Dissapearing issue

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Dissapearing issue

Post by Peva on Sun Nov 14, 2010 9:14 pm

I'm using Jet's Stamina system along with another script of his that shows gold on the main map. Whenever an event happens, the energy window disappears. I love this. However, the gold window dosent disappear. Also, I cannot adjust the opacity for the gold window. Can you (Imp/Omegas) fix that for me? I want the opacity at 128.

Here is the Stamina System (Slightly edited by me...)
Spoiler:
Code:

#===============================================================================
# Stamina System
# By Jet10985 (Jet)
# Help by: Mithran
#===============================================================================
# This snippet will add a stamina system to your game. Stamina, meaning that
# when the player dashes, they will lose stamina. When the stamina runs out
# the player will not be able to dash until it is re-charged.
# This script has: 20 customization options.
#===============================================================================

=begin

How to use:

To increase the max stamina level, you can use this event "Script..." command:

increase_max_stamina(amount)
amount = the amount you want to increase max stamina by

To stop stamina loss, therefore giving infinite stamina while on, use this:

stamina_loss(option)
option = either true or false. True gives them infinite stamina, false makes
the stamina go donw once again.

=end


module Jet_Stamina
 
  # Use an icon or a letter to show with the item gauge?
  USE_LETTER = true
 
  # Icon id if you chose false in the above config.
  ICON_STAMINA_ID = 50
 
  # This the the letters that will be displayed with the stamina bar to
  # represent that the bar is for stamina.
  STAMINA_INITIAL = "EN"
 
  # These are the level up of stamina. By default, it has 4 specified.
  # these represent levels 1 through 4 of the stamina. The level where it
  # comes from is derived from a below configuration.
  STAMINA_LEVELS = [100, 80, 95, 110]
 
  # This actor's level will determine the stamina level set above.
  ACTOR_STAMINA_ID = 0
 
  # This is how much the stamina level will raise for any unspecified levels
  # in the above configuration.
  BASE_STAMINA_RAISE = 10
 
  # This is how much stamina will be drained per square moved will dashing.
  STAMINA_DOWN_PER_SQUARE = 2
 
  # This is how much stamina will be re-gained every second when not moving.
  STAMINA_REGEN_PER_SECOND = 2
 
  # This is a variable that will hold the current amount of stamina.
  STAMINA_TO_VARIABLE_ID = 5
 
  # Show the stamina on the map?
  STAMINA_ON_MAP = true
 
  # This is where the window shall be shown if the window is shown on the map.
  MAP_WINDOW_COORDS = [384, 360]
 
  # This is the switch that if on, the map's window will be invisible.
  MAP_ONOFF_SWITCH = 1
 
  # This is how transperant the map's stamina window is.
  # 0 is just the bar, no window, 255 is a completely solid window.
  MAP_WINDOW_OPACITY = 128
 
  # Show stamina in the menu?
  STAMINA_IN_MENU = true
 
  # This is where the window shall be shown if the window is shown on the menu.
  MENU_WINDOW_COORDS = [384, 360]
 
  # Show numbers with the stamina bar, or just the bar?
  STAMINA_BAR_WITH_NUMBERS = false
 
  # These are the stamina bar's colors. By default it is goldenrod/dark goldenrod.
  STAMINA_GAUGE_COLOR1 = Color.new(184, 134, 11)
  STAMINA_GAUGE_COLOR2 = Color.new(218, 165, 32)

  # If you are using a jump system, this will drain some stamina each time
  # that the player jumps
  JUMP_SYSTEM_COMPATABILITY = false
 
  # This is how much stamina will be lost for each jump.
  STAMINA_JUMP_LOSS = 6
 
end

#===============================================================================
# DON'T EDIT FURTHER UNLESS YOU KNOW WHAT TO DO.
#===============================================================================
class Game_Stamina
 
  include Jet_Stamina
 
  attr_accessor :stamina
  attr_accessor :max_stamina
  attr_accessor :stamina_gain
  attr_accessor :max_stamina_plus
  attr_accessor :disable_stamina_loss
  attr_accessor :got_initial_stamina
 
  def initialize
    @stamina = 0
    @stamina_gain = 0
    @max_stamina = 0
    @max_stamina_plus = 0
    @disable_stamina_loss = true
    @got_initial_stamina = false
  end
 
  def update_stamina
    get_max_stamina
    $game_stamina.stamina_gain += 1 unless $game_player.moving? && $game_player.dash?
    if $game_stamina.stamina_gain == 60
      $game_stamina.stamina += STAMINA_REGEN_PER_SECOND
      $game_stamina.stamina_gain = 0
      if $game_stamina.stamina > $game_stamina.max_stamina
        $game_stamina.stamina = $game_stamina.max_stamina
      end
    end
    $game_variables[STAMINA_TO_VARIABLE_ID] = $game_stamina.stamina
  end
 
  def get_initial_stamina
    if $game_party.members[ACTOR_STAMINA_ID].level < STAMINA_LEVELS.size
      $game_stamina.stamina = STAMINA_LEVELS[$game_party.members[ACTOR_STAMINA_ID].level - 1]
    else
      $game_stamina.stamina = STAMINA_LEVELS.max + (($game_party.members[ACTOR_STAMINA_ID].level - (STAMINA_LEVELS.size - 1)) * BASE_STAMINA_RAISE)
    end
  end
 
  def get_max_stamina
    if $game_party.members[ACTOR_STAMINA_ID].level > STAMINA_LEVELS.size
      $game_stamina.max_stamina = STAMINA_LEVELS.max + (($game_party.members[ACTOR_STAMINA_ID].level - (STAMINA_LEVELS.size - 1)) * BASE_STAMINA_RAISE) + $game_stamina.max_stamina_plus
    else
      $game_stamina.max_stamina = STAMINA_LEVELS[$game_party.members[ACTOR_STAMINA_ID].level - 1] + $game_stamina.max_stamina_plus
    end
    return $game_stamina.max_stamina
  end
end

$game_stamina = Game_Stamina.new

class Game_Interpreter
 
  def stamina_loss(option)
    if option == true || option == false
      $game_stamina.disable_stamina_loss = option
    else
      p "The option you chose was neither true or false. Please error check and try again"
    end
  end
 
  def increase_max_stamina(amount)
    $game_stamina.max_stamina_plus += amount
  end
end

class Game_Character
 
  include Jet_Stamina
 
  if JUMP_SYSTEM_COMPATABILITY
    alias jet5902_jump jump unless $@
    def jump(*args)
      $game_stamina.stamina -= STAMINA_JUMP_LOSS
      jet5902_jump(*args)
    end
  end
 
  alias jet9211_increase_steps increase_steps unless $@
 
  def increase_steps(*args)
    $game_stamina.stamina -= STAMINA_DOWN_PER_SQUARE if $game_player.dash? && $game_stamina.disable_stamina_loss && self.is_a?(Game_Player)
    jet9211_increase_steps(*args)
  end
end

class Window_Stamina < Window_Base
 
  def initialize(x, y)
    super(x, y, 160, WLH + 32)
    self.opacity = MAP_WINDOW_OPACITY if $scene.is_a?(Scene_Map)
    refresh
  end
 
  def refresh
    self.contents.clear
    draw_actor_stamina(0, 0)
  end
 
  def update
    refresh
  end
end

class Window_Base
 
  include Jet_Stamina
 
  def stamina_color
    return crisis_color if $game_stamina.stamina < $game_stamina.get_max_stamina / 4
    return normal_color
  end

  def draw_actor_stamina(x, y, width = 120)
    draw_actor_stamina_gauge(x, y, width)
    self.contents.font.color = system_color
    if USE_LETTER
      self.contents.draw_text(x, y, 30, WLH, STAMINA_INITIAL)
    else
      self.contents.draw_icon(ICON_STAMINA_ID, x, y)
    end
    self.contents.font.color = stamina_color
    last_font_size = self.contents.font.size
    xr = x + width
    if STAMINA_BAR_WITH_NUMBERS
      if width < 120
        self.contents.draw_text(xr - 44, y, 44, WLH, $game_stamina.stamina, 2)
      else
        self.contents.draw_text(xr - 99, y, 44, WLH, $game_stamina.stamina, 2)
        self.contents.font.color = normal_color
        self.contents.draw_text(xr - 55, y, 11, WLH, "/", 2)
        self.contents.draw_text(xr - 44, y, 44, WLH, $game_stamina.get_max_stamina, 2)
      end
    end
  end

  def draw_actor_stamina_gauge(x, y, width = 120)
    gw = width * $game_stamina.stamina / $game_stamina.max_stamina
    gc1 = STAMINA_GAUGE_COLOR1
    gc2 = STAMINA_GAUGE_COLOR2
    self.contents.fill_rect(x, y + WLH - 8, width, 6, gauge_back_color)
    self.contents.gradient_fill_rect(x, y + WLH - 8, gw, 6, gc1, gc2)
  end
end

class Scene_Map
 
  include Jet_Stamina
 
  alias jet0221_start start unless $@
  def start
    $game_stamina.update_stamina
    unless $game_stamina.got_initial_stamina
      $game_stamina.get_initial_stamina
      $game_stamina.got_initial_stamina = true
    end
    @stamina_window = Window_Stamina.new(MAP_WINDOW_COORDS[0], MAP_WINDOW_COORDS[1]) if STAMINA_ON_MAP
    jet0221_start
  end
 
  alias jet5021_update update unless $@
  def update
    $game_stamina.update_stamina
    if $game_switches[MAP_ONOFF_SWITCH] && STAMINA_ON_MAP
      @stamina_window.visible = false
    elsif STAMINA_ON_MAP
      @stamina_window.visible = true
    end
    @stamina_window.update if STAMINA_ON_MAP
    jet5021_update
  end
 
  alias jet2048_terminate terminate unless $@
  def terminate
    @stamina_window.dispose if STAMINA_ON_MAP
    jet2048_terminate
  end
end

class Game_Player
 
  alias jet6902_dash? dash? unless $@
  def dash?
    return false if $game_stamina.stamina < Jet_Stamina::STAMINA_DOWN_PER_SQUARE
    jet6902_dash?
  end
end

class Scene_Menu
 
  include Jet_Stamina
 
  alias jet5893_start start unless $@
  def start
    jet5893_start
    @stamina_window = Window_Stamina.new(MENU_WINDOW_COORDS[0], MENU_WINDOW_COORDS[1]) if STAMINA_IN_MENU
  end
 
  alias jet6942_update update unless $@
  def update
    jet6942_update
    @stamina_window.update if STAMINA_IN_MENU
  end
 
  alias jet7692_terminate terminate unless $@
  def terminate
    @stamina_window.dispose if STAMINA_IN_MENU
    jet7692_terminate
  end
end

class Scene_File
 
  alias jet3891_write_save_data write_save_data unless $@
  def write_save_data(file)
    jet3891_write_save_data(file)
    Marshal.dump($game_stamina, file)
  end
 
  alias jet5931_read_save_data read_save_data unless $@
  def read_save_data(file)
    jet5931_read_save_data(file)
    $game_stamina = Marshal.load(file)
  end
end

unless $engine_scripts.nil?
  JetEngine.active("Stamina System", "v1")
end

And here is the map addition script. (ALSO edited by me a bit...)
Spoiler:
Code:

#===============================================================================
# Extra Windows Snippet
# By Jet10985 (Jet)
# Inspired by Modern Algebra
#===============================================================================
# This snippet allows you to add more windows to the main menu that will give
# the player more detail into what they have accomplished while playing.
# This script has: 5 customization options.
#===============================================================================

module Extra_Window

  GOLD_ICON = 147  # The icon that appears in the gold window
  PLAY_TIME_ICON = 188  # The icon that appears in the PlayTime window     
  STEP_COUNTER_ICON = 48 # The icon that appears in the Step Counter window     
  LOCATION_ICON = 153 # The icon that appears in the Location window

  #---------------------------------------------------------------------------
  # Here is where you decide what windows actually appear. Here is the list:
  # You can input numbers 0, 1, 2, 3 and 4. always have a comma and space
  # between numbers.
  # 0 = Gold Window
  # 1 = StepCount Window
  # 2 = Location Window
  # 3 = PlayTime Window
  #---------------------------------------------------------------------------
  EXTRA_WINDOWS = [0]
 
end
 
#===============================================================================
# DON'T EDIT FURTHER UNLESS YOU KNOW WHAT TO DO.
#===============================================================================
class Game_System
 
  include Extra_Window

  attr_reader :extra_windows
 
  alias jet7812_initialize initialize unless $@
  def initialize(*args)
    @extra_windows = EXTRA_WINDOWS
    jet7812_initialize(*args)
  end
end

class Window_PlayTime < Window_Base
 
  include Extra_Window

  def initialize(x, y)
    super(x, y, 160, 32 + WLH)
    refresh
  end

  def refresh
    self.contents.clear
    x, qe = 0, contents.width
    if PLAY_TIME_ICON >= 0
      draw_icon(PLAY_TIME_ICON, x, 0)
      x += 24
      qe -= 24
    end
    @total_sec = Graphics.frame_count / Graphics.frame_rate
    hour = @total_sec / 60 / 60
    min = @total_sec / 60 % 60
    sec = @total_sec % 60
    text = sprintf("%02d:%02d:%02d", hour, min, sec)
    self.contents.font.color = normal_color
    self.contents.draw_text(x, 0, qe, WLH, text, 2)
  end

  def update
    super
    if Graphics.frame_count / Graphics.frame_rate != @total_sec
      refresh
    end
  end
end

class Window_StepCount < Window_Base
 
  include Extra_Window

  def initialize(x, y)
    super(x, y, 160, 32 + WLH)
    refresh
  end
 
  def refresh
    contents.clear
    x, qe = 0, contents.width
    if STEP_COUNTER_ICON >= 0
      draw_icon (STEP_COUNTER_ICON, x, 0)
      x += 24
      qe -= 24
    end
    contents.font.color = normal_color
    contents.draw_text (x, 0, qe, WLH, $game_party.steps.to_s, 2)
  end
end

class Window_Gold
 
  include Extra_Window
 
  def draw_currency_value(value, x, y, width, *args)
    if GOLD_ICON >= 0
      draw_icon(GOLD_ICON, x, y)
      x += 24
      width -= 24
    end
    super(value, x, y, width, *args)
  end
end

class Window_Location < Window_Base
 
  include Extra_Window

  def initialize(x, y)
    height = 32 + WLH
    y -= height
    super(x, y, 160, height)
    refresh
  end
 
  def refresh
    self.contents.clear
    x, qe = 0, contents.width
    if LOCATION_ICON >= 0
      draw_icon(LOCATION_ICON, x, 0)
      x += 24
      qe -= 24
    end
    map_name = load_data("Data/MapInfos.rvdata")[$game_map.map_id].name
    self.contents.font.color = normal_color
    self.contents.draw_text(x, 0, qe, WLH, map_name, 2)
  end
end

class Scene_Map < Scene_Base
 
  alias jet8903_start start unless $@
  def start
    jet8903_start
    create_extra_windows
  end

  alias jet2039_terminate terminate unless $@
  def terminate
    jet2039_terminate
    @extra_windows.each { |window| window.dispose }
  end

  alias jet1099_update update unless $@
  def update
    jet1099_update
    @extra_windows.each { |window| window.refresh }
  end

  def create_extra_windows
    y = Graphics.height
    @extra_windows = []
    $game_system.extra_windows.each { |i|
      window = extra_window(i)
      y -= window.height
      window.y = y
      @extra_windows.push(window)
    }
  end

  def extra_window(index)
    return case index
    when 0
      Window_Gold.new(0, 0)
    when 1
      Window_StepCount.new(0, 0)
    when 2
      Window_Location.new(0, 0)
    when 3
      Window_PlayTime.new(0, 0)
    end
  end
end

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Peva
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Well, happy RMing Wink
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Re: Dissapearing issue

Post by IMP1 on Mon Nov 15, 2010 6:04 am

Also haven't tried this, but here:
Put this before Jet's scripts:
Code:
class Game_Gold
 
  alias imp_edit_initialize initialize unless $@
  def initialize(x, y, opac=255)
    imp_edit_initialize(x,y)
    self.opacity = opac
  end
 
end
And put this after:
Code:
class Scene_Map < Scene_Base
 
  alias imp_edit_update update unless $@
  def update
    imp_edit_update
    @extra_windows.each { |wndw| wndw.visible = !$game_interpreter.running? }
  end
 
  def extra_window(index)
    return case index
    when 0
      Window_Gold.new(0, 0, 128)
    when 1
      Window_StepCount.new(0, 0)
    when 2
      Window_Location.new(0, 0)
    when 3
      Window_PlayTime.new(0, 0)
    end
  end
 
end

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Re: Dissapearing issue

Post by Peva on Mon Nov 15, 2010 1:45 pm

I'll test it out when I get home today.

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Well, happy RMing Wink
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Re: Dissapearing issue

Post by omegas7 on Mon Nov 15, 2010 1:46 pm

Moved to RGSS2 Support.

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Re: Dissapearing issue

Post by Peva on Mon Nov 15, 2010 4:35 pm

I got this...

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Re: Dissapearing issue

Post by IMP1 on Mon Nov 15, 2010 5:12 pm

ok, fine.
Replace the first one with this:
Code:
class Window_Gold2 < Window_Gold2
  def initialize(x,y,opacity)
    super(x,y)
    self.opacity = opacity
  end
end
and edit the line in the second one that currently reads Window_Gold.new(0, 0, 128) and change it to Window_Gold2.new(0, 0, 128). Should do the trick.

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Re: Dissapearing issue

Post by Peva on Mon Nov 15, 2010 5:31 pm


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Well, happy RMing Wink
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Re: Dissapearing issue

Post by IMP1 on Tue Nov 16, 2010 3:04 am

fuck, silly error. >.< (I'm rushing and not testing - VERY bad practice).
change class Window_Gold2 < Window_Gold2 to class Window_Gold2 < Window_Gold.
*facepalm*

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Re: Dissapearing issue

Post by Peva on Tue Nov 16, 2010 5:56 am

Now it starts up and everything, but after I select a new game, this happens...

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Re: Dissapearing issue

Post by IMP1 on Tue Nov 16, 2010 12:26 pm

@extra_windows.each { |wndw| wndw.visible = !$game_interpreter.running? }

replace that line with this:

@extra_windows.each { |wndw| wndw.visible = !$game_map.interpreter.running? }

didn't realise the game interpreter was only accessible through game map. This has go to be the worst fix I've ever done. JEEEEZ

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Re: Dissapearing issue

Post by Peva on Tue Nov 16, 2010 3:16 pm

Well...it works, kinda. It's opacity is perfect, but the energy window dosent disappear with it. Here are some screenshots.

As you can see here, the gold window disappears when the event is processing, but the energy window stays...


With this screenshot, they are both gone. Is this because it's a mojor event or something?



Can you make me another patch that makes the energy window disappear like the gold one does?

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Re: Dissapearing issue

Post by IMP1 on Wed Nov 17, 2010 1:39 am

Ohhh. I thought you said the energy bar did that already...?
Whenever an event happens, the energy window disappears.
But yeah, I could do that I guess...

And what do you mean it works kinda? If it doesn't work perfectly, I can fix it.

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Re: Dissapearing issue

Post by Peva on Wed Nov 17, 2010 5:49 am

Well the energy window dosent disappear when an event processes, only when a major event processes like name input. Can you make another patch or edit one of the old ones that makes it disappear like the gold window does? I rather like how it does that.

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Re: Dissapearing issue

Post by IMP1 on Wed Nov 17, 2010 9:22 am

Code:
class Scene_Map < Scene_Base
 
  alias imp_edit_update update unless $@
  def update
    imp_edit_update
    @extra_windows.each { |wndw| wndw.visible = !$game_map.interpreter.running? }
    $game_stamina.update_stamina
    if $game_switches[MAP_ONOFF_SWITCH] && STAMINA_ON_MAP
      @stamina_window.visible = false
    elsif !$game_map.interpreter.running?
      @stamina_window.visible = false
    elsif STAMINA_ON_MAP
      @stamina_window.visible = true
    end
    @stamina_window.update if STAMINA_ON_MAP
  end
 
  def extra_window(index)
    return case index
    when 0
      Window_Gold2.new(0, 0, 128)
    when 1
      Window_StepCount.new(0, 0)
    when 2
      Window_Location.new(0, 0)
    when 3
      Window_PlayTime.new(0, 0)
    end
  end
 
end
This should work. Replace the second (most similart to this) one with this.

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Re: Dissapearing issue

Post by Peva on Wed Nov 17, 2010 3:44 pm

Uh oh, the gold window disappeared but the energy one did not Sad

Also, sometimes the energy window completely disappears when no event is processing...

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Re: Dissapearing issue

Post by IMP1 on Thu Nov 18, 2010 6:41 am

Code:
class Scene_Map < Scene_Base
 
  alias imp_edit_update update unless $@
  def update
    imp_edit_update
    @extra_windows.each { |wndw| wndw.visible = !$game_map.interpreter.running? }
    $game_stamina.update_stamina
    if $game_switches[MAP_ONOFF_SWITCH] && STAMINA_ON_MAP
      @stamina_window.visible = false
    elsif $game_map.interpreter.running?
      @stamina_window.visible = false
    elsif STAMINA_ON_MAP
      @stamina_window.visible = true
    end
    @stamina_window.update if STAMINA_ON_MAP
  end
 
  def extra_window(index)
    return case index
    when 0
      Window_Gold2.new(0, 0, 128)
    when 1
      Window_StepCount.new(0, 0)
    when 2
      Window_Location.new(0, 0)
    when 3
      Window_PlayTime.new(0, 0)
    end
  end
 
end
try that. and try and spot the difference between it and the last one Wink

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Re: Dissapearing issue

Post by Peva on Thu Nov 18, 2010 9:46 am

Just a teeney explanation mark on that line. I'll try this out when I get home today.

EDIT During an event processing, the energy window is still present with the "!" there, without it, it works. I think this is solved, but I think I should keep it open for a bit just in case. Other than that, thank you very very much.

EDIT When I do a map transfer, the energy window just blinks. Any way to fix that?

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Re: Dissapearing issue

Post by Peva on Sun Nov 21, 2010 7:55 am

Bump

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Re: Dissapearing issue

Post by IMP1 on Sun Nov 21, 2010 8:36 am

My bad, didnt realise you edited your post. Good to know it works...

RE the blinking issue... I dunno. What would you want done? You could use the already implemented feature and turn off the window manually while the transfer happened... I dunno how I'd make it invisible during all events except a transfer...

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Re: Dissapearing issue

Post by Peva on Sun Nov 21, 2010 8:43 am

Well you did it with the gold window, why is it a problem with the energy window?

EDIT: I think I'm confusing you. I want both the energy window and the gold window to disappear when any event is taking place, even a transfer. You did it with the gold window, now I just want it done with the energy window.

You are so close D: Please help!

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Re: Dissapearing issue

Post by Peva on Fri Nov 26, 2010 10:33 am

Bump, soon as this and my scene menu thing is complete, the game is done! D:

EDIT: When a script event processes, like item pop up, only the energy window disappears. Can you just find where in the stamina script it does that and re-write it to be like the gold window patch you made?

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