I'm (very) new to Javascript, but trying to learn (...with programming, I tend to take a Dark Souls approach to learning, until I'm sick of seeing code...).
The game I'm developing only has a single character, so I have a few things to ask.
1: How could I remove the confirming selection when opening equipment, status, etc. Normally, you select equip, or status, or skills, or the like, and then select which party member you want to look at. Since my protagonist is alone, that party member selection is actually a minor annoyance, and makes it feel like something isn't quite right.
2: How do I add a bust image to the in game menu? I want to have some stats on the character show up when you open the menu, but also a bust image of her. I know this shouldn't be a difficult proposition, but I can't figure out how to do it for the life of me. If somebody can suggest how to make it CHANGE based on armor/clothing selection it would help too, though I know that for that I'll just have to pin down the syntax for an If/Elseif/Else tree.
3: How can I display Variables, or a bar based on a variable, in the menu? For instance, I want to use different currencies, and am extending the currency window to include 3 additional kinds aside Gold Coin (because my elves turn up their noses at silly human gold, and goblins... yeah...). I'm also PLANNING on using more than one kind of energy to fuel magic (which will not always regenerate with resting. Yes, I know, I'm planning over the top for what I know how to do so far; that's why I'm asking for help. XD ).
...while I'm at it: would any code that checked and changed the bust image also be able to change the character sprite?
At least I've managed to figure out how to manipulate sizes and positions already! :D
[JS] Single Character Menu Questions
● ARCHIVED · READ-ONLY
-
-
I'll teach you dark souls style then :D
The easiest option is to go to Window_Status, find the ok handler and see how the handler handles the code. It should have the selection there. You take the code and place it appropriately to Window_MenuCommand inside ok handler or where you need. The ok handlers are important though.How could I remove the confirming selection when opening equipment, status, etc
The same way as any other image is added. There are bust plugins out there, you may inspire there.2: How do I add a bust image to the in game menu
All sorts of things regarding drawing itself are inside windows' drawItem methods. Regarding variables, you can check a lot of things by pressing f8 in game (opens console) and typing $How can I display Variables, or a bar based on a variable, in the menu?
and then letting the time guide you.
Depends what exactly is that character sprite change you're talking about....while I'm at it: would any code that checked and changed the bust image also be able to change the character sprite? -
Eee... okay...
Face back into the bricks, then. Thank you.
By changing the character sprite, I meant just switching which sprite is attached to the character. Different appearances by equipment. I'm pretty sure it can be done, and shouldn't be a difficult thing to write... I'm just trying to learn HOW. Javascript is still confusing me far more than any other language I've poked my nose into. -
That's easy to say for you, but without RPG maker at my close proximity I can hardly do that precisely, since there is no way of actual confirmation.Face back into the bricks, then. Thank you.
Anyway, the code to change character image is possible via set movement route command, so it is also possible to trace what the command for it is from there (since rpg maker mv has all editor commands saved in rpg_objects, it's not too hard to find).
Anyway, this is the method:
Code:Game_CharacterBase.prototype.setImage = function(characterName, characterIndex) { this._tileId = 0; this._characterName = characterName; this._characterIndex = characterIndex; this._isObjectCharacter = ImageManager.isObjectCharacter(characterName); };
characterName is a name of a file inside rpg_characters. characterIndex is an index that starts from 0 and ends in 7.
Also yes, Javascript is confusing if you take it dark souls style. The reason why is mainly its prototype system (and MV's sloppy writing doesn't help it either), although ES5 prototypes are just a syntactic sugar for class (there are differences, but they are irrelevant for now). It's much better to take a free course somewhere, because it gives you a starting base.
current scene:
SceneManager._scene
game objects:
written Game_Party in game files,
$gameParty is the object instance.
Game_Actors is in game files
$gameActors is the object instance
And if you're searching for parsed database files, it's $dataAnimations for animations.json and for other files it's the same. -
All the other languages I've gotten to play with, I learned by starting into making a project of my own and adapting lessons and tutorials to what I was doing; helped me remember what things were actually DOING, rather than trying to memorize word patterns... but I had the joy of having to do a lot of figuring the basics of MV menu editing out with no internet access (and even having MV available offline, something in it was constantly trying to verify file integrity; error messages every minute or two, even if it wasn't doing anything. Pretty sure I found THAT problem this morning, but ARGH).That's easy to say for you, but without RPG maker at my close proximity I can hardly do that precisely, since there is no way of actual confirmation.
So yes. I am now getting somewhere. Your post HAS helped a lot, and I appreciate it! Now I just need to get all the brick out of my hair. Hopefully I'll only have to beat my face on WOODEN walls from here on! =^.^=
...Yeah... knowing where it's hiding the event commands does help a lot, too. Thank you. =o_O=