Ruby/RGSSx questions that don't deserve their own thread

ShinGamix

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if RPGM VX data is .rvdata what is Ace data .rv2data?

rvdata2!

now wave.update is undefined class?
 
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ShinGamix

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How would I hide the window Cursor on only my title screen and then show back up after?
 

Zalerinian

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Deactrivate it to hide it, activate it to show it (@my_window.deactivate, @my_window.activate)
 

ShinGamix

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when I add the line "@my_window.deactivate" it errors?
 

Shaz

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It isn't really called @mywindow. But when you post that it errors, you should also include the error message.

Anyway, no - deactivating it means you won't be able to select any of the options either. He wants to hide the selector, not the window itself (but activating/deactivating doesn't hide or show the window anyway - it just makes it active or not active, but still visible or hidden as it already was).

I'd just use a second windowskin. Export the default one and rename it, edit it to delete the selector graphic and save. Then in Scene_Title, add a command to use the new windowskin for that scene:

Code:
  #--------------------------------------------------------------------------  # * Create Command Window  #--------------------------------------------------------------------------  def create_command_window    @command_window = Window_TitleCommand.new    @command_window.windowskin = Cache.system("Window2") # new windowskin just for this window    @command_window.set_handler(:new_game, method(:command_new_game))    @command_window.set_handler(:continue, method(:command_continue))    @command_window.set_handler(:shutdown, method(:command_shutdown))  end
 
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ShinGamix

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My title screen doesnt have a window it just has the dang blinking glove on my pretty title and I was trying to get rid of it off the title screen only.
 

Zalerinian

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You're using a cursor that looks like a glove? I suppose that means it's not part of the windowskin?
 

Shaz

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So is the blinking glove a part of the windowskin? If it is, as I said, make a copy of it and edit it, then use that line I gave you to tell the title screen to use the edited windowskin.


Or are you using a custom script? If you're using a custom script, post a new thread in RGSSx Script Support, with a link to the script you're using (I always assume people posting here are using the default scripts).
 

??????

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@ shingamix, it sounds like you dont really need the command window to be shown at all...

try this...

class Window_TitleCommand < Window_Command  #--------------------------------------------------------------------------  # * Update Window Position  #--------------------------------------------------------------------------  def update_placement    self.x = Graphics.width    self.y = Graphics.height  endendthis will just move the command window out of sight, but it will remain active, so if your using a title script (which im guessing u are) that shows command graphics then they will still be visible but the window selection box (glove) wont be.

there is NO easy way tojust hide the selector box.
 
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Shaz

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lol - I just GAVE you an easy way to hide the selector box.


Moving the window won't work if you're using a mouse script ;)
 

Hoffman65

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Hello,

Is there a resource point, or information wiki I can go to see the different variables? I did a search on Google and the site and can't seem to find anything. Sorry if I missed something, I am completely blind when trying to find something useful.
 

Shaz

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Variables? I'm guessing you want to know what's inside the game scripts? Apart from actually going into the scripts and looking at them, the help file has a lot of information on the structure of different classes, including the methods available with the hidden classes.
 

Hoffman65

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Ah, ok I'll be sure to read that. Also what I meant might not have been clear I've scripted for a few games, but mostly configure off of what I've seen from other scripts or a base script line to play with. So I figured their might be a base line for scripts to be part of the game. But as I've been reading some more post it seems you have to create them completely from scratch? If that's right. But I was hoping there might be a place with information on Variables already in place somewhat like for mattie scripts for counter-strike. As I learn from trial and error more than I do from just reading. 

Edit: I just realize what you said completely for some reason it didn't click right away, No I don't mean for already made scripts, I mean for making a new script. hopefully that's a bit easier to understand, for some reason I don't always word my brain's thoughts right. 
 
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??????

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when you write your own scripts you create the variables, therefor you can name them anything you want...

for example...

class CRAP  attr_accessor :crap_variable  , :crap_vari_no  def initialize    @crap_variable = "CRAP"    @crap_vari_no  = 0    endend $this = CRAP.newp $this.crap_variablep $this.crap_vari_no $this.crap_variable = "More Crap"$this.crap_vari_no  = 9999p $this.crap_variablep $this.crap_vari_no 
pop that code into a script page and run your project with the console opened and you will understand better.
 

Tsukihime

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Ah, ok I'll be sure to read that. Also what I meant might not have been clear I've scripted for a few games, but mostly configure off of what I've seen from other scripts or a base script line to play with. So I figured their might be a base line for scripts to be part of the game. But as I've been reading some more post it seems you have to create them completely from scratch? If that's right. But I was hoping there might be a place with information on Variables already in place somewhat like for mattie scripts for counter-strike. As I learn from trial and error more than I do from just reading. 


Edit: I just realize what you said completely for some reason it didn't click right away, No I don't mean for already made scripts, I mean for making a new script. hopefully that's a bit easier to understand, for some reason I don't always word my brain's thoughts right.
I don't know what you are trying to say, but the base scripts are everything you see when you create a new project, and everything you see in the help file.


You should give an example of what you are trying to accomplish so it is easier to understand. Your idea of "Variables" is likely based on someone else's own standards (like that mattie scripts for CS? I don't know what that is), seeing how you specifically capitalize the term "Variables" as if you are referring to a specific set of things.


RM provides a scripting interface, and there are hundreds of variables (in the math/programming sense) defined in the default project.
 
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seita

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Would it be possible to disallow a move route jump from passing through an impassable tile? Say, If an event jumps forward, it will first check if there is a wall in the way of its path. If there is then it will jump short.

I'm using Galv's move route extras, so I can specify how many steps "forward" a jump will take, so I suppose a script that checks the distance between the event or character to the wall would work as well.
 

ShinGamix

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How would these two mini fog scripts look in rgss3 code.

(These are RGSS2 code)

Scripit A



Scriptit B

 

Shaz

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@seita, you'd have to do a script call first, to check each tile from where you are now to the tile before where you want to end up, and check $game_player.passable?(x, y, dir) on each one. If ANY of them return false, you know not to allow the jump to happen. If you didn't want to do that check yourself each time, you could probably program it into the script.


@shin, since there is no fog in VX Ace, you would need to use a fog script. As long as the script had the same variables, your code would look exactly the same. If it used different variables, you'd have to adjust accordingly.
 

seita

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Thanks Shaz.

I have another problem with using a variable as an array. It doesn't like to play along with certain methods. I've already diagnosed the problem. The first one is in the first conditional branch for the distance_match method. It's when I input $game_variables[51][4] as the parameter to the event ID number.

The second problem is when I try to increment $game_variables[51][4] using += 1

How would I go about fixing this problem? Can I input the value of $game_variables[51][4] into a local temporary variable? Also, how would I go about doing that?

 

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