JavaScript questions that don't deserve their own thread

● ARCHIVED · READ-ONLY
Started by Shaz 3413 posts Page 4 of 171 View original ↗
  1. This doesn't answer your question, but: Please don't directly edit the base scripts. Always write a plugin if you want to change something. Otherwise, you might run in a lot of compatibility problems with other plugins and it's hard to keep an eye on what you've changed.
  2. I get that, which is why I always save backups of the base scripts and leave the original parts in there, commented out, in case something does end up breaking.
  3. having trouble with parsing notetags:

    <var_req:x,y>

    where x is the variable required and y is the value needed for the variable.

    I've tried:

    var str;

    var variable_req;

    var variable_num;

    var variable_val;

    var chk_val;

    if (item.meta.req_var!=null)

     {str=item.meta.req_level.toString();

      variable_req=str.split(",");

      variable_num=variable_req[0];

      variable_val=variable_req[1];

      chk_val=Game_Variables._data[num];

     }

      else

      chk_val=0;

     

    but it throws an error:

     

    TypeError

    Cannot read property 'toString' of undefined

     

    any help will be appreciated.
  4. Hey, I've been wondering how to fix weather effects, I've read all of the guides and no matter what happens, the rain alway stays for a split second on the next map before fading away, as well as the sound effects (see below)



    But in the event I made it's supposed to stop the weather effects after the screen fades out as well as the background noise after the screen fades out. However the BGS and weather effects fade away in the next map that the character transfers to. (see below)



    And below is the event I made in Map 1 to trigger the weather in case anyone needs to see it.

  5. Pharonix said:
    having trouble with parsing notetags:

    <var_req:x,y>

    where x is the variable required and y is the value needed for the variable.

    I've tried:

    var str;

    var variable_req;

    var variable_num;

    var variable_val;

    var chk_val;

    if (item.meta.req_var!=null)

     {str=item.meta.req_level.toString();

      variable_req=str.split(",");

      variable_num=variable_req[0];

      variable_val=variable_req[1];

      chk_val=Game_Variables._data[num];

     }

      else

      chk_val=0;

     

    but it throws an error:

     

    TypeError

    Cannot read property 'toString' of undefined

     

    any help will be appreciated.
    Your tag under notes is "<var_reg>" and your calling toString on item.meta.reg_level.

    But there is no property called "reg_level".

    Try item.meta.var_reg.toString();
  6. kiriseo said:
    Your tag under notes is "<var_reg>" and your calling toString on item.meta.reg_level.

    But there is no property called "reg_level".

    Try item.meta.var_reg.toString();
    Oh my God.

    That explains everything.......I made a script that checks a variable called req_level

    i guess i forgot to switch that one part out..

    Also, how do you read the value of a game variable?

    I tried:

    var value = Game_Variables._data[20]

    and it says:  cannot read property "20' of undefined.

    I'm guessing its an issue is with the Game_Variables call...

    EDIT: I was right - the call was bad  

    The correct call was $gamevariables.value(20)
  7. I'm having another issue with tilesets. Recently I downloaded a door tileset and after toying around with the sections (I didn't put them in section A), this has been my result. I tried to resize them in GIMP but that didn't work either. This tileset pack was for VX Ace, do I need to download one for VM? If so where can I find one?



    Well I found out how to enlarge the doors, but unfortunately it isn't sharp anymore. Anyway I can sharpen the sprites back to their original appearance?
  8. I want to modify the level up function to add an item to the party's stash (to be used as currency for skill choices at the shop). What is the correct method for doing so?
  9. I'm trying to zoom the game view in on the player character - but when I do so the view is 'off'.  Seen here, which should have the PC at the center of the screen:

    mZzi9L2.png

    Can anyone provide a correct formula that returns the player's X and Y coordinates, taking the game's zoom factor into consideration?

    My current formulae:

    Spoiler
    Sets the game zoom factor (called once on scene load):

    $gameScreen.setZoom((SceneManager._screenWidth)/2,(SceneManager._screenHeight)/2,2.5);

    Centers the screen on the player (or would if it worked properly):

    $gameScreen._zoomX = (Graphics.width / 2) + ($gamePlayer._realX * 48) / 2

    $gameScreen._zoomY = (Graphics.height / 2) + ($gamePlayer._realY * 48) / 2
  10. ColeTheo said:
    I'm having another issue with tilesets. Recently I downloaded a door tileset and after toying around with the sections (I didn't put them in section A), this has been my result. I tried to resize them in GIMP but that didn't work either. This tileset pack was for VX Ace, do I need to download one for VM? If so where can I find one?

    ikAE4r6.png

    Well I found out how to enlarge the doors, but unfortunately it isn't sharp anymore. Anyway I can sharpen the sprites back to their original appearance?
    If you are using VX ACE resources, you need to resize that by 1,5.
  11. Firgof said:
    I'm trying to zoom the game view in on the player character - but when I do so the view is 'off'.  Seen here, which should have the PC at the center of the screen:

    mZzi9L2.png

    Can anyone provide a correct formula that returns the player's X and Y coordinates, taking the game's zoom factor into consideration?

    My current formulae:

    Spoiler
    Sets the game zoom factor (called once on scene load):

    $gameScreen.setZoom((SceneManager._screenWidth)/2,(SceneManager._screenHeight)/2,2.5);

    Centers the screen on the player (or would if it worked properly):

    $gameScreen._zoomX = (Graphics.width / 2) + ($gamePlayer._realX * 48) / 2

    $gameScreen._zoomY = (Graphics.height / 2) + ($gamePlayer._realY * 48) / 2
    I find an answer thanks to Iavra !

    Code:
        $gameScreen.startZoom(x, y, scale, duration);
  12. Lakaroth said:
    I find an answer thanks to Iavra !

    $gameScreen.startZoom(x, y, scale, duration);
    Well, yes, I'm aware of that function.  What should I replace the x and y parameters in the function call with to center the view properly on the player character if that is in fact the solution?
  13. Firgof said:
    Well, yes, I'm aware of that function.  What should I replace the x and y parameters in the function call with to center the view properly on the player character if that is in fact the solution?
    i see.. i'm looking for that too, it will be amazing if we find a way to use game variables.
  14. Lakaroth said:
    i see.. i'm looking for that too, it will be amazing if we find a way to use game variables.
    The formula above gets close - but it isn't dead on.  It only uses existing variables.
  15. Firgof said:
    The formula above gets close - but it isn't dead on.  It only uses existing variables.
    From Iavra again

    $gameScreen.startZoom($gamePlayer.screenX(), $gamePlayer.screenY() - 24, scale, duration);Don't work when the player is moving around.
  16. Ah, it was so simple all along.  I swore I'd tried that one out before.  Well, it's working now.  Thanks you two - this resolves one of the last obstacles impeding this plugin from being completely fixed up and finished.
  17. I've got a question that I couldn't find my own answer to, I'm sure someone else will know better.

    Instead of using something like this to detect movement:

    if ($gamePlayer.isMoving()){}Is there an easy way to detect movement in actual steps taken?
  18. blo0p said:
    I've got a question that I couldn't find my own answer to, I'm sure someone else will know better.

    Instead of using something like this to detect movement:

    if ($gamePlayer.isMoving()){}Is there an easy way to detect movement in actual steps taken?
    In Game varabile > Game data > Other > Steps

    You can find that, so there's a way
  19. New question:

    I was told to alias the Game_battlerBase.prototype.canEquipWeapon

    function.

    I was told to do something like this:

    var oldcanequip = Game_BattlerBase.prototype.canEquipWeapon;

    Game_BattlerBase.prototype.canEquipWeapon = function(item) {

    //do stuff

    return oldcanequip.call(this, item);

     

    };

    But it doesn't seem to work.

    I understand that Aliasing would work better than overriding (Since other scripts could use the function)

    and want this to work, but I just can't seem to get it to do so.

    I replaced the original return call to return false, in the hopes that it would essentially force the canequip function to always return false. but I'm wondering if I did something wrong.