QUASI'S PROFILE

College student and pretty hard core anime addict ( some call me an otaku ). I've been writing scenarios for a manga/comic I'd like to make once I'm satisfied with my art, till then I'll be making short games that take place in the world that manga will take place in.
I'm mainly a scripter, but I can do little spriting and drawing but my shading isn't all that good. My weak point is my writing, I can't describe scenes as well as I imagine them.

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[VX ACE] Script Request - Equip Scene Modification - ~Paid~

I got a couple of questions.

I see you have a couple of scripts below main, are you going to trash them? I tried them out and see they give an error, so not sure if you would want them fixed. Asking this because whoever is going to take this on needs to know if they should work in the default equip windows or inside of yanfly's, which is giving errors.

Fixing the letter spacing is really no problem, but the issue of layout is the "problem". You wouldn't happen to have a equip scene layout in mind? Since you want to add 3 more items to the stats window it would look best to make the window bigger instead of using smaller text, but to do that we would have to move the help, and shrink the bottom 2, then make the equip selection window bigger as well, and in my head that doesn't look so good and should instead just have a complete "makeover".

And finally as for the stat points, whats the highest number it will display? (seeing as 3 digit numbers are being squashed). Knowing this will help us know how much spacing should be between the stat name and the stat numbers, as well as the windows width, since bigger numbers means it will need more space so we would need to increase the windows width.

tl;dr version
It would look best to remodel equip menu for best outcome, any layout thought in mind?

[RMVX ACE] Do you guys have GubiD's TBS?

[RMXP] Ruby's Incredible Referential Ability is Roadblock

Why not just make a new sprite each time? For your situation I think you need to store it as a duplicate or clone

@sprites[nested_array_1][nested_array_2][nested_array_3][0] = sprite.dup

or .clone

[ACE][SCRIPTING] Just trying to edit in an "on/off switch" to a snippet

That error usually means you have an extra end laying around.
Also when you get to a def with parameters don't forget to include them in the alias call, like:

alias old_update_scroll update_scroll
def update_scroll(last_real_x, last_real_y)


the alias call would be

old_update_scroll(last_real_x, last_real_y)

[ACE][SCRIPTING] Just trying to edit in an "on/off switch" to a snippet

You would have to go through each method and call an alias if the switch is on
For example:
change

#--------------------------------------------------------------------------
# * Get Screen X-Coordinates
#--------------------------------------------------------------------------
def screen_x
$game_map.adjust_x(@x) * 32 + 16
end


to:

#--------------------------------------------------------------------------
# * Get Screen X-Coordinates
#--------------------------------------------------------------------------
alias old_screen_x screen_x
def screen_x
if $game_switches[2]
$game_map.adjust_x(@x) * 32 + 16
else
old_screen_x
end
end


tbh I'm not sure if that even works lol but I think it should, but that's quite tedious. There might be a better way to do it not sure.

[VX Ace] Minor Window_BattleLog Issue

That is weird since it worked fine for me. You can also try the built in check that I forgot about lol.

if subject.actor?

elsif subject.enemy?

end


As for the subject.class, subject alone is the class (it's Game_Actor or Game_Enemy), and when you add .class your reading that classes def for class, which happens to be the database class ( wow that sounds confusing lol. ) which is why I was asking why you were doing subject.class.is_a? when it should just be subject.is_a?

[VX Ace] Minor Window_BattleLog Issue

Well not really sure what you are trying to do with subject.class or why you are trying to see if it's and RPG:: since the RPG::'s are constants so the subject should never equal it.
Anyways this is my full code for doing this:

if subject.is_a?(Game_Actor)
gender = subject.actor.gender
else
gender = subject.enemy.gender
end


and the note tags for gender:

#==============================================================================
# ** RPG::Actor
#==============================================================================
class RPG::Actor
def gender
if @gender.nil?
if @note =~ /<(?:gender):(.*)>/i
@gender = $1
else
@gender = "M"
end
end
@gender
end
end
#==============================================================================
# ** RPG::Actor
#==============================================================================
class RPG::Enemy
def gender
if @gender.nil?
if @note =~ /<(?:gender):(.*)>/i
@gender = $1
else
@gender = "M"
end
end
@gender
end
end


all that's left is doing a statement with gender to change the text.

[VX Ace] Minor Window_BattleLog Issue

Well subject is referring to Game_Actor and Game_Enemy scripts. So you can do this instead:


if subject.is_a?(Game_Actor)
p "Actor"
else
p "Enemy"
end

(Script request) Advanced screen pan (Ace)

http://pastebin.com/kWbMrfcD
Well this is what I'm at atm. Only tested this with scroll_to method, and seemed pretty good with speeds up to 20 and about 10-15 distance away. Did most of this at 1am-3am so not too confident on my math lol. Let me know if there's any issues. I think there might still be an very small offset, can't really tell.

Edit: I redid it again, changed speed to work in frames. So you can think of speed as duration the scroll will take. 60 frames = 1 second. Change this seemed to fix the offset, as long as you don't scroll while it is still scrolling. Again let me know if you run into anything, I just finished it and have to go back to class so I can't do a full test.

(Script request) Advanced screen pan (Ace)

Well if you want the display to move somewhere instantly without a scroll it's
$game_map.set_display_pos(x, y)

and oh it's the scroll_to def? Might have to rewrite the math in that one then. Did you run that after doing a pixel scroll ( like in my examples where I divided by 32.0 )? Since that could be what's setting it off, or it might be the Scroll type Loops, in the map options.