JavaScript questions that don't deserve their own thread

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Started by Shaz 3413 posts Page 6 of 171 View original ↗
  1. @Ramiro

    Thanks!

    I knew it was something simple, and I never worked with languages where 'function' can be a method, class, parameter or variable.
  2. Figured out a way to fix my problem: my version of the Scene_Menu.update() wasn't calling the basic update functions from Scene_Base.update(). By observing how other scenes call from parent scenes' functions, I managed to get it to work using this code:

    Code:
    Scene_Menu.prototype.update = function() {    Scene_Base.prototype.update.call(this);       this._updateTimer += 1;    if(this._updateTimer >= 60)    {        this._updateTimer = 0;        this._goldWindow.refresh();    }};
    Now the playtime window updates once every second, and the menu commands are usable. Thanks for all the help.
  3. Hi there, in mobile version, TwoFingers tap is the Cancel Button or Menù.

    By script, One finger is:

    TouchInput.isPressed()Wich is the equivalent for Two Fingers?

    Thanks.
  4. I think, by looking at TouchInput, that there is no two-finger press.

    There are : press, trigger, repeat, long press, move, release
  5. KockaAdmiralac said:
    I think, by looking at TouchInput, that there is no two-finger press.

    There are : press, trigger, repeat, long press, move, release
    I see, i dont understand javascript, but i need to find out, when two finger pressed, and there must be a way, if you play on mobile and press Two Finger he cal the main menù.

    Maybe that function it's simply Cancel Button? so, something like If Cancel Button is pressed?
  6. In the status menu, how can I make the character's name blue?  I'm trying to put this.changeTextColor(this.systemColor()); before the line that draws the character's name, but it isn't working.
  7. Add this as a plugin : 

    Code:
    (function(){ Window_Status.prototype.drawActorName = function(actor, x, y, width){    width = width || 168;    this.changeTextColor(this.systemColor);  // Change this.systemColor into any other color, like mpColor or something...    this.drawText(actor.name(), x, y, width); }})();
  8. KockaAdmiralac said:
    Add this as a plugin : 

    (function(){ Window_Status.prototype.drawActorName = function(actor, x, y, width){ width = width || 168; this.changeTextColor(this.systemColor); // Change this.systemColor into any other color, like mpColor or something... this.drawText(actor.name(), x, y, width); }})();
    Is there perhaps a way to do this without the use of a plugin?  It seems simple enough that a plugin is kind of overkill.

    I've gotten as far as to finding the this.drawActorName in rpg_windows.js.
  9. Yes, there is.

    Go to rpg_windows.js and find Window_Base.prototype.drawActorName

    It'll look like :

    width = width || 168;this.changeTextColor(this.hpColor(actor));  // <==== IMPORTANTthis.drawText(actor.name(), x, y, width);Change this.hpColor(actor) to whatever other color you want, such as this.systemColor (that's black color)

    EDIT: And why don't you use JGSS DevKit?

    EDIT2: Forgot to say, this will change EVERY actor name to be drawn with color you specify
  10. KockaAdmiralac said:
    Yes, there is.

    Go to rpg_windows.js and find Window_Base.prototype.drawActorName

    It'll look like :

    width = width || 168;this.changeTextColor(this.hpColor(actor));  // <==== IMPORTANTthis.drawText(actor.name(), x, y, width);Change this.hpColor(actor) to whatever other color you want, such as this.systemColor (that's black color)

    EDIT: And why don't you use JGSS DevKit?

    EDIT2: Forgot to say, this will change EVERY actor name to be drawn with color you specify
    Strange, this.systemColor() changes everything to blue for me.  I actually like how it looks, but I do wonder if there's a way to make it so it only changes the color in the status menu.  I have a feeling that the key may be by adding an if statement next to the part that changes the color.

    In pseudocode, maybe something like...

    if menu=status{this.changeTextColor(this.hpColor(actor);}  //The typical white.

    else{this.changeTextColor(this.systemColor());}  //Blue

    But I don't know what to put in as a variable.
  11. Yes, it can. With the plugin above. Why is it a problem to use it?

    You can also add that plugin text wherever you want, even without (function(){ part at the beginning and })(); at the end, but it's better to keep it as a plugin until you get more experienced with plugins...
  12. Is there a way to add a stat? I want to add weapon damage to my list of parameters
  13. what parameters? On the status screen and the equip screen, the ATK figure includes any equipment you have.


    And damage is not always a number - sometimes it's a formula. Sometimes it varies.
  14. What is the JS equivalent to FileTest.exist?("x")
  15. What I mean is assigning each weapon their own damage value independant of the attack stat.  

    as it is right now, the attack stat is just a catch all stat for physical damage.  I could make each weapon have its own attack skill and calculate into the formula the different weapon damage values I want, but that wont show up on the status or equip screen.

     To better illustrate what I mean lets say a sword has a damage value of 8.  Now, in the formula, the 8 will be modified by the characters attack value.  So if the characters attack value is 12, the damage would be 12 + 8.  Attack in this scenario represents the characters own strength. 

    Now I realize that 12 + 8 would be the exact same as if I just added 8 attack value.  we'd get 20 either way, but when you get into more complex formula's, there can be a great difference.  It also provides a difference with debuffs.  I can make a debuff that specifically targets  the weapon damage without affecting the characters attack value. 

    There were scripts back in vx ace that added in custom parameters.  I guess I was just wondering how I would go about doing that in MV.  ​​​
  16. That's not really a question that doesn't deserve its own thread. You'd be setting up notes and would need a plugin to let you read those notes and use them in the damage calculations (or on whatever screens you want to show them).


    If you want to write this yourself, I think it'd be good to start your own thread in the JS/Plugin Support forum (this forum), because it's not something that has a simple/quick answer.
  17. well it was worth a shot.  I realize writing it would be an undertaking, but I was hoping.  Guess I'll just go dig around in the Javascript and figure something out.  Thanks anyways for the help.
  18. @ReddElite
    Stackoverflow is a helpful community.
    I found this answer.
    So, you can test it like this :

    function FileTest() { throw new Error("This is a static class"); }FileTest.exists = function(url){ var req = new XMLHttpRequest(); req.open('HEAD', url, false); req.send(); return req.status != 404;}After inserting this you may be able to use FileTest.exists on files...

    EDIT: My mistake. You can't use synchronous XMLHttpRequests. So it becomes a bit more complicated now :

    Code:
    function FileTest() { throw new Error("This is a static class"); }FileTest.exists = function(url, callback){ var req = new XMLHttpRequest(); req.onreadystatechange = function() { if(req.readyState == 4) callback.call(this, req.response); } req.open('GET', url, true); req.send();}; // And here is how you test it :FileTest.exists("js/main.js", function(response) { alert(response != ""); }); // This will alert trueFileTest.exists("js/main.j", function(response) { alert(response != ""); }); // This will alert false
  19. How can i change region ID for a specifiched XY position or ID?
    For example
    Every ID 5 become 7 (this is better in my situation)

    in rgss it was something like:

    Code:
    change_region_id(x, y, new_ID)
  20. @Lakaroth

    Nope, I think that method does not exist even in RGSS

    But here is a plugin that does that :

    (function(){  var _kocka_random_alias_intialize_l2h9HbeF = Game_Map.prototype.initialize; Game_Map.prototype.initialize = function(){ _kocka_random_alias_intialize_l2h9HbeF.apply(this, arguments); this._changedRegions = [];}; Game_Map.prototype.regionId = function(x, y) { return this.isValid(x, y) ? this._changedRegions[x] ? this._changedRegions[x][y] ? this._changedRegions[x][y] : this.tileId(x, y, 5) : this.tileId(x, y, 5) : 0; }; Game_Map.prototype.changeRegionId = function(x, y, value){ if(!this._changedRegions[x])this._changedRegions[x] = []; this._changedRegions[x][y] = value; return this._changedRegions;}; })();Just use a script call to $gameMap.changeRegionId(x, y, value);