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Messages - blackhat91

1
Quote from: KK20 on August 12, 2014, 07:44:17 pm
Perhaps don't use that @current_window and @return_window gimmick. Use numbers instead like 0 is base_select, 1 is material_select, etc.


I didn't like it much anyway, looked messy to me. I'll start tinkering with it using ids instead of the actual windows. I should have seen that earlier :/ Thanks! I'll update later today to see if it works.

UPDATE:

Works like a charm, thank you. Fixed all my issues.
2
Hello. Thank you for taking the time to read this.

I have been creating a simple crafting system in Ace, and have run into a snag. For the rest to make sense, know that the crafting is done by selecting four parts. The problem is, when I select the first part and move to the second, the scene begins to lag directional button input. I have to hold the arrow down for about a second to select the option above or below where it should be instant. The lag persists until I restart the scene. The odd part is: I made an older enchanting system that is the basis of this crafting one (I literally used the same code, just reworked it to the new desired system) and there were no issues. Clearly I added something I shouldn't have since then.

Also, I'm sure I'll figure out how to fix this, but there is a status window that keeps track of the weapon you are making. This window gets stuck when you reach the last part of the craft and try to go back: it doesn't undo any changes until you reach the last part again. So, if the last part adds 5 ATK, if you go back, you still see the +5 ATK even though you returned. Also, if you back out of the confirmation screen, it glitches further and jumps to the beginning while keeping the last part's stats.

The rest works perfectly. Those two issues are all that's troubling me, and the lag issue is more pressing to me than the broken window. You can download my test project here[Link Removed]. I hope someone can explain to me what I did wrong.
3
Quote from: KK20 on July 12, 2014, 03:11:55 pm
Just like to point out that print/p don't work like they do in RGSS3 as they did in RGSS. You have to use msgbox or msgbox_p instead.
You can change that by adding this anywhere in your script collection:

def print(*args)
  msgbox(*args)
end

def p(*args)
  msgbox_p(*args)
end



Aside from not popping up a box and just bring the print up in console, is there a big difference in 3? Or does that code just bring the box from 1 back? 'Cause the p command works fine for me, I can see what I wanted printed.
4
That's what I thought... Here's the code:

class Testerino
  def create_wep
    p "why the *** won't you work?"
  end
end


$testerino.create_wep does not work as a call. Obviously got frustrated, cleared the method and put that print while I was troubleshooting, it case it looks off :). I have no idea why that doesn't work, but I change it to a module it works fine with self.create_wep. I can work with that for now, but I really would like to know why that isn't working... Its also the only non-rtp script I have in the project, and the only edit to RTP I've made was adding the call to test it in scene_title, before which it still gave me the error.
5
Thank you for taking the time to view my question.

I am trying to dabble in scripting in RGSS3, having used RGSS to a fair extent. However, I can't get basic method calls to work. I have a class, test, and the method, def method_test, but calling $test.method_test doesn't execute the print function in the method. It just throws a nil error referencing the eval(script) line of game_interpreter and crashes the project. I tried calling it in a script rather than an event, and it throws the same error, citing the line of the $test call. Its probably something stupid easy I'm missing, but I've tried everything I can think of and uncle Google hasn't been of much help. Anyone know what the issue is?