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Messages - BetaGod

1
Script Requests / Re: RMXP to RMVX script?
August 21, 2013, 01:01:14 pm
In case anyone else wonders how to convert this sort of simple scripts, someone got the job done for me in this forum.
2
Script Requests / Re: RMXP to RMVX script?
August 19, 2013, 09:01:59 pm
Damn... I was hoping to see exactly how would be the proper way to do it, but it's fine, as you say, this could be a very good chance for me to improve quite a lot.

Anyway, thanks for the support  ;)
3
Script Requests / Re: RMXP to RMVX script?
August 19, 2013, 12:13:37 pm
Well, actually. I've alredy try (several times) and failed. Since i am still learning, i made this request in the first place to see "how would a pro do it?".

Sure, i can get it done if i keep trying, but it won't be optimal and it won't be the best way to do it, wich is what i am aming for.

I AM learning, and that's why i want to see how would a well trained person in RGSS2 do it  :^_^':
4
Script Requests / Re: RMXP to RMVX script?
August 18, 2013, 07:47:48 pm
Halp!
5
Script Requests / RMXP to RMVX script?
August 15, 2013, 10:36:28 pm
Sup' guys!

So a while ago, KK20 helped me with a script that allowed the player to see some basic performance info ingame.

Recently i got into RMVX and although i am know some coding, i am still not used to most of the new stuff in RGSS2.

So i was wondering if someone could adapt this RMXP script into RMVX (Mostly because i want to learn how would you guys do it).
I just need the "Game Stats" screen, and not the "Special Abilities" stuff, so it should be quite simple.

Spoiler: ShowHide
=begin
/////////////////////////////////////////////////////////////////////////////
Special Abilities and Stats Scenes                               May 2, 2013
By KK20
/////////////////////////////////////////////////////////////////////////////

[ Instructions ]
Configure the script below. Make your special abilities in the Skill tab of the
database. The script only requires that the skill have a name, icon, and
description--all other values do not matter.

To process an event after using a special ability, use the script call:
      used_ability(id)
where 'id' is the ID of the skill in the database. It works much in the same
way as G_G's Key Items script.

To add/remove special abilities to the party:
      $game_party.add_ability(id)
      $game_party.remove_ability(id)

To call upon the 'Jobs' scene, use
      $scene = Scene_SpecialAbilities.new
To call upon the 'Statistics' scene, use
      $scene = Scene_Statistics.new
You will have to manually add these lines to your Scene_Menu class if you wish
to access them in the game menu.
     
=end
#=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=
# C O N F I G U R A T I O N
#=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=
# Input key to bring up the Special Abilities window on map
USE_SPECIAL_ABILITY_KEY = Input::X
# Return index to Menu screen when exiting 'Jobs'
JOBS_MENU_INDEX = 2
# Return index to Menu screen when exiting 'Statistics'
STATS_MENU_INDEX = 3
# The names of the five traits drawn in the 'Statistics' window. The names
# should be the same as the graphic files located in the \Pictures folder.
FIVE_MASTERIES = ['Alignment','Discretion','Conjuration','Alteration','Inquisition']
# Input the variables used to store the player's mastery levels.
# Please put them in quotes to prevent startup errors
MASTERY_VAR = ['$game_party.alignment','$game_party.discretion','$game_party.conjuration','$game_party.alteration','$game_party.inquisition']

STAT_RECORDS = [
# Used in 'Statistics'. Draws the player's records.

# Configure setup:
# [Description of record, Variable called to display, (optional) Total Number]

# If 'Total Number' is specified, draws a '/' in between the two values.
# If 'Total Number' is a decimal value, the game will create a percentage.
# If using game variables, please put them in quotes to prevent startup errors.
['Enemies defeated:', "$game_party.actors.size"],
['Bosses killed:', '$game_variables[20]'],
['Total party deaths:', '$game_party.death_count'],
['Quests completed:', '$game_party.completed_quests', 200],
['Number of saves:', '$game_system.save_count'],
['Percent complete:', '$game_system.percent_complete', 100.0]
#=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=
# E N D    O F    C O N F I G U R A T I O N
#=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=
]

#==============================================================================
# ** Game_Party
#------------------------------------------------------------------------------
#  Creates a special abilities array and defines methods for adding/removing
#==============================================================================
class Game_Party
  attr_reader :special_abilities
 
  alias init_special_abilities initialize
  def initialize
    @special_abilities = []
    init_special_abilities
  end
 
  def add_ability(id)
    @special_abilities.push(id) unless @special_abilities.include?(id)
  end
 
  def remove_ability(id)
    @special_abilities.delete(id)
  end
 
end
#==============================================================================
# Interpreter (Edit)
#------------------------------------------------------------------------------
#  Added the method "used_ability(id)"
#==============================================================================
class Interpreter
  def used_ability(id)
    flag = id == $game_temp.ability_id
    $game_temp.ability_id = 0
    return flag
  end
end
#==============================================================================
# Scene_Map (Edit)
#------------------------------------------------------------------------------
#  Modified to add Window_SpecialAbility_Map
#==============================================================================
class Scene_Map
  #----------------------------------------------------------------------------
  # Initializes Map
  #----------------------------------------------------------------------------
  alias create_special_abilities_win main
  def main
    @spcabl_window = Window_SpecialAbility_Map.new
    create_special_abilities_win
    @spcabl_window.dispose
  end
  #----------------------------------------------------------------------------
  # Updates Map
  #----------------------------------------------------------------------------
  alias update_special_abilities_win update
  def update
    @spcabl_window.update
    update_special_abilities_win
  end
end
#==============================================================================
# Game_Temp
#------------------------------------------------------------------------------
#  Added @ability_id to keep track of used special ability
#==============================================================================
class Game_Temp
  attr_accessor :ability_id
end

#==============================================================================
# Window_SpecialAbility_Map
#------------------------------------------------------------------------------
#  On map window to display "special abilities" that can be used with events
#==============================================================================
class Window_SpecialAbility_Map < Window_Selectable
  #----------------------------------------------------------------------------
  # Creates Window
  #----------------------------------------------------------------------------
  def initialize
    super(220, 304, 200, 160)
    @column_max = 1
    self.back_opacity = 160
    self.active = false
    self.visible = false
    refresh
    @menu_disabled = $game_system.menu_disabled
  end
  #----------------------------------------------------------------------------
  # Updates Window
  #----------------------------------------------------------------------------
  def update
    super
    $game_system.menu_disabled = @menu_disabled
    if Input.trigger?(Input::C) && self.active
      $game_system.se_play($data_system.decision_se)
      self.active = false
      self.visible = false
      $game_temp.ability_id = selected_item.id
      $game_temp.message_window_showing = false
      return
    elsif Input.trigger?(USE_SPECIAL_ABILITY_KEY) &&
        !$game_temp.message_window_showing &&
        !$game_system.map_interpreter.running?
      $game_system.se_play($data_system.decision_se)
      refresh
      self.index = 0
      self.active = true
      self.visible = true
      $game_temp.message_window_showing = true
      return
    elsif Input.trigger?(Input::B) && self.active
      $game_system.se_play($data_system.cancel_se)
      self.active = false
      self.visible = false
      $game_temp.message_window_showing = false
      @menu_disabled = $game_system.menu_disabled
      $game_system.menu_disabled = true
    end
  end
  #----------------------------------------------------------------------------
  # Refreshes Window
  #----------------------------------------------------------------------------
  def refresh
    if self.contents != nil
      self.contents.dispose
      self.contents = nil
    end
    @items = []
    $game_party.special_abilities.each{|ability|
      @items.push($data_skills[ability])
    }
    @item_max = @items.size
    if @item_max > 0
      self.contents = Bitmap.new(width - 32, row_max * 32)
      for i in 0...@item_max
        draw_item(i)
      end
    end
  end
  #----------------------------------------------------------------------------
  # Draws Item
  #----------------------------------------------------------------------------
  def draw_item(index)
    skill = @items[index]
    x = 4
    y = index * 32
    rect = Rect.new(x, y, self.width, 32)
    self.contents.fill_rect(rect, Color.new(0, 0, 0, 0))
    bitmap = RPG::Cache.icon(skill.icon_name)
    self.contents.blt(x, y + 4, bitmap, Rect.new(0, 0, 24, 24))
    self.contents.draw_text(x + 28, y, 200, 32, skill.name, 0)
  end
  #----------------------------------------------------------------------------
  # Returns Selected Item
  #----------------------------------------------------------------------------
  def selected_item
    return @items[self.index]
  end
end
#==============================================================================
# ** Window_SpecialAbility_Menu
#------------------------------------------------------------------------------
#  This window displays party's special abilities
#==============================================================================
class Window_SpecialAbility_Menu < Window_Selectable
  #--------------------------------------------------------------------------
  # * Object Initialization
  #     actor : actor
  #--------------------------------------------------------------------------
  def initialize
    super(0, 64, 640, 416)
    @column_max = 2
    refresh
    self.index = 0
  end
  #--------------------------------------------------------------------------
  # * Acquiring Skill
  #--------------------------------------------------------------------------
  def skill
    return @data[self.index]
  end
  #--------------------------------------------------------------------------
  # * Refresh
  #--------------------------------------------------------------------------
  def refresh
    if self.contents != nil
      self.contents.dispose
      self.contents = nil
    end
    @data = []
    $game_party.special_abilities.each{|ability|
      @data.push($data_skills[ability])
    }
    # If item count is not 0, make a bit map and draw all items
    @item_max = @data.size
    if @item_max > 0
      self.contents = Bitmap.new(width - 32, row_max * 32)
      for i in 0...@item_max
        draw_item(i)
      end
    end
  end
  #--------------------------------------------------------------------------
  # * Draw Item
  #     index : item number
  #--------------------------------------------------------------------------
  def draw_item(index)
    skill = @data[index]
    x = 4 + index % 2 * (288 + 32)
    y = index / 2 * 32
    rect = Rect.new(x, y, self.width / @column_max - 32, 32)
    self.contents.fill_rect(rect, Color.new(0, 0, 0, 0))
    bitmap = RPG::Cache.icon(skill.icon_name)
    self.contents.blt(x, y + 4, bitmap, Rect.new(0, 0, 24, 24))
    self.contents.draw_text(x + 28, y, 204, 32, skill.name, 0)
  end
  #--------------------------------------------------------------------------
  # * Help Text Update
  #--------------------------------------------------------------------------
  def update_help
    @help_window.set_text(self.skill == nil ? "" : self.skill.description)
  end
end

#==============================================================================
# ** Scene_SpecialAbilities
#------------------------------------------------------------------------------
#  This class processes the special abilities scene
#==============================================================================
class Scene_SpecialAbilities
  #--------------------------------------------------------------------------
  # * Main Processing
  #--------------------------------------------------------------------------
  def main
    # Make help window, status window, and skill window
    @help_window = Window_Help.new
    @skill_window = Window_SpecialAbility_Menu.new
    # Associate help window
    @skill_window.help_window = @help_window
    # 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
    @help_window.dispose
    @skill_window.dispose
  end
  #--------------------------------------------------------------------------
  # * Frame Update
  #--------------------------------------------------------------------------
  def update
    # Update windows
    @help_window.update
    @skill_window.update
    # call update_skill
    update_skill
  end
  #--------------------------------------------------------------------------
  # * Frame Update (if skill window is active)
  #--------------------------------------------------------------------------
  def update_skill
    # If B button was pressed
    if Input.trigger?(Input::B)
      # Play cancel SE
      $game_system.se_play($data_system.cancel_se)
      # Switch to menu screen
      $scene = Scene_Menu.new(JOBS_MENU_INDEX)
      return
    end
  end
end
#==============================================================================
# ** Window_Statistics
#------------------------------------------------------------------------------
#  This window displays party's accomplishments and traits
#==============================================================================
class Window_Statistics < Window_Base
  #--------------------------------------------------------------------------
  # * Object Initialization
  #     actor : actor
  #--------------------------------------------------------------------------
  def initialize
    super(0, 0, 640, 480)
    self.contents = Bitmap.new(width-32, height-32)
    refresh
  end
  #--------------------------------------------------------------------------
  # * Refresh
  #--------------------------------------------------------------------------
  def refresh
    self.contents.clear
    # Draw title
    self.contents.font.size = 50
    self.contents.draw_text(0,0,640,60,"Game Stats",1)
    # Draw accomplishments/statistics
    self.contents.font.size = 18
    index = 0
    x,y = 0,40
    STAT_RECORDS.each{|data|
      record = data[0]
      value = data[1].is_a?(String) ? eval(data[1]) : data[1]
      total = data[2].is_a?(String) ? eval(data[2]) : data[2]
      # If display percentage
      value /= total if total != nil and total.is_a?(Float)
      string = record + ' ' + value.to_s
      string += '%' if total.is_a?(Float)
      string += ' / ' + total.to_s if total.is_a?(Integer)
      a = index % 2 == 0 ? 0 : 2
      self.contents.draw_text(x + 320*(index%2),y + 24*(index/2),320-32,32,string,a)
      index += 1
    }
    # Draw Alignment
    self.contents.font.size = 28
    img = RPG::Cache.picture(FIVE_MASTERIES[0])
    self.contents.blt(170,30+40,img,Rect.new(0,0,img.width,img.height))
    self.contents.draw_text(245, 160+40, 150, 40, FIVE_MASTERIES[0], 1)
    c1,c2,c3= Color.new(255,55,0),Color.new(185,25,0),Color.new(0, 0, 0)
    rate = (eval(MASTERY_VAR[0]) / 100.0).abs
    self.contents.gradient_bar(220, 185+40, 200, c1, c2, c3, rate)
    case eval(MASTERY_VAR[0]) <=> 0
    when -1 then str = 'Evil'
    when 0 then str = 'Neutral'
    when 1 then str = 'Good'
    end
    self.contents.draw_text(220,265,200,40,str, 1)
    self.contents.draw_text(220,295,200,40,'Lv. ' + eval(MASTERY_VAR[0]).to_s, 1)
    # Draw the 4 mastery symbols
    x = 4
    y = 300 #260
    FIVE_MASTERIES.each{|trait|
      # Skip the first mastery (which should be alignment)
      next if FIVE_MASTERIES.index(trait) == 0
      self.contents.font.size = 18
      img = RPG::Cache.picture(trait)
      dest_rect = Rect.new(x,y,img.width/2,img.height/2)
      self.contents.stretch_blt(dest_rect,img,Rect.new(0,0,img.width,img.height))
      self.contents.draw_text(x+25, y+110, 100, 32, trait, 1)
      # Determine gradient bar colors
      case x/150
      when 0 # Discretion
        c1 = Color.new(0, 240, 0)
        c2 = Color.new(0, 70, 0)
      when 1 # Conjuration
        c1 = Color.new(0, 240, 0)
        c2 = Color.new(0, 70, 0)
      when 2 # Alteration
        c1 = Color.new(0, 240, 0)
        c2 = Color.new(0, 70, 0)
      when 3 # Inquisition
        c1 = Color.new(0, 240, 0)
        c2 = Color.new(0, 70, 0)
      end
      rate = (eval(MASTERY_VAR[x/150+1]) / 100.0)
      self.contents.gradient_bar(x+25, y+78, 100, c1, c2, c3, rate)
      self.contents.font.size = 22
      self.contents.draw_text(x+25,y+88,100,28,eval(MASTERY_VAR[x/150+1]).to_s,1)
      x += 150
    }
  end
end
#==============================================================================
# ** Scene_Statistics
#------------------------------------------------------------------------------
#  This class performs statistics processing.
#==============================================================================
class Scene_Statistics
  #--------------------------------------------------------------------------
  # * Main Processing
  #--------------------------------------------------------------------------
  def main
    # Make statistics window
    @status_window = Window_Statistics.new
    # 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
    @status_window.dispose
  end
  #--------------------------------------------------------------------------
  # * Frame Update
  #--------------------------------------------------------------------------
  def update
    # If B button was pressed
    if Input.trigger?(Input::B)
      # Play cancel SE
      $game_system.se_play($data_system.cancel_se)
      # Switch to menu screen
      $scene = Scene_Menu.new(STATS_MENU_INDEX)
      return
    end
  end
end


Thanks in advance!
6
I know this is old, but i couldn't resist the urge to post and say THANKS DUDE! You are awesom  :D
7
I am not sure of what you are requesting. Mind to list all the features of the menu instead of linking that video? I'd help me a little bit more  :D
8
In case that you decide to add this script to the database, or if anybody else want to use it:

There is a slight error that displays each mastery value in a wrong way. For example, "Discretion" value appears in the "Conjuration" area and so on with the others. Is like every variable is pushed once to the right.

I added a simple modification just at the end of the script, where values are drawn and it worked, but i am not quite sure if that is the correct thing to do here:

Spoiler: ShowHide
rate = (eval(MASTERY_VAR[x/150+1]) / 100.0)
      self.contents.gradient_bar(x+25, y+78, 100, c1, c2, c3, rate)
      self.contents.font.size = 22
      self.contents.draw_text(x+25,y+88,100,28,eval(MASTERY_VAR[x/150+1]).to_s,1)
      x += 150


I am marking the thread as resolved now  :P
9
All good now  :haha: Thanks again.
10
All right. But when i add a special ability to the party, it doesn't appear in the quick map window displayed when i press the X Button. It does, however, appear in the scene accessible from the menu. Any ideas?
11
Ooopppss  :shy: Sorry for bothering you again...
I am getting a No Method Error while adding a new special ability to the party... Am i calling it wrong?

I simply used Script Call: add_ability(1), in a new project with no other scripts whatsoever.

Here is a screenshot:
Spoiler: ShowHide
12
I had absolutely no trouble while configuring the script. I couldn't be happier with this!

Please have an insanely big 'thanks' cookie:
Spoiler: ShowHide
13
Wow, looks awesome. Any time you can is fine with me  :haha: Thanks again!
14
That's exactly what i want!
And nope, no preferences at all for the "Jobs" scene. I just wanted the special abilities to be separated from the rest x)

I cannot thank you enough for this, you are awesome  :^_^':
15
Oh, i confused you x) Let me elaborate:

Player press the X button and this panel shows up:
Spoiler: ShowHide


From there, he is able to choose one of the available abilities. I must make clear that these abilities are not database skills per se, but custom features (that execute common events when selected) that i can add and remove from the player via script calls.

The player starts with none of these special abilities, but as he starts to gain them, he can access a special scene from the menu designed just for the display of information regarding current available "special abilities". Think of this as a regular status screen.


This window is actually a totally different request, i am sorry if i didn't made it clear to you, but i tend to change my mind quite a lot  :shy:
Anyway, player opens up menu and gets to choose from one of four special options:
Spoiler: ShowHide

(I alredy got two of them, but if you can/want, it will be nice of you to help me create the other two).

I mean, look at the scrren. You can see four options:
-Organizar (Alredy taken care of)
-Atributos (Alredy taken care of)
-Jobs (I need your help here!)
-Estadísticas (I need your help here!)

When you select the "Jobs" option, you get to the screen displaying the info about those "special abilities", remember?

And when you select the "Estadísticas" option, you get to this scene:
Spoiler: ShowHide




As for your question, the special abilities ARE universal throughout the party, but the player can only access them from the map. They must NOT appear in any item/skill list. For example, you see a chest somewhere. If you learned the "Lockpick" special ability, you can use it right next to the chest to open it. If you don't have the skill, you cannot interact with the chest at all. Since the window containing the special abilities does not give other information but the name of the ability and its icon, you can access the "Jobs" scene from the menu to propperly see what the "Lockpick" skill does.

Is it clear now? Let me know!
16
Hey man. I'm glad you are still into this.

About the variables: I've thought of using masteries (variables, as i said) to display the player's performance trought the game... but now i am thinking on some sort of "Scoreboard".

So some additions may be (these are entirely optional, but it would be nice to have some of them in that scoreboard scene):
-Number of enemies killed
-Number of saves
-Number of inn stays
-Number of player deaths (BTW, I am using Tons. I think Death Tolll has something like this).
-Highest damage output executed for normal attack (This is an interesting concepto but i dunno how could we calculate it, anyway, i am just throwing ideas)
-Highest damage output executed with a skill
-Total damage done
-Quest completed
-Mini-bosses killed
-Bosses killed
*The window may get clustered with all that info, in wich case, i have highlighted the most important stats.


And now the great stuff. This were in the original request i made, i'll proceed to explain said variables a little bit better:

Discretion

Spoiler: ShowHide

QuoteDirectly affects thief related skills. Higher level means less chances to be caught upon sneaking or pickpocketing. Has a max value of 100, starting from 0. Does not allows negative values. (Uses a green gradient bar to display current level?)


Conjuration

Spoiler: ShowHide

QuoteInvolves magic casting, mostly offensive. Higher level means acces to certain stronger abilities otherwise unreachable for the characters. Has a max value of 100, starting from 0. Does not allows negative values. (Uses a light blue gradient bar to display current level?)


Alteration

Spoiler: ShowHide

QuoteAffects certain special skills of magic. Higher level means acces to secret recipes and better results in the arts of enchantcements, forging and alchemy. Has a max value of 100, starting from 0. Does not allows negative values. (Uses a light green gradient bar to display current level?)


Inquisition

Spoiler: ShowHide

QuoteInvolved to restoration and holy magic. Higher level means acces to better skills and items under the "restoration" category. I was initially going to called it "Faith", since it'll have to do with church stuff. Has a max value of 100, starting from 0. Does not allows negative values. (Uses a red/orange gradient bar to display current level?)


Alingment

Spoiler: ShowHide

QuoteOkay, this is quite a special one so it must be "separated" from the others. Determinates the player's current allegiance with the law. If it is negative, he will not be able to enter some city areas (since he may get arrested). Ilegal stuff like pickpocketing lower the Alingement level when the target finds you. Has a max value of 100 and a min of -100, starting from 0. Allows negative values. (Uses a darker red/orange gradient bar to display current level?)



I have created a sample image in order to guide you. This is kinda how i wanted it to look:
Spoiler: ShowHide



Some additional notes:
-Variables (masteries and Alingment) are all "universal". They are there for ALL actors. Think of this as "Clan Stats". When the player gets 25 points in Discretion, that score represents the Discretion level of the whole team. No individuals here.
-Just in case i'd like to make this clear: You don't have to script anything related to the functions of each variable. For example, i'll allow the player to learn the "Half MP" ability when he gets to at least 65 points in Conjuration.
-I'll add/remove values via script calls (Cap. Obvious strikes again!).
-As you may see. Thoose special abilities called by pressing the X key are not meant to be displayed in this scene anymore.
-"Total Deaths" info must be the sum of ALL actor deaths.
-I think that's pretty much all for now. I'll add more info if needed... Thanks a lot for all this man!

PS. In case you need/want to use some sort of images to make the scene look better, you can use thoose i attached in this post for each respective mastery.
17
All right mate take your time  :D

EDIT:

About this:
Quote-A custom script call that opens up a completely new window displaying learned special abilities with their respective descriptions. This is intended to be called from the menu, so the player can see in detail more about the abilities (i am thinking just icon + name + brief description).


That scene must also be able to display the values of 4 variables in my database.
18
I am not sure how to define this, so i am sorry in advance for the ambiguous title.

I need a simple script that allows me to call a small window somewhere in the screen (by pressing X-key) containing certain abilities (note that this abilities must not appear in the characters "skills" sections. Theese are just... options to choose from). The window itself should not be designed to stop/slow/interrupt the player's actions, so it doesn't have to call a new scene when executed.

As the game progresses, the player unlocks new special abilities that appear in the desired window (Wich esentially are common event calls with custom names and icons).

This is exactly what i want, sort of. Except that i am alredy using that script and the displayed options cannot be items.

So, basically, the script must have the following available features:
-Create a small window somewhere when X button (Not A, not B, X. This is kinda imperative) is pressed, cotaining all available special abilities mastered so far. The window is designed to contain juts a few options (4-6 when all available), displaying only the ability name and its icon (no description, keep it simple).
-Add new special abilities by executing a script call.
-A custom script call that opens up a completely new window displaying learned special abilities with their respective descriptions. This is intended to be called from the menu, so the player can see in detail more about the abilities (i am thinking just icon + name + brief description).

Ever played Skyrim before? There was an option to "favorite" certain items/skills/whatever. When the player pressed a predefined key, the window would come up right there on the map (without entering a full screen menu), where he could choose something. Think of this request as that, but without the "favorite" thingy.

I know is quite simple and i've tried to make it myself, but either fails totally and crashes my game or doesn't work at all. Can't get used to RGSS yet  :<_<:

Also, if i didn't made myself clear, i'll be happy to elaborate. Anybody willing to help?  :haha:




19
Script Requests / Re: RMXP book reading system
April 25, 2013, 01:36:25 am
I had the same need and found this one.

I am not sure if it is remotely similar to the one KK20 provided, but it allows everything you need (except of course for the Microsoft Word compatibility).
20
RMXP Script Database / Re: [XP] Skill Categories
April 16, 2013, 04:36:46 pm
Tested and confirmed; it works as intended. Awesome job here, gameus!

I'll report back if i discover other issues  :ninja: