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Messages - Vexus

21
Script Troubleshooting / Re: Editing Menu
February 18, 2015, 12:23:45 pm
No no no.

I explained how it worked, which is essentially how you said it, via a picture on the screen and everything shows on it (Messages, menu commands etc etc). Then I tried improving on it as I thought having the blank picture showing at all time would look weird?

I tried removing the picture itself and have it show via scripting instead of the windowskin when you interact with someone or open the menu, but I can't seem to make a picture show in window message since there is no scene message.

I only got errors.
22
Script Troubleshooting / Re: Editing Menu
February 17, 2015, 04:59:14 pm
So I guess, I could still use some opinions...

The menu after I opted to edit the script in my Alive project (To have horizontal commands as icons one at a time) I changed it from the picture in the first post into:

Spoiler: ShowHide


However, there's one thing that irks me a little, which is when the menu is not open. When you are not interacting with anyone or into the menu, the bottom bar is left with those 2 blocks empty. Now, I had some ideas like editing the picture to show the inventory icon plus arrows to make it look less empty and it "works", I guess.... Not sure if it's enough tough.

So, I thought about hiding it instead of having the bottom bar show all the time and have it show in accordance to when it's needed.

This however made me halt on when I needed to show a picture instead of the windowskin when I interact with someone. I tried searching and tried different methods but kept getting errors so I scratched everything and went back showing the picture.

The question, however is:

What do I need to add to show a picture in the message script.

Thanks
23
Script Troubleshooting / Re: Editing Menu
February 10, 2015, 11:09:33 am
Sorry for the double post.

Long story short, I managed to use and edit the script I have in my Alive project.

Instead of showing all the icons like the picture above, when you open the menu, an icon shows with arrows on both sides. This let's you move back/forward for the other options. After struggling for the help text for quite a bit, I managed to also make it work.

So, I guess this thread has no purpose and can be closed.
24
Script Troubleshooting / Re: Editing Menu
February 09, 2015, 06:32:56 pm
Well that is a picture heh...

So far I edited scene menu to remove the unnecessary stuff:

Spoiler: ShowHide
#==============================================================================
# ** Scene_Menu
#------------------------------------------------------------------------------
#  This class performs menu screen processing.
#==============================================================================

class Scene_Menu
  #--------------------------------------------------------------------------
  # * Object Initialization
  #     menu_index : command cursor's initial position
  #--------------------------------------------------------------------------
  def initialize(menu_index = 0)
    @menu_index = menu_index
  end
  #--------------------------------------------------------------------------
  # * Main Processing
  #--------------------------------------------------------------------------
  def main
    @mapback = Spriteset_Map.new
    # Make command window
    s1 = "Inventory"
    s2 = "Notes"
    s3 = "Role Cards"
    s4 = "Options"
    #s5 = "Save"
    #s6 = "End Game"
    @command_window = Window_Command.new(160, [s1, s2, s3, s4])
    @command_window.index = @menu_index
    # If number of party members is 0
    if $game_party.actors.size == 0
      # Disable items, skills, equipment, and status
      @command_window.disable_item(0)
      @command_window.disable_item(1)
      @command_window.disable_item(2)
      @command_window.disable_item(3)
    end
    # If save is forbidden
    if $game_system.save_disabled
      # Disable save
      @command_window.disable_item(4)
    end
    # Make play time window
    #@playtime_window = Window_PlayTime.new
    #@playtime_window.x = 0
    #@playtime_window.y = 224
    # Make steps window
    #@steps_window = Window_Steps.new
    #@steps_window.x = 0
    #@steps_window.y = 320
    # Make gold window
    #@gold_window = Window_Gold.new
    #@gold_window.x = 0
    #@gold_window.y = 416
    # Make status window
    #@status_window = Window_MenuStatus.new
    #@status_window.x = 160
    #@status_window.y = 0
    # Execute transition
    Graphics.transition
    # Main loop
    loop do
      # Update game screen
      Graphics.update
      # Update input information
      Input.update
      # Frame update
      update
      # Abort loop if screen is changed
      if $scene != self
        break
      end
    end
    # Prepare for transition
    Graphics.freeze
    # Dispose of windows
    @mapback.dispose
    @command_window.dispose
    #@playtime_window.dispose
    #@steps_window.dispose
    #@gold_window.dispose
    #@status_window.dispose
  end
  #--------------------------------------------------------------------------
  # * Frame Update
  #--------------------------------------------------------------------------
  def update
    # Update windows
    @mapback.update
    @command_window.update
    #@playtime_window.update
    #@steps_window.update
    #@gold_window.update
    #@status_window.update
    # If command window is active: call update_command
    if @command_window.active
      update_command
      return
    end
    # If status window is active: call update_status
    if @status_window.active
      update_status
      return
    end
  end
  #--------------------------------------------------------------------------
  # * Frame Update (when command window is active)
  #--------------------------------------------------------------------------
  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  # end game
        # Play decision SE
        $game_system.se_play($data_system.decision_se)
        # Switch to end game screen
        $scene = Scene_End.new
      end
      return
    end
  end
  #--------------------------------------------------------------------------
  # * Frame Update (when status window is active)
  #--------------------------------------------------------------------------
  def update_status
    # If B button was pressed
    if Input.trigger?(Input::B)
      # Play cancel SE
      $game_system.se_play($data_system.cancel_se)
      # Make command window active
      @command_window.active = true
      @status_window.active = false
      @status_window.index = -1
      return
    end
    # If C button was pressed
    if Input.trigger?(Input::C)
      # Branch by command window cursor position
      case @command_window.index
      when 1  # skill
        # If this actor's action limit is 2 or more
        if $game_party.actors[@status_window.index].restriction >= 2
          # 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 skill screen
        $scene = Scene_Skill.new(@status_window.index)
      when 2  # equipment
        # Play decision SE
        $game_system.se_play($data_system.decision_se)
        # Switch to equipment screen
        $scene = Scene_Equip.new(@status_window.index)
      when 3  # status
        # Play decision SE
        $game_system.se_play($data_system.decision_se)
        # Switch to status screen
        $scene = Scene_Status.new(@status_window.index)
      end
      return
    end
  end
end


Once I manage to make the command list horizontal I'll see on editing what each selection opens.

So far, I found this: http://www.gdunlimited.net/forums/topic/4593-horizontal-command-window/

Has the ability of turning command windows into horizontal from vertical with some little modification.

I might take a quick peek at my Alive menu script as it's horizontal and uses similar functions (Icon instead of text) as I'm trying to do here. There's no guarantee I'll understand what to edit tough that's why I made this thread so you guys can help me learn.
25
Script Troubleshooting / Editing Menu
February 09, 2015, 09:07:38 am
I'm editing the basic menu so the choices listed are shown horizontal instead of vertical.

So far, removing everything but the command window is easy but I need to add one thing.

Spoiler: ShowHide


As shown in the picture above, I'm thinking of having that bar visible all the time. Text shows in the window, one line at a time to conserve space. This requires 2 things:

1 - The command window needs to be horizontal instead of vertical because of the menu being icons only.
2 - The command window should not have anything visible other than the cursor itself. The text of each option should be shown on the left side of the bar to indicate what each selection does.

Now this is made in script troubleshooting because I'd like to understand how it's done not someone makes it for me and be done with it. I appreciate the help of course, it's just I'd like to know what has to be changed in case of further adjustments or for future menu ideas.

Thanks for the help.
26
Script Requests / Re: Ring Choice Window
February 07, 2015, 12:52:21 pm
Thanks for the help again :)

Been trying to watch other scripts to see what to do, to try and fix it myself but couldn't understand much heh :/
27
Script Requests / Re: Ring Choice Window
February 07, 2015, 11:52:34 am
Sweet, thanks!

It's ok for the mouse I'm still experimenting :)


I managed to move the text just now but I noticed something when I did it, the choice windows are not centred around the player but around the event that has the selection. Was this intentional?

I'm trying to make it so it's always on the player.
28
Script Requests / Re: Ring Choice Window
February 07, 2015, 11:10:23 am
Haven't touched the script yet, but as I previously said, I wanted to see how to make the choice text be in a separate window instead of being in between the choices. There are some comments written in another language in the script and I don't understand those, but reading the code itself I can't seem to find which area I should be looking at to modify.

I'd like to try and make the text in a separate windows because I was thinking on making this project as a point and click with the mouse (If that works with this script heh) instead of the ordinary WASD movement.

Any insight?

Thanks
29
Script Requests / Re: Ring Choice Window
January 23, 2015, 11:43:29 am
Very well, thanks :)

I might try and tweak it a little tough. Was thinking on adding a bottom window with the description of the choice being selected instead of showing in mid air.

It might be better visually to read.
30
Script Requests / Re: Use GBA MAP
January 22, 2015, 05:06:05 am
You can do 2 things.

1 - Rip the maps and create them yourself by watching the gba game while mapping.
2 - Find someone else that ripped the maps into a tileset and use them.
31
Script Requests / Re: Ring Choice Window
January 21, 2015, 04:55:07 am
First of all thank you :)

Secondly, if you still want it exclusive it's not a problem for me.
32
Script Requests / Re: Ring Choice Window
January 20, 2015, 07:48:11 pm
It's fine.

Take as much time as you need, I'm in no rush :)
33
Script Requests / Re: Ring Choice Window
January 20, 2015, 01:25:42 pm
Then, thank you for sharing it :)

That ring choice menu makes investigation games and such look better.
34
Script Requests / Re: Ring Choice Window
January 20, 2015, 06:35:41 am
That would be great!

If however, you want to keep it exclusive there's no need really :)
35
Script Requests / Re: Ring Choice Window
January 18, 2015, 04:59:46 pm
Had no idea.

Oh well, guess I'll see what to do.
36
Script Requests / Re: Ring Choice Window
January 18, 2015, 01:18:21 pm
Google searching tuggernuts showed nothing relevant. You seem to get what I meant from my OP, so I guess you are right and it's an exclusive script.

As for making one, up to you really, man.  I don't NEED it, but I wanted to experiment with one instead of using the bland choice window.
37
Script Requests / Ring Choice Window
January 18, 2015, 12:06:02 pm
This is not much a request but I've seen it on youtube and was wondering if anyone know if there is the script?

I can't seem to remember which video it was or when I seen it, but I liked the idea.

In short, it's like this: http://forum.chaos-project.com/index.php?topic=12055.0 but instead of showing only text, you have a ring menu around your character with icons and a window with the description of each choice.

Anyone know what I am talking about? I already tried searching on google.

Thanks
38
Event System Troubleshooting / Re: Random Factor
January 16, 2015, 03:10:40 pm
Woah, thanks!

I'll check it out and see how can I make it work so I will know what to change for the player (You) itself.

[Edit]

Since I don't know if double posting is allowed, I'll edit this post instead.

I tried to understand the demo KK20 but there is a fundamental problem with it. With no direct identification between each npc event, I would still require to add switches so that I could keep on adding dialogue etc to each npc depending on what happens during the game.

I opted to do it via an event:

Spoiler: ShowHide


It doesn't work if I put it in parallel process but autorun works fine. This way, via events I also had to put 4 pages for each role the player you control gets while also switching the roles depending on which npcs are free to be used. I also had to add new switches as I couldn't find an easier way to make each npc have their respective event page depending on what role they get.

I added a message just like you did in my project to test each npc and restarting the game numerous times to see any hiccups but since these events are a one time thing at the start, they won't interfere with the next random events I am going to have to add. (To see who the npcs target during the night and what is their dialog)

This is going to be interesting for sure.
39
Event System Troubleshooting / Re: Random Factor
January 16, 2015, 01:12:25 pm
Yea I am aware of the script call.

Been a while since I used the rpg maker so forgive me :)

Variables are all listed in the 3 pictures in the first post as for switches so far there's from 5 till 20 used (4 for the available roles, 4 for the roles but for the npcs, 4 for the player choice and 4 for all npcs).
40
Event System Troubleshooting / Re: Random Factor
January 16, 2015, 12:29:08 pm
Problem is I'm not good with scripting.

I studied basic java and such and know what an array is but that is far as I go. Ruby is not exactly similar as java that's why I was trying to do it event wise.

By event IDs you mean the events that are going to be the actual people other than you right?

If yes, they are:

Event ID: 003
Event ID: 005
Event ID: 006
Event ID: 007

Have to remember that one of them will be taken by the player.

My fear with events is that something might get skipped if I overdo it. That was a problem I had in somnium. I tried to make a dynamic map with every npc in the map having stuff to do for the whole day (Dialogue with other NPCs, moving and going into other houses, etc) and when it's night time they go all to their respective houses and sleep.

That map was plagued with many problems. Sometimes, it would work flawlessly, other times, some step would get skipped and halts an npc.