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New script killing WindowSkin

Elouj

Member

This is my script

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

# ** Scene_Party_Init

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

#  This class performs game begin screen processing.

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

 

 

class Window_MenuStatus < Window_Selectable

  def initialize

    super(0, 0, 230, 480)

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

    refresh

    self.active = false

    self.index = -1

  end

  def refresh

    self.contents.clear

    @item_max = $game_party.actors.size

    for i in 0...$game_party.actors.size

      x = 64

      y = i * 116

      actor = $game_party.actors[i]

      draw_actor_graphic(actor, x - 40, y + 75)

      draw_actor_name(actor, x - 60, y - 5)

    end

  end

  def update_cursor_rect

    if @index < 0

      self.cursor_rect.empty

    else

      self.cursor_rect.set(0, @index * 116, self.width - 32, 96)

    end

  end

end

 

class Scene_Party_Init

  def initialize(menu_index = 0)

    @menu_index = menu_index

  end

  def main

    s1 = "New Character"

    s2 = "Edit Character"

    s3 = "Done"

    @command_window = Window_Command.new(160, [s1, s2, s3])

    @command_window.index = @menu_index

    @command_window.x = 480

    @command_window.height = 32 * 3 + 1

    if $game_party.actors.size == 0

    end

    end

    @status_window = Window_MenuStatus.new

    @status_window.x = 0

    @status_window.y = 0

    Graphics.transition

    loop do

      Graphics.update

      Input.update

      update

      if $scene != self

        break

      end

    end

    Graphics.freeze

    @command_window.dispose

    @steps_window.dispose

    @status_window.dispose

  end

  def update

    @command_window.update

    @steps_window.update

    @status_window.update

    if @command_window.active

      update_command

      return

    end

    if @status_window.active

      update_status

      return

    end

  end

  def update_command

    if Input.trigger?(Input::B)

      $game_system.se_play($data_system.buzzer_se)

      return

    end

    if Input.trigger?(Input::C)

      case @command_window.index

      when 0

        $game_system.se_play($data_system.decision_se)

        if $game_party.actors.size == 0

          add_actor (1)

          return

        else

           if $game_party.actors.size == 1

             add_actor (2)

             return

           else

            if $game_party.actors.size == 2

               add_actor (3)

               return

             else

              if $game_party.actors.size == 3

                add_actor (4)

                 return

               else

              if $game_party.actors.size == 4                 

               $game_system.se_play($data_system.buzzer_se)

                  return

    end

  end

end

end

end

      when 1

        $game_system.se_play($data_system.decision_se)

        @command_window.active = false

        @status_window.active = true

        @status_window.index = 0

      when 2

        $game_system.se_play($data_system.decision_se)

        @command_window.active = false

        @status_window.active = true

        @status_window.index = 0

      end

      return

    end

  end

  def update_status

    if Input.trigger?(Input::B)

      $game_system.se_play($data_system.cancel_se)

      @command_window.active = true

      @status_window.active = false

      @status_window.index = -1

      return

    end

    if Input.trigger?(Input::C)

      case @command_window.index

      when 1

        if $game_party.actors[@status_window.index].restriction >= 2

          $game_system.se_play($data_system.buzzer_se)

          return

        end

        $game_system.se_play($data_system.decision_se)

        $scene = Scene_Edit_Char.new(@status_window.index)

      when 2

        $game_system.se_play($data_system.decision_se)

        $scene = Scene_Done.new(@status_window.index)

      end

      return

    end

  end

 

And it makes line 17 in scene_WindowBase not work, which reads like this:
Code:
    @windowskin_name = $game_system.windowskin_name

Why?
 

Thank you for viewing

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