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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writing a vx ace script where specially-tagged maps show mini characters; having trouble


# custom method: if we call mini!(true), then we change the
# character graphics to be our custom mini graphic. if we call
# mini!(false), then we set the character graphics to their
# "true" graphics.
def mini!(mini)
if mini
@character_name = "$player minimap.png"
@character_index = 0
else
@character_name = @true_character_name
@character_index = @true_character_index
end
$game_player.refresh
@mini = mini
end

end

You forgot the refresh :P, could paste that after the do_minimap_transformation too
Also imo, I think it would be easier to just add a suffix.
so it would be

if mini
@character_name = @true_character_name+"_Mini"
@character_index = 0
else
...
Used true_character_name instead of character_name, to avoid _Mini stacking, not sure if it would stack but just to be safe lol

Would anyone challenge wiriting this battle script?

For 1, I would still consider that a reg atb, atb is active time battle. I don't know why most of these vxa atb are bars now, before in xp they had the picture lists. Anyways back to my point, there is one, somewhat like you want, think it was called something like atb order gauge ( can't remember by who ). But it's horizontal, and enemies and players icon move the same direction, unlike that video.

Also, it would help if you put the engine this is suppose to be for, since rgss is different in xp, vx, and vxa.

Can You help me Make a menu Or Script For this

Oh my last post didn't even come out right, was suppose to show:
questions[0] = [question, answer, wrong1, wrong2, wrong3, true/false]


And the point of that was just to try to give some ideas on how you could sort it :P. As to do that with eventing im not sure. Would probably end the same long as doing them individually. A different common event for each problem + a switch default off, and switch turns on asked the question is over. With some kind of event that checks all those switches and picks a random out of the ones that are still off.

Can You help me Make a menu Or Script For this

I haven't messed with eventing in vxa yet, so I'm not completely sure how to help. One way I'm currently thinking to "simplify" it would be to make a database (common event or script) with all the questions inside. Scripting wise, they would be an array or hash. I'm old school scripter and I haven't learned how hash works yet lol so I'll explain with array. So it would look something like:
questions = Array.new
questions =

the true/false would check if that question was already asked, by default they would start on false, and after it gets asked it flips to true.
when making the event for the random, it would look through the list and ignore/skip any probably that is equal to true.
I'm not sure how you would replicate this in a common event though, since like I mention I haven't tried eventing much, but in my older days in xp I remember being able to set variables into arrays with a script call, so that may work.

But that's only for the database I'm not sure how the event would call into/type those in. I'd need to look at the event commands.

Can You help me Make a menu Or Script For this

http://pastebin.com/Tbw6uwKs
reworked the refresh a bit. New method checks for color as long as its between 0-9 numbers of the set number. so poor would turn red if it's between 0-9 and fair would change color if it's between 10-19, ect.
also for draw text you didn't need to make a variable in module quasi, you could have just put "Excellent" inside the draw_text instead of Quasi::MENU_GAMEDS1
I like the module version better though, since you can edit it easily.

And there should be a couple of quest log scripts around, try looking through the scripts here or google rmvxa quest script, or something :P

The Screenshot Topic Returns

@kory toombs, the waters much better now. I just feel that the builds bottom edge is too rough compared to the sand.

Can You help me Make a menu Or Script For this

Yes as I stated "This one shows only 1 at a time + color changes". I'm not sure how you want it set up. If they're all checking on the same variable, they will all be the same color. So I need some extra information.
Information such as, all the variables that are being used or clearer detail / another edited image on how it should look.
Again if you want them all to display, but different colors that'd need multi variables, unless for example
score is below 30, so Poor should be red, and if poor is red, the rest are grey
or if
score is between 40-50, Good is shown white, and the rest are grey.
that way can be done with 1 variable.

Can You help me Make a menu Or Script For this

Not completely sure I understand you. Do you just want it to show 1 category and hide the rest? Or add colors to all of them?

Replace the whole Refresh method with this, or just copy the rubric part + change_color(normal) under that

#--------------------------------------------------------------------------
# * Refresh
#--------------------------------------------------------------------------
def refresh
contents.clear
var = Quasi::VARIABLE
var = $game_variables[var].to_s

tot = Quasi::TOTAL.to_s
self.draw_text(0,0,200,24, Quasi::MENU_TITLE)
self.draw_text(0,24,224,24, var + " Out of " + tot + " Points")

rubric = $game_variables[6]
if rubric >= 90
color = Color.new(0,255,0)
change_color(color)
self.draw_text(0,48,200,24, "Excellent")
elsif rubric >= 70
color = Color.new(0,200,55)
change_color(color)
self.draw_text(0,48,200,24, "Very Good")
elsif rubric >= 50
color = normal_color
change_color(color)
self.draw_text(0,48,200,24, "Good")
else
color = Color.new(255,0,0)
change_color(color)
self.draw_text(0,48,200,24, "Poor")
end
change_color(normal_color)
end
^ This one shows only 1 at a time + color changes. Not sure what math or variable you used for it though. This uses variable 6. If it's above 90 it shows excellent, if its between 70-89, shows very good, between 50-69, shows good, and below 50 is poor.
Bright green for excellent, green for very good, normal (white) for good, and red for poor.
If you didn't want it like this, and wanted to show them all but add colors. It'd be pretty much the same idea. But I want to pass this by before doing the other, since I don't know if the math is consistent with yours or if they all use different variables.

Can You help me Make a menu Or Script For this

Yeh it'll be pretty easy, and your algorithm is quite close to it :P, but since I don't have the script you edited, I'll make a snippet, and you can just add it into the refresh method. I'll edit this post with the results in a few mins.

Edited: Finished.
put inside refresh, and just replace the variables to the one you're using.
    var = $game_variables[1]
if var < 5
color = text_color(10)
else
color = normal_color
end
change_color(color)
self.draw_text(0,48,200,24, "Poor")
change_color(normal_color)
There's different ways to get color. The one that one is using, grabs the 10th color in the Windowskin (those like 30? colors on the bottom right, starts from 0 and goes up )
If you want a more specific color you can use
color = Color.new(255,0,0)
# (red, blue, green, alpha)
alpha can be left blank, it defaults to 255
alpha changes the transparency, so (255,0,0,155) would be semi transparent

as long as you know the rbg numbers, that one would be better for getting the perfect color if its not in your windowskin colors.

the change color is above poor makes it red or normal. The one below, resets the color so anything written below it wont have the color change as well.

Some helpful info on text.
There's a few other features for text, there's:
contents.font = font name (I'm not sure if this one is correct)
contents.font.size = some #
contents.font.outline = true or false
contents.font.shadow = true or false
contents.font.bold = true or false
contents.font.italic = true or false
contents.font.out_color = a color using Color.new(r,b,g,a) or text_color(x)
contents.font.color = a color, pretty much same thing as change_color(x)

An RM Venture

This looks very fun. Can't wait to see what people make. Where would someone look for a team? I'd like to participate but I would rather not do this alone.