Let me just start off by saying that, as of this moment, I have officially ended a very heartfelt relationship with the RMXP "Window" >:(
*sigh*
Okay, I'm making a window (called ActorTurn) to display whose turn it is by using actor graphics that I've placed inside a window, in battle. I've configured all the needed coding (Window_Base, Window_ActorTurn, and Scene_Battle), but it keeps popping up with a undefined "actor.character_name" when I've used this same way of displaying things before. For the life of me, I cannot figure out wtf is going wrong! :-[
Heres the coding:
Window_Base
def draw_turngraphic(actor, x, y)
turngraphic = RPG::Cache.picture("BattleFaces/" + actor.character_name + "Turn")
tgw = turngraphic.width
tgh = turngraphic.height
src_rect = Rect.new(0, 0, tgw, tgh)
self.contents.blt(x - tgw / 2, y - tgh, turngraphic, src_rect)
end
Window_ActorTurn
class Window_ActorTurn < Window_Base
#--------------------------------------------------------------------------
# * Object Initialization
#--------------------------------------------------------------------------
def initialize
super(-15, 300, 147, 62)
self.opacity = 0
self.contents = Bitmap.new(width-32, height-32)
refresh
end
#--------------------------------------------------------------------------
# * Refresh
#--------------------------------------------------------------------------
def refresh
self.contents.clear
for actor in $game_party.actors
actor = $game_party.actors
draw_turngraphic(actor, 0, 30)
end
end
end
Scene_Battle (I've configured everything throughout like dispose, update, etc. that's not the problem; i'm getting the error just as I enter battle)
@actorturn_window = Window_ActorTurn.new
Thanks!
excuse the double.......
i've managed to get through without the error HOWEVER, something else is up now. By changing all of this:
Window_Base
def draw_actor_turngraphic(actor, x, y)
for actor in $game_party.actors
turngraphic = RPG::Cache.picture("BattleFaces/" + actor.character_name + "Turn")
tgw = turngraphic.width
tgh = turngraphic.height
src_rect = Rect.new(0, 0, tgw, tgh)
self.contents.blt(x - tgw / 115, y - tgh, turngraphic, src_rect)
end
end
Window_ActorTurn
class Window_ActorTurn < Window_Base
#--------------------------------------------------------------------------
# * Object Initialization
#--------------------------------------------------------------------------
def initialize(actor)
super(-15, 310, 147, 62)
self.opacity = 0
self.contents = Bitmap.new(width-32, height-32)
refresh
end
#--------------------------------------------------------------------------
# * Refresh
#--------------------------------------------------------------------------
def refresh
self.contents.clear
for i in 0...$game_party.actors.size
actor = $game_party.actors
draw_actor_turngraphic(actor, 0, 30)
#draw_actor_class(actor, 30, 34)
end
end
end
Scene_Battle
for actor in $game_party.actors
@actorturn_window = Window_ActorTurn.new(@actor_index)
end
It now shows, but stacks, all of the ActorTurn graphics when I only want it to show one (the actor whose turn is currently up, according to his/her battle commands). Any ideas?
ahhhh, does anybody know what i mean? :-\
I personaly don't my appolagies I am not one to do well in "scripting" but I do know how to analize a script and figure out what it effects and does.
hmmm, alright thanks anyway.