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SHININGRIVER'S PROFILE

I do freelance photoshop and writing in my free time. I'm also a computer programmer.

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Transfer function

I've been trying to use the rightclick->transfer event on VX Ace to create a transfer when a player steps on a tile... Is it possible to activate this only if the player came from a specific direction? For example, it will only activate if the player came from the left side of the tile, and will not if he came from other sides.

Selecting an item

Yeah, I'm the one who made this. I'm still trying to grasp the language. I've taken a look at the Window_Selectable class enough that I could get an item displayed... but it's somewhat delayed XD

Selecting an item

bump?
I just need to learn how to select an item and display it... T___T

Alter Legend - Download Finally Available!

author=Incarnate
author=shiningriver
The download size is too big, I'm having trouble downloading the whole thing.
Can't help you there, the file is the size that it is. maybe download it some where with faster internet, throw it on a usb and then bring it to your computer at home! :)

Umm... could you split it up? maybe around 150-200 MB per part? sorry bout that. T___T

Alter Legend - Download Finally Available!

The download size is too big, I'm having trouble downloading the whole thing.

Selecting an item

I'm having trouble with displaying the selected item. What's happening is that the window displays the item selected previously, not the item currently selected. For example:
1st iteration: Selected option 2, displays nil
2nd iteration: Selected option 1, displays option 2
3rd iteration: Selected option 5, displays option 1
4th iteration: Selected option 4, displays option 5
and so forth.
The item being displayed is the selected item from Window_PartyList, and is displayed on Window_Header2.
Please help me... T___T



#==============================================================================
# Class Scene_Fusion < Scene_MenuBase
# This class is for displaying the Fusion screen. All options should
# open the next screen, Scene_Fusion2
#==============================================================================
class Scene_Fusion < Scene_MenuBase
  def start
    super
    # Fusion 1
    @header1 = Window_Header.new(0, 0, Graphics.width, 132)
    @list1   = Window_PartyList.new(0, 132, Graphics.width)
    @list1.set_handler(:ok, method(:continue))
    @list1.set_handler(:cancel, method(:return_scene))
    # Fusion 2
    @header2 = Window_Header2.new(0, 0, Graphics.width, 132)
    @list2   = Window_PartyList2.new(0, 132, Graphics.width)
    @list2.set_handler(:ok, method(:continue))
    @list2.set_handler(:cancel, method(:return_scene))
    
    # Setup Fusion 1 as the start point
    @list1.activate # Activate the first list.
    @list2.deactivate # Deactivate the second list.
    @list2.hide
    @header2.hide   # Hide the second list and header.
  end
  
  def continue
    @list1.deactivate
    @list1.hide
    @header1.hide
    @list2.show
    $selected = @list1.selected
    @header2.show
    @list2.activate
  end
end

#==============================================================================
# Class Window_Header < Window_Base
# This class displays the options at the top.
#==============================================================================
class Window_Header < Window_Base
  def initialize(x, y, width, height)
    super
    self.opacity = 0
    draw_headers
    @opening = @closing = false
  end #def initialize
  def dispose
    contents.dispose unless disposed?
    super
  end #def dispose

  def draw_headers
    line_height = 16
    change_color(system_color)
    draw_text(30, 0, 250, line_height, "Select First Demon")
    draw_text(30, 40, 85, line_height, "Race")
    draw_text(120, 40, 85, line_height, "Name")
    draw_text(265, 40, 85, line_height, "LV")
    for i in 1..10
      eval("draw_text(300+(30*#{i-1}), 0, 30, 10, #{i})")
    end # for
    change_color(normal_color)
  end #def draw_headers
end #class Window_Header

#==============================================================================
# Class Window_Header2 < Window_Base
# This class displays the options at the top.
#==============================================================================
class Window_Header2 < Window_Base
  def initialize(x, y, width, height)
    super
    self.opacity = 0
    #$selected = $list1.selected
    draw_headers
    @opening = @closing = false
  end #def initialize
  
  def dispose
    contents.dispose unless disposed?
    super
  end #def dispose
  
  def draw_headers
    line_height = 16
    change_color(system_color)
    draw_text(30, 0, 250, line_height, "Select Second Demon")
    draw_text(400, 0, 300, line_height, $selected.class.name)
#   draw_text(450, 0, 300, line_height, $selected.level)
    draw_text(30, 40, 85, line_height, "Race")
    draw_text(120, 40, 85, line_height, "Name")
    draw_text(265, 40, 85, line_height, "LV")
    draw_text(420, 40, 85, line_height, "Result")
    change_color(normal_color)
  end #def draw_headers
end #class Window_Header2


#==============================================================================
# Class Window_PartyList < Window_Selectable
# This class displays the list of party members. Should not include the
# main actor. 
#==============================================================================
class Window_PartyList < Window_Selectable
  def initialize(x, y, width)
    super(x, y, width, Graphics.height - y)
    self.opacity = 0
    data = []
    self.index = 0 #Do not include the main actor!
    activate
    refresh
  end #def initialize

  def item_max
    @data ? @data.size : 1
  end #def item_max
    
  def make_item_list
    @data = $game_party.members.compact
    @data.delete_at(0) #Ensures that the first party member isn't bothered.
  end #def make_item_list
  
  def draw_item(index)
    line_height = 16
    item = @data[index]
    if item
      rect = item_rect_for_text(index)
      #draw_text(rect, item.id)
      draw_text_ex(0, rect.y, item.id)
      #draw_text_ex(rect.x + 15, rect.y, item.class.name)
      draw_text_ex(30, rect.y, item.class.name)
      #draw_text_ex(rect.x + 100, rect.y, item.name)
      draw_text_ex(120, rect.y, item.name)
      #draw_text_ex(rect.x + 180, rect.y, item.level)
      draw_text_ex(265, rect.y, item.level)
      for i in 1..10
        if index==i-1
          #If same actor, cannot be fused
          eval("draw_text(300+(30*#{i-1}), rect.y, 30, line_height, '-')")
        elsif item.class == @data[i-1].class
          #else if same class, cannot be fused
          eval("draw_text(300+(30*#{i-1}), rect.y, 30, line_height, 'No')")
        else
          #else, can be fused
          eval("draw_text(300+(30*#{i-1}), rect.y, 30, line_height, 'Yes')")
          #@data[i-1].set_handler(:ok, SceneManager.call(Scene_Fusion2))
        end #end if else

      end #end for
    end #end if
  end #def draw_item
  
  #def selected(value)
  #  @selected = value
  #end
  
  def refresh
    contents.clear
    make_item_list
    create_contents
    draw_all_items
  end #def refresh
  
  def selected
    #return @data[self.index]
    if @data[self.index]
      $selected = @data[1]
    else
      $selected = @data[self.index]
    end
  end #def selected
  
end #class Window_PartyList


#==============================================================================
# Class Window_PartyList2 < Window_Selectable
# This class displays the list of party members. Should not include the
# main actor. 
#==============================================================================
class Window_PartyList2 < Window_Selectable
  def initialize(x, y, width)
    super(x, y, width, Graphics.height - y)
    self.opacity = 0
    data = []
    #$resultClass = Table.new(37,37)
    $resultClass = []
    self.index = 0 #Do not include the main actor!
    initializeTable
    activate
    refresh
  end #def initialize
  
  def initializeTable
$resultClass[0] = [1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1]
    #	Avatar
$resultClass[1] = [37, 6, 6, 22, 20, 24, 16, 14, 24, 30, 15, 32, 14, 19, 29, 29, 14, 5, 24, 9, 22, 5, 14, 29, 19, 34, 34, 5, 5, 22, 10, 31, 5, 20, 6]
#	Avian
$resultClass[2] = [6, 37, 15, 22, 11, 29, 11, 5, 29, 24, 6, 24, 3, 22, 6, 3, 25, 6, 23, 1, 22, 5, 7, 6, 11, 22, 24, 24, 32, 3, 1, 20, 22, 29, 25]
#	Beast
$resultClass[3] = [6, 15, 37, 11, 2, 1, 20, 19, 11, 11, 9, 29, 34, 1, 20, 34, 34, 29, 1, 30, 35, 2, 29, 15, 9, 1, 34, 14, 1, 9, 7, 7, 19, 16, 10]
#	Brute
$resultClass[4] = [22, 22, 11, 37, 22, 35, 25, 14, 25, 21, 3, 22, 34, 23, 6, 30, 13, 22, 11, 7, 11, 29, 14, 11, 22, 22, 14, 31, 3, 22, 17, 17, 30, 14, 11]
#	Deity
$resultClass[5] = [20, 11, 2, 22, 37, 24, 32, 24, 29, 22, 7, 31, 31, 22, 34, 9, 10, 22, 24, 31, 4, 9, 24, 22, 32, 31, 31, 26, 26, 22, 32, 31, 22, 30, 24]
#	Divine
$resultClass[6] = [24, 29, 1, 35, 24, 37, 10, 24, 1, 31, 24, 32, 14, 5, 7, 2, 29, 24, 9, 22, 22, 11, 24, 1, 29, 5, 13, 24, 24, 3, 5, 2, 19, 1, 29]
#	Dragon
$resultClass[7] = [16, 11, 20, 25, 32, 10, 37, 23, 10, 3, 16, 29, 29, 15, 10, 34, 29, 6, 9, 2, 22, 15, 14, 20, 11, 30, 14, 19, 34, 34, 16, 31, 23, 15, 1]
#	Entity
$resultClass[8] = [14, 5, 19, 14, 24, 24, 23, 37, 24, 22, 23, 5, 4, 23, 14, 5, 4, 31, 22, 31, 14, 14, 14, 5, 4, 1, 32, 5, 14, 26, 26, 31, 14, 4, 24]
#	Fairy
$resultClass[9] = [24, 29, 11, 25, 29, 1, 10, 24, 37, 6, 10, 11, 17, 4, 3, 20, 25, 15, 24, 16, 35, 32, 35, 34, 29, 16, 17, 19, 3, 3, 34, 30, 23, 2, 19]
#	Fallen
$resultClass[10] = [30, 24, 11, 21, 22, 31, 3, 22, 6, 37, 7, 15, 32, 32, 31, 9, 25, 31, 3, 3, 4, 20, 14, 11, 17, 32, 13, 23, 24, 2, 26, 2, 23, 7, 21]
#	Femme
$resultClass[11] = [15, 6, 9, 3, 7, 24, 16, 23, 10, 7, 37, 24, 34, 23, 30, 9, 13, 24, 23, 3, 34, 15, 22, 6, 21, 24, 13, 24, 10, 9, 34, 31, 22, 1, 4]
#	Fiend
$resultClass[12] = [32, 24, 29, 22, 31, 32, 29, 5, 11, 15, 24, 37, 32, 5, 5, 9, 32, 16, 24, 15, 7, 32, 24, 32, 29, 24, 31, 26, 24, 22, 26, 22, 22, 7, 32]
#	Foul
$resultClass[13] = [14, 3, 34, 34, 31, 14, 29, 4, 17, 32, 34, 32, 37, 30, 25, 34, 4, 32, 10, 16, 11, 34, 32, 32, 4, 31, 32, 10, 10, 34, 17, 17, 30, 3, 29]
#	Fury
$resultClass[14] = [19, 22, 1, 23, 22, 5, 15, 23, 4, 32, 23, 5, 30, 37, 23, 15, 30, 15, 22, 34, 11, 23, 32, 5, 23, 5, 22, 32, 22, 15, 5, 31, 5, 30, 19]
#	Genma
$resultClass[15] = [29, 6, 20, 6, 34, 7, 10, 14, 3, 31, 30, 5, 25, 23, 37, 6, 25, 5, 35, 2, 9, 29, 11, 3, 19, 24, 23, 24, 5, 1, 32, 22, 19, 32, 14]
#	Ghost
$resultClass[16] = [29, 3, 34, 30, 9, 2, 34, 5, 20, 9, 9, 9, 34, 15, 6, 37, 3, 11, 6, 10, 30, 32, 11, 32, 10, 30, 10, 5, 7, 15, 11, 5, 5, 30, 2]
#	Haunt
$resultClass[17] = [14, 25, 34, 13, 10, 29, 29, 4, 25, 25, 13, 32, 4, 30, 25, 3, 37, 29, 10, 16, 32, 34, 32, 11, 35, 31, 32, 4, 4, 34, 13, 10, 30, 21, 21]
#	Hero
$resultClass[18] = [5, 6, 29, 22, 22, 24, 6, 31, 15, 31, 24, 16, 32, 15, 5, 11, 29, 37, 5, 15, 22, 26, 24, 31, 31, 24, 31, 26, 5, 22, 29, 26, 6, 1, 29]
#	Holy
$resultClass[19] = [24, 23, 1, 11, 24, 9, 9, 22, 24, 3, 23, 24, 10, 22, 35, 6, 10, 5, 37, 1, 3, 23, 1, 6, 9, 28, 34, 6, 22, 9, 1, 10, 22, 9, 6]
#	Jaki
$resultClass[20] = [9, 1, 30, 7, 31, 22, 2, 31, 16, 3, 3, 15, 16, 34, 2, 10, 16, 15, 1, 37, 15, 15, 11, 11, 34, 22, 31, 31, 6, 34, 11, 15, 22, 7, 15]
#	Jirae
$resultClass[21] = [22, 22, 35, 11, 4, 22, 22, 14, 35, 4, 34, 7, 11, 11, 9, 30, 32, 22, 3, 15, 37, 29, 3, 23, 13, 22, 13, 5, 10, 9, 34, 17, 22, 32, 3]
#	Kishin
$resultClass[22] = [5, 5, 2, 29, 9, 11, 15, 14, 32, 20, 15, 32, 34, 23, 29, 32, 34, 26, 23, 15, 29, 37, 14, 30, 11, 24, 31, 6, 6, 26, 10, 20, 14, 16, 11]
#	Lady
$resultClass[23] = [14, 7, 29, 14, 24, 24, 14, 14, 35, 14, 22, 24, 32, 32, 11, 11, 32, 24, 1, 11, 3, 14, 37, 14, 22, 24, 22, 5, 11, 11, 24, 11, 22, 17, 25]
#	Megami
$resultClass[24] = [29, 6, 15, 11, 22, 1, 20, 5, 34, 11, 6, 32, 32, 5, 3, 32, 11, 31, 6, 11, 23, 30, 14, 37, 10, 32, 31, 5, 9, 2, 0, 26, 5, 9, 22]
#	Night
$resultClass[25] = [19, 11, 9, 22, 32, 29, 11, 4, 29, 17, 21, 29, 4, 23, 19, 10, 35, 31, 9, 34, 13, 11, 22, 10, 37, 32, 32, 10, 10, 34, 25, 23, 14, 35, 6]
#	Omega
$resultClass[26] = [34, 22, 1, 22, 31, 5, 30, 1, 16, 32, 24, 24, 31, 5, 24, 30, 31, 24, 28, 22, 22, 24, 24, 32, 32, 37, 32, 1, 22, 11, 5, 7, 22, 10, 10]
#	Raptor
$resultClass[27] = [34, 24, 34, 14, 31, 13, 14, 32, 17, 13, 13, 31, 32, 22, 23, 10, 32, 31, 34, 31, 13, 31, 22, 31, 32, 32, 37, 31, 13, 29, 14, 14, 5, 32, 17]
#	Seraph
$resultClass[28] = [5, 24, 14, 31, 26, 24, 19, 5, 19, 23, 24, 26, 10, 32, 24, 5, 4, 26, 6, 31, 5, 6, 5, 5, 10, 1, 31, 37, 0, 2, 10, 6, 22, 6, 24]
#	Snake
$resultClass[29] = [5, 32, 1, 3, 26, 24, 34, 14, 3, 24, 10, 24, 10, 22, 5, 7, 4, 5, 22, 6, 10, 6, 11, 9, 10, 22, 13, 0, 37, 22, 7, 5, 22, 30, 25]
#	Touki
$resultClass[30] = [22, 3, 9, 22, 22, 3, 34, 26, 3, 2, 9, 22, 34, 15, 1, 15, 34, 22, 9, 34, 9, 26, 11, 2, 34, 11, 29, 2, 22, 37, 29, 15, 26, 29, 3]
#	Tyrant
$resultClass[31] = [10, 1, 7, 17, 32, 5, 16, 26, 34, 26, 34, 26, 17, 5, 32, 11, 13, 29, 1, 11, 34, 10, 24, 0, 25, 5, 14, 10, 7, 29, 37, 5, 14, 20, 25]
#	Vile
$resultClass[32] = [31, 20, 7, 17, 31, 2, 31, 31, 30, 2, 31, 22, 17, 31, 22, 5, 10, 26, 10, 15, 17, 20, 11, 26, 23, 7, 14, 6, 5, 15, 5, 37, 22, 10, 21]
#	Wargod
$resultClass[33] = [5, 22, 19, 30, 22, 19, 23, 14, 23, 23, 22, 22, 30, 5, 19, 5, 30, 6, 22, 22, 22, 14, 22, 5, 14, 22, 5, 22, 22, 26, 14, 22, 37, 14, 14]
#	Wilder
$resultClass[34] = [20, 29, 16, 14, 30, 1, 15, 4, 2, 7, 1, 7, 3, 30, 32, 30, 21, 1, 9, 7, 32, 16, 17, 9, 35, 10, 32, 6, 30, 29, 20, 10, 14, 37, 3]
#	Yoma
$resultClass[35] = [6, 25, 10, 11, 24, 29, 1, 24, 19, 21, 4, 32, 29, 19, 14, 2, 21, 29, 6, 15, 3, 11, 25, 22, 6, 10, 17, 24, 25, 3, 25, 21, 14, 3, 37]
#	Elements
$resultClass[36] = [6, 25, 10, 11, 24, 29, 1, 24, 19, 21, 4, 32, 29, 19, 14, 2, 21, 29, 6, 15, 3, 11, 25, 22, 6, 10, 17, 24, 25, 3, 25, 21, 14, 3, 37]
  end
  
  def item_max
    @data ? @data.size : 1
  end #def item_max
    
  def make_item_list
    @data = $game_party.members.compact
    @data.delete_at(0) #Ensures that the first party member isn't bothered.
  end #def make_item_list
  
  def draw_item(index)
    item = @data[index]
    if item
      rect = item_rect_for_text(index)
      draw_text(rect, item.id)
      draw_text_ex(rect.x + 15, rect.y, item.class.name)
      draw_text_ex(rect.x + 100, rect.y, item.name)
      draw_text_ex(rect.x + 180, rect.y, item.level)
      #Compute the resulting demon
      #draw_text_ex(rect.x + 350, rect.y, show_result(item.id, index))
#      @classid = $resultClass[$selected.class-1][item.class_id-1]
#      draw_text_ex(rect.x + 350, rect.y, $data_classes[@classid].name)
    end #end if
  end #def draw_item
  
  #should print out the resulting demon.
  #def show_result(item, index)
  #    return $resultClass[item][index]
  #end #show_result
  
  def refresh
    contents.clear
    make_item_list
    create_contents
    draw_all_items
  end #def refresh
  
  #set handler for showing the next screen
end #class Window_PartyList2

Trihan's "Make me a script" topic!

Hi, how's it going so far?
I'm having difficulty trying to display the item selected from one screen to be displayed to another... here's the code that I have
#==============================================================================
# Class Scene_Fusion < Scene_MenuBase
# This class is for displaying the Fusion screen. All options should
# open the next screen, Scene_Fusion2
#==============================================================================
class Scene_Fusion < Scene_MenuBase
  def start
    super
    # Fusion 1
    @header1 = Window_Header.new(0, 0, Graphics.width, 132)
    @list1   = Window_PartyList.new(0, 132, Graphics.width)
    @list1.set_handler(:ok, method(:continue))
    @list1.set_handler(:cancel, method(:return_scene))
    
    # Fusion 2
    @header2 = Window_Header2.new(0, 0, Graphics.width, 132)
    @list2   = Window_PartyList2.new(0, 132, Graphics.width)
    @list2.set_handler(:ok, method(:continue))
    @list2.set_handler(:cancel, method(:return_scene))
    
    # Setup Fusion 1 as the start point
    @list1.activate # Activate the first list.
    @list2.deactivate # Deactivate the second list.
    @list2.hide
    @header2.hide   # Hide the second list and header.
  end
  
  def continue
    @list1.deactivate
    @list1.hide
    @header1.hide
    @list2.show
    @header2.show
    @list2.activate
  end
end

#==============================================================================
# Class Window_Header < Window_Base
# This class displays the options at the top.
#==============================================================================
class Window_Header < Window_Base
  def initialize(x, y, width, height)
    super
    self.opacity = 0
    draw_headers
    @opening = @closing = false
  end #def initialize
  def dispose
    contents.dispose unless disposed?
    super
  end #def dispose

  def draw_headers
    line_height = 16
    change_color(system_color)
    draw_text(30, 0, 250, line_height, "Select First Demon")
    draw_text(30, 40, 85, line_height, "Race")
    draw_text(120, 40, 85, line_height, "Name")
    draw_text(265, 40, 85, line_height, "LV")
    for i in 1..10
      eval("draw_text(300+(30*#{i-1}), 0, 30, 10, #{i})")
    end # for
    change_color(normal_color)
  end #def draw_headers
end #class Window_Header

#==============================================================================
# Class Window_Header2 < Window_Base
# This class displays the options at the top.
#==============================================================================
class Window_Header2 < Window_Base
  def initialize(x, y, width, height)
    super
    self.opacity = 0
    draw_headers
    @opening = @closing = false
  end #def initialize
  
  def dispose
    contents.dispose unless disposed?
    super
  end #def dispose
  
  def selected(value)
    @selected = value
  end #def selected

  def draw_headers
    line_height = 16
    change_color(system_color)
    draw_text(30, 0, 250, line_height, "Select Second Demon")
    draw_text(420, 0, 300, line_height, $selected.class)
    draw_text(30, 40, 85, line_height, "Race")
    draw_text(120, 40, 85, line_height, "Name")
    draw_text(265, 40, 85, line_height, "LV")
    draw_text(420, 40, 85, line_height, "Result")
    change_color(normal_color)
  end #def draw_headers
end #class Window_Header2


#==============================================================================
# Class Window_PartyList < Window_Selectable
# This class displays the list of party members. Should not include the
# main actor. 
#==============================================================================
class Window_PartyList < Window_Selectable
  def initialize(x, y, width)
    super(x, y, width, Graphics.height - y)
    self.opacity = 0
    data = []
    self.index = 0 #Do not include the main actor!
    activate
    refresh
  end #def initialize

  def item_max
    @data ? @data.size : 1
  end #def item_max
    
  def make_item_list
    @data = $game_party.members.compact
    @data.delete_at(0) #Ensures that the first party member isn't bothered.
  end #def make_item_list
  
  def draw_item(index)
    line_height = 16
    item = @data[index]
    if item
      rect = item_rect_for_text(index)
      #draw_text(rect, item.id)
      draw_text_ex(0, rect.y, item.id)
      #draw_text_ex(rect.x + 15, rect.y, item.class.name)
      draw_text_ex(30, rect.y, item.class.name)
      #draw_text_ex(rect.x + 100, rect.y, item.name)
      draw_text_ex(120, rect.y, item.name)
      #draw_text_ex(rect.x + 180, rect.y, item.level)
      draw_text_ex(265, rect.y, item.level)
      for i in 1..10
        if index==i-1
          #If same actor, cannot be fused
          eval("draw_text(300+(30*#{i-1}), rect.y, 30, line_height, '-')")
        elsif item.class == @data[i-1].class
          #else if same class, cannot be fused
          eval("draw_text(300+(30*#{i-1}), rect.y, 30, line_height, 'No')")
        else
          #else, can be fused
          eval("draw_text(300+(30*#{i-1}), rect.y, 30, line_height, 'Yes')")
          #@data[i-1].set_handler(:ok, SceneManager.call(Scene_Fusion2))
        end #end if else
      end #end for
    end #end if
  end #def draw_item
  
  #def selected(value)
  #  @selected = value
  #end
  
  def refresh
    contents.clear
    make_item_list
    create_contents
    draw_all_items
  end #def refresh
  
  def selected
    #return @data[self.index]
    $selected = @data[self.index]
  end #def selected
  
end #class Window_PartyList


#==============================================================================
# Class Window_PartyList2 < Window_Selectable
# This class displays the list of party members. Should not include the
# main actor. 
#==============================================================================
class Window_PartyList2 < Window_Selectable
  def initialize(x, y, width)
    super(x, y, width, Graphics.height - y)
    self.opacity = 0
    data = []
    resultClass = []
    self.index = 0 #Do not include the main actor!
    activate
    refresh
    resultClass[0] = nil
    #resultClass for Deity Fusions:
    resultClass[1] = {3, 5, 5, 4, 9, 10, 8, 9, 7, 5}
    #resultClass for Fairy Fusions:
    resultClass[2] = {6, 5, 3, 2, 2, 6, 8, 9, 7, 2}
  end #def initialize

  def item_max
    @data ? @data.size : 1
  end #def item_max
    
  def make_item_list
    @data = $game_party.members.compact
    @data.delete_at(0) #Ensures that the first party member isn't bothered.
  end #def make_item_list
  
  def draw_item(index)
    item = @data[index]
    if item
      rect = item_rect_for_text(index)
      draw_text(rect, item.id)
      draw_text_ex(rect.x + 15, rect.y, item.class.name)
      draw_text_ex(rect.x + 100, rect.y, item.name)
      draw_text_ex(rect.x + 180, rect.y, item.level)
      #Compute the resulting demon
      draw_text_ex(rect.x + 350, rect.y, show_result(item, index))
    end #end if
  end #def draw_item
  
  #should print out the resulting demon.
  def show_result(item, index)
      return @result[item.id][index]
  end #show_result
  
  def refresh
    contents.clear
    make_item_list
    create_contents
    draw_all_items
  end #def refresh
  
  def selected(value)
    @selected = value
  end
  
  #set handler for showing the next screen
end #class Window_PartyList2


I'm trying to get the item selected from Window_PartyList1 to be displayed on Header2.

The Long Long Road.

I can't wait to try it out. Subscribed~!

Trihan's "Make me a script" topic!

Okay, so it's quite difficult... haha...
I'm having problems transitioning to another screen. What I want to accomplish is that all of the options call another screen (Scene_Fusion2). But I also want to get Scene_Fusion2 to display what you have selected from the previous screen (Scene_Fusion1).
Additionally, I am not able to exclude the main actor (the very first actor) no matter what method I try.
#==============================================================================
# Class Scene_Fusion < Scene_MenuBase
# This class is for displaying the first Fusion screen. All options should
# open the next screen, Scene_Fusion2
#==============================================================================
class Scene_Fusion < Scene_MenuBase
  def start
    super
    @header_window = Window_Header.new(0, 0, Graphics.width, 50)
    @list_window = Window_PartyList.new(0, 50, Graphics.width)
    @list_window.set_handler(:cancel,  method(:return_scene))
  end #def start
end #class Scene_Fusion

#==============================================================================
# Class Scene_Fusion2 < Scene_MenuBase
# This class is for displaying the second Fusion screen. All options should
# open the next screen, displaying the status of the resulting demon
#==============================================================================
class Scene_Fusion2 < Scene_MenuBase
  def start
    super
    @header_window2 = Window_Header2.new(0, 0, Graphics.width, 50)
    @list_window2 = Window_PartyList2.new(0, 50, Graphics.width)
    @list_window2.set_handler(:cancel,  method(:return_scene))
  end #def start
end #class Scene_Fusion2

#==============================================================================
# Class Window_Header < Window_Base
# This class displays the options at the top.
#==============================================================================
class Window_Header < Window_Base
  def initialize(x, y, width, height)
    super
    self.windowskin = Cache.system("Window")
    self.opacity = 0
    update_padding
    update_tone
    create_contents
    draw_headers
    @opening = @closing = false
  end #def initialize
  
  def dispose
    contents.dispose unless disposed?
    super
  end #def dispose

  def draw_headers
    change_color(system_color)
    draw_text(25, 0, 250, line_height, "Select First Demon")
    draw_text(25, 25, 85, line_height, "Race")
    draw_text(110, 25, 85, line_height, "Name")
    draw_text(190, 25, 85, line_height, "LV")
    for i in 1..6
      eval("draw_text(220+(50*#{i}), 0, 30, line_height, #{i})")
    end # for
    change_color(normal_color)
  end #def draw_headers
end #class Window_Header

#==============================================================================
# Class Window_Header2 < Window_Base
# This class displays the options at the top.
#==============================================================================
class Window_Header2 < Window_Base
  def initialize(x, y, width, height)
    super
    self.windowskin = Cache.system("Window")
    self.opacity = 0
    update_padding
    update_tone
    create_contents
    draw_headers
    @opening = @closing = false
  end #def initialize
  
  def dispose
    contents.dispose unless disposed?
    super
  end #def dispose

  def draw_headers
    change_color(system_color)
    draw_text(25, 0, 250, line_height, "Select Second Demon")
    draw_text(25, 25, 85, line_height, "Race")
    draw_text(110, 25, 85, line_height, "Name")
    draw_text(190, 25, 85, line_height, "LV")
    draw_text(300, 25, 85, line_height, "Result")
    change_color(normal_color)
  end #def draw_headers
end #class Window_Header2


#==============================================================================
# Class Window_PartyList < Window_Selectable
# This class displays the list of party members. Should not include the
# main actor. 
#==============================================================================
class Window_PartyList < Window_Selectable
  def initialize(x, y, width)
    super(x, y, width, Graphics.height - y)
    self.opacity = 0
    data = []
    self.index = 0 #Do not include the main actor!
    activate
    refresh
  end #def initialize

  def item_max
    @data ? @data.size : 1
  end #def item_max
    
  def make_item_list
    @data = $game_party.members.compact
  end #def make_item_list
  
  def draw_item(index)
    item = @data[index]
    if item
      rect = item_rect_for_text(index)
      draw_text(rect, item.id)
      draw_text_ex(rect.x + 15, rect.y, item.class.name)
      draw_text_ex(rect.x + 100, rect.y, item.name)
      draw_text_ex(rect.x + 180, rect.y, item.level)
      for i in 1..6
        if index==i-1
          #If same actor, cannot be fused
          eval("draw_text(220+(50*#{i}), rect.y, 30, line_height, '-')")
        elsif item.class == @data[i-1].class
          #else if same class, cannot be fused
          eval("draw_text(220+(50*#{i}), rect.y, 30, line_height, 'No')")
        else
          #else, can be fused
          eval("draw_text(220+(50*#{i}), rect.y, 30, line_height, 'Yes')")
          #set call handler
        end #end if else
      end #end for
    end #end if
  end #def draw_item
  
  def refresh
    contents.clear
    make_item_list
    create_contents
    draw_all_items
  end #def refresh
  
  #set handler for showing the next screen
end #class Window_PartyList


#==============================================================================
# Class Window_PartyList2 < Window_Selectable
# This class displays the list of party members. Should not include the
# main actor. 
#==============================================================================
class Window_PartyList2 < Window_Selectable
  def initialize(x, y, width)
    super(x, y, width, Graphics.height - y)
    self.opacity = 0
    data = []
    self.index = 0 #Do not include the main actor!
    activate
    refresh
  end #def initialize

  def item_max
    @data ? @data.size : 1
  end #def item_max
    
  def make_item_list
    @data = $game_party.members.compact
  end #def make_item_list
  
  def draw_item(index)
    item = @data[index]
    if item
      rect = item_rect_for_text(index)
      draw_text(rect, item.id)
      draw_text_ex(rect.x + 15, rect.y, item.class.name)
      draw_text_ex(rect.x + 100, rect.y, item.name)
      draw_text_ex(rect.x + 180, rect.y, item.level)
      for i in 1..6
        if index==i-1
          #If same actor, cannot be fused
          eval("draw_text(220+(50*#{i}), rect.y, 30, line_height, '!')")
        elsif item.class == @data[i-1].class
          #else if same class, cannot be fused
          eval("draw_text(220+(50*#{i}), rect.y, 30, line_height, 'No')")
        else
          #else, can be fused
          eval("draw_text(220+(50*#{i}), rect.y, 30, line_height, 'Yes')")
          @data[i-1].set_handler(:ok, SceneManager.call(Scene_Fusion2))
          #set call handler
        end #end if else
      end #end for
    end #end if
  end #def draw_item
  
  def refresh
    contents.clear
    make_item_list
    create_contents
    draw_all_items
  end #def refresh
  
end #class Window_PartyList2

Trihan's "Make me a script" topic!

author=Trihan
The best thing to do is to recreate the enemy list window from part 2 of my Slip into Ruby article, but rather than draw enemy.name, make an array for the player names and use that as the data instead.

That works. I did some editing here and there, but it now works.
I guess I have to wait for part 3 to handle events associated with those items. :-)