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1-Scene CMS Problem...If you can help me... Ill try to reward you... =)

I'd like to help you, but there's an error in other place when I try to open the menu... Game Actor line 114: TypeError. Using a new fresh project. I'll try to workaround at this first, if no one will help you.

Anyway, I can use "Call Save Menu" event... maybe you're using other scripts that conflict?

What do you mean with "to turn 'quest Items' into 'Key Items'"? I see that it's already "key items". Just name the 21st element to "Quest items".
 
Exsharaen;196676 said:
I'd like to help you, but there's an error in other place when I try to open the menu... Game Actor line 114: TypeError. Using a new fresh project. I'll try to workaround at this first, if no one will help you.

Anyway, I can use "Call Save Menu" event... maybe you're using other scripts that conflict?

What do you mean with "to turn 'quest Items' into 'Key Items'"? I see that it's already "key items". Just name the 21st element to "Quest items".
dunno about the error... but for the "quest items", the name of the element
is only for your notes...
 
Okay, I fixed the error, it seems I didn't set my DB properly.

What do you mean equipping doesn't really equip it? So far, I see that the equipments are correct. Try this (assuming using a fresh new project with LegACy script is the only custom script installed) to prove it:

1. Make a new event that gives the party new equipments (call him X). Try giving them Iron Sword and Steel Sword for Aluxes (or anyone in the first slot). Note the weapon IDs.

2. Make another event (call him Y) that calls this script:

Code:
p $game_party.actors[0].weapon_id

3. Now run the game. Talk to Y first. You will see a new window that says "1". It's the weapon ID for Bronze Sword. Press OK. Now, go talk to X, and equip Iron Sword to Aluxes. Talk to Y again. This time, a window with "2" appears.

See, by equipping something from CMS, it does actually equip the item to an actor.

Conditional branch doesn't work? I tried it and everything works fine. Here's how I did it:

1. Make a new event (call him M). Define a conditional branch like this:

Code:
@>Conditional Branch: [Aluxes] is [Iron Sword] equipped
  @> Text: Cool!
  @>
  : Else
  @> Text: Uncool...
  @>
  : Branch end
@>

2. Run the game. First time, before speaking to X, speak to M first. S/He'll say "Uncool..." Equip Iron Sword to Aluxes and speak to M again. S/He'll now say "Cool!"

About the quest item, I really misunderstood it. After trying, now I can see it. Here's how to replace "Quest" into "Key":

1. Find class Scene_Menu.
2. Find def main.
3. Find any 'Quest' and just replace it with 'Key' (include the quotes).
Or...
Just make a new page under LegACy's CMS script. Paste this into the new page:
Code:
class Scene_Menu
    #--------------------------------------------------------------------------
    # * Main Processing
    #--------------------------------------------------------------------------
    def main
      # Make command window
      if LegACy::ICON
        s1 = '     ' + $data_system.words.item
        s2 = '     ' + $data_system.words.skill
        s3 = '    ' + $data_system.words.equip
        s4 = '    ' + 'Status'
        s5 = '    ' + 'Save'
        s6 = '    ' + 'Exit'
        t1 = '     ' + 'Recov.'
        t2 = '      ' + 'Weapon'
        t3 = '     ' + 'Armor'
        t4 = '      ' + 'Accessory'
        t5 = '    ' + 'Key'
        t6 = '    ' + 'Misc.'
      else
        s1 = ' ' + $data_system.words.item
        s2 = ' ' + $data_system.words.skill
        s3 = ' ' + $data_system.words.equip
        s4 = ' ' + 'Status'
        s5 = 'Save'
        s6 = 'Exit'
        t1 = ' ' + 'Recov.'
        t2 = ' ' + 'Weapon'
        t3 = ' ' + 'Armor'
        t4 = ' ' + 'Accessory'
        t5 = 'Key'
        t6 = 'Misc.'
      end      
      u1 = 'To Title'
      u2 = 'Quit'
      v1 = 'Optimize'
      v2 = 'Unequip All'
      @command_window = Window_NewCommand.new(320, [s1, s2, s3, s4, s5, s6])
      @command_window = Window_NewCommand.new(320, [s1, s2, s3, s4, s5, s6], LegACy::ICON_NAME[0]) if LegACy::ICON
      @command_window.y = -96
      @command_window.index = @menu_index
      # If number of party members is 0
      if $game_party.actors.size == 0
        # Disable items, skills, equipment, and status
        @command_window.disable_item(0)
        @command_window.disable_item(1)
        @command_window.disable_item(2)
        @command_window.disable_item(3)
      end
      # If save is forbidden
      if $game_system.save_disabled
        # Disable save
        @command_window.disable_item(4)
      end
      # Make stat window
      @stat_window = Window_Stat.new
      @stat_window.x = 320
      @stat_window.y = -96
      # Make status window
      @status_window = Window_NewMenuStatus.new
      @status_window.x = 640
      @status_window.y = 96
      @location_window = Window_Location.new
      @location_window.y = 480
      @actor_window = Window_Actor.new
      @actor_window.x = -160
      @actor_window.y = 96
      @itemcommand_window = Window_NewCommand.new(320, [t1, t2, t3, t4, t5, t6])
      @itemcommand_window = Window_NewCommand.new(320, [t1, t2, t3, t4, t5, t6], LegACy::ICON_NAME[1]) if LegACy::ICON
      @itemcommand_window.x = -320
      @itemcommand_window.active = false
      @help_window = Window_NewHelp.new
      @help_window.x = -640
      @help_window.y = 432
      @item_window = Window_NewItem.new
      @item_window.x = -480      
      @item_window.help_window = @help_window
      @skill_window = Window_NewSkill.new(@actor)
      @skill_window.x = -480      
      @skill_window.help_window = @help_window
      if LegACy::ABS 
        @hotkey_window = Window_Hotkey.new
        @hotkey_window.x = -480
      end
      @equipstat_window = Window_EquipStat.new(@actor)
      @equipstat_window.x = -480
      @equip_window = Window_Equipment.new(@actor)
      @equip_window.x = -240
      @equip_window.help_window = @help_window
      @equipitem_window = Window_EquipmentItem.new(@actor, 0)
      @equipitem_window.x = -240
      @equipitem_window.help_window = @help_window
      @equipenhanced_window = Window_Command.new(160, [v1, v2])
      @equipenhanced_window.x = -160
      @equipenhanced_window.active = false
      @playerstatus_window = Window_NewStatus.new(@actor)
      @playerstatus_window.x = -640
      @file_window = Window_File.new
      @file_window.x = -640
      @filestatus_window = Window_FileStatus.new(@file_window)
      @filestatus_window.x = -320
      @end_window = Window_Command.new(120, [u1, u2])
      @end_window.x = 640
      @end_window.active = false
      @spriteset = Spriteset_Map.new
      @windows = [@command_window, @stat_window, @status_window, 
        @location_window, @actor_window, @itemcommand_window,@help_window,
        @item_window, @skill_window, @equipstat_window, @equip_window,
        @equipitem_window, @equipenhanced_window, @playerstatus_window,
        @file_window, @filestatus_window, @end_window]
      @windows.push(@hotkey_window) if LegACy::ABS
      @windows.each {|i| i.opacity = LegACy::WIN_OPACITY}
      @windows.each {|i| i.z = LegACy::WIN_Z}
      # Execute transition
      Graphics.transition
      # Main loop
      loop do
        # Update game screen
        Graphics.update
        # Update input information
        Input.update        
        # Frame update
        update
        # Abort loop if screen is changed
        if $scene != self
          break
        end
      end
      # Prepare for transition
      Graphics.freeze
      # Dispose of windows      
      @spriteset.dispose
      @windows.each {|i| i.dispose}
    end
end

Now, for your third problem. I didn't really find any problem using Call Save Menu event.

So, for a conclusion, LegACy's CMS works fine in a fresh new project. For your first and third problem, there might be other scripts that interfere with CMS. Enlist them here; maybe I can help take a look.

Hope it helps.
 

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