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

SoulPour777

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I just have a question about image spacing and format. I have this script WIP on my project:

module RGSS3C module VIIMenu Counter_Variable = 1 Command_Width = 120 Menu_Names = { 1 => "Items", 2 => "Equip", 3 => "Tech", 4 => "Skills", 5 => "Status", 6 => "Formation", 7 => "Save", 8 => "End" } MenuStatus_Height = Graphics.height - 47 MenuStatus_Y = 0 MenuStatus_ItemMax = 1 end #-------------------------------------------------------------------------- # * CMS Actors Configuration (For Portrait) #-------------------------------------------------------------------------- module CMS_Actor Actor_Portrait = { 1 => "Eric", 2 => "Natalie", 3 => "Terence", 4 => "Ernest", 5 => "Ryoma", 6 => "Brenda", 7 => "Rick", 8 => "Alice", 9 => "Isabelle", 10 => "Noah" } end #-------------------------------------------------------------------------- # Help Indicator Vocabularies #-------------------------------------------------------------------------- module Help_Vocabs Menu = [ "The present items in your inventory.", "Change your equipments.", "Use Your Techniques", "Your skills present to use.", "View your current status", "Change your party formation", "Save your current progress.", "Quit or restart game." ] end endclass Window_HeaderI < Window_Base #-------------------------------------------------------------------------- # * Object Initialization #-------------------------------------------------------------------------- def initialize super(0, 0, Graphics.width, 48) refresh end #-------------------------------------------------------------------------- # * Refresh #-------------------------------------------------------------------------- def refresh self.contents.clear draw_text(4, 0, Graphics.width, line_height, RGSS3C::Help_Vocabs::Menu[$game_variables[RGSS3C::VIIMenu::Counter_Variable]]) end #-------------------------------------------------------------------------- # * Open Window #-------------------------------------------------------------------------- def open refresh super endendclass Window_MenuCommand < Window_Command #-------------------------------------------------------------------------- # * Object Initialization #-------------------------------------------------------------------------- def initialize super(0, 47) select_last puts $game_variables[RGSS3C::VIIMenu::Counter_Variable] = 1 end #-------------------------------------------------------------------------- # * Get Window Width #-------------------------------------------------------------------------- def window_height return 210 end #-------------------------------------------------------------------------- # * Move Cursor Down #-------------------------------------------------------------------------- def cursor_down(wrap = false) if index < item_max - col_max || (wrap && col_max == 1) select((index + col_max) % item_max) if $game_variables[RGSS3C::VIIMenu::Counter_Variable] <= 7 if $game_variables[RGSS3C::VIIMenu::Counter_Variable] != 7 if $game_variables[RGSS3C::VIIMenu::Counter_Variable] > 7 $game_variables[RGSS3C::VIIMenu::Counter_Variable] = 1 else $game_variables[RGSS3C::VIIMenu::Counter_Variable] += 1 end else $game_variables[RGSS3C::VIIMenu::Counter_Variable] = 1 end else $game_variables[RGSS3C::VIIMenu::Counter_Variable] = 1 end end end #-------------------------------------------------------------------------- # * Move Cursor Up #-------------------------------------------------------------------------- def cursor_up(wrap = false) if index >= col_max || (wrap && col_max == 1) select((index - col_max + item_max) % item_max) if $game_variables[RGSS3C::VIIMenu::Counter_Variable] > 1 $game_variables[RGSS3C::VIIMenu::Counter_Variable] -= 1 else $game_variables[RGSS3C::VIIMenu::Counter_Variable] = 7 end end end def update_help @help_window.set_rgss3spvii_help(@index) end endclass Scene_Menu < Scene_MenuBase #-------------------------------------------------------------------------- # * Start Processing #-------------------------------------------------------------------------- def start super create_command_window create_status_window endendclass Window_Base def draw_actor_simple_status(actor, x, y) draw_actor_name(actor, x - 37, y - 17) draw_actor_icons(actor, x, y + line_height * 2) draw_actor_hp(actor, x - 90, y + line_height * 1 + 185) draw_actor_mp(actor, x - 90, y + line_height * 2 + 185) endendclass Window #-------------------------------------------------------------------------- # * Set Mirai Help #-------------------------------------------------------------------------- def set_rgss3spvii_help(index) return if @index == index # To prevent excessive redrawing @index = index $game_variables[RGSS3C::VIIMenu::Counter_Variable] = index refresh endendclass Window_MenuCommand < Window_Command #-------------------------------------------------------------------------- # * Get Window Width (Completely Modified) #-------------------------------------------------------------------------- def window_width #this returns the change of width to the Menu Command's Width return RGSS3C::VIIMenu::Command_Width end #-------------------------------------------------------------------------- # * Get Window Height #-------------------------------------------------------------------------- def window_height return RGSS3C::VIIMenu::MenuStatus_Height end #-------------------------------------------------------------------------- # * Add Main Commands to List (Completely Modified) #-------------------------------------------------------------------------- def add_main_commands add_command(RGSS3C::VIIMenu::Menu_Names.values[0], :item, main_commands_enabled) add_command(RGSS3C::VIIMenu::Menu_Names.values[1], :equip, main_commands_enabled) add_command(RGSS3C::VIIMenu::Menu_Names.values[2], :tech, main_commands_enabled) add_command(RGSS3C::VIIMenu::Menu_Names.values[3], :skill, main_commands_enabled) add_command(RGSS3C::VIIMenu::Menu_Names.values[4], :status, main_commands_enabled) end endclass Scene_Menu < Scene_MenuBase alias :soulpour_scene_menu_start_processing_rgss3spvii :start #-------------------------------------------------------------------------- # * Start Processing #-------------------------------------------------------------------------- def start soulpour_scene_menu_start_processing_rgss3spvii @header_one = Window_HeaderI.new @command_window.help_window = @header_one @header_one.x = 0 @header_one.y = Graphics.height - @header_one.height end #-------------------------------------------------------------------------- # * Create Command Window #-------------------------------------------------------------------------- def create_command_window @command_window = Window_MenuCommand.new @command_window.y = 0 @command_window.set_handler:)item, method:)command_item)) @command_window.set_handler:)equip, method:)command_personal)) @command_window.set_handler:)tech, method:)command_tech)) @command_window.set_handler:)skills, method:)command_personal)) @command_window.set_handler:)status, method:)command_personal)) @command_window.set_handler:)formation, method:)command_formation)) @command_window.set_handler:)save, method:)command_save)) @command_window.set_handler:)game_end, method:)command_game_end)) @command_window.set_handler:)cancel, method:)return_scene)) end #-------------------------------------------------------------------------- # * Create Command Window #-------------------------------------------------------------------------- def command_tech end endclass Window_MenuStatus < Window_Selectable #-------------------------------------------------------------------------- # * Get Window Height #-------------------------------------------------------------------------- def window_height RGSS3C::VIIMenu::MenuStatus_Height endend#==============================================================================# ** Game_Actor#------------------------------------------------------------------------------# This class handles actors. It is used within the Game_Actors class# ($game_actors) and is also referenced from the Game_Party class ($game_party).#==============================================================================class Game_Actor < Game_Battler #-------------------------------------------------------------------------- # * Public Instance Variables (To Show Portrait) #-------------------------------------------------------------------------- attr_reader :actor_idendclass Window_MenuStatus < Window_Selectable #-------------------------------------------------------------------------- # * Object Initialization #-------------------------------------------------------------------------- def initialize(x, y) super(x, 47, window_width, window_height) @pending_index = -1 refresh self.y = RGSS3C::VIIMenu::MenuStatus_Y end #-------------------------------------------------------------------------- # * Get Number of Items # Changed to 1 to only show 1 party member. #-------------------------------------------------------------------------- def item_max return RGSS3C::VIIMenu::MenuStatus_ItemMax end #-------------------------------------------------------------------------- # * Get Window Height #-------------------------------------------------------------------------- def window_height Graphics.height - 47 end def window_width return Graphics.width end def col_max return 3 end #-------------------------------------------------------------------------- # * Draw Item #-------------------------------------------------------------------------- def draw_item(index) actor = $game_party.members[index] enabled = $game_party.battle_members.include?(actor) rect = item_rect(index) draw_item_background(index) draw_actor_portrait(actor, x - 160, 10, enabled = true) draw_actor_simple_status(actor, rect.x + 108, rect.y + line_height / 2) end #-------------------------------------------------------------------------- # * Draw Actor Portrait #-------------------------------------------------------------------------- def draw_actor_portrait(actor, x, y, enabled = true) bitmap = Cache.picture(RGSS3C::CMS_Actor::Actor_Portrait[actor.actor_id]) rect = Rect.new(0,0, 500, Graphics.height) contents.blt(x, y, bitmap, rect, enabled ? 255 : translucent_alpha) bitmap.dispose end end 
that basically shows the battler of the character on the screen, however, when I change the max items to display, namely on how many characters I want to show on the window, this problem keeps on coming:

How can I format a proper spacing for the battlers and the stats displayed? I seem to have forgotten something important on this script, but can't figure it out.
 

Xypher

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I just have a question about image spacing and format. I have this script WIP on my project:

module RGSS3C module VIIMenu Counter_Variable = 1 Command_Width = 120 Menu_Names = { 1 => "Items", 2 => "Equip", 3 => "Tech", 4 => "Skills", 5 => "Status", 6 => "Formation", 7 => "Save", 8 => "End" } MenuStatus_Height = Graphics.height - 47 MenuStatus_Y = 0 MenuStatus_ItemMax = 1 end #-------------------------------------------------------------------------- # * CMS Actors Configuration (For Portrait) #-------------------------------------------------------------------------- module CMS_Actor Actor_Portrait = { 1 => "Eric", 2 => "Natalie", 3 => "Terence", 4 => "Ernest", 5 => "Ryoma", 6 => "Brenda", 7 => "Rick", 8 => "Alice", 9 => "Isabelle", 10 => "Noah" } end #-------------------------------------------------------------------------- # Help Indicator Vocabularies #-------------------------------------------------------------------------- module Help_Vocabs Menu = [ "The present items in your inventory.", "Change your equipments.", "Use Your Techniques", "Your skills present to use.", "View your current status", "Change your party formation", "Save your current progress.", "Quit or restart game." ] end endclass Window_HeaderI < Window_Base #-------------------------------------------------------------------------- # * Object Initialization #-------------------------------------------------------------------------- def initialize super(0, 0, Graphics.width, 48) refresh end #-------------------------------------------------------------------------- # * Refresh #-------------------------------------------------------------------------- def refresh self.contents.clear draw_text(4, 0, Graphics.width, line_height, RGSS3C::Help_Vocabs::Menu[$game_variables[RGSS3C::VIIMenu::Counter_Variable]]) end #-------------------------------------------------------------------------- # * Open Window #-------------------------------------------------------------------------- def open refresh super endendclass Window_MenuCommand < Window_Command #-------------------------------------------------------------------------- # * Object Initialization #-------------------------------------------------------------------------- def initialize super(0, 47) select_last puts $game_variables[RGSS3C::VIIMenu::Counter_Variable] = 1 end #-------------------------------------------------------------------------- # * Get Window Width #-------------------------------------------------------------------------- def window_height return 210 end #-------------------------------------------------------------------------- # * Move Cursor Down #-------------------------------------------------------------------------- def cursor_down(wrap = false) if index < item_max - col_max || (wrap && col_max == 1) select((index + col_max) % item_max) if $game_variables[RGSS3C::VIIMenu::Counter_Variable] <= 7 if $game_variables[RGSS3C::VIIMenu::Counter_Variable] != 7 if $game_variables[RGSS3C::VIIMenu::Counter_Variable] > 7 $game_variables[RGSS3C::VIIMenu::Counter_Variable] = 1 else $game_variables[RGSS3C::VIIMenu::Counter_Variable] += 1 end else $game_variables[RGSS3C::VIIMenu::Counter_Variable] = 1 end else $game_variables[RGSS3C::VIIMenu::Counter_Variable] = 1 end end end #-------------------------------------------------------------------------- # * Move Cursor Up #-------------------------------------------------------------------------- def cursor_up(wrap = false) if index >= col_max || (wrap && col_max == 1) select((index - col_max + item_max) % item_max) if $game_variables[RGSS3C::VIIMenu::Counter_Variable] > 1 $game_variables[RGSS3C::VIIMenu::Counter_Variable] -= 1 else $game_variables[RGSS3C::VIIMenu::Counter_Variable] = 7 end end end def update_help @help_window.set_rgss3spvii_help(@index) end endclass Scene_Menu < Scene_MenuBase #-------------------------------------------------------------------------- # * Start Processing #-------------------------------------------------------------------------- def start super create_command_window create_status_window endendclass Window_Base def draw_actor_simple_status(actor, x, y) draw_actor_name(actor, x - 37, y - 17) draw_actor_icons(actor, x, y + line_height * 2) draw_actor_hp(actor, x - 90, y + line_height * 1 + 185) draw_actor_mp(actor, x - 90, y + line_height * 2 + 185) endendclass Window #-------------------------------------------------------------------------- # * Set Mirai Help #-------------------------------------------------------------------------- def set_rgss3spvii_help(index) return if @index == index # To prevent excessive redrawing @index = index $game_variables[RGSS3C::VIIMenu::Counter_Variable] = index refresh endendclass Window_MenuCommand < Window_Command #-------------------------------------------------------------------------- # * Get Window Width (Completely Modified) #-------------------------------------------------------------------------- def window_width #this returns the change of width to the Menu Command's Width return RGSS3C::VIIMenu::Command_Width end #-------------------------------------------------------------------------- # * Get Window Height #-------------------------------------------------------------------------- def window_height return RGSS3C::VIIMenu::MenuStatus_Height end #-------------------------------------------------------------------------- # * Add Main Commands to List (Completely Modified) #-------------------------------------------------------------------------- def add_main_commands add_command(RGSS3C::VIIMenu::Menu_Names.values[0], :item, main_commands_enabled) add_command(RGSS3C::VIIMenu::Menu_Names.values[1], :equip, main_commands_enabled) add_command(RGSS3C::VIIMenu::Menu_Names.values[2], :tech, main_commands_enabled) add_command(RGSS3C::VIIMenu::Menu_Names.values[3], :skill, main_commands_enabled) add_command(RGSS3C::VIIMenu::Menu_Names.values[4], :status, main_commands_enabled) end endclass Scene_Menu < Scene_MenuBase alias :soulpour_scene_menu_start_processing_rgss3spvii :start #-------------------------------------------------------------------------- # * Start Processing #-------------------------------------------------------------------------- def start soulpour_scene_menu_start_processing_rgss3spvii @header_one = Window_HeaderI.new @command_window.help_window = @header_one @header_one.x = 0 @header_one.y = Graphics.height - @header_one.height end #-------------------------------------------------------------------------- # * Create Command Window #-------------------------------------------------------------------------- def create_command_window @command_window = Window_MenuCommand.new @command_window.y = 0 @command_window.set_handler:)item, method:)command_item)) @command_window.set_handler:)equip, method:)command_personal)) @command_window.set_handler:)tech, method:)command_tech)) @command_window.set_handler:)skills, method:)command_personal)) @command_window.set_handler:)status, method:)command_personal)) @command_window.set_handler:)formation, method:)command_formation)) @command_window.set_handler:)save, method:)command_save)) @command_window.set_handler:)game_end, method:)command_game_end)) @command_window.set_handler:)cancel, method:)return_scene)) end #-------------------------------------------------------------------------- # * Create Command Window #-------------------------------------------------------------------------- def command_tech end endclass Window_MenuStatus < Window_Selectable #-------------------------------------------------------------------------- # * Get Window Height #-------------------------------------------------------------------------- def window_height RGSS3C::VIIMenu::MenuStatus_Height endend#==============================================================================# ** Game_Actor#------------------------------------------------------------------------------# This class handles actors. It is used within the Game_Actors class# ($game_actors) and is also referenced from the Game_Party class ($game_party).#==============================================================================class Game_Actor < Game_Battler #-------------------------------------------------------------------------- # * Public Instance Variables (To Show Portrait) #-------------------------------------------------------------------------- attr_reader :actor_idendclass Window_MenuStatus < Window_Selectable #-------------------------------------------------------------------------- # * Object Initialization #-------------------------------------------------------------------------- def initialize(x, y) super(x, 47, window_width, window_height) @pending_index = -1 refresh self.y = RGSS3C::VIIMenu::MenuStatus_Y end #-------------------------------------------------------------------------- # * Get Number of Items # Changed to 1 to only show 1 party member. #-------------------------------------------------------------------------- def item_max return RGSS3C::VIIMenu::MenuStatus_ItemMax end #-------------------------------------------------------------------------- # * Get Window Height #-------------------------------------------------------------------------- def window_height Graphics.height - 47 end def window_width return Graphics.width end def col_max return 3 end #-------------------------------------------------------------------------- # * Draw Item #-------------------------------------------------------------------------- def draw_item(index) actor = $game_party.members[index] enabled = $game_party.battle_members.include?(actor) rect = item_rect(index) draw_item_background(index) draw_actor_portrait(actor, x - 160, 10, enabled = true) draw_actor_simple_status(actor, rect.x + 108, rect.y + line_height / 2) end #-------------------------------------------------------------------------- # * Draw Actor Portrait #-------------------------------------------------------------------------- def draw_actor_portrait(actor, x, y, enabled = true) bitmap = Cache.picture(RGSS3C::CMS_Actor::Actor_Portrait[actor.actor_id]) rect = Rect.new(0,0, 500, Graphics.height) contents.blt(x, y, bitmap, rect, enabled ? 255 : translucent_alpha) bitmap.dispose end end 
that basically shows the battler of the character on the screen, however, when I change the max items to display, namely on how many characters I want to show on the window, this problem keeps on coming:

How can I format a proper spacing for the battlers and the stats displayed? I seem to have forgotten something important on this script, but can't figure it out.

draw_actor_portrait is using x as the 2nd argument instead of rect.x
 

Shaz

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See these lines?

draw_actor_portrait(actor, x - 160, 10, enabled = true) draw_actor_simple_status(actor, rect.x + 108, rect.y + line_height / 2)See how the status uses rect.x instead of just x? Try using rect.x in your call to draw_actor_portrait (try rect.x + 108 for starters).Not sure how that'll affect displaying ALL of them at once, or what you have for scrolling, but it's a start.
 

SoulPour777

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Thanks, the problem is solved.

PS: the part about scrolling, that is what I wanted to make as a feature, but no idea how the window would be scrollable at such a fixed position.
 
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Bunny

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If you want your computer time to set the NPC routes you can use the script below;

http://dekitarpg.wordpress.com/2012/12/24/realtime-effects/

That will allow you to turn on / off switches and whatever using realtime :)
I actually meant within game time, eg Vlue's script or Sol's dynamic script. But I only figured after that the scripts could handle it themselves. Thanks anyway! Your script gave me a good idea on how to do it x3!
 

Solistra

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My dynamic time script is... very old, and I'd handle it very differently now, but it should automatically store game time information in $game_variables if it's been configured to do so. I'm not sure that it gets much easier than that for handling specific time values. That also allows you to easily set switches based on the values stored with, for example, common events.
 

SoulPour777

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Quick questions:

does RMVXAce still implement the use of Sprite Quaternion movement for their sprites? (I haven't been able to look at it yet)

Are there ways to implement alias methods aside from alias :method and alias method?

How to avoid iterating variables and methods, for example I am working on a character? I have this script where most of the time, since I am going to check which character on my party (in map or in battle), I'd have to go with 

$game_party.members.each do |member| member.state?(state_id)endis there a way to specify the member affected of such state the only one checked or to prevent checking everyone everytime? Somehow, I experience crashing when I do this in battle, not only with states but also in using note tags.
 

Solistra

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Are there ways to implement alias methods aside from alias :method and alias method?
There are multiple. You can use the alias_method method or you can use unbound methods. Getting into unbinding and rebinding methods isn't really something that I feel like taking too long to explain right now, honestly, but it's a viable alternative that doesn't generate a method referring to the previous implementation like alias does.

There are also numerous ways to provide aliases using metaprogramming techniques.

How to avoid iterating variables and methods, for example I am working on a character? I have this script where most of the time, since I am going to check which character on my party (in map or in battle), I'd have to go with 

$game_party.members.each do |member| member.state?(state_id)endis there a way to specify the member affected of such state the only one checked or to prevent checking everyone everytime? Somehow, I experience crashing when I do this in battle, not only with states but also in using note tags.
You could use Enumerable#find which returns as soon as it finds an object matching the condition specified in the block. It still iterates, but is likely to return an object much sooner than iterating over every element in a collection.

Code:
afflicted = $game_party.members.find { |member| member.state?(state_id) }# ...do something with `afflicted`.
Alternatively, if you need all of the party members affected, use Enumerable#select. This will return an array of all items in the collection matching the block.
 
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SoulPour777

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Ahhh those are cool, thanks for clearing me on that. Now I can change some of my scripts that uses those method and change it with using those methods. :)
 

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Is it possible to change the layer of the weather particles? When i use the basic rain it is in front of

the HUD and the shown pictures. I have tried to change the layer with the z, but the interpreter doesnot

know this command in the Spriteset_Weather class.
 

Shaz

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I would just make the HUD use a different viewport (one higher than what the weather uses - which is viewport2, I think)
 

SoulPour777

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Is it possible to change the layer of the weather particles? When i use the basic rain it is in front of

the HUD and the shown pictures. I have tried to change the layer with the z, but the interpreter doesnot

know this command in the Spriteset_Weather class.
Change the scene where you're displaying the HUD.
 

Duban65

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The weather viewport is 3. When i change the HUD.viewport to @viewport4 or above or to @viewport2 or under it doesnot have any effect on the weather.

It is still above the picture.

@SoulPour777 which scene instead of Scene_Map i should use fpr the HUD?
 

GrandmaDeb

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Okay, this is about as basic as it gets I guess, but will these lines transfer from VX to Ace?

ty.

Code:
#  Example:#   Font.default_color = Colors::LimeGreen#module Colors    MyThemeAlmond = Color.new(255,255,205)  MyThemeBlueViolet = Color.new(138,43,226)  MyThemeCoral = Color.new(255,127,80)  Cyan = Color.new(0,255,255)  FloralWhite = Color.new(255,255,240)  ForestGreen = Color.new(34,139,34)  end
 

Enelvon

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That should transfer with no problems, Granny. The Color class can be initialized the same way in Ace as it could in VX, though it does have a few new options (none of which apply to this situation, however).

And Duban, unless you've edited things, the Viewport for Spriteset_Weather should be @viewport2, which has a z of 50. There are only three Viewports in Spriteset_Map, so if you want to display your HUD above it, either use @viewport3 (which has a z of 100) or add a new one and give it a larger z value.
 

GrandmaDeb

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/me faints to see Enelvon


Thank you ever so much, sir!
 

Duban65

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I use a weather script which is combined to a clock. The viewport of this weather was 3 i set it to (@viewport2) and the HUD to @hud.viewport = @viewport3,

but the raindrops fall still over the picture >:(
 

Enelvon

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Could you give me a link to the script you're using? My response was based on the (faulty) assumption that you were adding something while using the default weather.
 

Dickjutsu

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I think I need a script to accomplish what I want, but I'm not a good enough scripter to even know what I'm looking for, honestly.

The final battle decides the ending of the game, based on whether or not you defeat the enemy (bring HP to zero) or use a specific skill against it 5 times while it's in a certain state.

This is what I've got so far...

A battle event that raises the variable that effects the [GoodEnding/BadEnding].

A common event that raises said variable by 1, but only when the [Vulnerable to Skill] switch is active.

A skill that's supposed to activate said common event.

Do I need a script to make this work (clearly it isn't), or am I setting something up wrong?

I've included screenshots of my Common Event, my Battle Event, and my Skill.  Am I missing a step somewhere or do I need something more complex, like a line or two of coding?

I've run the Common Event as both an Autorun and a Parallel Event.  Neither accomplished my goal.

I'm running on very little sleep so I've probably missed something minor, but important, but I can't find it.

Thanks.

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