MV - How to add more commands in Chrono engine ABS?

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Started by Vladar458 35 posts Page 2 of 2 View original ↗
  1. This is how it looks for me.
  2. I don't know what to tell you. I posted my screenshot showing my exact settings and that it works in my project and literally copy pasted the code. I'm guessing it's related to that Pixi error you're getting and I don't know what's causing that.
  3. AquaEcho said:
    I don't know what to tell you. I posted my screenshot showing my exact settings and that it works in my project and literally copy pasted the code. I'm guessing it's related to that Pixi error you're getting and I don't know what's causing that.
    What plugins do you need in order to make this work? Maybe is something wrong with any of them.
  4. Vladar458 said:
    What plugins do you need in order to make this work? Maybe is something wrong with any of them.
    Aaaaaaah, Okay. I feel stupid now. For whatever reason the code only works if you put an space before. Now I want to ask you how I would do it to add more than one skill icon and more than one item icon and made them work. And also how to make visible the ammunition for weapons like a bow or a gun.
  5. You can't have more than one skill or item equipped without rewriting Chrono Engine's code. You don't really need to anyway since you can fake it through directly calling their effects through $gamePlayer.act(X) and the common event button trigger
  6. AquaEcho said:
    You can't have more than one skill or item equipped without rewriting Chrono Engine's code. You don't really need to anyway since you can fake it through directly calling their effects through $gamePlayer.act(X) and the common event button trigger
    I made this menu, where all the commands would be. Yes, I could call those action through common events, but how could I "equip" those actions and make their icons visible in each slot?
  7. You use the scripts
    Code:
    Item:
    \\I[${$dataItems[X].iconIndex}]
    Skill:
    \\I[${$dataSkills[X].iconIndex}]
    Where X is the database entry for that item or skill.

    Or to get it from the tool map id
    Code:
    Item:
    \\I[${$dataItems[$gameMap.tool(Y).item.id].iconIndex}]
    Skill:
    \\I[${$dataSkills[$gameMap.tool(Y).skill.id].iconIndex}]
    Where Y is the tool map id of the tool

    If you want to show a tool's item cost use
    $gameMap.tool($gameParty.leader()._toolItemId).itemCost
    Number left in your inventory
    $gameParty.numItems($gameMap.tool($gameParty.leader()._toolItemId).itemCost)
  8. AquaEcho said:
    You use the scripts
    Code:
    Item:
    \\I[${$dataItems[X].iconIndex}]
    Skill:
    \\I[${$dataSkills[X].iconIndex}]
    Where X is the database entry for that item or skill.

    Or to get it from the tool map id
    Code:
    Item:
    \\I[${$dataItems[$gameMap.tool(Y).item.id].iconIndex}]
    Skill:
    \\I[${$dataSkills[$gameMap.tool(Y).skill.id].iconIndex}]
    Where Y is the tool map id of the tool

    If you want to show a tool's item cost use
    $gameMap.tool($gameParty.leader()._toolItemId).itemCost
    Number left in your inventory
    $gameParty.numItems($gameMap.tool($gameParty.leader()._toolItemId).itemCost)
    Where I put those codes? My idea would be open to open a menu, select the Skill/Item and then that appear another menu asking in what slot you want to put it.
  9. You put them in SRD HUDMaker
  10. AquaEcho said:
    You put them in SRD HUDMaker
    I would put the two skills and four items? I'm not understanding it very well, you couldn't send a picture?
  11. SRD HUDMaker is just handling the display of the icons. You create a TextEx element for every new slot you want and use those scripts to display the icon you want.

    If the tool in the slot can be variable then you need to store the id in a control variable when you select it and change X or Y in the scripts above to $gameVariables.value(Z)
    where Z is whatever number control variable you stored the id
  12. I still don't understand it very well, I honestly would try to edit the plugin, so it could have what I want by default, but I don't know very well how to do it, do you have an idea?
  13. What you want to do requires editing the code for Chrono Engine's select skill and select item menus. I'm not interested in doing it since I wouldn't use it in my project and it'd be a lot of work.
  14. AquaEcho said:
    What you want to do requires editing the code for Chrono Engine's select skill and select item menus. I'm not interested in doing it since I wouldn't use it in my project and it'd be a lot of work.
    Ok, then could you send me a few pictures of what you mean? I don't understand how I have to put those codes.
  15. Literally copy paste the element you used for the weapon then delete the weapon script and copy paste one of those scripts instead.
    The easiest way to assign a skill to a button is use the dialog system
    1752773106480.png
    1752773426827.png
    Then in SRD HUDMaker use
    Skill:
    \\I[${$dataSkills[$gameMap.tool($gameVariables.value(50)).skill.id].iconIndex}]
    1752773236825.png