KARINS_SOULKEEPER'S PROFILE
























Search
[SCRIPTING] [RMMV] Actor Face not displaying properly on Scene_Menu
Hi there.
I have this issue where the actor's face image won't load the first time Scene_Menu is called, and I'm honestly not sure why? I repurposed Window_Status by making it pop up on Scene_Menu instead. Like so:
First call:

After closing the menu, then re-opening it:

It seems that if I go to any other scene (say, to skill, item, or equip) after accessing the menu, then go back to menu, it would also load properly.
Here's the create function in Scene_Menu, which I pretty much copy-pasted from the MenuStatus one.
There's also this, which I copied from Window_MenuStatus (although idk where this function is called, since Scene_Menu doesn't seem to have a call for it).
Thanks in advance for the help!
Edit: I forgot to add a topic title.
I have this issue where the actor's face image won't load the first time Scene_Menu is called, and I'm honestly not sure why? I repurposed Window_Status by making it pop up on Scene_Menu instead. Like so:
First call:

After closing the menu, then re-opening it:

It seems that if I go to any other scene (say, to skill, item, or equip) after accessing the menu, then go back to menu, it would also load properly.
Here's the create function in Scene_Menu, which I pretty much copy-pasted from the MenuStatus one.
Scene_Menu.prototype.createAltStatWindow = function() {
this._altStatWindow = new Window_Status();
this._altStatWindow.reserveFaceImages();
this._altStatWindow.x = this._commandWindow.width
this.addWindow(this._altStatWindow);
};
There's also this, which I copied from Window_MenuStatus (although idk where this function is called, since Scene_Menu doesn't seem to have a call for it).
Window_Status.prototype.loadImages = function() {
ImageManager.reserveFace($gameParty.members()[0].faceName());
};
Thanks in advance for the help!
Edit: I forgot to add a topic title.
Hi there.
I said I'd be back full storm some time ago. Well that ended well now, didn't it?
Anywho, hello there. I'm karins. I should probably not speak in absolutes anymore but man, idk. Somehow, I just suddenly remembered this place. Remembered all the stuff and the banter and the back-and-forth discussions about pretty much everything (sometimes, even involving gam mak).
I feel bad to have just disappeared without so much as a proper farewell. But at the same time, I'm glad to see rmn still truckin'. To see familiar names on threads. I suppose I'll take this opportunity to thank you all for, well, being you.
Let's put that aside now. This isn't a final "farewell", but this isn't exactly an "I'm back" either. It's a smile and a half. And maybe, hopefully, I can get back to gam mak soon.
Cheers!
Anywho, hello there. I'm karins. I should probably not speak in absolutes anymore but man, idk. Somehow, I just suddenly remembered this place. Remembered all the stuff and the banter and the back-and-forth discussions about pretty much everything (sometimes, even involving gam mak).
I feel bad to have just disappeared without so much as a proper farewell. But at the same time, I'm glad to see rmn still truckin'. To see familiar names on threads. I suppose I'll take this opportunity to thank you all for, well, being you.
Let's put that aside now. This isn't a final "farewell", but this isn't exactly an "I'm back" either. It's a smile and a half. And maybe, hopefully, I can get back to gam mak soon.
Cheers!
[SCRIPTING]Need help with RegEx
class << self alias datamanager_orig_load_database load_database end def self.load_database datamanager_orig_load_database load_skill_notetags end def self.load_skill_notetags groups = [$data_skills] for group in groups for obj in group next if obj.nil? obj.load_skill_notetags end end puts 'ks_skill_level_up notetagreadproc' end end class RPG::Skill < RPG::UsableItem def load_skill_notetags #uses, skillID, replace? <= order of info (irrelevant) @lvlup_deets = [0, 0, 0] @note.split(/[\r\n]+/).each do |line| case line #<skill_levelup: 74, 1, 0> <= target string to match when '/<skill_levelup:(\s*(\d+)),\1,\1>/' #<= regex that's not working at all @lvlup_deets = [$1.to_i, $2.to_i, $3.to_i] puts "[#{@lvlup_deets[0]}, #{@lvlup_deets[1]}, #{@lvlup_deets[2]}]" end end end end
Help me...
The above code supposedly scans the note boxes of all skills for matches, in order to retrieve 3 integers (stored in an array when a match is found). Easy enough, except that it isn't. I dumped the 'puts' line just to see if it's even matching, and found out that it doesn't. It's no exaggeration to say that I suck at regex :(
Can anyone please tell me what it is I'm getting wrong? This has been driving me nuts for hours...
I doubt it matters, but it's for a skill level-up script for VXA. Also, the above code is based off of yanfly's method.
[SCRIPTING] [RMVX ACE]Invoke wait for less than 1 frame?
(quite technically, a printer is also a computer...)
Anyway, hi! I'm making a simple enemy hp bars script, and wanted to make the filling/emptying of the bars to be gradual instead of instant. So, I plopped in a while loop containing Graphics.wait(1). While it does work, it's rather slow. Too slow. I was wondering if there was any way to wait for less than 1 frame. Or if there was a better way to make the filling/emptying gradual besides this method I'm using (which is rather clunky), I'd love to hear that as well.
Here's that portion, in case you're interested.
Thank you!
Anyway, hi! I'm making a simple enemy hp bars script, and wanted to make the filling/emptying of the bars to be gradual instead of instant. So, I plopped in a while loop containing Graphics.wait(1). While it does work, it's rather slow. Too slow. I was wondering if there was any way to wait for less than 1 frame. Or if there was a better way to make the filling/emptying gradual besides this method I'm using (which is rather clunky), I'd love to hear that as well.
Here's that portion, in case you're interested.
def update_hp_bar return unless @hp_pval != @battler.hp p 'update hp' @hp_pval = @battler.hp hp_cur = @hp_bar.bitmap.width hp_hgt = KS_P_B::HP_H hp_rat = hp_cur / KS_P_B::HP_W while ((hp_rat * 100).to_i) != ((@battler.hp_rate * 100).to_i) @hp_bar.bitmap.clear if hp_rat > (0.5) hp_c = KS_P_B::COLOUR[:hpf] elsif hp_rat > (0.25) hp_c = KS_P_B::COLOUR[:hpm] else hp_c = KS_P_B::COLOUR[:hpl] end @hp_bar.bitmap.fill_rect(0, 0, hp_cur, hp_hgt, hp_c) h = hp_rat > @battler.hp_rate ? -1 : 1 hp_rat = ((hp_rat * 100).to_i + h) / 100.0 hp_cur = KS_P_B::HP_W * hp_rat Graphics.wait(1) end end
Thank you!
[RMVXA] [SCRIPTING] I kinda broke Scene_Equip, but I'm not sure where exactly...
Hi!
I was just moving windows around when I noticed something wrong. The status screen will no longer display the changed parameters (@temp_actor's params) when equipping/unequipping stuff. I've been trying to see where I went wrong for the past two days, but with not much luck. I'm hoping that one of you guys could point out to me what's causing all this...
I've tried plugging in the following in a blank project, and the same problem pops up, so I'm almost certain that the mistake is somewhere in here.
Here's the complete code (Scene_Equip, Windows):
Thanks :)
I was just moving windows around when I noticed something wrong. The status screen will no longer display the changed parameters (@temp_actor's params) when equipping/unequipping stuff. I've been trying to see where I went wrong for the past two days, but with not much luck. I'm hoping that one of you guys could point out to me what's causing all this...
I've tried plugging in the following in a blank project, and the same problem pops up, so I'm almost certain that the mistake is somewhere in here.
Here's the complete code (Scene_Equip, Windows):
class Window_Help < Window_Base def initialize(line_number = 2, x = 0, y = 0, w = Graphics.width) super(x, y, w, fitting_height(line_number)) end def set_text(text) if text != @text @text = text refresh end end def clear set_text("") end def set_item(item) set_text(item ? item.description : "") end def refresh contents.clear draw_text_ex(4, 0, @text) end end class Window_EquipStatus < Window_Base def initialize(x, y, w) super(x, y, w, window_height) @actor = nil @temp_actor = nil refresh end def window_height fitting_height(visible_line_number) end def visible_line_number return 6 end def refresh contents.clear x = contents.width / 5 draw_item(x, line_height * 0, 0) draw_item(x, line_height * 1, 1) draw_item(x, line_height * 2, 2) draw_item(x, line_height * 3, 3) draw_item(x, line_height * 4, 4) draw_item(x, line_height * 5, 6) end def draw_item(x, y, param_id) # +30 draw_param_name(x * 0, y, param_id) draw_current_param(x * 2, y, param_id) if @actor draw_right_arrow(x * 3, y) draw_new_param(x * 4, y, param_id) if @temp_actor end end class Window_EquipSlot < Window_Selectable def visible_line_number return 6 end def draw_item(index) return unless @actor if slot_name(index) == '--' draw_horz_line(line_height * index) @help_window.clear if @help_window return else rect = item_rect_for_text(index) change_color(system_color, enable?(index)) draw_text(rect.x + 12, rect.y, 92, line_height, slot_name(index)) draw_item_name(@actor.equips[index], rect.x + 72, rect.y, enable?(index)) end end alias norm draw_item_name def draw_item_name(item, x, y, enabled = true) if item norm(item, x, y, enabled = true) else draw_icon(186, x, y, enabled) change_color(normal_color, false) draw_text(x + 52, y, self.width, line_height, "--", 0) end end def draw_horz_line(y) line_y = y + line_height / 2 - 1 contents.fill_rect(24, line_y, contents_width - 48, 2, line_color) end def line_color color = normal_color color.alpha = 48 color end end class Window_EquipItem < Window_ItemList def col_max return 2 end def draw_item(index) item = @data[index] rect = item_rect(index) rect.width -= 4 if item draw_item_name(item, rect.x, rect.y, enable?(item)) draw_item_number(rect, item) elsif !@data[0] draw_icon(186, rect.x, rect.y) change_color(normal_color, false) draw_text(rect.x + 24, rect.y, self.width, line_height, 'Unequip', 0) end end end class Dis < Window_Base def initialize(h, x, y, w) super(x, y, w, fitting_height(h)) @actor = nil end def actor=(actor) return if @actor == actor @actor = actor refresh end def refresh contents.clear contents.font.size = 24 x, y, w, h = 0, 96 + line_height - 12, contents.width, line_height draw_face(@actor.face_name, @actor.face_index, x, y - 96) draw_actor_graphic(@actor, x + 16, y) draw_text(x, y, w, h, @actor.name, 1) end end class Scene_Base def fitting_height(line_number) line_number * line_height + standard_padding * 2 end def line_height return 24 end def standard_padding return 12 end end class Scene_Equip < Scene_MenuBase def start super create_dis create_status_window create_slot_window create_item_window create_help_window command_equip end def create_help_window wy = Graphics.height - @item_window.height - fitting_height(2) @help_window = Window_Help.new(2, 0, wy) @help_window.viewport = @viewport end def create_dis ww = 120 wx = (Graphics.width - ww) / 2 @dis = Dis.new(6, wx, 0, ww) @dis.actor = @actor end def create_status_window ww = Graphics.width / 2 - 60 @status_window = Window_EquipStatus.new(0, 0, ww) @status_window.viewport = @viewport @status_window.actor = @actor end def create_slot_window wx = @status_window.width + 120 wy = 0 ww = @status_window.width @slot_window = Window_EquipSlot.new(wx, wy, ww) @slot_window.viewport = @viewport @slot_window.help_window = @help_window @slot_window.status_window = @status_window @slot_window.actor = @actor @slot_window.set_handler(:ok, method(:on_slot_ok)) @slot_window.set_handler(:cancel, method(:on_slot_cancel)) @slot_window.set_handler(:pagedown, method(:next_actor)) @slot_window.set_handler(:pageup, method(:prev_actor)) end def create_item_window ww = Graphics.width wh = fitting_height(4) wx = 0 wy = Graphics.height - wh @item_window = Window_EquipItem.new(wx, wy, ww, wh) @item_window.viewport = @viewport @item_window.help_window = @help_window @item_window.status_window = @status_window @item_window.actor = @actor @item_window.set_handler(:ok, method(:on_item_ok)) @item_window.set_handler(:cancel, method(:on_item_cancel)) @slot_window.item_window = @item_window end def on_slot_cancel SceneManager.return end def on_actor_change @status_window.actor = @actor @slot_window.actor = @actor @item_window.actor = @actor @dis.actor = @actor @slot_window.activate end end
Thanks :)
Need some feedback before I go to mass-production
Hiya!
I just wanted some feedback on a little something I made before I go ahead and mass-produce stuff like these. Basically, I'm trying to digitize my sketches so I can use them on games and the like. I'm pretty sure I could not have done this correctly on my first try so...
Here:
Oh, please don't mind its being off-proportion and all. Believe me, I'm working on improving that.
Also, I'm using paint with a mouse, so the lines are a bit jittery. I'm working on that too.
Thanks!
I just wanted some feedback on a little something I made before I go ahead and mass-produce stuff like these. Basically, I'm trying to digitize my sketches so I can use them on games and the like. I'm pretty sure I could not have done this correctly on my first try so...
Here:
Oh, please don't mind its being off-proportion and all. Believe me, I'm working on improving that.
Also, I'm using paint with a mouse, so the lines are a bit jittery. I'm working on that too.
Thanks!
Can I submit a game made by someone else?
I think I saw this somewhere, but I couldn't remember the exact response.
You see, my friend is working on her first game, and I figured that posting her game here will help her out (she'll get even more feedback, and stuff like that). I (technically) also am helping her in the actual making process, but I had to insist that she takes all the credit. I already tried asking her to join this site, but she doesn't seem to be too eager (she's not very fond of internet communities).
So I was wondering, am I allowed to submit her game here? On her stead, that is.
You see, my friend is working on her first game, and I figured that posting her game here will help her out (she'll get even more feedback, and stuff like that). I (technically) also am helping her in the actual making process, but I had to insist that she takes all the credit. I already tried asking her to join this site, but she doesn't seem to be too eager (she's not very fond of internet communities).
So I was wondering, am I allowed to submit her game here? On her stead, that is.
[RMVX ACE] Music cross-fading (overlapping between maps).
Hi! I'd like to ask if anyone knows how to make the BGM from one map cross-fade into another during a transfer event. It's because I'm making seam-less maps a la Pokemon style. I got the mapping down, but the music changes between maps is too abrupt and jarring.
If that wasn't very clear, here:
<map 1 BGM playing> -- /*Player transfers to map 2*/ -- <map 1 BGM fadeout> <map 2 BGM fadein> -- <map 2 BGM playing>
Thank you :3
If that wasn't very clear, here:
<map 1 BGM playing> -- /*Player transfers to map 2*/ -- <map 1 BGM fadeout> <map 2 BGM fadein> -- <map 2 BGM playing>
Thank you :3
Looking for a Tester (/slave)
Hi everyone! I'm Karin's Soulkeeper and I'm looking for a slave tester/ advisor.
A quick profile: I joined July this year, and have since made 4 games: A complete game, a contest entry, a mini-game (of sorts), and a last one on indefinite hiatus. Mainly, I work with VXA. I did try 2k3, and I haven't given up yet, but it's really hard for me to use it. I also like chocolate and cookies.
So, on to the main deal.
I'm making a traditional rpg that is in dire need of constant checking, to make sure that what I'm doing is still acceptable. Specifically: I need someone to help me balance battles, keep the storyline consistent and engaging, and the like. I work slow, and I've only been working on it for about a week by now, so there isn't that much to show yet. Maybe just enough to get things going.
I don't really need a fully-dedicated tester because, as I've stated, I work slow. I just need someone I could (repeatedly) send a copy of my work to, and ask feedback from.
Now I couldn't really give out anything other than thank-you's and credit, so...
Thanks for your time :3
A quick profile: I joined July this year, and have since made 4 games: A complete game, a contest entry, a mini-game (of sorts), and a last one on indefinite hiatus. Mainly, I work with VXA. I did try 2k3, and I haven't given up yet, but it's really hard for me to use it. I also like chocolate and cookies.
So, on to the main deal.
I'm making a traditional rpg that is in dire need of constant checking, to make sure that what I'm doing is still acceptable. Specifically: I need someone to help me balance battles, keep the storyline consistent and engaging, and the like. I work slow, and I've only been working on it for about a week by now, so there isn't that much to show yet. Maybe just enough to get things going.
I don't really need a fully-dedicated tester because, as I've stated, I work slow. I just need someone I could (repeatedly) send a copy of my work to, and ask feedback from.
Now I couldn't really give out anything other than thank-you's and credit, so...
Thanks for your time :3
[RMVXA] Randomly spawning events?
Just a random question. I never really got around as to how to make this work, so here's me asking: How do you randomly (and infinitely) spawn events? What I mean is something like a barrage of randomly-spawning rocks falling down a mountain, like in LoZ: MC's Mt. Crenel.
Any ideas guys? I'll take on scripting if I have to, but I think this is all doable through eventing.
Oh and a follow-up: How do you make an event spawn randomly in a specified Region ID?
Thanks :3
Any ideas guys? I'll take on scripting if I have to, but I think this is all doable through eventing.
Oh and a follow-up: How do you make an event spawn randomly in a specified Region ID?
Thanks :3