[RMVX ACE] HOW TO ADD A HELP WINDOW TO ACTOR COMMAND?
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Me again, again.
I'm a little apprehensive about this post, because I'm not entirely sure just how much effort is needed for what I'm about to ask. If the request is too much of a hassle to take on, I would understand.
Anyways, on to my problem: I'm trying to get the Help window to appear in Actor Command, exactly how it's seen in Window_BattleItem and Window_BattleSkill.
I need to mention up front that my project uses a script that skips the Party Command window and goes right to Actor Command, and another script that adds Escape to Actor Command. These two scripts are very lightweight and likely won't cause any conflicts, but if you'd still like to see them just in case, that's fine!
So, bearing in mind that my Actor Command window isn't exactly vanilla, the Help window will need to pull up descriptions for these commands:
Attack
Defend
Item
Escape
One problem I'm foreseeing is that, while skills like Attack and Defend have editable description boxes, commands like Escape and Item do not. (At least not that I know of.) So, technically, I would also need a way to assign descriptions to those commands.
Ugh...
Thank you for taking the time to read this.
Fingers crossed.
I'm a little apprehensive about this post, because I'm not entirely sure just how much effort is needed for what I'm about to ask. If the request is too much of a hassle to take on, I would understand.
Anyways, on to my problem: I'm trying to get the Help window to appear in Actor Command, exactly how it's seen in Window_BattleItem and Window_BattleSkill.
I need to mention up front that my project uses a script that skips the Party Command window and goes right to Actor Command, and another script that adds Escape to Actor Command. These two scripts are very lightweight and likely won't cause any conflicts, but if you'd still like to see them just in case, that's fine!
So, bearing in mind that my Actor Command window isn't exactly vanilla, the Help window will need to pull up descriptions for these commands:
Attack
Defend
Item
Escape
One problem I'm foreseeing is that, while skills like Attack and Defend have editable description boxes, commands like Escape and Item do not. (At least not that I know of.) So, technically, I would also need a way to assign descriptions to those commands.
Ugh...
Thank you for taking the time to read this.
Fingers crossed.
This has been very, very weird. So, the code I'm using as of this writing looks like...
...this mess of code. However, from what I can tell, the text only updates once (for reasons I cannot figure out), and even then, the textbox ends up being empty.
Like, the Window_Help.set_text function apparently gets called twice (thanks for that, msgbox). The first call may have parameters, but, second call does not, so, it displays nothing?
Sorry, I'm rather confused over the whole ordeal.
*Edit: I think I understand it better now. It's...
...this function that keeps resetting the text. Darigaaz, I HATE-HATE-HATE if-statements written this way! Er, anyway, the way I'm reading this, selections on this particular list aren't "item"s in the sense that they have a "description" property. Therefore, it uses the "else" portion of this if-condition statement, which is to generate no text. Given what I'm seeing, it's being called after the initial set_text method, so, it doesn't matter what I would have put in there!
Saying that, I'm not sure what the best move is, here!
class Window_Help < Window_Base def set_text(text) msgbox(text) if text != @text @text = text refresh end end end class Window_ActorCommand < Window_Command def initialize(help_window) super(0, 0) self.openness = 0 deactivate @actor = nil @help_window = help_window end def show if @help_window != nil @help_window.show end super end def hide if @help_window != nil @help_window.hide end super end def refresh super case self.index when 0 #Attack show @help_window.set_text("Physical attack on an enemy.") when 1 #Defend show @help_window.set_text("Defends against attacks.") when 2 #Item" show @help_window.set_text("Uses an item.") when 3 #Escape show @help_window.set_text("Attempts to escape from battle.") else hide end end end class Scene_Battle < Scene_Base def create_all_windows create_help_window create_message_window create_scroll_text_window create_log_window create_status_window create_info_viewport create_party_command_window create_actor_command_window #create_help_window create_skill_window create_item_window create_actor_window create_enemy_window end def create_actor_command_window @actor_command_window = Window_ActorCommand.new(@help_window) @actor_command_window.viewport = @info_viewport @actor_command_window.set_handler(:attack, method(:command_attack)) @actor_command_window.set_handler(:skill, method(:command_skill)) @actor_command_window.set_handler(:guard, method(:command_guard)) @actor_command_window.set_handler(:item, method(:command_item)) @actor_command_window.set_handler(:cancel, method(:prior_command)) @actor_command_window.x = Graphics.width end end
...this mess of code. However, from what I can tell, the text only updates once (for reasons I cannot figure out), and even then, the textbox ends up being empty.
Like, the Window_Help.set_text function apparently gets called twice (thanks for that, msgbox). The first call may have parameters, but, second call does not, so, it displays nothing?
Sorry, I'm rather confused over the whole ordeal.
*Edit: I think I understand it better now. It's...
class Window_Help < Window_Base def set_item(item) set_text(item ? item.description : "") end end
...this function that keeps resetting the text. Darigaaz, I HATE-HATE-HATE if-statements written this way! Er, anyway, the way I'm reading this, selections on this particular list aren't "item"s in the sense that they have a "description" property. Therefore, it uses the "else" portion of this if-condition statement, which is to generate no text. Given what I'm seeing, it's being called after the initial set_text method, so, it doesn't matter what I would have put in there!
Saying that, I'm not sure what the best move is, here!
Well, the original code did something fairly unexpected! Instead of a Help window, it made this:
http://i.imgur.com/jxdqhb3.png
But the edit you made to the Window_Help portion did get a Help window to appear! However, like you said, it's blank, and also the Actor Command window is now missing.
I'm super appreciative that you even took a look at my problem.
I managed to find this through google:
http://www.diamondandplatinum3.net/rpg-maker-scripts/rgss3-vxa/system-utilities/help-window-for-choices/#comment-96
It's a script that may very well do what I'm looking for, but I can't actually get past the Pastebin link to find out. It's called "Help Window for Choices", by DP3. I'm considering maybe trying to get in contact with him, but ...it looks like she hasn't been active for years.
Also, just as a side note: Darigaaz? As in... this Darigaaz?
http://gatherer.wizards.com/Pages/Card/Details.aspx?multiverseid=220499
*loves playing Burn in MtG*
http://i.imgur.com/jxdqhb3.png
But the edit you made to the Window_Help portion did get a Help window to appear! However, like you said, it's blank, and also the Actor Command window is now missing.
I'm super appreciative that you even took a look at my problem.
I managed to find this through google:
http://www.diamondandplatinum3.net/rpg-maker-scripts/rgss3-vxa/system-utilities/help-window-for-choices/#comment-96
It's a script that may very well do what I'm looking for, but I can't actually get past the Pastebin link to find out. It's called "Help Window for Choices", by DP3. I'm considering maybe trying to get in contact with him, but ...it looks like she hasn't been active for years.
Also, just as a side note: Darigaaz? As in... this Darigaaz?
http://gatherer.wizards.com/Pages/Card/Details.aspx?multiverseid=220499
*loves playing Burn in MtG*
I'm thinking this link might be what the patsebin eventually links to, once you get past the add.
To wit, I've been playing Commander each week for years on end, and have used "Darigaaz" as a replacement for "Dear God" because I'm a crazy person. I mean, gee, I use Game of Chaos in conjunction with Chance Encounter with one deck!
To wit, I've been playing Commander each week for years on end, and have used "Darigaaz" as a replacement for "Dear God" because I'm a crazy person. I mean, gee, I use Game of Chaos in conjunction with Chance Encounter with one deck!
Woah, it's the script!! There may yet be hope! Thanks a ton!
Hah!
I give those cards a big thumbs up. *wink*
*WINK*
I used to have a Modern coin flip deck that was the scourge of my play group. Man. Now I kinda want to tinker with it...
Hah!
I give those cards a big thumbs up. *wink*
*WINK*
I used to have a Modern coin flip deck that was the scourge of my play group. Man. Now I kinda want to tinker with it...
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