Well, I guess it wouldn't have to scroll down, since the game uses 4 party members at a time. And as I said before, those are all optional. I just need the teleport functions. ^^
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@spwindow.contents.draw_text(4, 0,
120, 32, "Skillpoints:")
@actor = $game_actors[7]
@spwindow.contents.draw_text(4, 32,
50, 32, @actor.skillpoints.to_s)
Quote from: SBR* on February 25, 2011, 04:31:11 am
Alright, what she has to do, is alias the Scene_Map methods called 'main' and 'update'.
The alias of main would be this:
class Scene_Map
alias whatever_you_want_it_to_be main
def main
@spwindow = Window_Skillpoints.new
whatever_you_want_it_to_be
@spwindow.dispose
end
end
The update one should call the window's update method.
The window's update method should check if the previous amount of skillpoints is the same as the current one and if that's the case, it should call the refresh method. The refresh method draws the text.
So the text, drawn in the event, is drawn in the refresh method. This way, the event isn't necessary at all .
# ===========================================================
# Author: AbsolutePrincess
# ===========================================================
# Displays Skillpoints in the Skill Tree window.
# ===========================================================
class Window_SkillPoints < Window_Base
# =========================================================
# Object Initialization
# =========================================================
def initialize
super(24, 24, 144, 96)
refresh
self.contents = Bitmap.new(width - 32, height - 32)
end
# =========================================================
# Refresh
# =========================================================
def refresh
if self.contents != nil
self.contents.dispose
self.contents = nil
end
end
end
Quote from: Zexion on February 24, 2011, 10:19:20 pm
okay well I will take a crack at this, but I'm not like a scripting god, so Idk how it will turn out . I'm just gonna mod blizz's script to do what you want it to do instead. Question though... if you want the battler in the top left, why is the space so small for it. Anyways, I'll see what I can do. The weekend is comming up so thats probably when I'll try/ finish it.
Quote from: ForeverZer0 on February 24, 2011, 12:24:42 pm
That is very similar to Blizzard's Easy Party Switcher.
Quote from: Zexion on February 23, 2011, 11:37:53 pm
you could also event it with pictures. It would take a few variables a few switches (maybe) and the pictures, but it would look better graphicaly that just windows.
#:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=
# Regen Status Effect by Blizzard
# Version: 2.0b
# Type: Game Experience Improvement
# Date: 4.5.2006
# Date v1.1b: 12.1.2007
# Date v2.0: 22.10.2007
# Date v2.0b: 13.11.2007
#:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=
#
# new in v1.1b:
# - fixed glitches, improved code and made it possible to have Regen and
# Poison at the same time (they nullificate each other on the map, but not
# in battle)
#
# new in v2.0:
# - overworked system
# - added SP Regen effect
# - added SP Poison effect
#
# new in v2.0b:
# - fixed eventual bugs
# - now possible to have more than one Regen status effect
# - now beta
#:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=
#::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::
# START Configuration
#::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::
HP_REGEN_IDS = [18] # add any status effect IDs that will be HP Regen
SP_REGEN_IDS = [19] # add any status effect IDs that will be SP Regen
SP_POISON_IDS = [20] # add any status effect IDs that will be SP Poison
#::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::
# END Configuration
#::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::
#==============================================================================
# Game_Party
#==============================================================================
class Game_Party
alias check_map_slip_damage_regen_later check_map_slip_damage
def check_map_slip_damage
check_map_slip_damage_regen_later
if $game_system.REGEN_STATUS
@actors.each {|actor|
if actor.hp > 0
if HP_REGEN_IDS.any? {|i| actor.states.include?(i)}
actor.hp += [actor.maxhp / 100, 1].max
end
if SP_REGEN_IDS.any? {|i| actor.states.include?(i)}
actor.sp += [actor.maxsp / 100, 1].max
end
if SP_POISON_IDS.any? {|i| actor.states.include?(i)}
actor.sp -= [actor.maxsp / 100, 0].max
end
end}
end
end
end
#==============================================================================
# Game_Battler
#==============================================================================
class Game_Battler
alias slip_damage_regen_later? slip_damage?
def slip_damage?
if $game_system.REGEN_STATUS && !$scene.is_a?(Scene_Map) &&
(HP_REGEN_IDS + SP_REGEN_IDS + SP_POISON_IDS).any? {|i| @states.include?(i)}
return true
end
return slip_damage_regen_later?
end
alias slip_damage_effect_regen_later slip_damage_effect
def slip_damage_effect
if $game_system.REGEN_STATUS
if !(HP_REGEN_IDS.any? {|i| @states.include?(i)}) &&
slip_damage_regen_later?
slip_damage_effect_regen_later
elsif (HP_REGEN_IDS.any? {|i| @states.include?(i)}) &&
!slip_damage_regen_later?
dam = -self.maxhp / 10
if dam.abs > 0
amp = [dam.abs * 15 / 100, 1].max
dam -= rand(amp+1) + rand(amp+1) - amp
end
self.hp -= dam
self.damage = 0 if self.damage == nil
self.damage += dam
end
if (SP_REGEN_IDS.any? {|i| @states.include?(i)}) !=
(SP_POISON_IDS.any? {|i| @states.include?(i)})
dam = self.maxsp / 10
if dam > 0
amp = [dam * 15 / 100, 1].max
dam += rand(amp+1) + rand(amp+1) + amp
end
dam = -dam if SP_REGEN_IDS.any? {|i| @states.include?(i)}
self.sp -= dam
self.damage = 0 if self.damage == nil
self.damage += dam
end
else
slip_damage_effect_regen_later
end
end
end
Quote from: The Niche on January 29, 2011, 04:51:33 pm
Common event, force use of a hp recovery skill.
Quote from: Blizzard on January 28, 2011, 07:38:46 pm
Use SP Damage skill from Tons of Add-ons to allow a skill to affect SP instead of HP. Then just make a skill with -9999 power and set it as SP Damage skill.
Quote from: The Niche on January 28, 2011, 07:02:28 pm
If sp cost can be set to a negative value, set it to -9999.
Quote from: The Niche on January 28, 2011, 07:02:28 pm
oh, yeah. If that doesn't work, you're fucked.
Quote from: ForeverZer0 on January 27, 2011, 12:14:35 pm
You got some sort of funky business going on. Somehow, someway, a party member, which should be an instance of Game_Actor, is now an array. Start a new project, re-copy and paste the script in from the website, and try again. Likely some edit was made that shouldn't have been made.