Help :P

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Started by BCj 9 posts View original ↗
  1. Hi, Im using a modified version of the Factory demo.


    I've been trying to edit it to fit my liking. However, I ran into some problems.


    1)for some reason, my 'overlay' buttons (the buttons that light up when the player hovers over them) get cut off at the bottom, so the lower layer shows. See the picture to see what I mean.


    2. When a player hovers over a category e.g. Loot, it should show up on the yellow line. I've tried editting this in Lunatic, but I can only have either the overlay option, or the tekst option, for some reason. This is my setup of button 1 (items)


    when 1; result.push(["$bitmap[Menus, InventorytypeBar2]",[51, 4], 255, [0, 0, "43", "47"]],)


    when 1; result.push(["$bitmap[Menus, ItemsInv]",[450, -6], 255, [0, -10, "bw + 3", "bh + 13"]],) #bitmap = ""


    The 2nd "When 1" will only work if the first "When 1" is disabled.. Is there any way to bypass this?

    help.png
  2. BCj said:
    The 2nd "When 1" will only work if the first "When 1" is disabled.. Is there any way to bypass this?
    I don't have Luna yet and can't check the script, but "when" is not a command on it's own, it's part of a case structure.
    In a case, structure, the interpreter compares the case-variable with the possible values, and "when" a value fits, then all commands between the fitting when and the next when are executed - and then the rest of the case-struct is aborted.


    If you want several commands executed in one branch of the case, then they all need to be after the single when of that branch - you must not place an identical when between that line and the next branch, because each when tells the interpreter to abort the structure for the previous branch.
  3. Yes, that does the trick! :) thanks.
  4. Okay here I am again. I found out how to add my characters' bust with lunatic (yay me!) but there are two other things:

    1. How can I add my equipment in the designated boxes? I'm sure it's possible with lunatic, but I don't know the scriptcodes for the equipment at all. None of the other menu's use this.
    2. YEA Message isn't working for me for some reason. It IS owrking in a fresh project, so I'm guessing it bugs with Luna?
    I've tried: putting it above all Luna, putting it below Lunatic, putting it slightly above YEA compatible, and even tried putting it below, it keeps bugging.

     

    Question.png
  5. 1, Luna Engine Sample Project - EvilEagles Ys does have this lunatic sample :D

    2, Can you explain more about this problem?
  6. I know Ys has it, but I believe Ys does it with pictures. And thye're stil all in one colum, mine are two coloms.
    I don't want to use pictures, I just want the engine to use the equipment they are wearing.

    About the 2nd problem:
    It should look like this.. Yet all I see are the codes :p

    question2.png
  7. Ys doesn't do it as pictures.
  8. Then where is the code? The only thing I found in status lunatic is


    actor.equips.each_with_index { |e, i|


    next unless e


    result.push(["$bitmap[icons, #{e.name}]", [288, 20 + i * 71], 255, [0, 0, "bw", "bh"]],)


    }


    And that, is asking me for a picturefile of an icon.


    @Yami, I think the problem is in "Default Status Menu", for some reason it overrides YEA Message System codes in the status menu.


    I don't know how to fix this.
  9. Still need help. Yami's message system codes still don't work with "Default Status Luna", and I tried everything I could think of to fix it. Is there any way to call for the characters description in Lunatic Status Menu without needing a scriplet like "Default Status Luna"?


    And for the 2nd part, I still haven't found a working code to show the equipment on the player in different x/y. I know Moghunter does it with this tiny piece of the code (it's xactly what I want), but I am not a scripter and I do not know how to implement it in the code that Luna uses for the status menu:


    class Window_Status < Window_Selectable


    def refresh


    self.contents.font.size = 18


    self.contents.font.bold = true


    draw_equipments


    end


    #--------------------------------------------------------------------------


    # ● Draw Equipments


    #--------------------------------------------------------------------------


    def draw_equipments


    self.contents.font.size = 16


    item = @actor.equips[0]


    draw_item_name(item, 20, 220,true,140)


    item = @actor.equips[1]


    draw_item_name(item, 20, 220 + 43,true,140)


    item = @actor.equips[2]


    draw_item_name(item, 20, 220 + 86,true,140)


    item = @actor.equips[3]


    draw_item_name(item, 196, 242,true,140)


    item = @actor.equips[4]


    draw_item_name(item, 196, 242 + 43,true,140)


    end


    end