I'm using RMVX and I have a window that wont update. I'm not perfect at scripting, and I need help. I have the window in Scene_Map. Also I just tested the gold window that I moved there and it wont update either. It will only update if I go to a different scene. Here are the scripts.
P.S. If you can, help put a colon in the time window so it's like a clock.
Gold Window
Time Window -I didn't change any comments. Waste of time.
Scene_Map
Code:
#==============================================================================
# ** Window_Gold
#------------------------------------------------------------------------------
# This window displays the amount of gold.
#==============================================================================
class Window_Gold < Window_Base
#--------------------------------------------------------------------------
# * Object Initialization
# x : window X coordinate
# y : window Y coordinate
#--------------------------------------------------------------------------
def initialize(x, y)
super(x, y, 160, WLH + 32)
refresh
end
#--------------------------------------------------------------------------
# * Refresh
#--------------------------------------------------------------------------
def refresh
self.contents.clear
draw_currency_value($game_party.gold, 4, 0, 120)
end
end
Code:
#==============================================================================
# ** Window_Gold
#------------------------------------------------------------------------------
# This window displays the amount of gold.
#==============================================================================
class Window_Time < Window_Base
#--------------------------------------------------------------------------
# * Object Initialization
# x : window X coordinate
# y : window Y coordinate
#--------------------------------------------------------------------------
def initialize(x, y)
super(x, y, 160, WLH + 32)
refresh
end
#--------------------------------------------------------------------------
# * Refresh
#--------------------------------------------------------------------------
def refresh
$game_variables[2]
$game_variables[3]
self.contents.clear
draw_currency_value($game_variables[21], 4, 0, 20)
draw_currency_value($game_variables[22], 4, 0, 50)
end
end
Code:
#==============================================================================
# ** Scene_Map
#------------------------------------------------------------------------------
# This class performs the map screen processing.
#==============================================================================
class Scene_Map < Scene_Base
#--------------------------------------------------------------------------
# * Start processing
#--------------------------------------------------------------------------
def start
super
$game_map.refresh
@spriteset = Spriteset_Map.new
@message_window = Window_Message.new
@time_window = Window_Time.new(0, 0)
@gold_window = Window_Gold.new(0, 360)
end
#--------------------------------------------------------------------------
# * Execute Transition
#--------------------------------------------------------------------------
def perform_transition
if Graphics.brightness == 0 # After battle or loading, etc.
fadein(30)
else # Restoration from menu, etc.
Graphics.transition(15)
end
end
#--------------------------------------------------------------------------
# * Termination Processing
#--------------------------------------------------------------------------
def terminate
super
if $scene.is_a?(Scene_Battle) # If switching to battle screen
@spriteset.dispose_characters # Hide characters for background creation
end
snapshot_for_background
@spriteset.dispose
@message_window.dispose
@time_window.dispose
@gold_window.dispose
if $scene.is_a?(Scene_Battle) # If switching to battle screen
perform_battle_transition # Execute pre-battle transition
end
end
#--------------------------------------------------------------------------
# * Basic Update Processing
#--------------------------------------------------------------------------
def update_basic
Graphics.update # Update game screen
Input.update # Update input information
$game_map.update # Update map
@spriteset.update # Update sprite set
end
#--------------------------------------------------------------------------
# * Frame Update
#--------------------------------------------------------------------------
def update
super
$game_map.interpreter.update # Update interpreter
$game_map.update # Update map
$game_player.update # Update player
$game_system.update # Update timer
@spriteset.update # Update sprite set
@message_window.update # Update message window
@time_window.update
@gold_window.update
unless $game_message.visible # Unless displaying a message
update_transfer_player
update_encounter
update_call_menu
update_call_debug
update_scene_change
end
end
#--------------------------------------------------------------------------
# * Fade In Screen
# duration : time
# If you use Graphics.fadeout directly on the map screen, a number of
# problems can occur, such as weather effects and parallax scrolling
# being stopped. So instead, perform a dynamic fade-in.
#--------------------------------------------------------------------------
def fadein(duration)
Graphics.transition(0)
for i in 0..duration-1
Graphics.brightness = 255 * i / duration
update_basic
end
Graphics.brightness = 255
end
#--------------------------------------------------------------------------
# * Fade Out Screen
# duration : time
# As with the fadein above, Graphics.fadein is not used directly.
#--------------------------------------------------------------------------
def fadeout(duration)
Graphics.transition(0)
for i in 0..duration-1
Graphics.brightness = 255 - 255 * i / duration
update_basic
end
Graphics.brightness = 0
end
#--------------------------------------------------------------------------
# * Player Transfer Processing
#--------------------------------------------------------------------------
def update_transfer_player
return unless $game_player.transfer?
fade = (Graphics.brightness > 0)
fadeout(30) if fade
@spriteset.dispose # Dispose of sprite set
$game_player.perform_transfer # Execute player transfer
$game_map.autoplay # Automatically switch BGM and BGS
$game_map.update
Graphics.wait(15)
@spriteset = Spriteset_Map.new # Recreate sprite set
fadein(30) if fade
Input.update
end
#--------------------------------------------------------------------------
# * Encounter Processing
#--------------------------------------------------------------------------
def update_encounter
return if $game_player.encounter_count > 0 # Check steps
return if $game_map.interpreter.running? # Event being executed?
return if $game_system.encounter_disabled # Encounters forbidden?
troop_id = $game_player.make_encounter_troop_id # Determine troop
return if $data_troops[troop_id] == nil # Troop is invalid?
$game_troop.setup(troop_id)
$game_troop.can_escape = true
$game_temp.battle_proc = nil
$game_temp.next_scene = "battle"
preemptive_or_surprise
end
#--------------------------------------------------------------------------
# * Determine Preemptive Strike and Surprise Attack Chance
#--------------------------------------------------------------------------
def preemptive_or_surprise
actors_agi = $game_party.average_agi
enemies_agi = $game_troop.average_agi
if actors_agi >= enemies_agi
percent_preemptive = 5
percent_surprise = 3
else
percent_preemptive = 3
percent_surprise = 5
end
if rand(100) < percent_preemptive
$game_troop.preemptive = true
elsif rand(100) < percent_surprise
$game_troop.surprise = true
end
end
#--------------------------------------------------------------------------
# * Determine if Menu is Called due to Cancel Button
#--------------------------------------------------------------------------
def update_call_menu
if Input.trigger?(Input::B)
return if $game_map.interpreter.running? # Event being executed?
return if $game_system.menu_disabled # Menu forbidden?
$game_temp.menu_beep = true # Set SE play flag
$game_temp.next_scene = "menu"
end
end
#--------------------------------------------------------------------------
# * Determine Bug Call Due to F9 key
#--------------------------------------------------------------------------
def update_call_debug
if $TEST and Input.press?(Input::F9) # F9 key during test play
$game_temp.next_scene = "debug"
end
end
#--------------------------------------------------------------------------
# * Execute Screen Switch
#--------------------------------------------------------------------------
def update_scene_change
return if $game_player.moving? # Is player moving?
case $game_temp.next_scene
when "battle"
call_battle
when "shop"
call_shop
when "name"
call_name
when "menu"
call_menu
when "save"
call_save
when "debug"
call_debug
when "gameover"
call_gameover
when "title"
call_title
else
$game_temp.next_scene = nil
end
end
#--------------------------------------------------------------------------
# * Switch to Battle Screen
#--------------------------------------------------------------------------
def call_battle
@spriteset.update
Graphics.update
$game_player.make_encounter_count
$game_player.straighten
$game_temp.map_bgm = RPG::BGM.last
$game_temp.map_bgs = RPG::BGS.last
RPG::BGM.stop
RPG::BGS.stop
Sound.play_battle_start
$game_system.battle_bgm.play
$game_temp.next_scene = nil
$scene = Scene_Battle.new
end
#--------------------------------------------------------------------------
# * Switch to Shop Screen
#--------------------------------------------------------------------------
def call_shop
$game_temp.next_scene = nil
$scene = Scene_Shop.new
end
#--------------------------------------------------------------------------
# * Switch to Name Input Screen
#--------------------------------------------------------------------------
def call_name
$game_temp.next_scene = nil
$scene = Scene_Name.new
end
#--------------------------------------------------------------------------
# * Switch to Menu Screen
#--------------------------------------------------------------------------
def call_menu
if $game_temp.menu_beep
Sound.play_decision
$game_temp.menu_beep = false
end
$game_temp.next_scene = nil
$scene = Scene_Menu.new
end
#--------------------------------------------------------------------------
# * Switch to Save Screen
#--------------------------------------------------------------------------
def call_save
$game_temp.next_scene = nil
$scene = Scene_File.new(true, false, true)
end
#--------------------------------------------------------------------------
# * Switch to Debug Screen
#--------------------------------------------------------------------------
def call_debug
Sound.play_decision
$game_temp.next_scene = nil
$scene = Scene_Debug.new
end
#--------------------------------------------------------------------------
# * Switch to Game Over Screen
#--------------------------------------------------------------------------
def call_gameover
$game_temp.next_scene = nil
$scene = Scene_Gameover.new
end
#--------------------------------------------------------------------------
# * Switch to Title Screen
#--------------------------------------------------------------------------
def call_title
$game_temp.next_scene = nil
$scene = Scene_Title.new
fadeout(60)
end
#--------------------------------------------------------------------------
# * Execute Pre-battle Transition
#--------------------------------------------------------------------------
def perform_battle_transition
Graphics.transition(80, "Graphics/System/BattleStart", 80)
Graphics.freeze
end
end
P.S. If you can, help put a colon in the time window so it's like a clock.