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Everything moves too fast :s

Now I get this really weird thing going on with my project...
I'm working on a script and I aliased Scene_Map and now all my sprites and my character move really fast :huh:
I don't understand this at all! Can somebody help me?
I'll post my script here:

Code:
#===============================================================================

# ** Shortcut Skills

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

#*By Starsoft (a.k.a Khaliid)

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

# *Version: 2.50

# *Created: 12.08.09

# *SDK:     Not needed!

# *RM:      XP

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

# *Description:

#     This script is for people who want to use hotkeys in their games.

#     Hotkeys are buttons pressed in Scene_Skill to memorize skills.

#     These memorized skills can then be used on the map by pressing the hotkey.

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

# *Future Plans:

#  -Also usable in Scene_Item.[ ]

#  -Window + sound for confirmation. [V] 

#  -HUD [V]

 

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

#$$$$$$$$$$$$$$$$$$$$$$$$$$ PART 1: Scene_Map $$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$

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

class Scene_Map

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

  # * Alias Listing

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

  alias_method :hotkeys_map_update, :update

  alias_method :yourhud_update, :update

  alias_method :yourhud_main, :main

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

  # * Frame Update

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

   def main

    yourhud_main

    @yourhud = Window_YourHUD.new

    @yourhud.dispose

  end

  

  def update

    hotkeys_map_update

    yourhud_update

    @skill = $stored_skill

    @item = $stored_item

    #if Input.trigger?(Input::Q)

    #if @item == nil

    #else

    if @skill == nil

    else

    yourhud_update

    @yourhud.update   

    end

    #end

    if Input.trigger?(Input::A)

      if @skill == nil

      else

      $game_temp.common_event_id = @skill.common_event_id

      end

    end

  end

end

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

#$$$$$$$$$$$$$$$$$$$$$$$$$$$$$ END OF PART 1 $$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$

#$$$$$$$$$$$$$$$$$$$$$$$$$$ PART 2: Scene_Skill $$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$

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

class Scene_Skill

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

  # * Alias Listing

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

  alias_method :hotkeys_skill_update, :update

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

  # * Frame Update

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

  def update

    hotkeys_skill_update

    if @group_window.active

    else

     if Input.trigger?(Input::A)

      $game_system.se_play($data_system.equip_se)

      $stored_skill = @skill_window.skill

      @confirm_window = Window_Confirm.new

     end

      if Input.trigger?(Input::B)

        @confirm_window.dispose

      end

    end

  end

end

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

#$$$$$$$$$$$$$$$$$$$$$$$$$$$$$ END OF PART 2 $$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$

#$$$$$$$$$$$$$$$$$$$$$$$$$$ PART 3: Scene_Item $$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$

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

#class Scene_Item

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

  # *Alias Listing

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

#  alias_method :hotkeys_item_update, :update

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

  # * Frame Update

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

#  def update

 #   hotkeys_item_update

  #  if Input.trigger?(Input::A)

   # $stored_item = @item_window.item

 #   end

#  end

#end

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

#$$$$$$$$$$$$$$$$$$$$$$$$$$$$$ END OF PART 3 $$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$

#$$$$$$$$$$$$$$$$$$$$$$$$$ PART 4: Scene Windows $$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$

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

class Window_Confirm < Window_Base

  def initialize

    super(0, 420, 640, 65)

    self.contents = Bitmap.new(width - 32, height - 32)

    refresh

  end

  #--------------------------------------------------------------------------

  # * Refresh

  #--------------------------------------------------------------------------

  def refresh

    self.contents.clear

    skill = $stored_skill

    hotkey_color = Color.new(220, 210, 20)

    self.contents.font.color = hotkey_color

    self.contents.draw_text(0, 0, 640, 32, "Assigned " + skill.name + " to hotkey.", 0)

  end

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

end #$$$$$$$$$$$$$$$$$$$$$$$$$ END OF SCRIPT $$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$

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

 

class Window_YourHUD < Window_Base

  def initialize

    super(0, 0, 150, 60)

    self.contents = Bitmap.new(width - 32, height - 32)

    self.windowskin = RPG::Cache.windowskin("")

    refresh

  end

  def refresh

    self.contents.clear

    skill = $stored_skill

    hotkey_color = Color.new(220, 210, 20)

    self.contents.font.color = hotkey_color

    if skill == nil

    self.contents.draw_text(0, 0, 150, 32, "No Skill", 1)

    else

    self.contents.draw_text(0, 0, 150, 32, skill.name, 0)

  end

  end

  end
 

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