- Joined
- Apr 24, 2015
- Messages
- 119
- Reaction score
- 70
- First Language
- Engilsh
- Primarily Uses
- RM2k3
Howdy,
Just yesterday I almost accidentally found a script for a Resident Evil-like menu, with limited inventory, combining, etc... and I need help with some editing, mostly three issues, the first is critical and the other two are just a plus.
The script was a little messy, I don't even know the author because it wasn't signed, and was only partially translated from portoguese to english: here's how it looked like when I first imported the script:

*screen from an older version of my project
Even tho I'm a long time rpg maker user (started with rm2000 and mostly used 2003), when it comes to RGSS I know just enough to barely recognize my a$$ from my elbow, as long as you don't put a hole on my elbow, just to use a colorful example
.
Also I can speak english ok but I don't know a single word of portoguese, anyway, after installing the script in a brand new project and messing around with it, I was able to make the inventory look the way I wanted:

Windowskin and font are temporary but that's not the problem, that empty box under the inventory box should display the name of the highlighted item, but those of you with a keen eye might I have noticed, it doesn't show anything
Basically what I have done is, edit a certain line from this:
to this:
in order to take the help window from the basic tool's script rather than make this script create its own, because the help window from this particular script was messed up (for some reason item description would all stick on one line and basically loop around the screen, messing up the text), and i modified this part:
into this:
and basically made the former help window into my own lttile name box, and like I said, the box is there, the item name is not.
This is where my small knowledge pretty much ends: I basically cloned some script lines that refered to the creation and update/refresh of the old help window and modified them to work with the Iname window (which stands for Item name, in my head lol) but clearly I'm doing it wrong since all I get is a big fat CRASH as soon as I open the menu, in game.

dan dan daaaaaaaaan (<- mortal kombat fatality sound)
So, yes, jokes aside my first and most important request is: How can I prevent the crash and show the item name in the box?
Also, since I'm here, there's a small, second issue: the item combine system; wile the system itself works flawlessly, there is a small visual/practical issue that I would like to get rid of: basically when i press OK (enter/spacebar/whatever) on the second Item (after selecting the combine option on one item), the Use/Combine window appears again and I have to select combine again. I would like to bypass this part and go directly to the part where the script checks if the combination is possible or not.
Finally, third Issue: around line 235 I commented out the original string and put this instead: 8 + $game_variables[14]
this is to control how many spaces you have in the inventory, I set it to 8 basic, plus the ability to expand it with a variable, so far so good, however I would like the original string (@data ? @data.size : 1 - which I think means "I'll highlight as many item as you have" *lol*) to be true for the Files menu (which are basically a key items) since there is no limit to how many files you can carry with you.
Here's the full script with my editing (under spoiler):
To make it work without crash you have to comment out the following lines:
355, 356, 357, 358, 368
otherwise you get the crash error shown in the screenshot.
Thanks in advance to anyone who will look into it, and sorry for the long post.
PS: does anyone know the name of the author? I would like to - at the very least - credit him/her.
Just yesterday I almost accidentally found a script for a Resident Evil-like menu, with limited inventory, combining, etc... and I need help with some editing, mostly three issues, the first is critical and the other two are just a plus.
The script was a little messy, I don't even know the author because it wasn't signed, and was only partially translated from portoguese to english: here's how it looked like when I first imported the script:

*screen from an older version of my project
Even tho I'm a long time rpg maker user (started with rm2000 and mostly used 2003), when it comes to RGSS I know just enough to barely recognize my a$$ from my elbow, as long as you don't put a hole on my elbow, just to use a colorful example
Also I can speak english ok but I don't know a single word of portoguese, anyway, after installing the script in a brand new project and messing around with it, I was able to make the inventory look the way I wanted:

Windowskin and font are temporary but that's not the problem, that empty box under the inventory box should display the name of the highlighted item, but those of you with a keen eye might I have noticed, it doesn't show anything
Basically what I have done is, edit a certain line from this:
Code:
@help_window = RE_Window_Help.new()
Code:
@help_window = Window_Help.new()
Code:
#==============================================================================
# ** Window_Help
#------------------------------------------------------------------------------
# Esta janela exibe explicação de habilidades e itens e outras informações.
#==============================================================================
class RE_Window_Help < Window_Base
#--------------------------------------------------------------------------
# * Inicialização do objeto
# line_number : número de linhas
#--------------------------------------------------------------------------
def initialize(line_number = 3)
super(0, 150, 345, Graphics.height - 150)
end
#--------------------------------------------------------------------------
# * Configuração de texto
# text : texto
#--------------------------------------------------------------------------
def set_text(text)
if text != @text
@text = text
refresh
end
end
#--------------------------------------------------------------------------
# * Limpeza
#--------------------------------------------------------------------------
def clear
set_text("")
end
#--------------------------------------------------------------------------
# * Definição de item
# item : habilidades, itens, etc.
#--------------------------------------------------------------------------
def set_item(item)
set_text(item ? item.description : "")
@item = item
end
#--------------------------------------------------------------------------
# * Renovação
#--------------------------------------------------------------------------
def refresh
contents.clear
if @item != nil
draw_text(5, 70, 150, 50, RE_MENU::Help_desc)
draw_text(5, 100, 300, 100, @text)
draw_text(5, 0 , 350, 50, RE_MENU::Help_name + @item.name)
end
end
end
Code:
#==============================================================================
# ** Window_Help
#------------------------------------------------------------------------------
# Esta janela exibe explicação de habilidades e itens e outras informações.
#==============================================================================
class RE_Window_Iname < Window_Base
#--------------------------------------------------------------------------
# * Inicialização do objeto
# line_number : número de linhas
#--------------------------------------------------------------------------
def initialize(line_number = 1)
super(268, 252, 207, 48) # Graphics.height - 384) OTTO
end
#--------------------------------------------------------------------------
# * Configuração de texto
# text : texto
#--------------------------------------------------------------------------
def set_text(text)
if text != @text
@text = text
refresh
end
end
#--------------------------------------------------------------------------
# * Limpeza
#--------------------------------------------------------------------------
def clear
set_text(" ")
end
#--------------------------------------------------------------------------
# * Definição de item
# item : habilidades, itens, etc.
#--------------------------------------------------------------------------
def set_item(item)
set_text(item ? item.description : " ")
@item = item
end
#--------------------------------------------------------------------------
# * Renovação
#--------------------------------------------------------------------------
def refresh
contents.clear
if @item != nil
#draw_text(5, 70, 150, 50, RE_MENU::Help_desc)
#~ draw_text(5, -12, 640, 100, @text)
draw_text(0, 0 , 207, 48, @item.name) #RE_MENU::Help_name + @item.name)
end
end
end
This is where my small knowledge pretty much ends: I basically cloned some script lines that refered to the creation and update/refresh of the old help window and modified them to work with the Iname window (which stands for Item name, in my head lol) but clearly I'm doing it wrong since all I get is a big fat CRASH as soon as I open the menu, in game.

dan dan daaaaaaaaan (<- mortal kombat fatality sound)
So, yes, jokes aside my first and most important request is: How can I prevent the crash and show the item name in the box?
Also, since I'm here, there's a small, second issue: the item combine system; wile the system itself works flawlessly, there is a small visual/practical issue that I would like to get rid of: basically when i press OK (enter/spacebar/whatever) on the second Item (after selecting the combine option on one item), the Use/Combine window appears again and I have to select combine again. I would like to bypass this part and go directly to the part where the script checks if the combination is possible or not.
Finally, third Issue: around line 235 I commented out the original string and put this instead: 8 + $game_variables[14]
this is to control how many spaces you have in the inventory, I set it to 8 basic, plus the ability to expand it with a variable, so far so good, however I would like the original string (@data ? @data.size : 1 - which I think means "I'll highlight as many item as you have" *lol*) to be true for the Files menu (which are basically a key items) since there is no limit to how many files you can carry with you.
Here's the full script with my editing (under spoiler):
Code:
#==============================================================================
# ** Scene_Menu
#------------------------------------------------------------------------------
#==============================================================================
module RE_MENU
#--------------------------------------------------------------------------
# ENGLISH
#--------------------------------------------------------------------------
# * how to create a recipe
# * place Reciepe[a] = [b, c, d]
# * a is a crescent number
# * b and c are the items that will be combined
# * d is the end item
#--------------------------------------------------------------------------
# PORTUGUES
#--------------------------------------------------------------------------
# * receitas de combinações de itens
# * coloque Reciepe[a] = [b, c, d] sendo
# * a o valor crescente da receita de 1 a sla quantos
# * b e c o valor dos intens da receitas que vam combinar
# * d o item que será formado apartir dos outrs
#--------------------------------------------------------------------------
Recipe = {}
Recipe[1] = [12, 13 , 14]
Recipe[2] = [1, 1, 2]
#Recipe[3] = [13, 16, 17]
#Recipe[4] = [15, 14, 17]
#Recipe[5] = [12, 12, 18]
#Recipe[6] = [12, 18, 19]
#--------------------------------------------------------------------------
# vocabulary
#--------------------------------------------------------------------------
Equip = " "
Discard = " "
Combine = "Combine"
Use = "Use"
Equip = "EQ: "
Inventary = "Item"
Key_itens = "Files"
Help_desc = " "
Help_name = " "
Maps = "Maps"
#--------------------------------------------------------------------------
# * Combine sond
#--------------------------------------------------------------------------
def self.playcombine
Sound.play_use_item
end
end
#==============================================================================
# ** Window_Help
#------------------------------------------------------------------------------
# Esta janela exibe explicação de habilidades e itens e outras informações.
#==============================================================================
class RE_Window_Iname < Window_Base
#--------------------------------------------------------------------------
# * Inicialização do objeto
# line_number : número de linhas
#--------------------------------------------------------------------------
def initialize(line_number = 1)
super(268, 252, 207, 48) # Graphics.height - 384) OTTO
end
#--------------------------------------------------------------------------
# * Configuração de texto
# text : texto
#--------------------------------------------------------------------------
def set_text(text)
if text != @text
@text = text
refresh
end
end
#--------------------------------------------------------------------------
# * Limpeza
#--------------------------------------------------------------------------
def clear
set_text(" ")
end
#--------------------------------------------------------------------------
# * Definição de item
# item : habilidades, itens, etc.
#--------------------------------------------------------------------------
def set_item(item)
set_text(item ? item.description : " ")
@item = item
end
#--------------------------------------------------------------------------
# * Renovação
#--------------------------------------------------------------------------
def refresh
contents.clear
if @item != nil
#draw_text(5, 70, 150, 50, RE_MENU::Help_desc)
#~ draw_text(5, -12, 640, 100, @text)
draw_text(0, -12 , 207, 48, @item.name) #RE_MENU::Help_name + @item.name)
end
end
end
#==============================================================================
# ** Window_MenuCommand
#------------------------------------------------------------------------------
# Esta janela exibe os comandos do menu.
#==============================================================================
class MenuCommand < Window_HorzCommand
#--------------------------------------------------------------------------
# * Inicialização da posição do comando de seleção (método da classe)
#--------------------------------------------------------------------------
def self.init_command_position
@@last_command_symbol = nil
end
#--------------------------------------------------------------------------
# * Inicialização do objeto
#--------------------------------------------------------------------------
def initialize
super(268, 72)
end
#--------------------------------------------------------------------------
# * Aquisição da largura da janela
#--------------------------------------------------------------------------
def window_width
return 372
end
#--------------------------------------------------------------------------
# * Aquisição da largura da janela
#--------------------------------------------------------------------------
def window_height
48
end
#--------------------------------------------------------------------------
# * Aquisição do número de linhas exibidas
#--------------------------------------------------------------------------
def col_max
return 4
end
#def visible_line_number
# 3
#end
#--------------------------------------------------------------------------
# * Criação da lista de comandos
#--------------------------------------------------------------------------
def make_command_list
add_main_commands
add_map_command
add_game_end_command
end
#--------------------------------------------------------------------------
# * Adição dos comandos principais
#--------------------------------------------------------------------------
def add_main_commands
add_command(RE_MENU::Inventary, :item, main_commands_enabled)
add_command(RE_MENU::Key_itens, :key_item, main_commands_enabled)
end
#-------------------------------------------------------------------------
# not sure wtf im doing lol #OTTO
#-------------------------------------------------------------------------
def add_map_command
add_command(RE_MENU::Maps, :maps, main_commands_enabled) #OTTO
end
#--------------------------------------
#--------------------------------------------------------------------------
# * Definição de habilitação dos comandos principais
#--------------------------------------------------------------------------
def main_commands_enabled
$game_party.exists
end
#--------------------------------------------------------------------------
# * Adição do comando de fim do jogo
#--------------------------------------------------------------------------
def add_game_end_command
add_command(Vocab::game_end, :game_end)
end
#--------------------------------------------------------------------------
# * Definição de resultado ao pressionar o botão de confirmação
#--------------------------------------------------------------------------
def process_ok
@@last_command_symbol = current_symbol
super
end
#--------------------------------------------------------------------------
# * Definição da janela de itens
# item_window : janela de itens
#--------------------------------------------------------------------------
def item_window=(item_window)
@item_window = item_window
@item_window.category = current_symbol
end
end
class Window_ItemList < Window_Selectable
attr_accessor :iname_window #Thanks TheoAllen
#--------------------------------------------------------------------------
# * Inicialização do objeto
# x : coordenada X
# y : coordenada Y
# width : largura
# height : altura
#--------------------------------------------------------------------------
def initialize(x, y, width, height)
super(268, 120, 207, 132)
@category = :none
@data = []
end
#--------------------------------------------------------------------------
# * Definição de categoria
#--------------------------------------------------------------------------
def category=(category)
return if @category == category
@category = category
refresh
self.oy = 0
end
#--------------------------------------------------------------------------
# * Aquisição do número de colunas
#--------------------------------------------------------------------------
def col_max
return 4
end
#--------------------------------------------------------------------------
# * Aquisição do número máximo de itens
#--------------------------------------------------------------------------
def item_max
case @category
when :item
8 + $game_variables[14]
when :key_item
@data ? @data.size : 1
else
1
end
end
#~ def item_max
#~ #8 + $game_variables[14]
#~ @data ? @data.size : 1 #Max Inventory Slot? Can I use variable? #OTTO
#~ end
#--------------------------------------------------------------------------
# * Aquisição do espaçamento entre os itens
#--------------------------------------------------------------------------
def spacing
return 4
end
#--------------------------------------------------------------------------
# * Aquisição de altura do item
#--------------------------------------------------------------------------
def item_height
36
end
#--------------------------------------------------------------------------
# * Aquisição das informações do item
#--------------------------------------------------------------------------
def item
@data && index >= 0 ? @data[index] : nil
end
#--------------------------------------------------------------------------
# * Definição de habilitação de seleção
#--------------------------------------------------------------------------
def current_item_enabled?
enable?(@data[index])
end
#--------------------------------------------------------------------------
# * Inclusão do item na lista
# item : item
#--------------------------------------------------------------------------
def include?(item)
case @category
when :item
item.is_a?(RPG::Item) && !item.key_item? #or item.is_a?(RPG::Weapon)
when :key_item
item.is_a?(RPG::Item) && item.key_item?
else
false
end
end
#--------------------------------------------------------------------------
# * Definição de itens disponíveis para uso
#--------------------------------------------------------------------------
def usable?(item)
if item.is_a?(RPG::Weapon)
return true
else
return $game_party.usable?(item)
end
return false
end
#--------------------------------------------------------------------------
# * Definição de habilitação do item
# item : item
#--------------------------------------------------------------------------
def enable?(item)
#$game_party.usable?(item)
return true
end
#--------------------------------------------------------------------------
# * Criação da lista de itens
#--------------------------------------------------------------------------
def make_item_list
@data = $game_party.all_items.select {|item| include?(item) }
@data.push(nil) if include?(nil)
end
#--------------------------------------------------------------------------
# * Retorno à seleção anterior
#--------------------------------------------------------------------------
def select_last
select(@data.index($game_party.last_item.object) || 0)
end
#--------------------------------------------------------------------------
# * desenhar o item
#--------------------------------------------------------------------------
def draw_item_name(item, x, y, enabled = true, width = 80)
return unless item
draw_icon(item.icon_index, x + 10, y + 6, enabled)
change_color(normal_color, enabled)
#~ draw_text(x + 5, y + 50, width, line_height, item.name)
end
#--------------------------------------------------------------------------
# * Desenho de um item
# index : índice do item
#--------------------------------------------------------------------------
def draw_item(index)
item = @data[index]
if item
rect = item_rect(index)
rect.width -= 4
draw_item_name(item, rect.x , rect.y, true)
rect.y -= 20
draw_item_number(rect, item)
end
end
#--------------------------------------------------------------------------
# * Desenho do número de itens possuido
# rect : retângulo
# item : item
#--------------------------------------------------------------------------
def draw_item_number(rect, item)
draw_text(rect, sprintf(" %2d", $game_party.item_number(item)), 2) #unless it has some tag in the notes??
end
#--------------------------------------------------------------------------
# * Atualização da janela de ajuda
#--------------------------------------------------------------------------
def update_help
@help_window.set_item(item)
@help_window.refresh
return unless @iname_window
@iname_window.set_item(item)
@iname_window.refresh
end
#--------------------------------------------------------------------------
# * Update Item Name #OTTO
#--------------------------------------------------------------------------
#~ def update_iname
#~ @iname_window.set_item(item)
#~ @iname_window.refresh
#~ end
#--------------------------------------------------------------------------
# * Renovação
#--------------------------------------------------------------------------
def refresh
make_item_list
create_contents
draw_all_items
update_help
#~ update_iname
end
end
class Comand_itens < Window_Command
#--------------------------------------------------------------------------
# * Inicialização do objeto
#--------------------------------------------------------------------------
def initialize
super(168, 120)
refresh
end
#--------------------------------------------------------------------------
# * Aquisição da largura da janela
#--------------------------------------------------------------------------
def window_width
return 100
end
def window_height
return 76
end
def activeCombine=(active)
@activecombine = active
end
def usename=(name)
@usename = name
end
def activeCombine
return @activecombine
end
def usename
return @usename
end
def important=(value)
@important = value
end
def important
return @important
end
def isuse=(value)
@isuse = value
end
def isuse
return @isuse
end
#--------------------------------------------------------------------------
# * Criação da lista de comandos
#--------------------------------------------------------------------------
def make_command_list
add_command(usename, :usar, isuse)
add_command(RE_MENU::Combine, :combine, activeCombine)
#~ add_command(RE_MENU::Discard, :discart, important)
end
end
class Scene_Menu < Scene_MenuBase
#--------------------------------------------------------------------------
# * Inicialização do processo
#--------------------------------------------------------------------------
def start
super
create_Help_window
create_command_window
create_item_window
create_Iname_window
create_status_window
create_command_itens
create_Equip_window
@iscombine = false
@actor = $game_party.members[0]
end
#--------------------------------------------------------------------------
# * Criação da janela de comando
#--------------------------------------------------------------------------
def create_command_window
@command_window = MenuCommand.new
@command_window.set_handler(:item, method(:command_item))
@command_window.set_handler(:key_item, method(:command_item))
@command_window.set_handler(:game_end, method(:command_game_end))
@command_window.set_handler(:cancel, method(:return_scene))
end
#--------------------------------------------------------------------------
# * Criação da janela de itens
#--------------------------------------------------------------------------
def create_item_window
wy = @command_window.y + @command_window.height + 100
wh = Graphics.height - wy
@item_window = Window_ItemList.new(344, wy, 200, wh)
@item_window.help_window = @help_window
@item_window.set_handler(:ok, method(:on_item_ok))
@item_window.set_handler(:cancel, method(:on_item_cancel))
@command_window.item_window = @item_window
@command_window.item_window = @item_window
end
#--------------------------------------------------------------------------
# * Criação da janela de comando dos intems
#--------------------------------------------------------------------------
def create_command_itens
@command_item = Comand_itens.new
@command_item.set_handler(:usar, method(:use_item))
@command_item.set_handler(:combine, method(:combine_item))
@command_item.set_handler(:discart, method(:discart_item))
@command_item.set_handler(:cancel, method(:return_itens))
@command_item.visible = false
@command_item.active = false
end
#--------------------------------------------------------------------------
# * Criação das janelas #Position for Status and Equip #OTTO
#--------------------------------------------------------------------------
def create_status_window
@Status_window = Window_Base.new(475,120,165,84)
@Status_window.contents.clear
#~ @Status_window.draw_actor_face(@actor, 1, 10)
@Status_window.draw_text(1, -15 , 120, 48, @actor.name)
@Status_window.draw_actor_hp(@actor, 0, 32, 120)
end
def create_Help_window
@help_window = Window_Help.new() #RE_Window_Help.new()
end
def create_Iname_window #OTTO
@ihelp_window = RE_Window_Iname.new()
@item_window.iname_window = @ihelp_window
end
def create_Equip_window
@Equip_window = Window_Base.new(475,204,165,48)
@Equip_window.contents.clear
if @actor.equips[0] != nil
@Equip_window.draw_icon(@actor.equips[0].icon_index, 36, 0, true)
@Equip_window.draw_text(0, -12 , 120, 48, RE_MENU::Equip)
#INSERT CURRENT / REMAINING AMMO HERE # OTTO
#~ @Equip_window.draw_text(10, 40 , 150, 50, @actor.equips[0].name)
end
end
def use_item
if @item.is_a?(RPG::Weapon)
@actor.change_equip(0,@item)
Sound.play_equip
else
Sound.play_use_item
@actor.use_item(@item)
use_item_to_actors
end
return_itens
refresh
check_common_event
end
def use_item_to_actors
$game_party.members.each do |target|
@item.repeats.times { target.item_apply(@actor, @item) }
end
end
def check_common_event
if $game_temp.common_event_reserved?
SceneManager.goto(Scene_Map)
@iscombine = false
end
end
def combine_item
if @iscombine == false
@iscombine = true
@combineitem = @item
else
recipe = RE_MENU::Recipe
if @combineitem.id == @item.template_id
if $game_party.item_number(@item) <= 1
@combineitem = nil
end
end
if @combineitem != nil
for x in 1..recipe.size
recipe1 = recipe[x]
if recipe1[0] == @combineitem.template_id and recipe1[1] == @item.template_id
@iscombine = false
combineitens(x)
break
elsif recipe1[1] == @combineitem.template_id and recipe1[0] == @item.template_id
@iscombine = false
combineitens(x)
break
end
end
end
if @iscombine == true
Sound.play_buzzer
@iscombine = false
end
end
refresh
return_itens
end
def combineitens(x)
RE_MENU::playcombine
$game_party.gain_item(@item, -1, true)
$game_party.gain_item(@combineitem, -1, true)
for y in 0..$data_items.size
novoitem = $data_items[y] if y == RE_MENU::Recipe[x][2]
end
$game_party.gain_item(novoitem, 1)
end
def discart_item
$game_party.gain_item(@item, -1, true)
return_itens
end
def return_itens
@command_item.visible = false
@command_item.active = false
@item_window.active = true
@item_window.refresh
end
#--------------------------------------------------------------------------
# * Item [Confirmação]
#--------------------------------------------------------------------------
def on_item_ok
@item = @item_window.item
if @item != nil
if @item.is_a?(RPG::Weapon)
@command_item.activeCombine = false
@command_item.usename = RE_MENU::Equip
else
@command_item.activeCombine = true
@command_item.usename = RE_MENU::Use
end
if @item.is_a?(RPG::Item) and @item.key_item?
@command_item.important = false
else
@command_item.important = true
end
if @item_window.usable?(@item)
@command_item.isuse = true
else
@command_item.isuse = false
end
@command_item.refresh
@command_item.visible = true
@command_item.active = true
else
Sound.play_buzzer
@item_window.active = true
end
@help_window.set_item(@item)
end
#--------------------------------------------------------------------------
# * Item [Cancelamento]
#--------------------------------------------------------------------------
def on_item_cancel
@item_window.unselect
@command_window.activate
@iscombine = false
end
#--------------------------------------------------------------------------
# * Comando [Item]
#--------------------------------------------------------------------------
def command_item
@command_window.item_window = @item_window
@item_window.activate
@item_window.select_last
end
#--------------------------------------------------------------------------
# Trying to add a Maps command #OTTO
#--------------------------------------------------------------------------
def command_maps
SceneManager.call(Scene_Map)
end
#--------------------------------------------------------------------------
# * Comando [Fim do Jogo]
#--------------------------------------------------------------------------
def command_game_end
SceneManager.call(Scene_End)
end
#--------------------------------------------------------------------------
# * Comandos individuais [Cancelamento]
#--------------------------------------------------------------------------
def on_personal_cancel
@status_window.unselect
@command_window.activate
end
def refresh
@actor = $game_party.members[0]
@item_window.refresh
@Equip_window.contents.clear
if @actor.equips[0] != nil
@Equip_window.draw_icon(@actor.equips[0].icon_index, 36, 0, true)
@Equip_window.draw_text(0, -12 , 120, 48, RE_MENU::Equip)
#~ @Equip_window.draw_text(10, 40 , 150, 50, @actor.equips[0].name)
end
@Status_window.contents.clear
#~ @Status_window.draw_actor_face(@actor, 1, 10)
@Status_window.draw_text(1, -15 , 120, 48, @actor.name)
@Status_window.draw_actor_hp(@actor, 100, 40, 120)
end
end
To make it work without crash you have to comment out the following lines:
355, 356, 357, 358, 368
otherwise you get the crash error shown in the screenshot.
Thanks in advance to anyone who will look into it, and sorry for the long post.
PS: does anyone know the name of the author? I would like to - at the very least - credit him/her.
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