Appreciate it, shaz. Worth noting the proper call is "Bitmap.snap(this);" where 'this' points to the Scene object you want to be copied into a Bitmap.
JavaScript questions that don't deserve their own thread
● ARCHIVED · READ-ONLY
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Hello,
How can I get the value of a switch from a script?
I'm trying:
$gameSwitches[0]...but it always returns undefined.
EDIT: Solved myself a few mins after posting this lol.
Code:$gameSwitches.value(0) -
How can i have a partial mouse support?
For example i want disable character movement with the mouse click, but keep the curosor or touch screen function avaiable.
Thanks -
As a stab in the dark, try this:How can i have a partial mouse support?
For example i want disable character movement with the mouse click, but keep the curosor or touch screen function avaiable.
Thanks
Game_Temp.prototype.setDestination = function() {}Keep in mind this should permanently disable touch input, which would stop touchscreens and mobile phones from playing the game. -
I see, so it works only with mouse, but i need to keep touchscreen and mobile functions active, but stop player movement, i'm planning to create a trasparent gamepad on the screen to let player move.As a stab in the dark, try this:
Game_Temp.prototype.setDestination = function() {}Keep in mind this should permanently disable touch input, which would stop touchscreens and mobile phones from playing the game. -
I'm attempting to create a 'glitchy' sort of effect and am doing random blts and clear_rects - however I can't seem to find a way to recover the image once I've cleared it.
I even tried to set the bitmap to null and get the image manager to load it again to no effect.
How can we reload an image from its source? -
var myNewBitmap = Bitmap.load('img/char.png');But for those effects you may want to learn how to create shaders...How can we reload an image from its source?
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Does anyone know if it's possible to reinitialize a Graphics class once the game has fully loaded? I'm trying to resize via Script Calling with...
Graphics.boxWidth = 960;Graphics.width = 960;But in spite of the fact actual display area shrinks (Graphics.width), the overall window/fullscreen (Probably Graphics.boxWidth, but I'm not 100% sure) won't resize to fit, meaning the displayed game area shrinks as I intended but it leaves a black border behind. -
Edit the index.html file if you plan to do that, some css will solve that, rember canvas size is different than window sizeDoes anyone know if it's possible to reinitialize a Graphics class once the game has fully loaded? I'm trying to resize via Script Calling with...
Graphics.boxWidth = 960;Graphics.width = 960;But in spite of the fact actual display area shrinks (Graphics.width), the overall window/fullscreen (Probably Graphics.boxWidth, but I'm not 100% sure) won't resize to fit, meaning the displayed game area shrinks as I intended but it leaves a black border behind. -
I need the item_ID of the last used item.
Celianna already asked that for the ACE, but how can i do this in MV? (Without a common event for each item.)
http://forums.rpgmakerweb.com/index.php?/topic/16250-set-used-item-to-a-variable/
Some ideas? :) -
It looks like you can capture this information in rpg_objects.js > Game_Action.prototype.apply.I need the item_ID of the last used item.
Celianna already asked that for the ACE, but how can i do this in MV? (Without a common event for each item.)
http://forums.rpgmakerweb.com/index.php?/topic/16250-set-used-item-to-a-variable/
Some ideas? :)
I'm still getting used to the game code, so I apologize if this is not the most performant or most elegant example:
(function() { var Game_Action_Apply = Game_Action.prototype.apply; Game_Action.prototype.apply = function (target) { if (this._item.isItem()) { // Example: Storing last used item in Game_Variable slot 1: $gameVariables.setValue(1, this._item._itemId); } Game_Action_Apply.call(this, target); }})();I could make a plugin for this if you're interested. -
I wanted to ask here before looking through the base scripts:
Has someone succeeded in working with PIXI.RenderTexture in combination with MV's Sprite classes? What i'm trying to achieve is to create a texture from (part of) a scene and render it as a minimap. -
Hi,
I am sorry if this has been answered somewhere else already, I have looked through the threads but couldn't find anything. I am new to scripting (although I have a basic understanding of Java) and want to learn and the best for me to learn is to do. I have started my first script (see below) to add a "Quit" function to the GameEnd screen. As you can see I have made a valiant start in the fact that I have the item display and selectable. I copied the "To Title" function in here to make sure the call was working but this is where I am stuck. What command do I use to not only close the Game End scene but also the main game window?
Thanks in advance
(also if you think there is a better way to do this or an easy way to code this, I'd be grateful to hear it)
Code:/*: * @plugindesc 1.0 Displays an option in End Game to shut down * @author Pauli'O'nassus * * @help * * All this does is adds a Shut Down function to the Game End Menu */var oriGameEndMenu = Window_GameEnd.prototype.makeCommandList;Window_GameEnd.prototype.makeCommandList = function () { oriGameEndMenu.call(this); this.addCommand('Quit', 'quitToWindows'); }Scene_GameEnd.prototype.createCommandWindow = function() { this._commandWindow = new Window_GameEnd(); this._commandWindow.setHandler('quitToWindows', this.commandquitToWindows.bind(this)); this.addWindow(this._commandWindow);};Scene_GameEnd.prototype.commandquitToWindows = function() { this.fadeOutAll(); SceneManager.goto(Scene_Title);}; -
I have a problem with "onAfterLoad", in VX Ace it worked to replay BGM and BGS, in my case, after the game was loaded.
But now I'm trying to make a script and the line is not working, the BGM doesn't play after loading the game
I'm trying to change the gotoTitle so it loads the last saved game instead.
Scene_Gameover.prototype.gotoTitle = function() { this.fadeOutAll(); DataManager.loadGame(DataManager.latestSavefileId()); SceneManager.goto(Scene_Map); $gameSystem.onAfterLoad();};PD: onAfterLoad is in rpg_objects.js -
actor.addParam(this._params[2], value); I found this in the scripts under rpg_objects //change parameter.
what I would like to do is something like
this.actor.addParam(0, 1);0 would be the param with ID of 0.
Even more simply, I want to add 1 point of attack to a actor already selected from the menu through script. Dose anybody know how to do this? -
Does anyone know how to get an Actors current level?
I want to use $gameActors.actor(actorId).changeLevel(n, true/false);
But I want n to equal the actors current level plus a variable. So something like the following:
Code:var l = Actor 1 Current Level???var m = $gameVariables.value(2);$gameActors.actor(1).changeLevel(l+m, true); -
In the Game_Actor class is a property called "_level" for the current level. So something like that should work, but I didn't test it.Does anyone know how to get an Actors current level?
I want to use $gameActors.actor(actorId).changeLevel(n, true/false);
But I want n to equal the actors current level plus a variable. So something like the following:
var l = Actor 1 Current Level???var m = $gameVariables.value(2);$gameActors.actor(1).changeLevel(l+m, true);
Code:var l = $gameActors.actor(1)._level; -
You should use ".level", instead. Variables prefixed with "_" are meant for internal usage only.
In case you're wondering, it's defined here:
Code:Object.defineProperty(Game_Actor.prototype, 'level', { get: function() { return this._level; }, configurable: true}); -
Perfect! That did the trick. Thanks lavra and kiriseo.You should use ".level", instead. Variables prefixed with "_" are meant for internal usage only.
In case you're wondering, it's defined here:
Object.defineProperty(Game_Actor.prototype, 'level', { get: function() { return this._level; }, configurable: true});
For anyone wanting to do something similar a working example is below:
Code:var l = $gameActors.actor(1).level;var m = $gameVariables.value(2);$gameActors.actor(1).changeLevel(l+m, true); -
I've been trying to get rid of some numbers in my main menu as the game uses 0-100 for all resources (HP/MP/TP) and showing their numbers outside of a bar out of combat is fairly pointless. I can get rid of HP and MP numbers easily enough, but TP lingers on matter what I do. Anyone got an idea as to why? What I've done so far is go into rpg_windows.js and edit this section:
Window_Base.prototype.drawActorHp = function(actor, x, y, width) { width = width || 186; var color1 = this.hpGaugeColor1(); var color2 = this.hpGaugeColor2(); this.drawGauge(x, y, width, actor.hpRate(), color1, color2); this.changeTextColor(this.systemColor()); this.drawText(TextManager.hpA, x, y, 44); this.drawCurrentAndMax(actor.hp, actor.mhp, x, y, width, this.hpColor(actor), this.normalColor());};Window_Base.prototype.drawActorMp = function(actor, x, y, width) { width = width || 186; var color1 = this.mpGaugeColor1(); var color2 = this.mpGaugeColor2(); this.drawGauge(x, y, width, actor.mpRate(), color1, color2); this.changeTextColor(this.systemColor()); this.drawText(TextManager.mpA, x, y, 44); this.drawCurrentAndMax(actor.mp, actor.mmp, x, y, width, this.mpColor(actor), this.normalColor());};Window_Base.prototype.drawActorTp = function(actor, x, y, width) { width = width || 96; var color1 = this.tpGaugeColor1(); var color2 = this.tpGaugeColor2(); this.drawGauge(x, y, width, actor.tpRate(), color1, color2); this.changeTextColor(this.systemColor()); this.drawText(TextManager.tpA, x, y, 44); this.changeTextColor(this.tpColor(actor)); this.drawText(actor.tp, x + width - 64, y, 64, 'right');};so it looks like this instead:
Window_Base.prototype.drawActorHp = function(actor, x, y, width) { width = width || 186; var color1 = this.hpGaugeColor1(); var color2 = this.hpGaugeColor2(); this.drawGauge(x, y, width, actor.hpRate(), color1, color2); this.changeTextColor(this.systemColor()); this.drawText(TextManager.hpA, x, y, 44); this.drawText();};Window_Base.prototype.drawActorMp = function(actor, x, y, width) { width = width || 186; var color1 = this.mpGaugeColor1(); var color2 = this.mpGaugeColor2(); this.drawGauge(x, y, width, actor.mpRate(), color1, color2); this.changeTextColor(this.systemColor()); this.drawText(TextManager.mpA, x, y, 44); this.drawText();};Window_Base.prototype.drawActorTp = function(actor, x, y, width) { width = width || 96; var color1 = this.tpGaugeColor1(); var color2 = this.tpGaugeColor2(); this.drawGauge(x, y, width, actor.tpRate(), color1, color2); this.changeTextColor(this.systemColor()); this.drawText(TextManager.tpA, x, y, 44); this.changeTextColor(this.tpColor(actor)); this.drawText();};For some reason the result is this:

Anyone got an idea as to why? I'm sure something else is drawing that 0, but I can't seem to find what.
EDIT: Nevermind, solved it. Turns out Yanfly's plugins override the default TP draw from the base stuff. My bad!