Hey everyone! Normally, I never really post help topics because I would usually figure everything out myself. Coming from VX Ace
and using MV finally. (I bought back in 2015 as a pre-order). I took it upon myself to finally dive into JavaScript. Having coded a lot in Ruby before (RGSS3's iteration of it) JavaScript has been pretty easy for me to pick up and is actually more efficient in
terms of needing less lines of code. (I love that).
But I feel maybe I'm missing something here, or it's just how MV operates. So here is my issue:
* Created a Window
* Displayed Window on Map Scene
- Open Menu and the Window hasn't disposed??
Okay, regarding that last one... I'm sure I've coded everything else right, but I'm wondering if MV has returned to XP and VX's days where you had to manually dispose windows. I think it's either that, or for some reason Windows must be drawn on the Graphical layer like how sprites were in Ace and every time the Engine takes a "snapshot" for the menu background, it just happens to capture the window as normal "Sprite" and make it part of the background.
Seeing as I'm in the processes of finally willing to fully dive in, feel free to point out my mistakes in my code. Maybe there isn't any issues and it's part of my second theory; but I rather check with people who've been coding for MV all along.
Feel free to take a look at my code here:
Inserting this code into any project will execute just fine. (I've taken the steps to alias what I needed too; so no overwrites!).
Code:
/*:
* @plugindesc Displays the HUD for the party leader.
* @author Noct
* @help This plugin does not have any editable commands.
*/
// DragonHud Window
// Creates the Hud Window for the Party Leader
function Window_DragonHud() {
this.initialize.apply(this, arguments);
}
Window_DragonHud.prototype = Object.create(Window_Base.prototype);
Window_DragonHud.prototype.constructor = Window_DragonHud;
Window_DragonHud.prototype.initialize = function() {
Window_Base.prototype.initialize.call(this, 0, 0, 240, this.fittingHeight(4));
this.refresh();
};
Window_DragonHud.prototype.refresh = function() {
var leader = $gameParty.members()[0];
this.contents.clear();
this.drawActorName(leader, 0, 0);
};
var alias_scene_map_createAllWindows = Scene_Map.prototype.createAllWindows;
Scene_Map.prototype.createAllWindows = function() {
alias_scene_map_createAllWindows.call(this);
this.createHudWindow();
};
Scene_Map.prototype.createHudWindow = function() {
this._hudWindow = new Window_DragonHud();
this.addWindow(this._hudWindow);
};
Just beat the last of us 2 last night and starting jedi: fallen order right now, both use unreal engine & when I say i knew 80% of jedi's buttons right away because they were the same buttons as TLOU2 its ridiculous, even the same narrow hallway crawl and barely-made-it jump they do. Unreal Engine is just big budget RPG Maker the way they make games nearly identical at its core lol.
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