Chaos Project

RPG Maker => RPG Maker Scripts => Script Troubleshooting => Topic started by: bigace on December 17, 2012, 12:33:26 am

Title: [RESOLVED][RGSS] Last Issue I have
Post by: bigace on December 17, 2012, 12:33:26 am
Okay so the issue I'm having is when you select an enemy (that isn't the first enemy) to look at its status, then try to scroll through the other enemies it won't scroll in the correct order. Plus when you try to go back to the main enemy page from the status window and your on the last enemy with a bunch of unknown enemies in between, it will go to another enemy instead of the one you just on. (ex. I was viewing enemy 32's status, then went back and it sent me to enemy 10 instead of showing me 32 on the main page.)

Hopefully that made sense, I can show a video in the morning, if that was to confusing. Whatever is going on with the scrolling is the last issue I'm having. The link to my script is below.

Link: Removed
Title: Re: [RGSS] Last Issue I have
Post by: KK20 on December 17, 2012, 12:55:54 am
Can't even get the test project to run. For starters, I don't have "Scene_Base".
Title: Re: [RGSS] Last Issue I have
Post by: bigace on December 17, 2012, 01:02:59 am
 :facepalm: Giant fail on my part.
http://pastebin.com/raw.php?i=xwSvMraQ
Title: Re: [RGSS] Last Issue I have
Post by: G_G on December 17, 2012, 01:03:04 am
Which means it's either a VX script or a VX Ace script.

EDIT: Nevermind. Didn't realize you had your own Scene_Base.
Title: Re: [RGSS] Last Issue I have
Post by: KK20 on December 17, 2012, 01:39:40 am
def next_monster
 refresh
 @monster_window.monster = @enemy_list[@enemy_index]
 @monster_list_window.select(@enemy_index)
 @command_window.activate
end

It's this part. @enemy_index is not being used properly. I threw a print @enemy_index in this to see what was going on.

Firstly, when you select a monster to view its in-depth bio, you should change @enemy_index to equal this monster's index.
Secondly, this

@monster_list_window.select(@enemy_index)
is the reason why you keep saying it doesn't go to the correct monster in the list (but it actually does).

When I exit out of the monster's bio when @enemy_index = 5, it puts my cursor on the list to the SIXTH item in the list, which makes sense since arrays go 0,1,2,3,4,5 (hence, sixth position). It's pretty unconventional when trying to work with two arrays going like this

a1 = [1,2,5,8,15]
a2 = [nil, 1, 2, nil, nil, 5, nil, nil, 8, nil, nil, nil, nil, nil, nil, 15]


EDIT:

Make these changes:
Spoiler: ShowHide

def next_monster
 refresh
 @monster_window.monster = @enemy_list[@enemy_index]
 @monster_list_window.select($data_enemies.index(@enemy_list[@enemy_index])-1) ### Changed ###
 @command_window.activate
end

def open_list
 if !@monster.nil?
   $game_system.se_play($data_system.decision_se)
   @monster_list_window.deactivate.hide
   @monster_info_window.hide; @controls.hide
   @header.hide; @spirit_window.hide; @enemy_select.hide
   @monster_window.show
   @monster_window.monster = @monster
   @enemy_index = @enemy_list.index(@monster) ### Added ###
   @command_window.activate.show
 else $game_system.se_play($data_system.buzzer_se)
 end
end
Title: Re: [RGSS] Last Issue I have
Post by: bigace on December 17, 2012, 10:25:53 am
Sweet  :haha: thank you so much for helping with that issue, it's been giving me a headace the whole day. I guess I'll submit my codes to night.