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Messages - mattertatter

1
Ok all is good now, thanks for all the help guys.
2
that fixed the error but it is still going to "items" when I close it and not back to "controls"
3
of course I have something good and I messed it up lol. When you hit the back button it goes back up to the top of the menu, but on every other window they go back to to selected option. Thinking I could fix it on my own I looked at a different script and copied def update part to make it look like this
Spoiler: ShowHide

now I'm getting this error
Spoiler: ShowHide
4
Ok that fixed the problem, I will post a picture when I add all the buttons

EDIT
I tried it with a couple of buttons and it didn't look good, so this is the final version of the menu.
Spoiler: ShowHide


P.S. I finally figured out how to insert images instead of just the link lol
5
alright, the controls banner shows up but the box that it is inside cuts off part of the image, so you cant see the top of the letters
6
Ok, and a banner would be awesome. I'm putting the buttons in now.

Wow, it looks way better than anything I could do, could you capitalize the 'C' sorry to be a grammar Nazi. but other than that it looks perfect
--------------------------------------------
Ok so after testing the script to display buttons with the Up Arrow I am getting this error
Script 'Controls Window' line18: TypeError occurred
no implicit conversion from nil to interger

This is the entire def refresh of the Controls Window
Spoiler: ShowHide
  def refresh
    self.contents.clear
    self.contents.font.color = normal_color
    self.contents.font.size = 20
    self.contents.draw_text(50, 30, 300, 32, "CONTROLS")
    self.contents.draw_text(70, 70, 300, 32, "Up Arrow - Move Up")
    @bitmap = RPG::Cache.picture("Up Arrow")
    self.contents.bit(40, 30, @bitmap, Rect.new(10, 15, @bitmap_with, @bitmap_height), 255)
    self.contents.draw_text(70, 90, 300, 32, "Down Arrow - Move Down")
    self.contents.draw_text(70, 110, 300, 32, "Left Arrow - Move Left")
    self.contents.draw_text(70, 130, 300, 32, "Right Arrow - Move Right")
    self.contents.draw_text(70, 150, 300, 32, "Space Bar or Enter - Accept/Action Key")
    self.contents.draw_text(70, 170, 300, 32, "ESC or X - Cancel/Menu")
    self.contents.draw_text(70, 190, 300, 32, "Q - Open Journal")
    self.contents.draw_text(70, 210, 300, 32, "V - Page Up")
    self.contents.draw_text(70, 230, 300, 32, "B - Page Down")
    end

end

7
Alright so I have a picture of all the keys I need, what would be a good size to get them all to fit?
I like the banner idea, but im a terrible artist, so i don't know what I could make :(
8
Thanks for your help but I am far from done needing assistance. Here is the new menu, now how would I go about adding the Button graphic?
9
I don't understand where I should put the code you gave me. Ill include the script in this post if you could add it in so I can see where it is supposed to go. And pictures would be great, but what should the pictures be of? I was thinking the button that the corresponding control is talking about so for Menu/Cancel there would be a picture of an X key and the ESC key. What do you think of the idea?

Spoiler: ShowHide
class ControlsWindow < Window_Base
  #----------------------------------------------------------------------
  # * Object Initialization
  #----------------------------------------------------------------------
  def initialize
    super (90, 70, 460, 330)
    self.contents = Bitmap.new(width - 32, height - 32)
    refresh # Calls the refresh funtion in this class
  end
 
  def refresh
    self.contents.clear
    self.contents.font.color = normal_color
    self.contents.font.size = 20
    self.contents.draw_text(50, 0, 70, 32, "CONTROLS")
    self.contents.draw_text(70, 70, 100, 32, "Up Arrow - Move Up")
    self.contents.draw_text(70, 90, 130, 32, "Down Arrow - Move Down")
    self.contents.draw_text(70, 110, 160, 32, "Left Arrow - Move Left")
    self.contents.draw_text(70, 130, 190, 32, "Right Arrow - Move Right")
    self.contents.draw_text(70, 150, 240, 32, "Space Bar or Enter - Accept/Action Key")
    self.contents.draw_text(70, 170, 200, 32, "ESC or X - Cancel/Menu")
    self.contents.draw_text(70, 190, 100, 32, "Q - Open Journal")
    self.contents.draw_text(70, 210, 100, 32, "V - Page Up")
    self.contents.draw_text(70, 230, 120, 32, "B - Page Down")
    end

end
10
Thanks for the tutorial, I did it!!! My first time trying to write a script. What do you think?

I feel like for my first script it worked out pretty good.
11
So how do I make this window?
12
That's exactly what I'm looking for.
13
Is there a way to make a menu selection that displays a window with the controls in it. Right now I have the option created I just don't know how to make it display anything when clicked.
Here is what I want it to display.

CONTROLS
Up Arrow - Move Up
Down Arrow - Move Down
Left Arrow - Move Left
Right Arrow - Move Right
Space Bar, and Enter - Accept/Action Key
ESC, and X - Cancel/Menu
Q - Open Journal
V - Page Up
B - Page Down
14
Script Requests / Re: Scripter for Hire
July 09, 2012, 12:56:14 am
If it helps here is a link for a Skill Tree

15
Ok, all problems solved. I really appreciate the help thanks
16
Thanks for the fix and also for the knowledge. I hate to feel like I'm bothering you but could you please look into the edit's of my last post. If you are busy or just don't want to that's alright you have helped me a bunch,
17
Thank you so much, you are the best. I just need 2 more tiny favors, how do I extend the first box on the menu so it covers the black part. I believe it has to do with changing the Y value right? I just don't know how to do that. Right now it looks like this.



And the very last thing is how do I make it so the Time/Day/Date box disappears without the person playing seeing it. right now I have an event on autorun that closes it, but you can see it, then it closes. so it is over the HUD for a second and it doesn't look very, for lack of a better word, professional.
EDIT
It seems to appear and disappear every time the player moves to a different map.

That was the last thing I promise. I really appreciate your help.
18
Ok so I guess I didn't put the script in the right place because the clock still isn't there...

if it helps the journal script im using edits the menu
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
          # Make command window
          s1 = $data_system.words.item
          s2 = $data_system.words.skill
          s3 = $data_system.words.equip
          s4 = "Status"
          s5 = "Journal"
          s6 = "Save"
          s7 = "End Game"
          @command_window = Window_Command.new(160, [s1, s2, s3, s4, s5, s6, s7])
          @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 = 256
          @playtime_window.height = 96
          # Make steps window
          @steps_window = Window_Steps.new
          @steps_window.x = 0
          @steps_window.y = 352
          # Make gold window
          @gold_window = Window_Gold.new
          @gold_window.x = 0
          @gold_window.y = 416
          @gold_window.height = 64
          # 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
          @command_window.dispose
          @playtime_window.dispose
          @steps_window.dispose
          @gold_window.dispose
          @status_window.dispose
        end
     
        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  # journal
              # Play decision SE
              $game_system.se_play($data_system.decision_se)
              # Switch to journal scene
              $scene = Scene_Journal.new
            when 5  # 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 6  # 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
      end
     
      #=============================================================
     # ** Window_Steps
     #------------------------------------------------------------------------------
     #  This window displays step count on the menu screen.
     #=============================================================
     
     class Window_Steps < Window_Base
       #--------------------------------------------------------------------------
       # * Object Initialization
       #--------------------------------------------------------------------------
       def initialize
         super(0, 0, 160, 64)
         self.contents = Bitmap.new(width - 32, height - 32)
         refresh
       end
       #--------------------------------------------------------------------------
       # * Refresh
       #--------------------------------------------------------------------------
       def refresh
         self.contents.clear
         self.contents.font.color = system_color
         self.contents.draw_text(0, 0, 50, 32, "Steps")
         self.contents.font.color = normal_color
         self.contents.draw_text(50, 0, 78, 32, $game_party.steps.to_s, 2)
       end
     end


Another small detail that if you can fix I would really appreciate is when I select End Game and then cancel it it exits but the selector goes to the save selection. the same thing happens if i select save only it goes to the Journal option. but if i select Journal or anything above it it works fine
19
I'm sorry but I'm confused about where you want me to put the script for time in the menu. Do I create a new script under the time/climate or do I add it to the existing script somewhere? FORGET THAT I found it

Now I am getting this error


and this is my Scene_Menu script
# * Object Initialization
  #     menu_index : command cursor's initial position
  #--------------------------------------------------------------------------
  def initialize(menu_index = 0)
    @menu_index = menu_index
  end
  #--------------------------------------------------------------------------
  # * Main Processing
  #--------------------------------------------------------------------------
  def main
    # Make command window
    s1 = $data_system.words.item
    s2 = $data_system.words.skill
    s3 = $data_system.words.equip
    s4 = "Status"
    s5 = "Save"
    s6 = "Quit"
    @command_window = Window_Command.new(160, [s1, s2, s3, s4, s5, s6])
    @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
    @clock_window = Clock.new
    @clock_window.x = 0
    @clock_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
    @command_window.dispose
    @clock_window.dispose
    @steps_window.dispose
    @gold_window.dispose
    @status_window.dispose
  end
  #--------------------------------------------------------------------------
  # * Frame Update
  #--------------------------------------------------------------------------
  def update
    # Update windows
    @command_window.update
    @clock_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
20
It would be great if the clock updated while the menu is open.
Thanks for all your help btw

Also if it;s not to much trouble could you explain to me how to make the HUD show the current exp/max exp like the health and mana bars do?
so for level one it would show 0/30