Ok, lemme try to explain this, I have one Window that has attribute accessors that are global, and they are used in a sentance, for instance:
And in another Window you want to store new information in that global variable, something like
what i want to know is do you have to put something like:
That is not working, I was helped with this problem once beforebut I sorta had to reboot the computer and kinda lost my project and everything else...
If you still do not understand the question, lemme try this:
and in another window I have it so once you click on a option it will transfer information:
Hope this helps enough to get help.
Code:
"You just made a " + $itemmade + "."
Code:
$itemmade = Bronze Shoe
Code:
object = Window_ItemsMadeOptions.new
Window_ItemsMadeOptions.refresh(Bronze Shoe)
If you still do not understand the question, lemme try this:
Code:
class Window_ItemOptions < Window_Base
attr_accessor :item
attr_accessor :drop
attr_accessor :use
def initialize
super(340,64,300,415)
self.contents = Bitmap.new(width-32, height-32)
self.contents.font.name = "Arial"
self.contents.font.size = 22
refresh(" "," "," ")
end
def refresh(item,drop,use)
$itemcrazy = item
$dropcrazy = item
$usecrazy = use
self.contents.clear
self.contents.font.color = normal_color
self.contents.draw_text(0, 0, 300, 32, "test 1-3"+"-"+$itemcrazy+"-"+$dropcrazy+"-"+$usecrazy)
end
end
and in another window I have it so once you click on a option it will transfer information:
Code:
def update_command
if Input.trigger?(Input::B) # Back
$game_system.se_play($data_system.cancel_se) # Makes a cancelation sound.
$scene = Scene_Item.new # Restores Scene_map.
return
end
if Input.trigger?(Input::C) # Confirm
case @command_window # Main option window index controls.
when 0
object = Window_ItemOptions.new
Window_ItemOptions.refresh(Bronze Shoe)
end
end
end
end