.red, color1.green, color1.blue, color1.alpha]
if vertical
dr, dg, db, da = dr / height, dg / height, db / height, da / height
(y...(y + height)).each do |i|
fill_rect(x, i, width, 1, color1)
start_rgba[0] = [start_rgba[0] + dr, 0].max
start_rgba[1] = [start_rgba[1] + dg, 0].max
start_rgba[2] = [start_rgba[2] + db, 0].max
start_rgba[3] = [start_rgba[3] + da, 0].max
color1.set(*start_rgba)
end
else
dr, dg, db, da = dr / width, dg / width, db / width, da / width
(x...(x + width)).each do |i|
fill_rect(i, y, 1, height, color1)
start_rgba[0] = [start_rgba[0] + dr, 0].max
start_rgba[1] = [start_rgba[1] + dg, 0].max
start_rgba[2] = [start_rgba[2] + db, 0].max
start_rgba[3] = [start_rgba[3] + da, 0].max
color1.set(*start_rgba)
end
end
end
def gradient_draw_text(*args)
is_rect = args[0].is_a?(Rect)
x        = is_rect ? args[0].x      : args[0]
y        = is_rect ? args[0].y      : args[1]
w        = is_rect ? args[0].width  : args[2]
h        = is_rect ? args[0].height : args[3]
text     = is_rect ? args[1].to_s   : args[4].to_s
color1   = is_rect ? args[2]        : args[5]
color2   = is_rect ? args[3]        : args[6]
align    = is_rect ? args[4]        : args[7]
vertical = is_rect ? args[5]        : args[8]
align = 0 if !align
vertical = false if !vertical
text_bmp = Bitmap.new(w, h)
text_bmp.font.name = font.name
text_bmp.font.size = font.size
text_bmp.font.bold = font.bold
text_bmp.font.italic = font.italic
text_bmp.font.outline = font.outline
text_bmp.font.shadow = font.shadow
text_bmp.font.out_color = font.out_color
text_bmp.draw_text(0, 0, w, h, text, align)
gradient_bmp = Bitmap.new(w, h)
gradient_bmp.gradient_fill_rect(0, 0, w, h, color1, color2, vertical)
w.times do |x2|
h.times do |y2|
alpha_txt = text_bmp.get_pixel(x2, y2).alpha
if alpha_txt > 0
c = gradient_bmp.get_pixel(x2, y2)
c.alpha = alpha_txt
text_bmp.set_pixel(x2, y2, c)
end
end
end     
draw_text(x, y, w, h, text.to_s, align)
blt(x, y, text_bmp, Rect.new(0, 0, w, h))
end 
end


So I was wondering if you guys could figure out where the issue is coming from.
9
General Discussion / Ruby on Rails?
November 04, 2013, 12:52:58 pm
So a job recruiter called me today and saw that I had some skills in ruby and wanted to know if I would program in Ruby on Rails for their company that is a web-oriented environment.
QuoteOur client is looking for a well-rounded Quality Assurance Automation Engineer that is familiar with the growing technology landscape and desires to contribute in a fast-paced, web-oriented environment. This position requires a strong analytical sense combined with a dynamic, creative approach. You will be responsible for creating and executing plans and procedures used to ensure high levels of quality for complex, consumer-oriented, web-based applications.

The problem is I have no clue how Ruby on Rails looks. So my question is:

  • How similar is "ruby" to "ruby on rails." Reason I asked was because the questions they asked are more web-oriented than normal ruby language oriented.

  • Does anyone have any tutorials on Ruby on Rails, JSP, CSS, JavaScript, Struts, and/or Ajax.


Any help is appreciated.
10
General Discussion / Whats the difference?
October 05, 2013, 11:38:46 am
So I notice a while ago that ruby 1.9.1 has msgbox and I wanted to know what was the difference between:

  • msgbox and print

  • p and msgbox_p



As far as I can see, both functions look and act the same.
11
I hate asking questions, but here we go. So I'm writing an menu system for my game and I'm using sprites instead of windows. What I'm trying to do is to figure out why this title screen keeps doing this:


It's supposed be:
-New Game
-New Game Plus
-Continue/No Data
-Manual
-Website
-Shut Down
But I get what's in that image instead. I'm guessing it's something to do with the symbols I'm using, but I have a headache trying to figure this out for the past day and a half. So I was wondering if anyone else had a solution to this.
12
Okay the issue I"m having that's been bothering me the whole day that I can't figure out in rmvxace is selecting an actor. What I was doing was when you select an actor from the list in Window_MenuStatus, the game should take you to that selected actors skill window, however, it doesn't do that and it only shows the first actors information. Originally VXAce menu selects the actor from Window_MenuStatus and then sends you straight to a new scene where it gives you the selected actors info.

Spoiler: ShowHide
#:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=
# ■ Window_Party
#:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=
class Window_Party < Window_Selectable
def initialize(help_window)
   @help_window = help_window
   dy = @help_window.height
super(0, dy, Graphics.width, Graphics.height - dy)
select(0)
activate
refresh
end
def item_max
   return @data ? @data.size : 1
 end
def item
   return @data && index >= 0 ? @data[index] : nil
 end
 def item_rect(index)
   rect = Rect.new
   rect.width = item_width
   rect.height = item_height
   rect.x = index % col_max * (item_width + spacing)
   rect.y = item_height + (index / col_max * item_height)
   rect
 end
def refresh
make_item_list
create_contents
   draw_header
draw_all_items
end
 def draw_header
   reset_font_settings
   change_color(system_color)
   rect = Rect.new(24, 0, contents.width, line_height)
   draw_text(rect, 'Name')
   rect.x += 156
   draw_text(rect, 'HP')
   rect.x += 180
   draw_text(rect, 'MP')
 end
def make_item_list
@data = []
   $game_party.all_members.each {|member| @data << member.id if !member.nil?}
 end
def draw_item(index)
   return if @data[index] == 0
rect = item_rect(index)
actor = $game_actors[@data[index]]
draw_actor(actor, rect)
end
def draw_actor(actor, rect)
   change_color(normal_color)
draw_text(rect.x+24, rect.y, contents.width, line_height, actor.name)
   draw_actor_hp(actor, rect.x + 180, rect.y)
   draw_actor_mp(actor, rect.x + 360, rect.y)  
end
 def select_last
   select(@data.index($game_party.menu_actor.index) || 0)
 end
 def show
   @help_window.show
   super
 end
 def hide
   select_last
   @help_window.hide
   super
 end
end

#:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=
# ■ Scene_Status
#:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=
class Scene_Status < Scene_MenuBase
 def start
   super
   create_help_window
   create_party_window
   create_status_window
   refresh_help_window
 end
 def create_help_window
   @help_window = Window_Help.new(1)
   @help_window.viewport = @viewport
 end
 def create_party_window
   @party_window = Window_Party.new(@help_window)
   @party_window.set_handler(:ok,     method(:select_actor))
   @party_window.set_handler(:cancel, method(:return_scene))
 end
 def user
   @party_window.item
 end
 def select_actor
   @party_window.hide.deactivate
   @status_window.show.activate
 end
 def create_status_window
   @status_window = Window_Status.new(@actor)
   @status_window.set_handler(:cancel,   method(:on_status_cancel))
   @status_window.set_handler(:pagedown, method(:next_actor))
   @status_window.set_handler(:pageup,   method(:prev_actor))  
   @status_window.deactivate.hide
 end
 def on_status_cancel
   @party_window.show.activate.select(0)
   @status_window.hide.deactivate
 end
 def on_actor_change
   @status_window.actor = @actor
   @status_window.activate
 end
 def refresh_help_window
   @help_window.contents.clear
   @help_window.draw_text_ex(4, 0, "Whose status will you view?")
 end
end



I just want to know what I'm missing as I need to do this in three other scenes in the menu script for my game.
13
Quick question how would you create system where each character has their own inventory? I'm making a remake for RMVXA and the game has characters with their own inventory in which they can also swap items with each other. However only three characters in the game can use inventory items, the others (captured monsters) can't. I guess I use note tags specify which who can and can't use the inventory. If anyone can explain to me would be great.
14
Okay so these questions revolve around my Scene_Item script as the title states.

■ The first question I have is with case statements in Window_ItemList and Window_ItemType. For some reason instead of going through each when clause it skips over them and goes straight for the else. Just in case that doesn't make sense here's an example
example:
when :all	
case @types_window.method
when :item then return item.is_a?(RPG::Item) if $game_temp.in_battle
when :weapons then return item.is_a?(RPG::Weapon)
else return item.is_a?(RPG::Armor)
end
end

In this example, no matter which category I'm in (Item, Armor, Weapon), it will always show just show all armor instead of all items if I'm under the Item category. So how do I fix that.

■ Second question/issue I'm having is adding a tag after the name in the item, weapon, and armor categories. In the module I have a hash that I'm using to create categories:
Spoiler: ShowHide

#:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=
# ■ Module ACE::CORE
#:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=
module ACE::CORE
#=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
# ◆ Section III. Item Type Settings ◆
#=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
# These arrays adjusts and shows the various item types shown for Items,
# Weapons, and Armours. Note that when using :category symbols, the
# specific category shown will be equal to the text used for the Display
# and the included item must contain a category equal to the Display name.
#=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
# This array contains the order for the Item categories.
ITEM_TYPES =[
# [  :symbol,    "String"],
[  :usable,    'Usable'], # Shows
[   :field,     'Field'], # Shows Menu-usable items.
[  :battle,    'Battle'], # Shows Battle-usable items.
[:category,   'Special'], # Categorized by \cat[string]
[:category,      'Food'], # Categorized by \cat[string]
[:key_item,  'Key Item'], # Shows all key items.
[     :all,       'All'], # Shows all usable items.
] # Do not remove this.

# This array contains the order for the Weapon categories.
WEAPON_TYPES =[
# [  :symbol,    "String"],
[:category,  'Training'], # Categorized by \cat[string]
[:category, 'Legendary'], # Categorized by \cat[string]
[     :all,       'All'], # Shows all weapons.
] # Do not remove this.

# This array contains the order for the Armour categories.
ARMOUR_TYPES =[
# [  :symbol,    "String"],
[    :kind,   'ARMKIND'], # Lists all of the individual armour kinds  
[:category,  'Training'], # Categorized by \cat[string]
[:category, 'Legendary'], # Categorized by \cat[string]
[     :all,       'All'], # Shows all armours.
] # Do not remove this.

end

What I was trying to do is when an Item has the tag \cat[string] after the item name, the item should appear in its respective category. It's just bad coding in Window_ItemList and the RPG module and I have no clue how to fix that.

Hopefully these two questions make sense if you need any clarifications just ask and heres the script:
http://db.tt/OFybzF5z
15
Okay so I was writing my banking system and it's pretty much done, but I've ran into one problem. My bank has two things: the ability to deposit or withdraw and to buy bonds. The deposit and withdraw part works, however when I try to set up a bond an use it I keep getting errors. I've tried everything I know, so I'm going to take a breather and hopfully someone else can figure out the issue.

[Link Removed]

The error appears when you click on "Purchase Bond" in the command window.
16
Script Troubleshooting / [RMXP] Why I get this....
March 05, 2013, 06:12:39 pm
Can anyone tell me why I keep getting this annoying ass error every time:
QuoteScript 'Game_Actors' line 20: NoMethodError occured.

undefined method '>' for #<Game_Actor:0x3171440>


This happens when I add something to Game_Party and then add the method from the Game:: class to a window.
17
How come custom shop scripts don't have there own category. If click search while in the database you'll notice a couple of them in there and as a suggestion would think it would be good for them to have their own category. Since my skill shop isn't really a Custom Skill System just because it has the word skill in it. Just a suggestion.
18
RMXP Script Database / [XP] ACE Skill Shop
February 18, 2013, 01:51:00 am
ACE Skill Shop
Authors: Bigace360
Version: 1.00
Type: ACE Custom Shop System
Key Term: Custom Shop System



Introduction
Ever wanted buy more than just items and equipment. Well this script does just that, buy selling skills instead.


Features


  • Sells Skills to teach Actors

  • Make it so any actor can learn any skill

  • Make skills class specific

  • Easy to configure then most skill shops I've seen

  • Now skills can be level specific

  • Sort skills in 6 different ways




Screenshots
Spoiler: ShowHide








Script




Instructions

  • In order to call this script, you use this line:


$scene = Scene_SkillShop.new([skill id's go here])

QuoteExample:

$scene = SkillShop.new([1, 2]) will make a shop with the skills
Heal and Great Heal


  • In order to sell all skills without having to list every skill ID, call this script:


skills = []
(1...$data_skills.size).each {|i| skills << i}
$scene = Scene_SkillShop.new(skills)



Compatibility
Requires the script 'Scene_Base' v1.4 or higher
Requires the script 'Scene_ShopBase' v1.04 or higher



Credits and Thanks


  • Bigace360, for the script.




Author's Notes
This system can still grow, if anyone has any ideals to add to it don't hesitate to ask. However remember that your ideal might not make it.
19
Okay so I was trying to get the string to break to the new line at every "\n".

	module ACE
module CORE
MESSAGE ={
# Do you want the message aligned to the right, center, or left.
:align => 0,
# This is a message that will be displayed when you open the shop.
:quote => 'Welcome to the ACE Shopping System by Bigace360! All ' +
'transactions are processed when you exit the shop. \n ' +
'Press Right or Left to increase or reduce by 1. Hold Shift to augment ' +
'the number by 10. Shift + Ctrl for all or none.',
}
end
end

def create_dummy_window
wy = @category_window.y + @category_window.height
dw = 640 - (640 * 2 / 5)
wh = 480 - wy
@dummy_window = Window_Base.new(0, wy, dw, wh)
@gold_window.y = @dummy_window.y
@dummy_window.contents = Bitmap.new(@dummy_window.width - 32,
@dummy_window.height - 32)
dw = @dummy_window.width
intro_message = MESSAGE[:quote]
intro_message.split("\n")
quote = @dummy_window.contents.slice_text(intro_message, dw)
quote.each_with_index do |i, y|
@dummy_window.contents.draw_text(0, y*32, dw, 32, i, MESSAGE[:align])
end
end


However it doesn't work. So then I just the code to this

	module ACE
module CORE
MESSAGE ={
# Do you want the message aligned to the right, center, or left.
:align => 0,
# This is a message that will be displayed when you open the shop.
:quote => 'Welcome to the ACE Shopping System by Bigace360! All ' +
'transactions are processed when you exit the shop. \n ' +
'Press Right or Left to increase or reduce by 1. Hold Shift to augment ' +
'the number by 10. Shift + Ctrl for all or none.',
}
end
end

def create_dummy_window
wy = @category_window.y + @category_window.height
dw = 640 - (640 * 2 / 5)
wh = 480 - wy
@dummy_window = Window_Base.new(0, wy, dw, wh)
@gold_window.y = @dummy_window.y
@dummy_window.contents = Bitmap.new(@dummy_window.width - 32,
@dummy_window.height - 32)
dw = @dummy_window.width
intro_message = MESSAGE[:quote]
quote = @dummy_window.contents.slice_text(intro_message, dw)
quote.split("\n") # quote.puts("\r\n")
quote.each_with_index do |i, y|
@dummy_window.contents.draw_text(0, y*32, dw, 32, i, MESSAGE[:align])
end
end

and I thought it would work but then I get an error:

Quoteprivate method 'split' called for #<Array:0x32cab78>


I know I'm forgetting something but I don't know what.
20
RMXP Script Database / [XP] ACE Status System
February 10, 2013, 02:29:11 am
ACE Status System
Authors: Bigace360
Version: 2.06
Type: ACMS
Key Term: Menu Add-on



Introduction
The status menu doesn't appear to help much at all in the default RPG Maker XP scripts. This script changes the status screen completely to something the player can interact with more and be able to view actor data with more clarity.



Screenshots
Spoiler: ShowHide







Script




Instructions
Inside the script in the first comment.




Compatibility
Requires Scene_Base

There is a high possiblity that any script that rewrites Scene_Status will have conflicts with this Engine. Scripts that may conflict with this Engine are stated in the comments in the "SECTIONS" and "Script Conflicts and Compatability".

Here is a list of the currently supported scripts that work with this menu script:



Credits and Thanks


  • Bigace360, for the script.




Author's Notes
This system can still grow, if anyone has any ideals to add to it don't hesitate to ask. However remember that your ideal might not make it.
21
Script Troubleshooting / Removing Lag
February 07, 2013, 01:17:17 pm
I have a quick question, what are ways to remove lag from your scripts. While I was coding; if I remove the image, so there is no moving background and then I start up the game, when I go to the scene without the background, I experence heavy lags until I exit the scene. Thats just one example. What are your examples.
22
I have three issues I can't seem to solve and I need some more help, one for my option system and two for my status system.

Option System Issues
Cannot get the screen to exit out of full_screen mode after I have click the default Buttons Input.trigger?(Input::SHIFT && Input::CTRL). However, it seems to work when I click on the default command. Also, if you were to enter full_screen through other was such as at the title screen or through manual built-in button, the toggle won't switch to full-screen or vise-versa.

Example:
So let say you in normal mode and then you pressed the built-in buttons [Alt-Enter] to switch to full-screen. When do this the option in the Option menu should switch to full-screen, but it doesn't. It still says normal. When this happens the functions in the menu reverse. now full-screen means normal and normal means full-screen.

You'll have to see it if that doesn't make sense, because I don't know any other way to describe it.

Status Issues
■ Fix the parameter bar so it fills up the whole bar when at max stat.
Spoiler: ShowHide

■ Strange issue with changing characters when you click the Input::R Button.

Scripts:
Scene_Base
Status
Option
23
RMXP Script Database / [XP] ACE Item System
January 31, 2013, 09:38:59 am
ACE Item System
Authors: Bigace360
Version: 1.03
Type: ACMS
Key Term: Custom Item System



Introduction
The default scene_item is just an unorganized boring list of items. The Ace Item Menu offers more item categorization control and a better layout that simulatenously provides information regarding the items to the player, while keeping a good amount of the item list visible on screen at once. The script can also be customized to rearrange commands and categories.



Screenshots

Spoiler: ShowHide






Script




Instructions
To install this script, open up your script editor and copy/paste this script to an open slot below Scene_Debug, and Warrior_Engine, but above Main.

Scroll down and edit the module as you see fitting for your game.



Compatibility
Requires Scene_Base
Requires Module RPG::BaseItem

Scripts that may conflict with this Engine are stated in the comments in the "SECTIONS" and "Script Conflicts and Compatability".



Credits and Thanks


  • Bigace360, for the script.




Author's Notes
This system can still grow, if anyone has any ideals to add to it don't hesitate to ask. However remember that your ideal might not make it.
24
RMXP Script Database / [XP] ACE Equip System
January 31, 2013, 09:38:24 am
ACE Equip System
Authors: Bigace360
Version: 1.12
Type: ACMS
Key Term: Custom Equipment System



Introduction
This script essentially redefines the way the equipment system works while keeping the core without rewriting too much.  This script changes the equipment scene with a different layout and more efficient methods. Also adds a command window that allows the player to choose from four diffenet methods:  Manual, Optimize, Optimize All, & Unequip All.



Screenshots
Spoiler: ShowHide




Script




Instructions
There in the script comment section in the beginning.



Compatibility
Requires Scene_Base

Scripts that may conflict with this Engine are stated in the comments in the "SECTIONS" and "Script Conflicts and Compatability".


Credits and Thanks


  • Bigace360, for the script.




Author's Notes
This system can still grow, if anyone has any ideals to add to it don't hesitate to ask. However remember that your ideal might not make it.
25
RMXP Script Database / [XP] ACE Skill System
January 31, 2013, 09:37:26 am
ACE Skill System
Authors: Bigace360
Version: 1.00
Type: ACMS
Key Term: Custom Skill System



Introduction
This script does not rework the way skills function. This script only reworks the way the Skill Scene appears and what it can be used for. Basically functions as a bridge between many ACE scripts in addition to making all of the skill-related ACE scripts accessible from one common place. Menu searching and surfing can become quite annoying for the player and this script's main purpose is to minimize that annoyance.



Screenshots

Spoiler: ShowHide






Script




Instructions
There in the script comment section in the beginning.



Compatibility
Requires Scene_Base
Requires Module RPG::BaseItem

Scripts that may conflict with this Engine are stated in the comments in the "SECTIONS" and "Script Conflicts and Compatability".



Credits and Thanks


  • Bigace360, for the script.




Author's Notes
This system can still grow, if anyone has any ideals to add to it don't hesitate to ask. However remember that your ideal might not make it.
26
RMXP Script Database / [XP] ACE Option System
January 31, 2013, 09:35:20 am
ACE Option System
Authors: Bigace360
Version: 1.32
Type: ACMS
Key Term: Menu Add-on



Introduction
This script replaces the "Game End" option in the Main Menu altogether and giving the player some familiar options seen in many of today's commercial RPG's such as changing window skins, adjust sound volume, turning off animations during battle, and the like.



Features


  • Makes Scene_End useful

  • Allows the player to adjust the setting in the game.

  • Has a Default feature to restore everything.




Screenshots
Spoiler: ShowHide




Script




Instructions
Script Calls - These commands are used with script calls.

Use the script call to change the bgm, bgs, or sfx sound rate by x increment. Use a negative value to lower the volume.
$game_system.volume_change(:bgm, x)
$game_system.volume_change(:bgs, x)
$game_system.volume_change(:sfx, x)

Turns autodash on (true) or off (false).
$game_system.set_autodash(true)
$game_system.set_autodash(false)

Turns Full Screen on (true) or off (false).
$game_system.set_full_screen(true)
$game_system.set_full_screen(false)


1.Scroll down, adjust the various  Variable values to something empty or predetermined.
2.Go to the Windowskin folder in your project's "Graphics" folder to insert the window skins you want to use there and adjust the WINDOW_HASH accordingly. Do the same with the Battle Music by going to your BGM folder in your project's Audio folder and then adjust the MUSIC_HASH in the module.
3.To Restore all back to default press [CTRL + ALT]




Compatibility
Requires Scene_Base

Scripts that may conflict with this Engine are stated in the comments in the "SECTIONS" and "Script Conflicts and Compatability".



Credits and Thanks


  • Bigace360, for the script.

  • ForeverZer0, for fixing the line break issue.

  • KK20, for fixing the issue with the fullscreen.




Known Issues


  • Remove lag when selecting font or windowskins, when the Warrior Core Engine is installed.





Author's Notes
This system can still grow, if anyone has any ideals to add to it don't hesitate to ask. However remember that your ideal might not make it.
27
Okay in my scene_skill script I've create (about 80%) done, I've ran into two issues that I can't really see where to fix it at. So I need another pair of eyes for help.
Issue I:
Spoiler: ShowHide

I thought an image would make more sense then me explaining it.
Issue II:
When you start the skill scene you'll notice in the help window that for some reason one of the selected skills description will show up for a second before returning to command description, even though the skill window isn't even active. It may be hard to understand that part, you'll have to plug-in and see what I mean.

Scene_Skill Download Link Dead
28
Script Troubleshooting / [XP] Throwing an Error message
January 13, 2013, 07:43:59 pm
So I was trying to throw an error message if the developer put in an Input:: I deem unusable and then the program closes. The problem is that the program closes with out throwing the error message.
			raise(SystemExit, "Sorry, but the button inputs B, L, R, UP, DOWN, RIGHT, " + 
"LEFT, F5, 56, F7, F8, or F9 is not allow. " +
"Please choose A, C, X, Y, Z, or SHIFT inputs instead for the scene " +
"changing button.")

I know this code works:
			print("Sorry, but the button inputs B, L, R, UP, DOWN, RIGHT, LEFT, F5, " + 
"56, F7, F8, or F9 is not allow. " +
"Please choose A, C, X, Y, Z, or SHIFT inputs instead for the scene " +
"changing button.")
exit

But I was wondering why the first code doesn't work. Thats all.
29
RMXP Script Database / [XP] Row Changer
January 10, 2013, 01:07:29 am
Scene_RowChanger
Authors: Bigace360
Version: 1.5
Type: Battler Postions
Key Term: Player / Party / Troop Add-on



Introduction
This script allows the player during gameplay to change the battle position of the player in reference to their 'front, middle, and rear' positions normally set in the 'Class' database. With this system, the position can now be changed in-game with the value from the 'Class' database being the default.

Position values:

0 = Front position (most likely to be attacked)
1 = Middle position
2 = Rear position (least likely to be attacked)




Features


  • Allows the player to change the Battlers Position in the menu




Screenshots

Spoiler: ShowHide




Script




Instructions
There in the script comment section in the beginning.



Compatibility
Requires Scene_Base

This rewrites the 'random_target_actor' method in Game_Party to utilize the newer 'position' value instead of accessing the $data_classes database.



Credits and Thanks


  • Bigace360, for the script.




Author's Notes
This system can still grow, if anyone has any ideals to add to it don't hesitate to ask. However remember that your ideal might not make it.
30
RMXP Script Database / [XP] Max Limiter Breaker
January 09, 2013, 03:46:54 pm
Max Limiter Breaker
Authors: Bigace360
Version: 2.0
Type: Limit Breaker
Key Term: Player / Party / Troop Add-on



Introduction
Tired of having only 99 items? Want to have be able to change maximum gold amount or party capacity? This is the script for you! This script allows you to change the max for a few things!



Features


  • Change Max Amount of Items (Items, Weapons, Armor) Owned

  • Change Max Amount of Gold & Step count

  • Change Max Amount of the Party size

  • Adjust the individual item price. This allows you to go past the original editor limit.

  • If gold exceeds window capacity, then it will display something else.




Screenshots

Spoiler: ShowHide




Script




Instructions
There in the script comment section in the beginning.



Compatibility
Requires Warrior Core Engine XP

This script has modded Window_ShopBuy, Window_ShopSell, Scene_Shop, and Window_Item. DO NOT USE ANY OTHER MODDED VERSIONS OF THESE WINDOWS IF YOU WOULD LIKE THIS TO WORK!



Credits and Thanks


  • Bigace360, for the script.