Blizzard's little tricks

Started by Blizzard, January 12, 2008, 12:50:57 pm

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soniclink386

May 31, 2009, 01:46:01 am #60 Last Edit: May 31, 2009, 01:56:30 am by soniclink386
That doesn't seem to work, I will try again myself...

EDIT:  Still isn't working.

Blizzard

*scrolls through Landith's code* Landith, you posted the default menu script without edits.
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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.

soniclink386

I did notice that he didn't put the (s7) thingie, but that didn't fix anything.  It seems that the option would function properly if it showed up.

G_G

Try that
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
    # Make command window
    s1 = $data_system.words.item
    s2 = $data_system.words.skill
    s3 = $data_system.words.equip
    s4 = "Status"
    s5 = "Save"
    s6 = "Bestiary"
    s7 = "End Game"
    @command_window = Window_Command.new(160, [s1, s2, s3, s4, s5, s6, s7])
    @command_window.index = @menu_index
    @command_window.height = 224
    # 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
    @command_window.dispose
    @playtime_window.dispose
    @steps_window.dispose
    @gold_window.dispose
    @status_window.dispose
  end
  #--------------------------------------------------------------------------
  # * Frame Update
  #--------------------------------------------------------------------------
  def update
    # Update windows
    @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
        $game_system.se_play($data_system.decision_se)
        $scene = Scene_Bestiary.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
  #--------------------------------------------------------------------------
  # * 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

soniclink386

That didn't work, so it probably must be in the bestiary script.
I can't wait to get this to work!  :wacko:

G_G

What do yo umean it doesnt work? It works fine for me

soniclink386

That's strange, but it just won't show up.  Not any errors or anything.  Is there something to do to trigger it showing up?  That would actually be convient.

Aqua

May 31, 2009, 02:01:23 pm #67 Last Edit: May 31, 2009, 02:02:32 pm by Aqua
Are you putting the script in a new slot below the default RTP scripts but above Main...?

Refer here
http://forum.chaos-project.com/index.php?topic=198.0

soniclink386

Yes, I am.  Perhaps it could have something to do with SDK or the other scripts I have.

Aqua

Hm... you don't happen to have another script that modifies Scene_Menu?

soniclink386

May 31, 2009, 02:11:40 pm #70 Last Edit: May 31, 2009, 03:22:14 pm by Aqua
Would a title screen skip do that?
Current Scripts:
SDK
Pixelmovement script v 1.3
Skip Title Screen
Scanning Script [blizz]
Bestiary [blizz]

I'm sorry, but I really need the answer.  -bump-


Don't double post within 24 hours.  Modifying your post will auto-bump it.
~Aqua

Ryex

make a demo with the problem and all the scripts your using, upload it, and I'll see what I can do
I no longer keep up with posts in the forum very well. If you have a question or comment, about my work, or in general I welcome PM's. if you make a post in one of my threads and I don't reply with in a day or two feel free to PM me and point it out to me.<br /><br />DropBox, the best free file syncing service there is.<br />


Landith

May 31, 2009, 03:35:47 pm #73 Last Edit: May 31, 2009, 03:36:57 pm by Landith
*Sigh...*

The SDK is messing it up. It edits the default Scene_Menu and replaces it with a "better" one...

Just paste the Scene_Menu below the SDK and it should work.

Stupid SDK...

@Blizz: What do you mean? I posted it with the edited s5-s7 and the edited when 4-6, was there anything else I was suppose to edit?

soniclink386

May 31, 2009, 03:40:16 pm #74 Last Edit: May 31, 2009, 03:42:17 pm by soniclink386
You did it!  Thank you so much everybody that helped!  I can't belive it was the SDK the whole time. >_<

EDIT:  Now to get a quest option on there... *sigh*

Ryex

Quote from: soniclink386 on May 31, 2009, 03:40:16 pm
I can't belive it was the SDK the whole time. >_<

BELIEVE IT!
the SDK is suckish and shouldn't be used unless absolutely nessacery
I no longer keep up with posts in the forum very well. If you have a question or comment, about my work, or in general I welcome PM's. if you make a post in one of my threads and I don't reply with in a day or two feel free to PM me and point it out to me.<br /><br />DropBox, the best free file syncing service there is.<br />

Blizzard

@Landith: My bad. I don't know what I've been looking at that I overlooked "when 6".
Check out Daygames and our games:

King of Booze 2      King of Booze: Never Ever
Drinking Game for Android      Never have I ever for Android
Drinking Game for iOS      Never have I ever for iOS


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.

fugibo

Meh. SDK just sucks because it's name makes no sense (it's not even used for development, just for run-time!)

Juan

I'm surprised no one made a sdk flame topic. @Wcw thats so true. But it also mades certain scripts incompatable with non sdk scripts which does suck. But I suspect that knew that.
Dropbox Who need luck when you can make your own.
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Blizzard

Actually... http://forum.chaos-project.com/index.php?topic=1070.0, but SDK doesn't need its own topic. Its suckishness is omnipresent.
Check out Daygames and our games:

King of Booze 2      King of Booze: Never Ever
Drinking Game for Android      Never have I ever for Android
Drinking Game for iOS      Never have I ever for iOS


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.