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DerVVulfman's Limit Break Menu

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MasterMind5823;184847 said:
Oh crap. Just out a "640," before the "[" and it'll work.

Totaly did not understand any of that :D

Edit: I figured out what u meant

would it be easier to say replace it with this
@command_window = Window_HorizCommand.new(640, ['View Limits', 'Set Gain Mode'])

EDIT2: Damn Alistor! lol
 
what he means, is the section that says:
@command_window = Window_HorizCommand.new(['View Limits', 'Set Gain Mode'])
make it look like:
@command_window = Window_HorizCommand.new(640, ['View Limits', 'Set Gain Mode'])
 
Updated first post with new script. Nothing big, just a cosmetic update. new feature removes unneeded zeros in the menu screen.
EX Arshes LB Skill Mighty Blade of God Doom costs 0 SP. instead of displaying:

[icon]Mighty Blade of God Doom 0

you see

[icon]Mighty Blade of God Doom

pretty basic, eh?
 
BUMPAROONEY!!
[/FONT]


Ok, added a whole second script. It adds a functional Limit command to the default battle system. It still requires the menu script from the first spoiler, but it now separates skills, and adds battle functionality.

Will look into updating compatibility with other CBS's, but right now, only works with the default and animated battlers systems.
 
I have found that it is UNCOMPATABLE with the SDK based upon an error;

Scrpit 'SDK Part IV' line 219: NoMethodError occured.

undefined method `*' for nil:NilClass

I'm no scripter so there is probably an easy way to fix this that I just can't figure out right?
 
Bumping this back up with updated script posted and such.
Changed a few things, got rid of some redundant code, (thanks to DVV for that.)

Expect a major update later on, when DVV updates the LB system with a little surprise.
 
hmm... Add an end under the last line... i forgot one somewhere... i'l have to go through and look into it. thanks, XPLearner.
 
did, you put both scripts from the first post in to your project? they are interdependent. The error you got is from using the main menu edit without the actual Limit Menu. If both are not implemented, that's the error it would throw... I think.
 
Alrigth then thanks.

But now i'm having a bit of trouble myself it's how to make the menu work with loler12 Simple Menu Edit.

Here's a screenshot of it.

http://i31.photobucket.com/albums/c378/ ... nuEdit.png[/IMG]



Here's the script i'm using. It's edited quite a bit.


Now nothing happens when i try to click on limit to open the menu.

and i have DerV limit script in there.

Code:
#===============================================================================
#  ** Simple Menu Edit
#-------------------------------------------------------------------------------
# With this script you can easly make your own menu!
# Helping commands :
#
# run items window : Scene_Item.new
# run skills window : Scene_Skill.new
# run Equip window : Scene_Equip.new
# Scene_Save.new : run save window
# Scene_Load.new : run load window
#
# Credits : kRECKER
#===============================================================================

SDK.log("Simple Menu", "kRECKER", 1, "4.4.2007")
#===============================================================================


#===============================================================================

# To use menu? Yes = True //\\ No = False
  if SDK.state("Simple Menu") == true
#===============================================================================
    


class Scene_Menu
  #--------------------------------------------------------------------------
  # * Object Initialization
  #     menu_index : command cursor's initial position
  #--------------------------------------------------------------------------
    def initialize(menu_index = 0)
    @menu_index = menu_index
  end
  #--------------------------------------------------------------------------
  # * Main Processing
  #--------------------------------------------------------------------------
 def main
    s1 = $data_system.words.item
    s2 = $data_system.words.skill
    s3 = $data_system.words.equip
    s4 = "Status"
    s5 = "Save"
    s6 = "Exit"
    s7 = "Limit"
    # how many Windows?                         1,  2,  3,  4,  5,  6 and so on
    @command_window = Window_Command.new(160, [s1, s2, s3, s4, s7, s5, s6])
    @command_window.height = 224 # Add on scriplet from http://www.creationasylum.net/index.php?showtopic=13597&hl= Credit: Leon
    @command_window.index = @menu_index
    # If number of party members is 0
   # if party size = 0
    if $game_party.actors.size == 0
      # Disable items, skills, equipment, and status
    # disable those windows delete # from the windows that wont be disable
      @command_window.disable_item(0)
      @command_window.disable_item(1)
      @command_window.disable_item(2)
      @command_window.disable_item(3)
      @command_window.disable_item(4)
#      @command_window.disable_item(5)
#      @command_window.disable_item(6)
      #end condition
    end
    # If save is forbidden
    if $game_system.save_disabled
      # Disable save
      @command_window.disable_item(5) #@command_window.disable_item(4)
    end
    # Make play time window
    @playtime_window = Window_PlayTime.new
    @playtime_window.x = 0
    @playtime_window.y = 224     # @playtime_window.y = 320 
    # Make steps window
    @steps_window = Window_Steps.new
    @steps_window.x = 0
    @steps_window.y = 320
    # Make gold window
    @gold_window = Window_Gold.new
    @gold_window.x = 0
    @gold_window.y = 416
#-------------------------------------------------------------------------------    
    # Make status window
    # show status on the middle of the screen
    @status_window = Window_MenuStatus.new
    @status_window.x = 160
    @status_window.y = 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
    @playtime_window.dispose
    @steps_window.dispose
    @gold_window.dispose
    @status_window.dispose
  end
  #--------------------------------------------------------------------------
  # * Frame Update
  #--------------------------------------------------------------------------
  def update
    # Update windows
    @command_window.update
    @playtime_window.update
    @steps_window.update
    @gold_window.update
    @status_window.update
    # If command window is active: call update_command
    if @command_window.active
      update_command
      return
    end
    # If status window is active: call update_status
    if @status_window.active
      update_status
      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)
      # If command other than save or end game, and party members = 0
      if $game_party.actors.size == 0 and @command_window.index < 5  #if $game_party.actors.size == 0 and @command_window.index < 4
        # Play buzzer SE
        $game_system.se_play($data_system.buzzer_se)
        return
      end
#-------------------------------------------------------------------------------
#
#-------------------------------------------------------------------------------
      # Branch by command window cursor position
      case @command_window.index
        # when index = 1
      when 0  # item
        $game_system.se_play($data_system.decision_se)
        #Scene_Status.new
        # Switch to item screen
        $scene = Scene_Item.new
#-------------------------------------------------------------------------------        
        # when index = 2
      when 1  # skill
        # Play decision SE
        $game_system.se_play($data_system.decision_se)
        # Make status window active
        @command_window.active = false
        @status_window.active = true
        @status_window.index = 0
#-------------------------------------------------------------------------------        
        # when index = 3
      when 2  # equipment
        # Play decision SE
        $game_system.se_play($data_system.decision_se)
        # Make status window active
        @command_window.active = false
        @status_window.active = true
        @status_window.index = 0
#-------------------------------------------------------------------------------        
        # when index = 4
     when 3  # status
        # Play decision SE
        $game_system.se_play($data_system.decision_se)
        # Make status window active
        @command_window.active = false
        @status_window.active = true
        @status_window.index = 0
#-------------------------------------------------------------------------------
      when 4  # limit
        # Play decision SE
        $game_system.se_play($data_system.decision_se)
        # Make status window active
        @command_window.active = false
        @status_window.active = true
        @status_window.index = 0              
#------------------------------------------------------------------------------- 
        # when index = 5
      when 5 # 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
#-------------------------------------------------------------------------------        
        # when index = 6       
      when 6 
   # play decision_se
        $game_system.se_play($data_system.decision_se)
        # run Scene_End (end titles)
        $scene = Scene_End.new
      end
      return
    end
  end
# end class
end

#===============================================================================
# ** End SDK enable Test
#===============================================================================

end
 
It looks like the Menu script you have there is incomplete. It doesn't seem to have a def update_status. I'll look into this tonight or tomorrow, and I'll PM you the properly edited script, so as to leave this thread open for the limit menu.
 
UPDATE!!![/FONT]


Added an SDK version of the code to the first post. MY script contains an internal Window_HorizCommand. When used with SDK it throws an error. To avoid that, use the new version in your SDK games, as the "b" version does not have Window_HorrizCommand.
 
Missing lines of code in both...
Code:
class Scene_Battle
  #--------------------------------------------------------------------------
  # * Start Skill Selection
  #--------------------------------------------------------------------------
  def start_skill_select
    # Make skill window
    @skill_window = Window_Skill.new(@active_battler)
    @skill_window.refresh(false, false)
    @skill_window.z = 1000
    # Associate help window
    @skill_window.help_window = @help_window
    # Disable actor command window
    @actor_command_window.active = false
    @actor_command_window.visible = false
  end
---no more here---
This is the last portion of the SDK version... no final 'end' statement. Same occurs for the Non-SDK version. Is there any remaining defs in either or did you just miss entering a final 'end' statement?

Seems like missing the 'end' for the Non-SDK version, but more for the SDK.
 
SDK version i justed added a End and it worked out I am having a problem with using this script with Adv Ind commands by Trickster. Each command with who like scripted but it does the keep the sorting of the skills to each Commands.
 
See, it pays to pay attention and take your time. I fixed both scripts, and changed the layout of he first post. thanks for the bug find, DVV.
 
UPDATE!!!![/FONT]

Thanks to DerVVulfman's uncanny ability to make a script usable with or without the SDK, there is only one version of the script posted now. This becomes Version 2.1! Yay!!!!

UPDATE... AGAIN!!![/FONT]

Just after I posted the last script update, I figured out how to Auto Detect the Attack Replacer Script. This Second update is the new script, now version 2.2. Yay me!!
 
I snatched these scripts as they look incredibly handy. I'm having a problem with 'em though - every time I try to access the limit menu, I get;

Script 'LimitMenu' line 464: ArgumentError occurred.

wrong number of arguments(2 for 0)

I've got Cogwheel's bars, DVV's limit break, the "Attack" option replacer, then the Limit Menu and the script to add it to the main menu.

I can't see where the conflict is.

http://sparky.axisofchaos.com/images/462scriptlist.jpg[/img]
 
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