Sorry. I expected that if the colour was unclear against that windowskin for one script it would be unclear for any other too, but I guess I was wrong. Insert the following code into a new slot in the Script Editor above Materials and below Main:
class Window_EquipStatus def power_up_color; ...
Changing the colour of the text does not require a script; you can do it in an image editor. In the windowskin (file named "Window" in Graphics\System\), there is a palette of 32 colours in the lower righthand corner. The power up colour is the first colour in the fourth row, and the power down...
I am perfectly fine with anybody using any script of mine in a commercial project, with or without credit. I usually say that I would appreciate a free copy of the game when it's released, but that is not a necessary condition.
I'm not sure that I agree with the implication that it is a bad idea to preserve the data you are collecting from a note tag. Even if the performance issue is usually negligible, I don't see a reason to repeatedly access a data object and parse the string to extract the information I want from...
I am not familiar enough with Yanfly's script to answer your question, but I know that I wrote a script with that feature: ATS: Message Options. There are probably others as well. I am not sure how well they would combine with Yanfly's script.
Hey, you can use hex codes for colours in my ATS: Special Message Codes. That would give you the feature you are looking for in your first post, though it uses hex (00-FF) instead of base 10.
Alternately, you could use my Extended Colour Palette script. That way, you could still use the \c[n]...
Well, my Customizable Item Menu script allows you to create new categories, so you could do it with that. However, it would not create subcategories - it would just be [items Weapons Armours Keys Tickets]. You could use icons instead of words if you are worried about space.
I probably would have just dumped and loaded it to be sure that I wasn't keeping any references to the same objects as the original, like this:
new_weapon = Marshal.load(Marshal.dump($data_weapons[id]))Be cautious about just dupping* an array. It won't create copies of the objects contained by...
Well, it seems like a strange code for which you're asking, but something like this should work:
It should match things like this:
<ExampleA 15B 7k 9D>
$1 should match " 15B 7k 9D", and $2 would probably match " 9D"
In order to get every unit, then you could scan $1.
Well, I've written one myself: ATS Series. Yanfly also has an amazing Ace Message System
Other than that, I am sure a lot of message scripts would have a feature like that, but I am not familiar with them all.
But I don't actually recommend setting variables to hold strings. It is very easy to run into problems down the line. If you do it just to show it in a message, I recommend you immediately set the variable back to 0 once you're done. Better yet, use a message...
Ah, OK. That all makes sense and I agree. I'm not a professional either, so I was just curious if there was something I should be fixing. I get what you're saying now and you're right. I have done some very stupid things to avoid overwriting a method that I was totally changing before too, and I...
Mike, on 26 Dec 2013 - 5:39 PM, said:
Mithran, on 05 Jan 2014 - 6:33 PM, said:
You're right that his code block was broken as it was, but I think the idea behind it is not. For compatibility purposes, I think what that code was trying to do makes sense if you are working within the default...
Shana's way is probably the simplest way.
But you could also do it purely using pictures and an event command loop like:
Variable X = 1
Show Picture 1: Choice Text
Label: Change Selection
Variable X += 1
Variable X %= 2
Conditional Branch: Variable X == 0
Show Picture 2: Highlighted...
Well, messages are drawn letter by letter by default, so it isn't that hard. Anyway, I've written a script with that feature:
ATS: Message Options
It does a lot more and you many not need all of those features, so here are some more scripts better focussed on your request:
mobychan's MSS Text...
I'm a bit conflicted. One the one hand, it's quite visually cool to make bodies of water that the player can interact with by going into it. However obscuring the player character from a gameplay perspective is pretty bad. Hmm... There's the option to make the area around the player visible, but then that kind of defeats the purpose of submerging them.