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> Bag Pockets V1.2, from the infamous PSP!
Rating 3 V
SowS
post Jun 11 2010, 02:37 PM
Post #1


I'm still smiling. My jaw hurts now.
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Type: Coder
Alignment: Neutral Good




Bag Pockets V1.2
by SowS


Introduction
This script tries to emulate the BAG in the POKéMON games. If you haven't played any POKéMON game, this script is just like KCG_CategorizeItem, and if you still don't know KCG_CategorizeItem, this script categorizes your items. *sigh*

Features
- Categorize your items.
- POKéMON game-like item scene.

Change Log
V1.2
- Fixed the bug where the pocket name doesn't get disposed.
- Rewritten the classes and methods I edited in the equip scene.
- Repositioned the windows in equip scene and battle scene.
V1.1
- Fixed Scene_Equip glitch
- Fixed Scene_Battle glitch
V1
- Initial release

Screenshots
Spoiler:






How to Use
CODE
# Instructions:
#   Put the script under Materials section of your script editor.
#   Put this tag in the notes field of all your items/weapons/armors.
#     <pocket n>    where n is the pocket number


Script
Spoiler:
CODE
#==============================================================================
# Bag Pockets V1.2
#   by SowS - 06/11/10
#------------------------------------------------------------------------------
# Instructions:
#   Put the script under Materials section of your script editor.
#   Put this tag in the notes field of all your items/weapons/armors.
#     <pocket n>    where n is the pocket number
#   >>>>>>>>REMINDER: You need to put the tags in all of your items!<<<<<<<<<
#   It's possible to make an item be on multiple pockets, just put multiple tags
#     on that particular item.
#==============================================================================

module SOWS
  #----------------------------------------------------------------------------
  # start of config
  #----------------------------------------------------------------------------
  MAX_POCKETS = 7 # maximum number of pockets
  # these are the names of the pockets and their corresponding pocket numbers
  POCKETS = {  # id => "Pocket Name"
  1 => "Items",
  2 => "Weapon",
  3 => "Shield",
  4 => "Headgear",
  5 => "Armor",
  6 => "Accessory",
  7 => "Key Items"
  }
  # these are the pockets in the equip scene. They're based on your current
  # max number of equip types.
  EQUIP_POCKETS = {
  1 => "Weapon",
  2 => "Shield",
  3 => "Headgear",
  4 => "Armor",
  5 => "Accessory"
  }
   # The message in the help window while Cancel/Remove is selected.
  CANCEL_HELP = "Return to the menu."          # in Scene_Item
  REMOVE_HELP = "Remove current equipment."     # in Scene_Equip
  #----------------------------------------------------------------------------
  # end of config
  #----------------------------------------------------------------------------
  def self.split_tags(obj, tag)
    obj.note.split(/[\r\n]+/).each { |notetag|
    case notetag
    when tag
      @result = $1.to_i
    end }
    return @result
  end
end

#==============================================================================
# ** Window_Item
#------------------------------------------------------------------------------
#  This window displays a list of inventory items for the item screen, etc.
#==============================================================================

class Window_Item < Window_Selectable
  include SOWS
  #--------------------------------------------------------------------------
  # * Public Instance Variables
  #--------------------------------------------------------------------------
  attr_accessor :page
  #--------------------------------------------------------------------------
  # * Object Initialization
  #     x      : window x-coordinate
  #     y      : window y-coordinate
  #     width  : window width
  #     height : window height
  #--------------------------------------------------------------------------
  def initialize(x, y, width, height)
    super(x, y, width, height)
    @column_max = 1
    self.index = 0
    self.page = 1
    refresh
  end
  #--------------------------------------------------------------------------
  # * Whether or not to include in item list
  #     item : item
  #--------------------------------------------------------------------------
  def include?(item)
    return false if item == nil
    return false if self.page != item.pocket
    if $game_temp.in_battle
      return false unless item.is_a?(RPG::Item)
    end
    return true
  end
  #--------------------------------------------------------------------------
  # * Refresh
  #--------------------------------------------------------------------------
  def refresh
    @data = []
    for item in $game_party.items
      next unless include?(item)
      @data.push(item)
      if item.id == $game_party.last_item_id
        self.index = @data.size - 1
      end
    end
    @data.push(nil) if include?(nil)
    @item_max = @data.size + 1
    create_contents
    for i in 0...@item_max - 1
      draw_item(i)
    end
    draw_cancel
  end
  #--------------------------------------------------------------------------
  # * Frame Update
  #--------------------------------------------------------------------------
  def update
    super
    if Input.trigger?(Input::RIGHT)
      if self.page == MAX_POCKETS
        self.page = 1
      else
        self.page += 1
      end
    elsif Input.trigger?(Input::LEFT)
      if self.page == 1
        self.page = MAX_POCKETS
      else
        self.page -= 1
      end
    end
  end
  #--------------------------------------------------------------------------
  # * Draw Cancel
  #--------------------------------------------------------------------------
  def draw_cancel
    rect = item_rect(@item_max - 1)
    self.contents.clear_rect(rect)
    rect.width -= 4
    self.contents.draw_text(rect, "Cancel")
  end
  #--------------------------------------------------------------------------
  # * Draw Item
  #     index : item number
  #--------------------------------------------------------------------------
  def draw_item(index)
    rect = item_rect(index)
    self.contents.clear_rect(rect)
    item = @data[index]
    if item != nil
      number = $game_party.item_number(item)
      rect.width -= 4
      draw_item_name(item, rect.x, rect.y)
      self.contents.draw_text(rect, sprintf("x%2d", number), 2)
    end
  end
  #--------------------------------------------------------------------------
  # * Update Help Text
  #--------------------------------------------------------------------------
  def update_help
    @help_window.set_text(item == nil ? CANCEL_HELP : item.description)
  end
end

#==============================================================================
# ** Window_Pocket
#------------------------------------------------------------------------------
#  This window displays the current pocket name.
#==============================================================================

class Window_Pocket < Window_Base
  include SOWS
  #--------------------------------------------------------------------------
  # * Public Instance Variables
  #--------------------------------------------------------------------------
  attr_accessor :pocket
  #--------------------------------------------------------------------------
  # * Object Initialization
  #--------------------------------------------------------------------------
  def initialize(equip = false, x = 0, y = 0, width = 544 / 2, height = WLH + 32)
    super(x, y, width, height)
    self.pocket = 1
    @equip = equip
    refresh
  end
  #--------------------------------------------------------------------------
  # * Refresh
  #--------------------------------------------------------------------------
  def refresh
    self.contents.clear
    if @equip
      self.contents.draw_text(0, 0, contents.width, WLH, EQUIP_POCKETS[self.pocket], 1)
    else
      self.contents.draw_text(0, 0, contents.width, WLH, POCKETS[self.pocket], 1)
    end
  end
  #--------------------------------------------------------------------------
  # * Frame Update
  #--------------------------------------------------------------------------
  def update
    super
    if Input.trigger?(Input::RIGHT)
      if self.pocket == MAX_POCKETS
        self.pocket = 1
      else
        self.pocket += 1
      end
    elsif Input.trigger?(Input::LEFT)
      if self.pocket == 1
        self.pocket = MAX_POCKETS
      else
        self.pocket -= 1
      end
    end
  end
end

#==============================================================================
# ** Window_Help
#------------------------------------------------------------------------------
#  This window shows skill and item explanations along with actor status.
#==============================================================================

class Window_Help < Window_Base
  #--------------------------------------------------------------------------
  # * Object Initialization
  #--------------------------------------------------------------------------
  def initialize(x = 0, y = 0, width = 544, height = WLH + 32)
    super(x, y, width, height)
  end
end

#==============================================================================
# ** Window_EquipItem
#------------------------------------------------------------------------------
#  This window displays choices when opting to change equipment on the
# equipment screen.
#==============================================================================

class Window_EquipItem < Window_Item
  include SOWS
  #--------------------------------------------------------------------------
  # * Refresh
  #--------------------------------------------------------------------------
  def refresh
    @data = []
    for item in $game_party.items
      next unless include?(item)
      @data.push(item)
      if item.id == $game_party.last_item_id
        self.index = @data.size - 1
      end
    end
    @data.push(nil) if include?(nil)
    @item_max = @data.size
    create_contents
    for i in 0...@item_max
      draw_item(i)
    end
  end
  #--------------------------------------------------------------------------
  # * Draw Item
  #     index : item number
  #--------------------------------------------------------------------------
  def draw_item(index)
    rect = item_rect(index)
    self.contents.clear_rect(rect)
    item = @data[index]
    if item != nil
      number = $game_party.item_number(item)
      rect.width -= 4
      draw_item_name(item, rect.x, rect.y)
      self.contents.draw_text(rect, sprintf("x%2d", number), 2)
    else
      self.contents.draw_text(rect, "Remove")
    end
  end
  #--------------------------------------------------------------------------
  # * Update Help Text
  #--------------------------------------------------------------------------
  def update_help
    @help_window.set_text(item == nil ? REMOVE_HELP : item.description)
  end
end

#==============================================================================
# ** Scene_Item
#------------------------------------------------------------------------------
#  This class performs the item screen processing.
#==============================================================================

class Scene_Item < Scene_Base
  #--------------------------------------------------------------------------
  # * Method Aliasing
  #--------------------------------------------------------------------------
  alias sows_pocket_update update unless $@
  alias sows_pocket_terminate terminate unless $@
  #--------------------------------------------------------------------------
  # * Start processing
  #--------------------------------------------------------------------------
  def start
    super
    create_menu_background
    @viewport = Viewport.new(0, 0, 544, 416)
    @help_window = Window_Help.new(0, 416 - 56)
    @help_window.viewport = @viewport
    @item_window = Window_Item.new(544 / 2, 0, 544 / 2, 360)
    @item_window.viewport = @viewport
    @item_window.help_window = @help_window
    @item_window.active = false
    @title_window = Window_Pocket.new
    @title_window.viewport = @viewport
    @target_window = Window_MenuStatus.new(0, 0)
    hide_target_window
  end
  #--------------------------------------------------------------------------
  # * Termination Processing
  #--------------------------------------------------------------------------
  def terminate
    sows_pocket_terminate
    @title_window.dispose
  end
  #--------------------------------------------------------------------------
  # * Update Frame
  #--------------------------------------------------------------------------
  def update
    sows_pocket_update
    @title_window.update
    @item_window.refresh if (Input.repeat?(Input::RIGHT) or Input.repeat?(
      Input::LEFT))
    @title_window.refresh if (Input.repeat?(Input::RIGHT) or Input.repeat?(
      Input::LEFT))
  end
  #--------------------------------------------------------------------------
  # * Update Item Selection
  #--------------------------------------------------------------------------
  def update_item_selection
    if Input.trigger?(Input::B)
      Sound.play_cancel
      return_scene
    elsif Input.trigger?(Input::C)
      if @item_window.index == @item_window.item_max - 1
        return_scene
      else
        @item = @item_window.item
        $game_party.last_item_id = @item.id
        if $game_party.item_can_use?(@item)
          Sound.play_decision
          determine_item
        else
          Sound.play_buzzer
        end
      end
    end
  end
end

#==============================================================================
# ** Scene_Equip
#------------------------------------------------------------------------------
#  This class performs the equipment screen processing.
#==============================================================================

class Scene_Equip < Scene_Base
  #--------------------------------------------------------------------------
  # * Method Aliasing
  #--------------------------------------------------------------------------
  alias sows_pocket_terminate terminate unless $@
  alias sows_pocket_update update unless $@
  #--------------------------------------------------------------------------
  # * Start processing
  #--------------------------------------------------------------------------
  def start
    super
    create_menu_background
    @actor = $game_party.members[@actor_index]
    @help_window = Window_Help.new(0, 416 - 56)
    create_item_windows
    @equip_window = Window_Equip.new(208, 0, @actor)
    @equip_window.help_window = @help_window
    @equip_window.index = @equip_index
    @status_window = Window_EquipStatus.new(0, 0, @actor)
    @title_window = Window_Pocket.new(true, 0, 152)
  end
  #--------------------------------------------------------------------------
  # * Termination Processing
  #--------------------------------------------------------------------------
  def terminate
    sows_pocket_terminate
    @title_window.dispose
  end
  #--------------------------------------------------------------------------
  # * Update Frame
  #--------------------------------------------------------------------------
  def update
    sows_pocket_update
    @title_window.update
    if @equip_window.active
      if Input.trigger?(Input::DOWN)
        if @title_window.pocket == EQUIP_TYPE_MAX
          @title_window.pocket = 1
        else
          @title_window.pocket += 1
        end
        @title_window.refresh
      elsif Input.trigger?(Input::UP)
        if @title_window.pocket == 1
          @title_window.pocket = EQUIP_TYPE_MAX
        else
          @title_window.pocket -= 1
        end
        @title_window.refresh
      end
    end
  end
  #--------------------------------------------------------------------------
  # * Create Item Window
  #--------------------------------------------------------------------------
  def create_item_windows
    @item_windows = []
    for i in 0...EQUIP_TYPE_MAX
      @item_windows[i] = Window_EquipItem.new(544 / 2, 152, 544 / 2, 208, @actor, i)
      @item_windows[i].help_window = @help_window
      @item_windows[i].visible = (@equip_index == i)
      @item_windows[i].height = 208
      @item_windows[i].active = false
      @item_windows[i].index = -1
    end
  end
  #--------------------------------------------------------------------------
  # * Update Status Window
  #--------------------------------------------------------------------------
  def update_status_window
    if @equip_window.active
      @status_window.set_new_parameters(nil, nil, nil, nil)
    elsif @item_window.active
      if @item_window.index == @item_window.item_max - 1
        @status_window.set_new_parameters(nil, nil, nil, nil)
      else
        temp_actor = @actor.clone
        temp_actor.change_equip(@equip_window.index, @item_window.item, true)
        new_atk = temp_actor.atk
        new_def = temp_actor.def
        new_spi = temp_actor.spi
        new_agi = temp_actor.agi
        @status_window.set_new_parameters(new_atk, new_def, new_spi, new_agi)
      end
    end
    @status_window.update
  end
  #--------------------------------------------------------------------------
  # * Update Equip Region Selection
  #--------------------------------------------------------------------------
  def update_equip_selection
    if Input.trigger?(Input::B)
      Sound.play_cancel
      return_scene
    elsif Input.trigger?(Input::R)
      Sound.play_cursor
      next_actor
    elsif Input.trigger?(Input::L)
      Sound.play_cursor
      prev_actor
    elsif Input.trigger?(Input::C)
      if @actor.fix_equipment
        Sound.play_buzzer
      else
        Sound.play_decision
        @equip_window.active = false
        @item_window.active = true
        @item_window.index = 0
      end
    end
  end
  #--------------------------------------------------------------------------
  # * Update Item Selection
  #--------------------------------------------------------------------------
  def update_item_selection
    if Input.trigger?(Input::B)
      Sound.play_cancel
      @equip_window.active = true
      @item_window.active = false
      @item_window.index = -1
    elsif Input.trigger?(Input::C)
      Sound.play_equip
      @actor.change_equip(@equip_window.index, @item_window.item)
      @equip_window.active = true
      @item_window.active = false
      @item_window.index = -1
      @equip_window.refresh
      for item_window in @item_windows
        item_window.refresh
      end
    end
  end
end

#==============================================================================
# ** Scene_Battle
#------------------------------------------------------------------------------
#  This class performs battle screen processing.
#==============================================================================

class Scene_Battle < Scene_Base
  #--------------------------------------------------------------------------
  # * Method Aliasing
  #--------------------------------------------------------------------------
  alias sows_pocket_end_item_selection end_item_selection unless $@
  alias sows_pocket_update_item_selection update_item_selection unless $@
  #--------------------------------------------------------------------------
  # * Start Item Selection
  #--------------------------------------------------------------------------
  def start_item_selection
    @help_window = Window_Help.new(0, 416 - 128 - 56)
    @item_window = Window_Item.new(544 / 2, 0, 544 / 2, 232)
    @item_window.help_window = @help_window
    @actor_command_window.active = false
    @title_window = Window_Pocket.new
  end
  #--------------------------------------------------------------------------
  # * End Item Selection
  #--------------------------------------------------------------------------
  def end_item_selection
    sows_pocket_end_item_selection
        if @title_window != nil
      @title_window.dispose
      @title_window = nil
        end
  end
  #--------------------------------------------------------------------------
  # * Update Item Selection
  #--------------------------------------------------------------------------
  def update_item_selection
    sows_pocket_update_item_selection
    @title_window.update if @title_window != nil
  end
end

#============================================================================
# ** RPG
#----------------------------------------------------------------------------
#  A module containing RPGVX Data Structures.
#============================================================================

module RPG
  
  #============================================================================
  # ** Item
  #----------------------------------------------------------------------------
  #  Data class for items.
  #============================================================================
  class Item < UsableItem
    def pocket
      str = SOWS.split_tags(self, /<(?:pocket)[ ]*(\d+)>/i)
      pocket = str.nil? ? 0 : str.to_i
      return pocket
    end
  end
end

#============================================================================
# ** RPG
#----------------------------------------------------------------------------
#  A module containing RPGVX Data Structures.
#============================================================================

module RPG
  
  #============================================================================
  # ** Weapon
  #----------------------------------------------------------------------------
  #  Data class for weapons.
  #============================================================================
  class Weapon < BaseItem
    def pocket
      str = SOWS.split_tags(self, /<(?:pocket)[ ]*(\d+)>/i)
      pocket = str.nil? ? 0 : str.to_i
      return pocket
    end
  end
end

#============================================================================
# ** RPG
#----------------------------------------------------------------------------
#  A module containing RPGVX Data Structures.
#============================================================================

module RPG
  
  #============================================================================
  # ** Armor
  #----------------------------------------------------------------------------
  #  Data class for armors.
  #============================================================================
  class Armor < BaseItem
    def pocket
      str = SOWS.split_tags(self, /<(?:pocket)[ ]*(\d+)>/i)
      pocket = str.nil? ? 0 : str.to_i
      return pocket
    end
  end
end


Credit
- Credit me. That's all I need.

Author's Notes
After 2 years in the RM scene, I finally submitted a script! biggrin.gif I did this after I finished the interface of the item screen of the PSP.

This post has been edited by SowS: Jun 17 2010, 11:41 PM


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Dezz123
post Jun 11 2010, 04:57 PM
Post #2


Yes.
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Type: Designer
Alignment: True Neutral




This is cool SowS. Good job. wink.gif


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This is a signature. :3

Oh, and yeah, I'm back! Why? 'Cause I can, I guess...
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mikethefoxhog
post Jun 11 2010, 08:29 PM
Post #3



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Type: Undisclosed
Alignment: Unaligned




People keep happening to make scripts I really want. I feel special smile.gif

Though I have found a slightly major problem- it kinda screws the Equip screen. When I go to equip something with this script enabled it only brings up my first pocket, which I set for Potions etc., so unless all my weapons and armour are in that pocket together instead it's impossible to equip anything. In fact it even seems to let you equip shields to your weapon slot if you do that. Tried it in a blank project and the same happened.

This post has been edited by mikethefoxhog: Jun 11 2010, 08:37 PM


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Hummunculus
post Jun 11 2010, 08:49 PM
Post #4


Triskelion
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Type: Artist
Alignment: Lawful Good




Wow nice script sows


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Sky00Valentine
post Jun 11 2010, 09:19 PM
Post #5


Cold Fire
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Type: Coder
Alignment: Neutral Good




Good Jobs SowS, I was thinking of doing the same type of script but I guess now I don't have to. Keep it up man.


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AgentSunday
post Jun 11 2010, 10:02 PM
Post #6



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Type: Artist




first day here and I found a script I needed. Thank you.
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mitchi.exe
post Jun 11 2010, 11:18 PM
Post #7


Welcome to RMVX.net, B*tch
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Type: Designer
Alignment: Chaotic Evil




You're working hard with PSP. tongue.gif
I really hope you finish the battle system, SowS~

This post has been edited by //mitchi.exe: Jun 11 2010, 11:19 PM


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CoA Playable Character Spr completion: 7/13 (~54%)
Spoiler:



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SowS
post Jun 12 2010, 03:46 AM
Post #8


I'm still smiling. My jaw hurts now.
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Type: Coder
Alignment: Neutral Good




QUOTE (mikethefoxhog @ Jun 12 2010, 05:29 AM) *
People keep happening to make scripts I really want. I feel special smile.gif

Though I have found a slightly major problem- it kinda screws the Equip screen. When I go to equip something with this script enabled it only brings up my first pocket, which I set for Potions etc., so unless all my weapons and armour are in that pocket together instead it's impossible to equip anything. In fact it even seems to let you equip shields to your weapon slot if you do that. Tried it in a blank project and the same happened.


I didn't realize that. The only thing I was concerned with was categorizing the items... I'll fix it up.

QUOTE (Dezz123 @ Jun 12 2010, 01:57 AM) *
This is cool SowS. Good job. wink.gif

QUOTE (Hummunculus @ Jun 12 2010, 05:49 AM) *
Wow nice script sows

QUOTE (Sky00Valentine @ Jun 12 2010, 06:19 AM) *
Good Jobs SowS, I was thinking of doing the same type of script but I guess now I don't have to. Keep it up man.

QUOTE (AgentSunday @ Jun 12 2010, 07:02 AM) *
first day here and I found a script I needed. Thank you.

QUOTE (//mitchi.exe @ Jun 12 2010, 08:18 AM) *
You're working hard with PSP. tongue.gif
I really hope you finish the battle system, SowS~

Thanks!


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nicolechan63
post Jun 12 2010, 03:57 AM
Post #9



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A Really nice script, the only bug is when you try to equip anything from the menu, the equipment disappear and you can't select like only from the "Weapons" panel to equip Weapons, helm panel for helm etc. Instead, it just lets me equip some random slot @_@ Would be nice if you can fix that bug ^^

I should say this script will be really useful laugh.gif Quite a simple and yet extremely awesome script ! Nice job in making it smile.gif

This post has been edited by nicolechan63: Jun 12 2010, 04:03 AM
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SowS
post Jun 12 2010, 05:07 AM
Post #10


I'm still smiling. My jaw hurts now.
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Type: Coder
Alignment: Neutral Good




Updated!
I tested the script in a blank project, put the pocket tags and it works fine now.


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Kovu
post Jun 12 2010, 06:20 AM
Post #11


Newb Hunter
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Type: Writer
Alignment: Neutral Good




A little better than the individuality script smile.gif. I think i may find myself using this one day.


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har har har.


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mikethefoxhog
post Jun 17 2010, 04:31 AM
Post #12



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Type: Undisclosed
Alignment: Unaligned




Found another bug, I'm afraid; opening the inventory screen in battle and then closing it causes the pocket name window to get stuck on the screen forever, like this:



The description of the highlighted item hides behind this window, too.

(speaking of which could it be possible to have a way to scroll between pockets in battle, like if you want to use Throw Weapon/Mix skills but keep the necessary items in other pockets?)

This post has been edited by mikethefoxhog: Jun 17 2010, 04:32 AM


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new
post Jun 17 2010, 04:34 AM
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beautiful!


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SowS
post Jun 17 2010, 10:05 AM
Post #14


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QUOTE (mikethefoxhog @ Jun 17 2010, 01:31 PM) *
Found another bug, I'm afraid; opening the inventory screen in battle and then closing it causes the pocket name window to get stuck on the screen forever, like this:



The description of the highlighted item hides behind this window, too.

(speaking of which could it be possible to have a way to scroll between pockets in battle, like if you want to use Throw Weapon/Mix skills but keep the necessary items in other pockets?)

i forgot about that... don't worry, i'll fix it. smile.gif


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SowS
post Jun 17 2010, 12:01 PM
Post #15


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Update:
V1.2
- Fixed the bug above.
- Rewritten the classes and methods I edited in the equip scene.
- Repositioned the windows in equip scene and battle scene.

This post has been edited by SowS: Jun 17 2010, 12:06 PM


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post Jun 17 2010, 01:18 PM
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will you make something like this for skills scene?


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SowS
post Jun 17 2010, 01:38 PM
Post #17


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^maybe, if people want to.. biggrin.gif

This post has been edited by SowS: Jun 17 2010, 01:38 PM


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post Jun 17 2010, 02:35 PM
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weird i get this error on new project

"line 523 NoMethodError occured
undefined method 'dispose' for nil:NilClass"

this is when i attack the enemy

i'd definitely want one for skill scene!

This post has been edited by new: Jun 17 2010, 02:38 PM


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SowS
post Jun 17 2010, 11:40 PM
Post #19


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in Scene_Battle, line 518, change end_item_selection into this:
CODE
  #--------------------------------------------------------------------------
  # * End Item Selection
  #--------------------------------------------------------------------------
  def end_item_selection
    sows_pocket_end_item_selection
    if @title_window != nil
      @title_window.dispose
      @title_window = nil
    end
  end


@new
i need to fix the bugs of this script first, so when i write a script for skills, the bugs are lesser than these...

This post has been edited by SowS: Jun 17 2010, 11:43 PM


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Apoclaydon
post Jun 18 2010, 10:30 PM
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nice script but i cnt seam to get the menu up in battleis there a way to sort this also wud be kool to have a side menu listing all the pockets (mayb under the active pocket name)
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