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Simple Script Shop

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If you want to, NAM, you can use self.contents.fill_rect to make that bar solid.

Just use this syntax: self.contents.fill_rect(x,y,width,length,Color.new(red,green,blue,power))

If you need more details, just ask.

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I think the seperation works because it makes it more apparent what Icons go to what items.

thanks for the tip though

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Any luck yet Shinami? :-\
I'm pretty stuck here... :P
Sincerely,
Your conscience.

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I'm stuck... -_-; I'm not 100% sure though but I think it has something to do with the way Window_Selectable is used.

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It is because Window_MenuStatus overwrites the method update_cursor_rect

If you want to make Window_MenuStatus scroll, you will need to overwrite these methods of Window_Selectable:

Code: [Select]
  #--------------------------------------------------------------------------
  # * Get Top Row
  #--------------------------------------------------------------------------
  def top_row
    # Divide y-coordinate of window contents transfer origin by 1 row
    # height of 32
    return self.oy / 32
  end
  #--------------------------------------------------------------------------
  # * Set Top Row
  #     row : row shown on top
  #--------------------------------------------------------------------------
  def top_row=(row)
    # If row is less than 0, change it to 0
    if row < 0
      row = 0
    end
    # If row exceeds row_max - 1, change it to row_max - 1
    if row > row_max - 1
      row = row_max - 1
    end
    # Multiply 1 row height by 32 for y-coordinate of window contents
    # transfer origin
    self.oy = row * 32
  end
  #--------------------------------------------------------------------------
  # * Get Number of Rows Displayable on 1 Page
  #--------------------------------------------------------------------------
  def page_row_max
    # Subtract a frame height of 32 from the window height, and divide it by
    # 1 row height of 32
    return (self.height - 32) / 32
  end
  #--------------------------------------------------------------------------
  # * Update Cursor Rectangle
  #--------------------------------------------------------------------------
  def update_cursor_rect
    # If cursor position is less than 0
    if @index < 0
      self.cursor_rect.empty
      return
    end
    # Get current row
    row = @index / @column_max
    # If current row is before top row
    if row < self.top_row
      # Scroll so that current row becomes top row
      self.top_row = row
    end
    # If current row is more to back than back row
    if row > self.top_row + (self.page_row_max - 1)
      # Scroll so that current row becomes back row
      self.top_row = row - (self.page_row_max - 1)
    end
    # Calculate cursor width
    cursor_width = self.width / @column_max - 32
    # Calculate cursor coordinates
    x = @index % @column_max * (cursor_width + 32)
    y = @index / @column_max * 32 - self.oy
    # Update cursor rectangle
    self.cursor_rect.set(x, y, cursor_width, 32)
  end

You would need to change the size of the window, and a few other things, but I believe that if you overwrite them that will probably do the trick.

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sorry I haven't been on for a while, I was very very buisy
I'll get right back on this since I just got RMXP on my new comp

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@Modern - I'll try that then :)

[EDIT]
I've no idea what to change there :-\
Whilst i'm trying to figure out how to complete Ferenn's request, anyone have any more requests?
« Last Edit: June 08, 2007, 10:50:44 AM by Rune »
Sincerely,
Your conscience.

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Whilst i'm trying to figure out how to complete Ferenn's request, anyone have any more requests?

Anyone? :(
Sincerely,
Your conscience.

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There's mine on the second page.
Working on world of sorrow again.

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That is true O_o
Will start later :P

[EDIT]
Here's your menu, sorry, I couldn't get EXP in a percentage, there's only a limit to what I can do T.T;
Spoiler for:
Code: [Select]
$data_mapinfos = load_data('Data/MapInfos.rxdata')

class Window_Location < Window_Base
  def initialize
    super(0, 0, 160, 256)
    self.contents = Bitmap.new(width - 32, height - 32)
    self.contents.font.name = $defaultfonttype
    self.contents.font.size = $defaultfontsize
    refresh
  end
  def refresh
  contents.clear
  contents.font.color = system_color
  contents.draw_text(4, 80, 120, 32, 'Location:')
  contents.font.color = normal_color
  name = $data_mapinfos[$game_map.map_id].name 
  contents.draw_text(4, 96, 128, 32, name)
  end
end

class Window_Steps < Window_Base
  def initialize
    super(0, 0, 160, 80)
    self.contents = Bitmap.new(width - 32, height - 32)
    self.contents.font.name = $defaultfonttype
    self.contents.font.size = $defaultfontsize
    refresh
  end
  def refresh
    self.contents.clear
    self.contents.font.color = system_color
    self.contents.draw_text(4, 0, 120, 32, "Number of Steps")
    self.contents.font.color = normal_color
    self.contents.draw_text(4, 16, 120, 32, $game_party.steps.to_s, 2)
  end
end

class Window_PlayTime < Window_Base
  def initialize
    super(0, 0, 160, 80)
    self.contents = Bitmap.new(width - 32, height - 32)
    self.contents.font.name = $defaultfonttype
    self.contents.font.size = $defaultfontsize
    refresh
  end
  def refresh
    self.contents.clear
    self.contents.font.color = system_color
    self.contents.draw_text(4, 0, 120, 32, "Play Time")
    @total_sec = Graphics.frame_count / Graphics.frame_rate
    hour = @total_sec / 60 / 60
    min = @total_sec / 60 % 60
    sec = @total_sec % 60
    text = sprintf("%02d:%02d:%02d", hour, min, sec)
    self.contents.font.color = normal_color
    self.contents.draw_text(4, 16, 120, 32, text, 2)
  end
end

class Window_Gold < Window_Base
  def initialize
    super(0, 0, 160, 80)
    self.contents = Bitmap.new(width - 32, height - 32)
    self.contents.font.name = $defaultfonttype
    self.contents.font.size = $defaultfontsize
    refresh
  end
  def refresh
    self.contents.clear
    cx = contents.text_size($data_system.words.gold).width
    self.contents.font.color = normal_color
    self.contents.draw_text(4, 8, 120-cx-2, 32, $game_party.gold.to_s, 2)
    self.contents.font.color = system_color
    self.contents.draw_text(124-cx, 8, cx, 32, $data_system.words.gold, 2)
  end
end

class Window_MenuStatus < Window_Selectable
  def initialize
    super(0, 0, 480, 400)
    @column_max = 1
    self.contents = Bitmap.new(width - 32, height - 32)
    self.contents.font.name = $defaultfonttype
    self.contents.font.size = $defaultfontsize
    refresh
    self.active = false
    self.index = -1
    @item_max = 8
  end
  def refresh
    self.contents.clear
    @item_max = $game_party.actors.size
    for i in 0...$game_party.actors.size
      x = 32
      y = i * 96
      actor = $game_party.actors[i]
      draw_actor_name(actor, x, y)
      draw_actor_exp(actor, x, y + 32)
      draw_actor_hp(actor, x + 236, y)
      draw_actor_sp(actor, x + 236, y + 32)
    end
  end
  def update_cursor_rect
    if @index < 0
      self.cursor_rect.empty
    else
      self.cursor_rect.set(0, @index * 96, self.width - 32, 80)
    end
  end
  def draw_actor_exp(actor, x, y)
    self.contents.font.color = system_color
    self.contents.draw_text(x, y, 24, 32, "Exp")
    self.contents.font.color = normal_color
    self.contents.draw_text(x + 24, y, 84, 32, actor.exp_s, 2)
    self.contents.draw_text(x + 108, y, 12, 32, "/", 1)
    self.contents.draw_text(x + 120, y, 84, 32, actor.next_exp_s)
  end
end

class Scene_Menu
  def initialize(menu_index = 0)
    @menu_index = menu_index
  end
  def main
    s1 = "Items"
    s2 = "Skills"
    s3 = "Equip"
    s4 = "Status"
    s5 = "Save"
    s6 = "Quit"
    @command_window = Window_Command.new(160, [s1, s2, s3, s4, s5, s6])
    @command_window.index = @menu_index
    if $game_party.actors.size == 0
      @command_window.disable_item(0)
      @command_window.disable_item(1)
      @command_window.disable_item(2)
      @command_window.disable_item(3)
    end
    if $game_system.save_disabled
      @command_window.disable_item(4)
    end
    @playtime_window = Window_PlayTime.new
    @playtime_window.x = 320
    @playtime_window.y = 400
    @steps_window = Window_Steps.new
    @steps_window.x = 160
    @steps_window.y = 400
    @gold_window = Window_Gold.new
    @gold_window.x = 480
    @gold_window.y = 400
    @status_window = Window_MenuStatus.new
    @status_window.x = 160
    @loc_window = Window_Location.new
    @loc_window.y = 224
    Graphics.transition
    loop do
      Graphics.update
      Input.update
      update
      if $scene != self
        break
      end
    end
    Graphics.freeze
    @command_window.dispose
    @playtime_window.dispose
    @steps_window.dispose
    @gold_window.dispose
    @status_window.dispose
    @loc_window.dispose
  end
  def update
    @command_window.update
    @playtime_window.update
    @steps_window.update
    @gold_window.update
    @status_window.update
    @loc_window.update
    if @command_window.active
      update_command
      return
    end
    if @status_window.active
      update_status
      return
    end
  end
  def update_command
    if Input.trigger?(Input::B)
      $game_system.se_play($data_system.cancel_se)
      $scene = Scene_Map.new
      return
    end
    if Input.trigger?(Input::C)
      if $game_party.actors.size == 0 and @command_window.index < 4
        $game_system.se_play($data_system.buzzer_se)
        return
      end
      case @command_window.index
      when 0
        $game_system.se_play($data_system.decision_se)
        $scene = Scene_Item.new
      when 1
        $game_system.se_play($data_system.decision_se)
        @command_window.active = false
        @status_window.active = true
        @status_window.index = 0
      when 2
        $game_system.se_play($data_system.decision_se)
        @command_window.active = false
        @status_window.active = true
        @status_window.index = 0
      when 3
        $game_system.se_play($data_system.decision_se)
        @command_window.active = false
        @status_window.active = true
        @status_window.index = 0
      when 4
        if $game_system.save_disabled
          $game_system.se_play($data_system.buzzer_se)
          return
        end
        $game_system.se_play($data_system.decision_se)
        $scene = Scene_Save.new
      when 5
        $game_system.se_play($data_system.decision_se)
        $scene = Scene_End.new
      end
      return
    end
  end
  def update_status
    if Input.trigger?(Input::B)
      $game_system.se_play($data_system.cancel_se)
      @command_window.active = true
      @status_window.active = false
      @status_window.index = -1
      return
    end
    if Input.trigger?(Input::C)
      case @command_window.index
      when 1
        if $game_party.actors[@status_window.index].restriction >= 2
          $game_system.se_play($data_system.buzzer_se)
          return
        end
        $game_system.se_play($data_system.decision_se)
        $scene = Scene_Skill.new(@status_window.index)
      when 2
        $game_system.se_play($data_system.decision_se)
        $scene = Scene_Equip.new(@status_window.index)
      when 3
        $game_system.se_play($data_system.decision_se)
        $scene = Scene_Status.new(@status_window.index)
      end
      return
    end
  end
end

Any queries or problems, PM me ;)
I'll start on your Status screen now... in the meantime, i'd better learn how to make equip screens :P

[EDIT 2]
Here's your status screen :)
Replace Window_Status with this
Spoiler for:
Code: [Select]
class Window_Base < Window
  def draw_actor_battler(actor, x, y)
    bitmap = RPG::Cache.battler(actor.battler_name, actor.battler_hue)
    cw = bitmap.width
    ch = bitmap.height
    rect = Rect.new(0, 0, cw, ch)
    self.contents.blt(x, y, bitmap, rect)
  end
end

class Window_Status < Window_Base
  def initialize(actor)
    super(0, 0, 640, 480)
    self.contents = Bitmap.new(width - 32, height - 32)
    self.contents.font.name = $defaultfonttype
    self.contents.font.size = $defaultfontsize
    @actor = actor
    refresh
  end
  def refresh
    self.contents.clear
    draw_actor_battler(@actor, 224, 160)
    draw_actor_name(@actor, 32, 0)
    draw_actor_class(@actor, 192, 0)
    draw_actor_level(@actor, 320, 0)
    draw_actor_state(@actor, 480, 0)
    draw_actor_hp(@actor, 4, 64, 172)
    draw_actor_sp(@actor, 4, 96, 172)
    draw_actor_parameter(@actor, 4, 160, 0)
    draw_actor_parameter(@actor, 4, 192, 1)
    draw_actor_parameter(@actor, 4, 224, 2)
    draw_actor_parameter(@actor, 4, 288, 3)
    draw_actor_parameter(@actor, 4, 320, 4)
    draw_actor_parameter(@actor, 4, 352, 5)
    draw_actor_parameter(@actor, 4, 384, 6)
    self.contents.font.color = system_color
    self.contents.draw_text(448, 64, 80, 32, "Exp:")
    self.contents.draw_text(448, 96, 80, 32, "Next Level:")
    self.contents.font.color = normal_color
    self.contents.draw_text(448 + 72, 64, 84, 32, @actor.exp_s, 2)
    self.contents.draw_text(448 + 72, 96, 84, 32, @actor.next_rest_exp_s, 2)
    self.contents.font.color = system_color
    self.contents.draw_text(448, 160, 96, 32, "Equipment:")
    draw_item_name($data_weapons[@actor.weapon_id], 448, 192)
    draw_item_name($data_armors[@actor.armor1_id], 448, 224)
    draw_item_name($data_armors[@actor.armor2_id], 448, 256)
    draw_item_name($data_armors[@actor.armor3_id], 448, 288)
    draw_item_name($data_armors[@actor.armor4_id], 448, 320)
  end
  def dummy
    self.contents.font.color = system_color
    self.contents.draw_text(320, 112, 96, 32, $data_system.words.weapon)
    self.contents.draw_text(320, 176, 96, 32, $data_system.words.armor1)
    self.contents.draw_text(320, 240, 96, 32, $data_system.words.armor2)
    self.contents.draw_text(320, 304, 96, 32, $data_system.words.armor3)
    self.contents.draw_text(320, 368, 96, 32, $data_system.words.armor4)
    draw_item_name($data_weapons[@actor.weapon_id], 448, 192)
    draw_item_name($data_armors[@actor.armor1_id], 448, 224)
    draw_item_name($data_armors[@actor.armor2_id], 448, 256)
    draw_item_name($data_armors[@actor.armor3_id], 448, 288)
    draw_item_name($data_armors[@actor.armor4_id], 448, 320)
  end
end

And replace Scene_Status with this
Spoiler for:
Code: [Select]
class Window_Window1 < Window_Base
  def initialize
    super(0, 0, 160, 64)
    self.contents = Bitmap.new(width - 32, height - 32)
    self.contents.font.name = $defaultfonttype
    self.contents.font.size = $defaultfontsize
    refresh
  end
  def refresh
    self.contents.clear
  end
end

class Window_Window2 < Window_Base
  def initialize
    super(160, 0, 160, 64)
    self.contents = Bitmap.new(width - 32, height - 32)
    self.contents.font.name = $defaultfonttype
    self.contents.font.size = $defaultfontsize
    refresh
  end
  def refresh
    self.contents.clear
  end
end

class Window_Window3 < Window_Base
  def initialize
    super(320, 0, 320, 64)
    self.contents = Bitmap.new(width - 32, height - 32)
    self.contents.font.name = $defaultfonttype
    self.contents.font.size = $defaultfontsize
    refresh
  end
  def refresh
    self.contents.clear
  end
end

class Window_Window4 < Window_Base
  def initialize
    super(0, 64, 192, 416)
    self.contents = Bitmap.new(width - 32, height - 32)
    self.contents.font.name = $defaultfonttype
    self.contents.font.size = $defaultfontsize
    refresh
  end
  def refresh
    self.contents.clear
  end
end

class Window_Window5 < Window_Base
  def initialize
    super(448, 64, 192, 96)
    self.contents = Bitmap.new(width - 32, height - 32)
    self.contents.font.name = $defaultfonttype
    self.contents.font.size = $defaultfontsize
    refresh
  end
  def refresh
    self.contents.clear
  end
end

class Window_Window6 < Window_Base
  def initialize
    super(448, 160, 192, 320)
    self.contents = Bitmap.new(width - 32, height - 32)
    self.contents.font.name = $defaultfonttype
    self.contents.font.size = $defaultfontsize
    refresh
  end
  def refresh
    self.contents.clear
  end
end

class Window_Window7 < Window_Base
  def initialize
    super(192, 64, 256, 416)
    self.contents = Bitmap.new(width - 32, height - 32)
    self.contents.font.name = $defaultfonttype
    self.contents.font.size = $defaultfontsize
    refresh
  end
  def refresh
    self.contents.clear
  end
end

class Scene_Status
  def initialize(actor_index = 0, equip_index = 0)
    @actor_index = actor_index
  end
  def main
    @actor = $game_party.actors[@actor_index]
    @status_window = Window_Status.new(@actor)
    @wina_window = Window_Window1.new
    @winb_window = Window_Window2.new
    @winc_window = Window_Window3.new
    @wind_window = Window_Window4.new
    @wine_window = Window_Window5.new
    @winf_window = Window_Window6.new
    @wing_window = Window_Window7.new
    Graphics.transition
    loop do
      Graphics.update
      Input.update
      update
      if $scene != self
        break
      end
    end
    Graphics.freeze
    @status_window.dispose
    @wina_window.dispose
    @winb_window.dispose
    @winc_window.dispose
    @wind_window.dispose
    @wine_window.dispose
    @winf_window.dispose
    @wing_window.dispose
  end
  def update
    if Input.trigger?(Input::B)
      $game_system.se_play($data_system.cancel_se)
      $scene = Scene_Menu.new(3)
      return
    end
    if Input.trigger?(Input::R)
      $game_system.se_play($data_system.cursor_se)
      @actor_index += 1
      @actor_index %= $game_party.actors.size
      $scene = Scene_Status.new(@actor_index)
      return
    end
    if Input.trigger?(Input::L)
      $game_system.se_play($data_system.cursor_se)
      @actor_index += $game_party.actors.size - 1
      @actor_index %= $game_party.actors.size
      $scene = Scene_Status.new(@actor_index)
      return
    end
  end
end

Again, any queries or problems, PM me ;)

I'll get to work on your equip screen straight away ;)

[EDIT 3]
Your Equip screen is finished ;D
Just replace Window_EquipLeft with this
Spoiler for:
Code: [Select]
class Window_EquipLeft < Window_Base
  def initialize(actor)
    super(0, 64, 272, 192)
    self.contents = Bitmap.new(width - 32, height - 32)
    self.contents.font.name = $defaultfonttype
    self.contents.font.size = $defaultfontsize
    @actor = actor
    refresh
  end
  def refresh
    self.contents.clear
    draw_actor_graphic(@actor, 192, 48)
    draw_actor_name(@actor, 4, 0)
    draw_actor_level(@actor, 4, 32)
    draw_actor_parameter(@actor, 4, 64, 0)
    draw_actor_parameter(@actor, 4, 96, 1)
    draw_actor_parameter(@actor, 4, 128, 2)
    if @new_atk != nil
      self.contents.font.color = system_color
      self.contents.draw_text(160, 64, 40, 32, " >>", 1)
      if @new_atk > @actor.atk
        self.contents.font.color = Color.new(0, 255, 0)
      elsif @new_atk < @actor.atk
        self.contents.font.color = Color.new(255, 0, 0)
      else
        self.contents.font.color = normal_color
      end
      self.contents.draw_text(200, 64, 36, 32, @new_atk.to_s, 2)
    end
    if @new_pdef != nil
      self.contents.font.color = system_color
      self.contents.draw_text(160, 96, 40, 32, " >>", 1)
      if @new_pdef > @actor.pdef
        self.contents.font.color = Color.new(0, 255, 0)
      elsif @new_pdef < @actor.pdef
        self.contents.font.color = Color.new(255, 0, 0)
      else
        self.contents.font.color = normal_color
      end
      self.contents.draw_text(200, 96, 36, 32, @new_pdef.to_s, 2)
    end
    if @new_mdef != nil
      self.contents.font.color = system_color
      self.contents.draw_text(160, 128, 40, 32, " >>", 1)
      if @new_mdef > @actor.mdef
        self.contents.font.color = Color.new(0, 255, 0)
      elsif @new_mdef < @actor.mdef
        self.contents.font.color = Color.new(255, 0, 0)
      else
        self.contents.font.color = normal_color
      end
      self.contents.draw_text(200, 128, 36, 32, @new_mdef.to_s, 2)
    end
  end
  def set_new_parameters(new_atk, new_pdef, new_mdef)
    if @new_atk != new_atk or @new_pdef != new_pdef or @new_mdef != new_mdef
      @new_atk = new_atk
      @new_pdef = new_pdef
      @new_mdef = new_mdef
      refresh
    end
  end
end

That should do ;) , any queries or problems, PM me ;)

This means that i'm open for requests ;D
Any takers?
« Last Edit: June 09, 2007, 08:05:49 PM by Rune »
Sincerely,
Your conscience.

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This is what I use to convert exp into a percent.

Spoiler for EXP in percent:
Code: [Select]
xp = actor.next_rest_exp
xp_tg = actor.next_exp
if $data_actors[current_actor+1].final_level = actor.level#This keeps the game from crashing when
  percentage = ((100 * 1.0) / 100)                                   #someone reaches the final level set by the
else                                                                                  #dev team in a project.
  percentage = (((100 * 1.0) / 100) - ((xp * 1.0) / xp_tg))#100 percent - (percentage of exp to lvl gained)
end

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Ohh okies thanks ;D I'll add that :D

[EDIT]
Where do I put it?
« Last Edit: June 09, 2007, 08:39:32 PM by Rune »
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pokeball QigOffline
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On the the menu equip and status screem I get the error, no implicit from nil to interger.
Working on world of sorrow again.

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Which line on each script?
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I need a simple battle script where its like a side batte system, but instead the chars are at the bottom facing upwards and when they attack they run forward and strike.

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Um... don't mean to disappoint you but... if you read my first post, it says what I cando, it doesn't list CBSes... sorry >.<;
Unless NAMKCOR or Shinami can do them, you're out of luck :-\ sorry...
Sincerely,
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[EDIT]
Where do I put it?
More or less, just use it to make your own draw_exp method that displays percent however you want.

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Um... don't mean to disappoint you but... if you read my first post, it says what I cando, it doesn't list CBSes... sorry >.<;
Unless NAMKCOR or Shinami can do them, you're out of luck :-\ sorry...
Sorry, I thought it was something else.
That's completely ok.

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Mawbeast
2013 Best ArtistParticipant - GIAW 11Secret Santa 2013 ParticipantFor the great victory in the Breakfast War.2012 Best Game Creator (Non-RM Programs)~Bronze - GIAW 9Project of the Month winner for December 2009Project of the Month winner for August 20082011 Best Game Creator (Non RM)Gold - GIAW Halloween
you can go into the Sideview and change the x and y of the battlers
I'd do it if I had more time...

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I'm having troubles with a card system so~...I doubt I could do a CBS. I'll be occupied with C++ anyways after I finish a request.

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[EDIT]
Where do I put it?
More or less, just use it to make your own draw_exp method that displays percent however you want.

Like this?
Code: [Select]
class Window_Base < Window
  def draw_actor_exp(actor, x, y)
    self.contents.font.color = system_color
    self.contents.draw_text(x, y, 24, 32, "Exp")
    self.contents.font.color = normal_color
    xp = actor.next_rest_exp_s
    xp_tg = actor.next_exp_s
    if $data_actors[@actor+1].final_level = actor.level
      percentage = ((100 * 1.0) / 100)
    else
      percentage = (((100 * 1.0) / 100) - ((xp * 1.0) / xp_tg))
    end
    self.contents.draw_text(x, y, 48, 32, percentage_s, 2)
    self.contents.draw_text(x, y, 20, 32, "%")
  end
end
If so then I keep getting loads of errors... too many to list T.T;

Anyay, whilst i'm waiting for Qig to reply, anyone got a request?
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If so then I keep getting loads of errors... too many to list T.T;
First things first, you had @actor in $data_actors[@actor+1].final_level when @actor isn't defined so ofcourse you're going to get an error there. I fixed this to actor.id+1 since $data_ variables don't start at 0 like other arrays. Why? Hell if I know.

Another one is percentage_s. I'm guessing you were wanting percentage.to_s since that converts the variables contents into a string. The damn next_exp_s and next_rest_xp_s methods in Game_Actor were also messing with it...how the hell I made it work with a bar script is beyond me. I messed around and made you something that should work for what you need it to do.

Spoiler for Here you go:
Code: [Select]
class Game_Actor
 
  def next_exp
    return @exp_list[@level+1] > 0 ? @exp_list[@level+1] : "-------"
  end
 
  def next_rest_exp
    return @exp_list[@level+1] > 0 ?
      (@exp_list[@level+1] - @exp) : "-------"
  end
end
 
class Window_Base < Window
  def draw_actor_exp(actor, x, y)
    self.contents.font.color = system_color
    self.contents.draw_text(x, y, 24, 32, "Exp")
    self.contents.font.color = normal_color
    xp = actor.next_rest_exp
    xp_tg = actor.next_exp
    if $data_actors[actor.id+1].final_level == actor.level
      percentage = ((100 * 1.0) / 100)
    else
      percentage = (((100 * 1.0) / 100) - ((xp * 1.0) / xp_tg))
    end
    self.contents.draw_text(x+10, y, 48, 32, percentage.to_s, 2)
    self.contents.draw_text(x+60, y, 20, 32, "%")
  end
end
Enjoy. I'm going to go try once more to crash. I've been up for almost 48 hours. God damn I hate personal problems.

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Still won't work, undefined method 'final_level'
Sincerely,
Your conscience.

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Any requests? :(
Sincerely,
Your conscience.