I am making a main menu that displays the characters separately. For example, when you open up the main menu, it displays only actor #1. I am trying to make it that so when you press Input::L (Q) or Input::R (W), you can switch between the actors.
The problem is, that when I scroll with the "Q" and "W" keys, it will not proceed to the next or previous actor, but will remain on the first actor only. I can't seem to isolate the issue, but I think it has something to do with @menu_index and @actor_index conflicting with one another. I could be wrong.
Here is my Window_MenuStatus:
As you can see, I tried to modify Window_MenuStatus to conform to the behavior of Window_Status.
Now, here is my Scene_Menu (notice that only have input for Input::R at the moment, which is enough information needed for now):
I had designed each option in the command window to apply to the current actor only, so that there wouldn't a big, ugly, and unnecessary cursor flashing about.
Again, the problem I am having is that when I press the "Q" or "W" keys, it does not proceed to the next actor, but remains on the first actor. Thank you for your assistance.
The problem is, that when I scroll with the "Q" and "W" keys, it will not proceed to the next or previous actor, but will remain on the first actor only. I can't seem to isolate the issue, but I think it has something to do with @menu_index and @actor_index conflicting with one another. I could be wrong.
Here is my Window_MenuStatus:
Code:
#==============================================================================
# ** Window_MenuStatus
#------------------------------------------------------------------------------
# This window displays party member status on the menu screen.
#==============================================================================
class Window_MenuStatus < Window_Selectable
#--------------------------------------------------------------------------
# * Object Initialization
#--------------------------------------------------------------------------
def initialize(actor)
super(0, 0, 544, 320)
self.contents = Bitmap.new(width - 32, height - 32)
@actor = actor
refresh
end
#--------------------------------------------------------------------------
# * Refresh
#--------------------------------------------------------------------------
def refresh
self.contents.clear
draw_actor_graphic(@actor, x, y)
end
end
Now, here is my Scene_Menu (notice that only have input for Input::R at the moment, which is enough information needed for now):
Code:
#==============================================================================
# ** Scene_Menu
#------------------------------------------------------------------------------
# This class performs menu screen processing.
#==============================================================================
class Scene_Menu
#--------------------------------------------------------------------------
# * Object Initialization
# menu_index : command cursor's initial position
#--------------------------------------------------------------------------
def initialize(actor_index = 0, menu_index = 0)
@menu_index = menu_index
@actor_index = actor_index
end
#--------------------------------------------------------------------------
# * Main Processing
#--------------------------------------------------------------------------
def main
# Get actor
@actor = $game_party.actors[@actor_index]
# Make command window
s1 = "Inventory"
s2 = "Abilities"
s3 = "Equipment"
s4 = "Save Game"
@command_window = Window_Command.new(160, [s1, s2, s3, s4])
@command_window.x = 240
@command_window.y = 192
@command_window.z = 101
@command_window.index = @menu_index
@help_window = Window_Help.new
@help_window.x = 48
@help_window.y = 48
case @command_window.index
when 0
@help_window.set_text("View items and artifacts in the inventory.")
when 1
@help_window.set_text("View physical or magical abilities.")
when 2
@help_window.set_text("Equip or remove weapons and armor.")
when 3
@help_window.set_text("Record in-game progress for later reference.")
end
# 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 status window
@status_window = Window_MenuStatus.new(@actor)
@status_window.x = 48
@status_window.y = 112
# Make location window
@location_window = Window_Location.new
@location_window.x = 48
@location_window.y = 368
@location_window.opacity = 0
# Make gold window
@gold_window = Window_Gold.new
@gold_window.x = 432
@gold_window.y = 368
@gold_window.opacity = 0
# 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
@command_window.dispose
@help_window.dispose
@status_window.dispose
@location_window.dispose
@gold_window.dispose
end
#--------------------------------------------------------------------------
# * Frame Update
#--------------------------------------------------------------------------
def update
# Update windows
@command_window.update
@help_window.update
@status_window.update
@location_window.update
@gold_window.update
case @command_window.index
when 0
@help_window.set_text("View items and artifacts in the inventory.")
when 1
@help_window.set_text("View physical or magical abilities.")
when 2
@help_window.set_text("Equip or remove weapons and armor.")
when 3
@help_window.set_text("Record in-game progress for later reference.")
end
# If command window is active: call update_command
if @command_window.active
update_command
return
end
end
#--------------------------------------------------------------------------
# * Frame Update (when command window is active)
#--------------------------------------------------------------------------
def update_command
# If B button was pressed
if Input.trigger?(Input::B)
# Play cancel SE
$game_system.se_play($data_system.cancel_se)
# Switch to map screen
$scene = Scene_Map.new
return
end
# If C button was pressed
if Input.trigger?(Input::C)
# Branch by command window cursor position
case @command_window.index
when 0 # item
# Play decision SE
$game_system.se_play($data_system.decision_se)
# Switch to item screen
$scene = Scene_Item.new
when 1 # skill
# Play decision SE
$game_system.se_play($data_system.decision_se)
$scene = Scene_Skill.new(@actor_index)
when 2 # equipment
# Play decision SE
$game_system.se_play($data_system.decision_se)
$scene = Scene_Equip.new(@actor_index)
when 3 # save
# If saving is forbidden
if $game_system.save_disabled
# Play buzzer SE
$game_system.se_play($data_system.buzzer_se)
return
end
# Play decision SE
$game_system.se_play($data_system.decision_se)
# Switch to save screen
$scene = Scene_Save.new
end
return
end
# If R button was pressed
if Input.trigger?(Input::R)
# Play cursor SE
$game_system.se_play($data_system.cursor_se)
# To next actor
@actor_index += 1
@actor_index %= $game_party.actors.size
# Switch to different actor
$scene = Scene_Menu.new(@actor.index, @menu_index)
return
end
end
end
Again, the problem I am having is that when I press the "Q" or "W" keys, it does not proceed to the next actor, but remains on the first actor. Thank you for your assistance.