Hello I have a problem. Who can change this script:#===============================================================================
#
# Name: Crisis Core Master Core Mission Results
#
# Autor: Crisis Core Master Core
#
# Version: 1.0.0
#
#===============================================================================
#===============================================================================
# Module + Instruction:
#
# Name: Variable1
# Description: Variable of Points.
#
# Name: Variable2
# Description: Variable of Extra Points.
#
# Name: Variable3
# Description: Variable of Gems.
#
# Name: Variable4
# Description: Variable of Crosses.
#
# Name: Variable5
# Description: Variable of Main Points.
#===============================================================================
module Variable
Variable1 = 5
Variable2 = 6
Variable3 = 7
Variable4 = 8
Variable5 = 9
end
#===============================================================================
# Module + Instruction:
#
# Name: F
# Description: Rank "F".
#
# Name: E
# Description: Rank "E".
#
# Name: D
# Description: Rank "D".
#
# Name: C
# Description: Rank "C".
#
# Name: B
# Description: Rank "B".
#
# Name: A
# Description: Rank "A".
#
# Name: S
# Description: Rank "S".
#===============================================================================
module Rank
F = "F"
E = "E"
D = "D"
C = "C"
B = "B"
A = "A"
S = "S"
end
#===============================================================================
# Module + Instruction:
#
# Name: Message1
# Description: Main Message of Mission.
#
# Name: Message2
# Description: Main Message of Points, after this script shows a rank.
#
# Name: Message3
# Description: Main Message of Extra Points, after this script shows a rank.
#
# Name: Message4
# Description: Main Message of Gems, after this script shows a rank.
#
# Name: Message5
# Description: Main Message of Crosses, after this script shows a rank.
#
# Name: Message6
# Description: Main Message of Main Points, after this script shows a rank.
#===============================================================================
module Messages
Message1 = "Mission Complete:"
Message2 = "Points:"
Message3 = "Extra Points:"
Message4 = "Gems:"
Message5 = "Crosses:"
Message6 = "Main:"
end
#===============================================================================
# Module + Instruction:
#
# Name: F
# Description: Points for Rank "F".
#
# Name: E
# Description: Points for Rank "E".
#
# Name: D
# Description: Points for Rank "D".
#
# Name: C
# Description: Points for Rank "C".
#
# Name: B
# Description: Points for Rank "B".
#
# Name: A
# Description: Points for Rank "A".
#
# Name: S
# Description: Points for Rank "S".
#===============================================================================
module Points
F = 40
E = 50
D = 60
C = 70
B = 80
A = 90
S = 100
end
#===============================================================================
# Module + Instruction:
#
# Name: F
# Description: Extra Points for Rank "F".
#
# Name: E
# Description: Extra Points for Rank "E".
#
# Name: D
# Description: Extra Points for Rank "D".
#
# Name: C
# Description: Extra Points for Rank "C".
#
# Name: B
# Description: Extra Points for Rank "B".
#
# Name: A
# Description: Extra Points for Rank "A".
#
# Name: S
# Description: Extra Points for Rank "S".
#===============================================================================
module Extra_Points
F = 40
E = 50
D = 60
C = 70
B = 80
A = 90
S = 100
end
#===============================================================================
# Module + Instruction:
#
# Name: F
# Description: Gems for Rank "F".
#
# Name: E
# Description: Gems for Rank "E".
#
# Name: D
# Description: Gems for Rank "D".
#
# Name: C
# Description: Gems for Rank "C".
#
# Name: B
# Description: Gems for Rank "B".
#
# Name: A
# Description: Gems for Rank "A".
#
# Name: S
# Description: Gems for Rank "S".
#===============================================================================
module Gems
F = 0
E = 5
D = 10
C = 15
B = 20
A = 25
S = 30
end
#===============================================================================
# Module + Instruction:
#
# Name: F
# Description: Crosses for Rank "F".
#
# Name: E
# Description: Crosses for Rank "E".
#
# Name: D
# Description: Crosses for Rank "D".
#
# Name: C
# Description: Crosses for Rank "C".
#
# Name: B
# Description: Crosses for Rank "B".
#
# Name: A
# Description: Crosses for Rank "A".
#
# Name: S
# Description: Crosses for Rank "S".
#===============================================================================
module Crosses
F = 0
E = 5
D = 10
C = 15
B = 20
A = 25
S = 30
end
#===============================================================================
# Class: Scene Mission
#===============================================================================
class Scene_Mission < Scene_Base
def start
super
@mission = Window_Mission.new
@static = Window_Static.new
end
def terminate
super
dispose_menu_background
@mission.dispose
@static.dispose
end
def update
super
update_menu_background
@mission.refresh
@static.refresh
end
end
#===============================================================================
# Class: Mission Window
#===============================================================================
class Window_Mission < Window_Base
def initialize (x = 0, y = 0, width = 544, height = 60)
super (x, y, width, height)
self.contents.dispose
self.contents = Bitmap.new(width - 32, height - 32)
self.opacity = 255
self.contents_opacity = 255
refresh
end
def refresh
self.contents.clear
self.contents.draw_text(0, 0, 288, 32, Messages::Message1, 1)
end
end
#===============================================================================
# Class: Statistics Window
#===============================================================================
class Window_Static < Window_Base
def initialize (x = 0, y = 60, width = 544, height = 192)
super (x, y, width, height)
self.contents.dispose
self.contents = Bitmap.new(width - 32, height - 32)
self.opacity = 255
self.contents_opacity = 255
refresh
end
def refresh
self.contents.clear
self.contents.draw_text(0, 0, 120, 32, Messages::Message2, 0)
if $game_variables[Variable::Variable1] >= Points::S
self.contents.draw_text(1, 0, 288, 32, Rank::S, 2)
else if $game_variables[Variable::Variable1] >= Points::A
self.contents.draw_text(0, 0, 288, 32, Rank::A, 2)
else if $game_variables[Variable::Variable1] >= Points::B
self.contents.draw_text(0, 0, 288, 32, Rank::B, 2)
else if $game_variables[Variable::Variable1] >= Points::C
self.contents.draw_text(0, 0, 288, 32, Rank::C, 2)
else if $game_variables[Variable::Variable1] >= Points::D
self.contents.draw_text(0, 0, 288, 32, Rank::D, 2)
else if $game_variables[Variable::Variable1] >= Points::E
self.contents.draw_text(0, 0, 288, 32, Rank::E, 2)
else if $game_variables[Variable::Variable1] >= Points::F
self.contents.draw_text(0, 0, 288, 32, Rank::F, 2)
else if $game_variables[Variable::Variable1] <= Points::F
self.contents.draw_text(0, 0, 288, 32, Rank::F, 2)
end
end
end
end
end
end
end
end
self.contents.draw_text(0, 24, 120, 32, Messages::Message3, 0)
if $game_variables[Variable::Variable2] >= Extra_Points::S
self.contents.draw_text(1, 24, 288, 32, Rank::S, 2)
else if $game_variables[Variable::Variable2] >= Extra_Points::A
self.contents.draw_text(0, 24, 288, 32, Rank::A, 2)
else if $game_variables[Variable::Variable2] >= Extra_Points::B
self.contents.draw_text(0, 24, 288, 32, Rank::B, 2)
else if $game_variables[Variable::Variable2] >= Extra_Points::C
self.contents.draw_text(0, 24, 288, 32, Rank::C, 2)
else if $game_variables[Variable::Variable2] >= Extra_Points::D
self.contents.draw_text(0, 24, 288, 32, Rank::D, 2)
else if $game_variables[Variable::Variable2] >= Extra_Points::E
self.contents.draw_text(0, 24, 288, 32, Rank::E, 2)
else if $game_variables[Variable::Variable2] >= Extra_Points::F
self.contents.draw_text(0, 24, 288, 32, Rank::F, 2)
else if $game_variables[Variable::Variable2] <= Extra_Points::F
self.contents.draw_text(0, 24, 288, 32, Rank::F, 2)
end
end
end
end
end
end
end
end
self.contents.draw_text(0, 48, 120, 32, Messages::Message4, 0)
if $game_variables[Variable::Variable3] >= Gems::S
self.contents.draw_text(1, 48, 288, 32, Rank::S, 2)
else if $game_variables[Variable::Variable3] >= Gems::A
self.contents.draw_text(0, 48, 288, 32, Rank::A, 2)
else if $game_variables[Variable::Variable3] >= Gems::B
self.contents.draw_text(0, 48, 288, 32, Rank::B, 2)
else if $game_variables[Variable::Variable3] >= Gems::C
self.contents.draw_text(0, 48, 288, 32, Rank::C, 2)
else if $game_variables[Variable::Variable3] >= Gems::D
self.contents.draw_text(0, 48, 288, 32, Rank::D, 2)
else if $game_variables[Variable::Variable3] >= Gems::E
self.contents.draw_text(0, 48, 288, 32, Rank::E, 2)
else if $game_variables[Variable::Variable3] >= Gems::F
self.contents.draw_text(0, 48, 288, 32, Rank::F, 2)
else if $game_variables[Variable::Variable3] <= Gems::F
self.contents.draw_text(0, 48, 288, 32, Rank::F, 2)
end
end
end
end
end
end
end
end
self.contents.draw_text(0, 72, 120, 32, Messages::Message5, 0)
if $game_variables[Variable::Variable4] >= Crosses::S
self.contents.draw_text(1, 72, 288, 32, Rank::S, 2)
else if $game_variables[Variable::Variable4] >= Crosses::A
self.contents.draw_text(0, 72, 288, 32, Rank::A, 2)
else if $game_variables[Variable::Variable4] >= Crosses::B
self.contents.draw_text(0, 72, 288, 32, Rank::B, 2)
else if $game_variables[Variable::Variable4] >= Crosses::C
self.contents.draw_text(0, 72, 288, 32, Rank::C, 2)
else if $game_variables[Variable::Variable4] >= Crosses::D
self.contents.draw_text(0, 72, 288, 32, Rank::D, 2)
else if $game_variables[Variable::Variable4] >= Crosses::E
self.contents.draw_text(0, 72, 288, 32, Rank::E, 2)
else if $game_variables[Variable::Variable4] >= Crosses::F
self.contents.draw_text(0, 72, 288, 32, Rank::F, 2)
else if $game_variables[Variable::Variable4] <= Crosses::F
self.contents.draw_text(0, 72, 288, 32, Rank::F, 2)
end
end
end
end
end
end
end
end
self.contents.draw_text(0, 96, 120, 32, Messages::Message6, 0)
if $game_variables[Variable::Variable5] >= 400
self.contents.draw_text(1, 96, 288, 32, Rank::S, 2)
else if $game_variables[Variable::Variable5] >= 360
self.contents.draw_text(0, 96, 288, 32, Rank::A, 2)
else if $game_variables[Variable::Variable5] >= 320
self.contents.draw_text(0, 96, 288, 32, Rank::B, 2)
else if $game_variables[Variable::Variable5] >= 280
self.contents.draw_text(0, 96, 288, 32, Rank::C, 2)
else if $game_variables[Variable::Variable5] >= 240
self.contents.draw_text(0, 96, 288, 32, Rank::D, 2)
else if $game_variables[Variable::Variable5] >= 200
self.contents.draw_text(0, 96, 288, 32, Rank::E, 2)
else if $game_variables[Variable::Variable5] >= 160
self.contents.draw_text(0, 96, 288, 32, Rank::F, 2)
else if $game_variables[Variable::Variable5] <= 160
self.contents.draw_text(0, 96, 288, 32, Rank::F, 2)
end
end
end
end
end
end
end
end
end
end
Who can show two windows (Window_Mission and Window_Static) by scene (Scene_Mission) ?
I'm sorry, but I can't read this script. Why are you using so many modules? You aren't even using any of the properties that actually make modules useful. Just use an array or hash for these values and everything in your script would be so much simpler. For one thing, you wouldn't have dozens of these:
if $game_variables[Variable::Variable1] >= Points::S
self.contents.draw_text(1, 0, 288, 32, Rank::S, 2)
else if $game_variables[Variable::Variable1] >= Points::A
self.contents.draw_text(0, 0, 288, 32, Rank::A, 2)
else if $game_variables[Variable::Variable1] >= Points::B
self.contents.draw_text(0, 0, 288, 32, Rank::B, 2)
else if $game_variables[Variable::Variable1] >= Points::C
self.contents.draw_text(0, 0, 288, 32, Rank::C, 2)
else if $game_variables[Variable::Variable1] >= Points::D
self.contents.draw_text(0, 0, 288, 32, Rank::D, 2)
else if $game_variables[Variable::Variable1] >= Points::E
self.contents.draw_text(0, 0, 288, 32, Rank::E, 2)
else if $game_variables[Variable::Variable1] >= Points::F
self.contents.draw_text(0, 0, 288, 32, Rank::F, 2)
else if $game_variables[Variable::Variable1] <= Points::F
self.contents.draw_text(0, 0, 288, 32, Rank::F, 2)
end
end
end
end
end
end
end
end
It would just be something like:
rank = 0
POINTS.each { |x|
break if $game_variables[VARIABLES[0]] < x
rank += 1
}
self.contents.draw_text (0, 96, 288, 32, RANKS[rank], 2)
Seriously, learn how to use an array; the number of modules you are using makes no sense. Instead of:
module Rank
F = "F"
E = "E"
D = "D"
C = "C"
B = "B"
A = "A"
S = "S"
end
it should be something like:
RANKS = ["F", "E", "D", "C", "B", "A", "S"]
IDK, I would help, but I don't have time to figure out what your script is doing and I'm not entirely sure what you are needing help with. Sorry. But if you want to script, you absolutely need to learn how to use arrays and you shouldn't really use modules until you know what they're useful for.
Thanks. I'm remembered this.
...but problem is actual. :kefka:
Actual or not, you haven't told us what the problem is. I mean, you say, "Who can show two windows by scene?", which I would assume means you are having trouble showing the windows. However, your scene already shows two windows when you open Scene_Mission. Maybe you're asking how to open the scene? If so:
$scene = Scene_Mission.new
Also, you shouldn't refresh the windows every frame like you are.
Very, very thanks modern algebra! :tpg:
Topic to close.