JOH'S PROFILE
Joh
0
Search
[RMVX ACE] How to make the Battle Log wait for button input?
Hey there!
I'm trying to get the Battle Log to wait for player input before displaying the next message, similar to how the Message Window does. By default, the Battle Log displays messages for only a short while before clearing it and moving on to the next message.
I thought it would be a relatively easy thing to do, but I've been at it for a few days now and I'm completely stumped. I have a strong feeling this bit of code in Window_BattleLog is to blame:
#--------------------------------------------------------------------------
# * Wait and Clear
# Clear after inputing minimum necessary wait for the message to be read.
#--------------------------------------------------------------------------
def wait_and_clear
wait while @num_wait < 2 if line_number > 0
clear
end
Unfortunately, I haven't had much luck altering or disabling it.
If I left out any important details about what I'm trying to accomplish, feel free to ask! Thanks for taking the time to listen to my problem!
I'm trying to get the Battle Log to wait for player input before displaying the next message, similar to how the Message Window does. By default, the Battle Log displays messages for only a short while before clearing it and moving on to the next message.
I thought it would be a relatively easy thing to do, but I've been at it for a few days now and I'm completely stumped. I have a strong feeling this bit of code in Window_BattleLog is to blame:
#--------------------------------------------------------------------------
# * Wait and Clear
# Clear after inputing minimum necessary wait for the message to be read.
#--------------------------------------------------------------------------
def wait_and_clear
wait while @num_wait < 2 if line_number > 0
clear
end
Unfortunately, I haven't had much luck altering or disabling it.
If I left out any important details about what I'm trying to accomplish, feel free to ask! Thanks for taking the time to listen to my problem!
[RMVX ACE] How to add a Help Window to Actor Command?
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.
[RMVX ACE] How to add borders to Battle Log?
Hey folks! Got another question.
By default, the Battle Log window is borderless. I'd like to restore its border so it looks the same as any other window. Searching the Script Editor didn't yield anything I thought looked relevant, so I don't know where to start tinkering. I was hoping someone could point me in the right direction.
Thanks for reading, as always! :D
By default, the Battle Log window is borderless. I'd like to restore its border so it looks the same as any other window. Searching the Script Editor didn't yield anything I thought looked relevant, so I don't know where to start tinkering. I was hoping someone could point me in the right direction.
Thanks for reading, as always! :D
[RMVX ACE] How to space out columns in menus?
Hey there! Me again, haha...
So! To explain my issue: Both instances of the Item Window (in battle, and in the main menu) consist of two columns separated by a gap. I'm looking for a way to bring those two columns closer together.
So far, I haven't had any luck tinkering with the Script Editor. I did, however, manage to find a script with a pretty relevant line buried in its code:
SKILL_SCENE_SPACING = 4 #spacing between columns. default=8.
I found it here: http://rmrk.net/index.php?topic=44946.0
It's exactly the kind of command I'm looking for. I'm just not really sure how or where to apply it to my game.
I wasn't really sure how to phrase this question, so if you're unclear on what I'm asking for, just say so and I'll gladly try to clarify!
Thanks!!
So! To explain my issue: Both instances of the Item Window (in battle, and in the main menu) consist of two columns separated by a gap. I'm looking for a way to bring those two columns closer together.
So far, I haven't had any luck tinkering with the Script Editor. I did, however, manage to find a script with a pretty relevant line buried in its code:
SKILL_SCENE_SPACING = 4 #spacing between columns. default=8.
I found it here: http://rmrk.net/index.php?topic=44946.0
It's exactly the kind of command I'm looking for. I'm just not really sure how or where to apply it to my game.
I wasn't really sure how to phrase this question, so if you're unclear on what I'm asking for, just say so and I'll gladly try to clarify!
Thanks!!
[RMVX ACE] How to remove fade / collapse effect from windows?
I should apologize in advance: This is technically two different questions, (probably with two different solutions) but both issues are so similar that I would have felt silly dedicating a separate thread to each.
Problem 1: The message window has a sort of squshing/expanding animation every time it opens and closes. I would like to either disable this effect, or reduce the animation time to 1 frame so it appears like it is opening and closing instantly.
Problem 2: Whenever you open or close the main menu, there is a slight fade-in/fade-out effect. I would also like this disabled, or reduced to 1 frame.
I've been Googling this for days, and came up with nothing. I've also tried my luck searching the Script Editor with Ctrl+Shift+F, but I don't know what terms to search.
Any information at all would be appreciated.
Thanks!!
Problem 1: The message window has a sort of squshing/expanding animation every time it opens and closes. I would like to either disable this effect, or reduce the animation time to 1 frame so it appears like it is opening and closing instantly.
Problem 2: Whenever you open or close the main menu, there is a slight fade-in/fade-out effect. I would also like this disabled, or reduced to 1 frame.
I've been Googling this for days, and came up with nothing. I've also tried my luck searching the Script Editor with Ctrl+Shift+F, but I don't know what terms to search.
Any information at all would be appreciated.
Thanks!!
[RMVX ACE] Question about Message Window position
Hello, hi!
I've got a fairly specific question, so bear with me.
Is there a place in the Script Editor that defines the Bottom, Middle, and Top screen positions for the message window? I'm using Show Picture to put a border around the screen, which causes any messages set to Top or Bottom to overlap with the border.
Once I'm pointed in the right place, I could probably write the script myself. However, if it requires a script call, I may need a little help...
If you need anything clarified, just ask.
Thanks for reading!
I've got a fairly specific question, so bear with me.
Is there a place in the Script Editor that defines the Bottom, Middle, and Top screen positions for the message window? I'm using Show Picture to put a border around the screen, which causes any messages set to Top or Bottom to overlap with the border.
Once I'm pointed in the right place, I could probably write the script myself. However, if it requires a script call, I may need a little help...
If you need anything clarified, just ask.
Thanks for reading!
[RMVX ACE] Randomized battle vocab?
Hey there! I'd like to change the battle messages housed in Script Editor > Vocab to pull from a list of possible messages to display at random, instead of displaying the same message every time.
Currently, whenever you miss an enemy, it displays the message "Missed! (Enemy name) took no damage!" due to this bit of code:
EnemyNoHit = "Missed! %s took no damage!"
What I'm looking for is something more like this:
EnemyNoHit = ("Message A!", or "Message B!", or "Message C!")
I'm just not sure how to write it out properly. Hopefully you guys'll know what I mean, but feel free to ask for clarification. Thanks for reading!
Currently, whenever you miss an enemy, it displays the message "Missed! (Enemy name) took no damage!" due to this bit of code:
EnemyNoHit = "Missed! %s took no damage!"
What I'm looking for is something more like this:
EnemyNoHit = ("Message A!", or "Message B!", or "Message C!")
I'm just not sure how to write it out properly. Hopefully you guys'll know what I mean, but feel free to ask for clarification. Thanks for reading!
[RMVX ACE] How to change the position of menu text in Luna Engine?
Hopefully this will be a simple enough issue to fix. I'm using Luna Engine, and the vanilla Luna Engine Command Window and Item List look like this:
http://rpgmaker.net/media/content/users/51426/locker/menu_woes_1.bmp
Notice how the icon and text placement are slightly different? It doesn't look too bad in the default windowskin I'm using for this example, but with my custom windowskin and font, it looks terrible. I was hoping someone could point me to where I can align the Command Menu text to match the Item Menu's text. My game doesn't use icons; I just want the text to be in the exact vertical center of the selection area, like in the Item Menu.
If I was a little vague about anything important, just ask and I'll gladly clarify! Thanks for hearing me out!!
http://rpgmaker.net/media/content/users/51426/locker/menu_woes_1.bmp
Notice how the icon and text placement are slightly different? It doesn't look too bad in the default windowskin I'm using for this example, but with my custom windowskin and font, it looks terrible. I was hoping someone could point me to where I can align the Command Menu text to match the Item Menu's text. My game doesn't use icons; I just want the text to be in the exact vertical center of the selection area, like in the Item Menu.
If I was a little vague about anything important, just ask and I'll gladly clarify! Thanks for hearing me out!!
[RMVX ACE] Strange problem with Window_Base, please help!
As the title suggests, I'm having a really strange problem with the Window_Base script. I know for a fact that Window_Base is the sole cause of the issue, because I was able to recreate the problem in a completely new, untouched project after copying over my project's version of Window_Base.
What I mean by "my project's version of Window_Base" is that I've altered a few X and Y values to better suit how I want my game's menus to look. And therein lies the problem. You'll see what I mean.
I was able to isolate the exact line of code causing the problem.
#--------------------------------------------------------------------------
# * Draw Item Name
# enabled : Enabled flag. When false, draw semi-transparently.
#--------------------------------------------------------------------------
def draw_item_name(item, x, y, enabled = true, width = 172)
return unless item
draw_icon(item.icon_index, x, y, enabled)
change_color(normal_color, enabled)
draw_text(x + 24, y, width, line_height, item.name)
Specifically, I edited the "draw_text" line to (x + 40, y - 6). I did this because it aligns the text in my Command Menu exactly the way I want it. It looks like this:
http://i.imgur.com/JoyyLNY.png
However, in changing the draw_text line to (x + 40, y - 6), it ends up doing this to my Item List:
http://i.imgur.com/jpaS6p8.png
It's 20 pixels too far to the right, and 6 pixels too high. So, when I try changing draw_text to correct the Item List, it ends up doing this to my Command Menu:
http://i.imgur.com/8aPHtJh.png
It's like some kind of tug of war. Draw_text's values accounts for both menus, and correcting one means ruining the other.
Perhaps someone knows a way to change the X Y alignment of one of these menus while leaving the other unaltered, possibly through editing Window_Command and Window_ItemList individually, instead of Window_Base.
I should probably mention that I'm using Luna Engine!
If I left any useful information out, just ask! Anyways, thanks for hearing me out!!
What I mean by "my project's version of Window_Base" is that I've altered a few X and Y values to better suit how I want my game's menus to look. And therein lies the problem. You'll see what I mean.
I was able to isolate the exact line of code causing the problem.
#--------------------------------------------------------------------------
# * Draw Item Name
# enabled : Enabled flag. When false, draw semi-transparently.
#--------------------------------------------------------------------------
def draw_item_name(item, x, y, enabled = true, width = 172)
return unless item
draw_icon(item.icon_index, x, y, enabled)
change_color(normal_color, enabled)
draw_text(x + 24, y, width, line_height, item.name)
Specifically, I edited the "draw_text" line to (x + 40, y - 6). I did this because it aligns the text in my Command Menu exactly the way I want it. It looks like this:
http://i.imgur.com/JoyyLNY.png
However, in changing the draw_text line to (x + 40, y - 6), it ends up doing this to my Item List:
http://i.imgur.com/jpaS6p8.png
It's 20 pixels too far to the right, and 6 pixels too high. So, when I try changing draw_text to correct the Item List, it ends up doing this to my Command Menu:
http://i.imgur.com/8aPHtJh.png
It's like some kind of tug of war. Draw_text's values accounts for both menus, and correcting one means ruining the other.
Perhaps someone knows a way to change the X Y alignment of one of these menus while leaving the other unaltered, possibly through editing Window_Command and Window_ItemList individually, instead of Window_Base.
I should probably mention that I'm using Luna Engine!
If I left any useful information out, just ask! Anyways, thanks for hearing me out!!
[RMXP] Can I terminate message windows via an event command?
Looks like I have yet another oddly specific problem! I think I'm on a roll!!
My game features a unique menu that shows a summary of your character's name and stats upon pressing a button. The current button I have set to open the menu is Shift. However, because the event that opens the menu also displays a message window, I have to press a different button to close the menu than I used to open it. This feels very clunky and unintuitive.
Is there a way to set a conditional branch to check for when Shift is being pressed and, when it is, terminate the message window? I'm using Ccoa's UMS 1.8, if that helps!
Thanks!!
EDIT: Oh, wait! I may have just thought of a solution! Is there an event command that "pushes a button"? Because, if so, I could just make it so that whenever Shift is pressed, it also presses the button that closes message windows!
My game features a unique menu that shows a summary of your character's name and stats upon pressing a button. The current button I have set to open the menu is Shift. However, because the event that opens the menu also displays a message window, I have to press a different button to close the menu than I used to open it. This feels very clunky and unintuitive.
Is there a way to set a conditional branch to check for when Shift is being pressed and, when it is, terminate the message window? I'm using Ccoa's UMS 1.8, if that helps!
Thanks!!
EDIT: Oh, wait! I may have just thought of a solution! Is there an event command that "pushes a button"? Because, if so, I could just make it so that whenever Shift is pressed, it also presses the button that closes message windows!













