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[VX] Advanced Help

Sorry ... I'm wrong ... very sorry ...
But I have another problem, like this pic:
ss.j198298.jpg

Like the pic said, the enemy's "name" does not appear Æ°hen I choose which enemy to attack.
Can you pls help me? >.<
 
Hmm... First of all make sure you're using version 1.3. Then take a look at the custom scripts you have and tell me if a script modified the WIndow_Help class.
I tested this script with Takentai CBS and it worked fine.
 
Dargor":9ovvsohh said:
Hmm... First of all make sure you're using version 1.3. Then take a look at the custom scripts you have and tell me if a script modified the WIndow_Help class.
I tested this script with Takentai CBS and it worked fine.

If "Scroll_Mode" is set to 0 or 1, the, uh... viewport(?) of the help window's contents aren't centered. If the text content is really short (such as the selectable target's name), nothing will appear because the text viewport is still set to left align. All text will appear fine no matter how long the contents are if set to 2. Here's a pic of what I mean:

centered.png
 
I just find and see those script (maybe) modified the Window_Help class.

*STR33b_ATB Customization
Code:
#==============================================================================

# ★RGSS2 

# STR33b_ATB Customization v1.2 08/05/21

# By star: [url=http://strcatyou.u-abel.net/]http://strcatyou.u-abel.net/[/url]

# Translated by Mr. Bubble

#

# ・ATB configuration script

# ・For detailed use, please refer to the bottom of this page.

#

# !!~~CAUTION~~!!

# ◆"変数"を扱う設定項目があります。

# よくこれが原因でフリーズしてしまう、などといった症状が

# 報告されていますのでご注意ください。 

# (I can't translate it, but I'm leaving it here since it's important.)

#

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

 

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

# ■ STRRGSS2(設定箇所)

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

module STRRGSS2;module CTB

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

  # Dependant Variables                                                #

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

  # > Game Variable to specify Wait Mode

  WAIT_VA = 0         # 1-5000 Variable ID if you do not specify 0.

  # > Game Variable to specify overall ATB Speed

  CT_SPEED_VA = 0     # 1-5000 Variable ID if you do not specify 0.

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

  # ★ Wait                                                          #

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

  # Default Wait Mode.  This will also be Mode in Battle Test.

  WAIT   = 1          #   Wait Pattern ↓

  # Battle Wait Pattern ( Please do not changes these settings below. )

  #            A     B     C     D     # Pattern Value

  WAIT_P = [[false,false,false,false], # 0: Full Active

            [false, true,false,false], # 1: Final Fantasy Wait Mode

            [false, true, true,false], # 2: Target Selection Wait

            [false, true, true, true], # 3: Command Input Wait

            [ true, true, true, true]] # 4: Full Wait 

                      # A = Action Running

                      # B = Skill Selection

                      # C = Target Selection

                      # D = Actor Command Selection(Defensive skill)

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

  # ★ Real-Time Turn(v1.0)                                           #

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

  RTT       = true  # Change to real-time elapsed turn formula

                    # true : 1 turn is elapsed after a specified amount of time

                    # false: 1 turn is elapsed after each battler action

  RTT_COUNT = 300   # Elapsed time for 1 turn (1/60sec, only when RTT = true)

  # <Note> Enemy Action Pattern "turn" is managed seperately (see detailed 

  #        specifications)

  

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

  # ★ Gauge Count                                                       #

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

  CT_MAX       = 4096       # CT Maximum Value

  CT_SPEED     = 8         # Gauge Speed

  CT_CANCEL    = 25         # Canceled turn CT reduction (%)

  # SE that plays when Actor Command window opens

  COMMANDSE    = RPG::SE.new("Decision2", 80, 100) 

  # CT Gauge Damage that occurs when attacked

  CT_DM_ATTACK = 0          # Values between -100 ~ 100

  # CT Damage skill Notes keyword

  CT_DM_WORD   = "COUNTDAMAGE"

  # Armor, weapon and state Notes keywords(v1.0)

  CT_CT_WORD   = "CTSPEEDRATE"

  CT_AW_WORD   = "CHANTSPEEDRATE"

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

  # ★ Escape Settings                                                   #

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

  ESCAPE       = 192        # Escape Value (Lower number is easier escape).

  ESCAPE_KEY   = Input::L   # Escape Button.

  ESCAPE_SWITCH= false      # Pressing Escape button once will toggle escape(v1.0)

  ESCAPE_CSTOP = true       # Stop actors' CT Gauge when trying to escape.

  ESCAPE_LOSS  = true       # Escape gauge decreases when not attempting escape.

  ESCAPE_LOSSP = 768        # Escape gauge reduction speed (Low values are fast).  

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

  # ★ Layout                                                           #

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

  W_RESIZE     = false      # Enable/Disable new skill/item window layout change

  W_HELP_Y     = 232        # Y-coordinate of skill/item help window

  # Skill/Items window rectangle size and positioning

  W_RECT       = Rect.new(0, 288, 544, 128)

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

  # ★ Enable/Disable Features (v1.0)                                                 #

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

  ESC_DISABLE = false # true: disable escape from battles.

  CNX_DISABLE = false # true: option to skip an actor's turn with Input:B (X)

                      # is disabled.

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

  # ★ Extensions (Don't change unless you know what it does)              #

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

  EXTEND       = {:update => 1}

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

  # ★ 非設定箇所                                                           #

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

  # ウェイトモード取得

  def self.wait_mode

    if WAIT_VA == 0

      return WAIT_P[WAIT]

    else

      return WAIT_P[$game_variables[WAIT_VA]]

    end

  end

  # ゲージスピード取得

  def self.ctspeed

    if STRRGSS2::CTB::CT_SPEED_VA == 0

      return CT_SPEED

    else

      return $game_variables[CT_SPEED_VA]

    end

  end

  # !!戦闘テストの場合、変数依存設定を無効にする!!

  WAIT_VA = CT_SPEED_VA = 0 if $BTEST

  #

end;end

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

# â–  Scene_Battle

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

class Scene_Battle < Scene_Base

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

  # ● スキル選択の開始(再定義)

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

  if STRRGSS2::CTB::W_RESIZE;def start_skill_selection_str33x

    @help_window = Window_Help.new

    @help_window.y = STRRGSS2::CTB::W_HELP_Y

    r = STRRGSS2::CTB::W_RECT

    @skill_window = Window_Skill.new(r.x, r.y, r.width, r.height, @active_battler)

    @skill_window.help_window = @help_window

    @actor_command_window.active = false

  end

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

  # ● アイテム選択の開始(再定義)

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

  def start_item_selection

    @help_window = Window_Help.new

    @help_window.y = STRRGSS2::CTB::W_HELP_Y

    r = STRRGSS2::CTB::W_RECT

    @item_window = Window_Item.new(r.x, r.y, r.width, r.height)

    @item_window.help_window = @help_window

    @actor_command_window.active = false

  end;end

end

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

# ★ STR33_Active Time Battle Manual

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

# â—†Summary

# In addition to fighting in real-time, the ATB battle format is 

# like Final Fantasy. A battler with high AGI will have a faster CT count. 

# When the CT gauge reaches a specified value, battler is able to act.

# When a battler takes action, CT count is reset to 0 and refills back to 

# maximum.  If CT gauge stops, it is impossible to take action.

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

# â—†Main Functions

# -To Escape a battle, press Input:L

#  With this ATB script, escaping with Party Command is disabled.

#  However, by pressing the Escape button, an Escape Gauge

#  will fill until full to allow Escape.

# -Item/Skill Chanting Speed

#  Items and skills will use the "Speed" value in the Database

#  to calculate chanting speed.

#  Speed is calculated under a new formula.

# -Count Damage

#  You may create items and skills that increases or decreases CT gauge count

#   utilizing the Notes field of a skill in your Database.

#  ・Add a memo in the Notes field of the skill.

#   COUNTDAMAGE[10]

#              ↑ Use a value between -100 ~ 100.

#            Values will % of CT gauge.(Negative values are CT recovery)

# -CT and Chanting Speed Rate can be augmented through equipment/states.

#  In the Notes field for States/Weapons/Armor, you may augment an actor's

#  Chanting or CT Speed if they have the specified item equipped or if they

#  are afflicted by the specified state.

#  Add in Notes field of the Armor/Weapon/State:

#   ・<Example> If you want to adjust CT Speed:

#    CTSPEEDRATE[200%]

#                ↑ Value must be greater than or equal to 0.

#   ・<Example> If you want to adjust Chanting Speed:

#    CHANTSPEEDRATE[150%]

#                ↑ Value must be greater than or equal to 0.

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

# > Specifications

# -Speed Related

# ・CT Gauge Speed Formula

#  AGI / All Battlers Average AGI * CT_SPEED

#  ※ Average AGI is calculated every turn.

# ・Chanting Speed

#  Gauge Speed * Database Speed Value / 100

#  Example: Database Speed Value of 150 will be 1.5 times 

#   that of normal gauge speed.

# ・Initial CT Value

#  Normal  :CT 33% ~ CT 43%

#  "Fast Attack" Weapon: CT 100%

#  Preemptive:CT 90% ~ CT 100%

#  Surprised :0

#  <Note> When the "Fast Attack" Option for weapons is checkmarked, the actor

#         will start the battle with 100% CT.  In the case of an enemy surprise 

#         attack, enemies will have first priority.

# ・Count Damage

#  If target has reached maximum CT, damage to CT is invalid.

# ・CT/Chanting Speed Rate

#  1.0 * (Multiplicative total of all State and Equipment Augments / 100)

#   <Example> Weapon 150% * Armor 80% * State 200% = 240%

#   <Example> Weapon 120% * Armor 200% * State 0% = 0%

#  

# -Escape Related

# ・Escape gauge speed

#  is the average AGI of party.

# ・Escape Gauge Maximum Value Formula

#  (Enemy Average AGI * Number of Enemies * Escape Value) / 2

#  + (0 ~ Enemy Group Average AGI * 2)

# ・Escape Gauge Decrease Speed Formula

#  Party Average AGI / Value of ESCAPE_LOSSP

# ・Initial Escape Gauge Value

#  Normal  :Escape 0% ~ Escape 20%

#  Preemptive  :Escape 50% ~ Escape 100%

#  Surprised :0

#

# -Behavior

# [v0.8] Everytime a battler acts, Turn Number +1.

# ☆[v1.0]: Turns may now be based off a real-time formula.  Please refer to

#           *STR33b_ATB Customization on customization for this setting.

# ・When a message is displayed, CT gauges stop.

# ・When under the Incapacitated state, CT value is zero.

# ・Battle Events and Conditions "Turn" is not the same as normal.  Battle Turn

#  starts at 0(zero).  Please take this into consideration.

# ※With this ATB script Slip Damage States, such as Poison, are very strong.

#  It is recommended to use a separate script to balance Slip Damage

#  States to your preferences.

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

STR33xx Cursor
Code:
#==============================================================================

# ★RGSS2 

# STR11c_XP Cursor v2.1 08/04/18

# By star:http://strcatyou.u-abel.net/

# Translated by Mr. Bubble

# Assign a cursor graphic file and import into the .Graphics\System folder

#   Standard   Width = Width of frame * Number of animations

#      Height = Single cell height * 3

#  First Row: Actor Command Cursor

#  Second Row: Actor Selection Cursor

#  Third Row: Enemy Selection Cursor

#

# Mr. Bubble: This has been edited from the original version to fix ATB

#             Mode bugs.

#

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

# â–  STRRGSS2(Config)

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

module STRRGSS2

  TR_STATE_W = 144         # ターゲット名前表示欄のステート横幅

end

class Sprite_BattleCursor < Sprite

  CURSOR     = "Cursor"    # Cursor graphic file name

  WAIT       = 6           # Cursor animation speed.  Low values are fast.

  SPEED      = 4           # Cursor move speed.  Low values are fast.

  CW         = 32          # Width of one frame

  CH         = 32          # Height of one frame

end

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

# â–  Game_Party

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

class Game_Party < Game_Unit

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

  # ● 公開インスタンス変数

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

  attr_reader   :actors 

end

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

# â–  Sprite_BattleCursor

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

class Sprite_BattleCursor < Sprite

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

  # ● 公開インスタンス変数

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

  attr_accessor :xx

  attr_accessor :yy

  attr_accessor :type

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

  # ● オブジェクト初期化

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

  def initialize(viewport)

    super(viewport)

    self.bitmap = Cache.system(CURSOR)

    self.src_rect.set(0, 0, CW, CH)

    self.ox = CW / 2

    self.oy = CH / 2

    @wait = WAIT

    self.x = 544 / 2

    self.y = 416

    self.z += 25

    @xx = self.x

    @yy = self.y

    @type = 0

  end

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

  # ● 解放

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

  def dispose

    if self.bitmap != nil

      self.bitmap.dispose

    end

    super

  end

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

  # ● フレーム更新

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

  def update

    super

    s = (SPEED - 1)

    self.x = ((self.x * s) + @xx) / SPEED

    self.y = ((self.y * s) + @yy) / SPEED

    @wait -= 1

    return if @wait > 0

    @wait = WAIT

    self.src_rect.x += CW

    self.src_rect.x = 0 if (self.bitmap.width <= self.src_rect.x)

    self.src_rect.y = CH * @type

  end

end

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

# â–  Sprite_Battler

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

class Sprite_Battler < Sprite_Base

  alias update_str11c update

  def update

    update_str11c

    if (@battler != nil and @battler.cursor_flash and

        not @battler.dead? and @effect_duration <= 0)

      @battler.white_flash = true 

    end

  end

end

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

# â–  Game_Battler

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

class Game_Battler

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

  # ● 公開インスタンス変数

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

  attr_accessor :cursor_flash

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

  # ★ エイリアス

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

  alias clear_sprite_effects_str11 clear_sprite_effects

  def clear_sprite_effects

    clear_sprite_effects_str11

    @cursor_flash = false

  end

end

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

# â–  Window_BattleStatus

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

class Window_BattleStatus < Window_Selectable

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

  # ● カーソルを右に移動

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

  def cursor_right(wrap = false)

    if @column_max >= 2

      @index = (@index + 1) % @item_max

    end

  end

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

  # ● カーソルを左に移動

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

  def cursor_left(wrap = false)

    if @column_max >= 2

      @index = (@index - 1 + @item_max) % @item_max

    end

  end

end

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

# â–  Window_TargetEnemy

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

class Window_TargetEnemy < Window_Command

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

  # ★ 再定義

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

  def initialize

    commands = []

    @enemies = []

    for enemy in $game_troop.members

      next unless enemy.exist?

      commands.push(enemy.name)

      @enemies.push(enemy)

    end

    super(416, commands, 8, 1)

    self.z = -100

    self.back_opacity = 0

    self.opacity = 0

    self.contents_opacity = 0

    @e_exist = []

    for enemy in $game_troop.members

      @e_exist[enemy.index] = enemy.exist?

    end

  end

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

  # ● フレーム更新(再定義)

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

  def update

    super

    for enemy in $game_troop.members

      if @e_exist[enemy.index] != enemy.exist?

        # エネミーリスト変動

        commands = []

        @enemies = []

        for enemy in $game_troop.members

          next unless enemy.exist?

          commands.push(enemy.name)

          @enemies.push(enemy)

        end

        initialize_2(416, commands, 8, 1)

        self.z = -100

        self.back_opacity = 0

        self.opacity = 0

        self.contents_opacity = 0

        @e_exist = []

        for enemy in $game_troop.members

          @e_exist[enemy.index] = enemy.exist?

        end

      end

    end

  end

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

  # ● カーソルを右に移動

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

  def cursor_right(wrap = false)

    if @column_max >= 2

      @index = (@index + 1) % @item_max

    end

  end

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

  # ● カーソルを左に移動

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

  def cursor_left(wrap = false)

    if @column_max >= 2

      @index = (@index - 1 + @item_max) % @item_max

    end

  end

end

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

# â–  Scene_Battle

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

class Scene_Battle < Scene_Base

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

  # ● 戦闘処理の実行開始(STR33)

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

  alias start_main_str33sideview start_main

  def start_main    

    

#    @help_window = Window_Help.new if @help_window == nil

#    @help_window.visible = false

    start_main_str33sideview

  end

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

  # ● ヘルプウインドウの表示

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

  def pop_help(obj)

#    @help_window = Window_Help.new if @help_window == nil

#    return if obj.extension.include?("HELPHIDE")

#    @help_window.set_text(obj.name, 1)

#    @help_window.visible = true

  end

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

  # ★ エイリアス

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

  alias terminate_str11c terminate

  def terminate

    @cursor.bitmap.dispose

    @cursor.dispose

    terminate_str11c

  end

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

  # ● フレーム更新

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

  alias update_str11 update

  def update

    update_xpstbt_cursor

    update_str11

    

  end

  alias update_basic_str11x33 update_basic

  def update_basic(m = false)

    update_basic_str11x33(m)

    update_xpstbt_cursor unless m

  end

  def update_xpstbt_cursor

    for i in $game_party.members

      i.cursor_flash = false

    end

    if @status_window.index != -1

      update_strbtflash

      m = $game_party.actors

      a = $game_actors[m[@status_window.index]]

      a.cursor_flash = true

    end

    if @target_enemy_window != nil

      update_strbtflash

      m = @target_enemy_window.enemy

      a = $game_troop.members[m.index]

      a.cursor_flash = true

      @cursor.type = 2

      

      point = @spriteset.set_cursor(false, @target_enemy_window.enemy.index)

      @cursor.xx = point[0]

      @cursor.yy = point[1] - 32

      

      #@cursor.xx = a.screen_x

      #@cursor.yy = a.screen_y

      @cursor.update

      @cursor.visible = true

      text = a.name

      if @trid != a.index

        @trid = a.index

        @en_help_window.set_text(text, 1)

        x = @en_help_window.width - 32 - STRRGSS2::TR_STATE_W

        @en_help_window.draw_actor_state(a, x, 0, STRRGSS2::TR_STATE_W)

      end

    elsif @target_actor_window != nil

      update_strbtflash

      m = $game_party.actors

      a = $game_actors[m[@target_actor_window.index]]

      a.cursor_flash = true

      @cursor.type = 1

      

      point = @spriteset.set_cursor(true, @target_actor_window.index)

      @cursor.xx = point[0]

      @cursor.yy = point[1] - 28

      

      #@cursor.xx = a.screen_x

      #@cursor.yy = a.screen_y - 16

      @cursor.update

      @cursor.visible = true

      text = a.name

      if @trid != a.id

        @trid = a.id

        @en_help_window.set_text(text, 1)

        x = @en_help_window.width - 32 - STRRGSS2::TR_STATE_W

        @en_help_window.draw_actor_state(a, x, 0, STRRGSS2::TR_STATE_W)

      end

    elsif @status_window.index != -1

      m = $game_party.actors

      a = $game_actors[m[@status_window.index]]

      @cursor.type = 0

      

      point = @spriteset.set_cursor(true, @status_window.index)

      @cursor.xx = point[0]

      @cursor.yy = point[1] - 32

      

      #@cursor.xx = a.screen_x

      #@cursor.yy = a.screen_y - 8

      @cursor.update

      @cursor.visible = true

    else

      @cursor.type = -1

      @cursor.xx = 544 / 2

      @cursor.yy = 416 / 2

      @cursor.visible = false

    end

  end

  def update_strbtflash

    for i in $game_party.members + $game_troop.members

      i.cursor_flash = false

    end

  end

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

  # ● 情報表示ビューポートの作成

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

  alias create_info_viewport_str33sideview create_info_viewport

  def create_info_viewport

    create_info_viewport_str33sideview

    # カーソル

    @cursor = Sprite_BattleCursor.new(nil)

    @cursor.visible = false

  end

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

  # ● 対象敵キャラ選択の開始

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

  alias start_target_enemy_selection_str11 start_target_enemy_selection

  def start_target_enemy_selection

    strtrhelp_start

    start_target_enemy_selection_str11

  end

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

  # ● 対象敵キャラ選択の終了

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

  alias end_target_enemy_selection_str11 end_target_enemy_selection

  def end_target_enemy_selection

    for i in $game_troop.members

      i.cursor_flash = false

    end

    strtrhelp_end

    end_target_enemy_selection_str11

  end

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

  # ● 対象アクター対象選択の開始

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

  alias start_target_actor_selection_str11 start_target_actor_selection

  def start_target_actor_selection

    strtrhelp_start

    start_target_actor_selection_str11

  end

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

  # ● 対象アクター選択の終了

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

  alias end_target_actor_selection_str11 end_target_actor_selection

  def end_target_actor_selection

    for i in $game_party.members

      i.cursor_flash = false

    end

    strtrhelp_end

    end_target_actor_selection_str11

  end

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

  # ★ 追加

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

  def strtrhelp_start

    @trid = -1

    @en_help_window = Window_Help.new

    @help_window.visible = false if @help_window != nil

    @skill_window.visible = false if @skill_window != nil

  end

  def strtrhelp_end

    @trid = -1

    @en_help_window.dispose

    @help_window.visible = true if @help_window != nil

    @skill_window.visible = true if @skill_window != nil

  end

end

 

STR11i_Battle Help Window
Code:
=begin

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

# ★RGSS2 

# STR11i_Action Help Window v1.0 08/01/24

# By star:http://otsu.cool.ne.jp/strcatyou/

#

# ・Shows skill name in a Help Window when used.

#  This will have display issues with the battle message such as when Escaping.

#  Move above "Main" to use.

#

=end

 

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

# â–  Scene_Battle

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

class Scene_Battle < Scene_Base

  # Wait customization

  STR11IWAIT_E = 24        # Escape

  STR11IWAIT_G = 16        # Guard

  STR11IWAIT_S = 8         # Skill

  STR11IWAIT_I = 8         # Item

  # Wait Fast Forward Input Button

  STR11IW_FAST = Input::C

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

  # ★ 追加

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

  def wait_act_str11i(d)

    while d > 0

      update_basic

      d -= 1

      d -= 1 if Input.press?(STR11IW_FAST)

    end

  end

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

  # ★ エイリアス

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

  # 開始処理

  alias start_str11i start

  def start

    @act_help_window = Window_Help.new

    @act_help_window.visible = false

    start_str11i

  end

  # 終了処理

  alias terminate_str11i terminate

  def terminate

    @act_help_window.dispose

    terminate_str11i

  end

 

  # 戦闘行動の実行 : 防御

  alias execute_action_guard_str11i execute_action_guard

  def execute_action_guard

    text = Vocab::guard

    @act_help_window.visible = true

    @act_help_window.set_text(text, 1)

    execute_action_guard_str11i

    wait_act_str11i(STR11IWAIT_G)

    @act_help_window.visible = false

  end

  # 戦闘行動の実行 : スキル

  alias execute_action_skill_str11i execute_action_skill

  def execute_action_skill

    text = @active_battler.action.skill.name

    @act_help_window.visible = true

    @act_help_window.set_text(text, 1)    

    execute_action_skill_str11i

    wait_act_str11i(STR11IWAIT_S)

    @act_help_window.visible = false

  end

  # 戦闘行動の実行 : アイテム

  alias execute_action_item_str11i execute_action_item

  def execute_action_item

    text = @active_battler.action.item.name

    @act_help_window.visible = true

    @act_help_window.set_text(text, 1)

    execute_action_item_str11i

    wait_act_str11i(STR11IWAIT_I)

    @act_help_window.visible = false

  end

end

 
 
@Mr. Bubble
It reminds me that I have updated the script lately to bring back the text align feature, it might be the reason why EvilEagles can't see the text. Thanks.

@EvilEagles
Thanks, I'll take a look at these scripts.
 

Taylor

Sponsor

Nice script. Being able to have more help text is... helpful. *house*

Some small bugs; when Scroll Mode 2 is used, after the text scrolls back to the first line (tested with two lines describing an item) the text will occasionally "jump" slightly, and no longer scroll back down.
Also with your Advanced Files script, the help text for the individual file details doesn't display.

EDIT: I just discovered I have the same problem as EvilEagles and I'm not using the Side View CBS. But I am using the ATB system that is incorporated with it, so maybe that's the problem.
... also I noticed that the above scrolling bug is already reported. Heheh. = w=;
 

Devlin

Member

Will you eventually fix the reported bugs (especially vertical scrolling) any time in the future? It has been two months so far, and I just want to know if I should keep waiting or just move on?
 

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