03-11-2010, 08:43 AM
And BUMP!!!
I'm made the new version of script! Now for VX and XP! Download and rejoice!
This is for scripters:
"I also found a couple of bugs in the conversion script Ccoa, and would like to understand how they can be corrected, because I'm pretty mediocre scripter, and in RGSS2 I understand very poorly.
Bug ?1) I can not implement a system of user-defined. Perhaps I made a mistake in the code of Event (I have prescribed the same thing as the script RMXP, except for the replacement of weather conditions), but it is also possible that this is a mistake in the code. That is the part of the code, which is responsible for this:
Bug ?2) I found a bug in the system changes the image size bubbles. This system is somehow not working. Here's the code:
"
Anybody can help me with this?
I'm made the new version of script! Now for VX and XP! Download and rejoice!
This is for scripters:
"I also found a couple of bugs in the conversion script Ccoa, and would like to understand how they can be corrected, because I'm pretty mediocre scripter, and in RGSS2 I understand very poorly.
Bug ?1) I can not implement a system of user-defined. Perhaps I made a mistake in the code of Event (I have prescribed the same thing as the script RMXP, except for the replacement of weather conditions), but it is also possible that this is a mistake in the code. That is the part of the code, which is responsible for this:
Code ?1:
@user_bitmaps = []
update_user_defined
end
def update_user_defined
for image in @user_bitmaps
image.dispose
end
#user-defined bitmaps
for name in $WEATHER_IMAGES
@user_bitmaps.push(RPG::Cache.picture(name))
end
for sprite in @sprites
sprite.bitmap = @user_bitmaps[rand(@user_bitmaps.size)]
end
end
end
update_user_defined
end
def update_user_defined
for image in @user_bitmaps
image.dispose
end
#user-defined bitmaps
for name in $WEATHER_IMAGES
@user_bitmaps.push(RPG::Cache.picture(name))
end
for sprite in @sprites
sprite.bitmap = @user_bitmaps[rand(@user_bitmaps.size)]
end
end
end
Code ?2:
for i in 0...@sprites.size
sprite = @sprites[i]
sprite.visible = (i <= @max)
if @type == 19
sprite.bitmap = @bubble_bitmaps[rand(@bubble_bitmaps.size)]
elsif @type == 20
sprite.bitmap = @bubble2_bitmaps[rand(@bubble2_bitmaps.size)]
sprite = @sprites[i]
sprite.visible = (i <= @max)
if @type == 19
sprite.bitmap = @bubble_bitmaps[rand(@bubble_bitmaps.size)]
elsif @type == 20
sprite.bitmap = @bubble2_bitmaps[rand(@bubble2_bitmaps.size)]
Code ?3:
def max=(max)
return if @max == max;
@max = [[max, 0].max, 40].min
for i in 1..40
sprite = @sprites[i]
sprite.visible = (i <= @max) if sprite != nil
if @type == 19
sprite.bitmap = @bubble_bitmaps[rand(@bubble_bitmaps.size)]
elsif @type == 20
sprite.bitmap = @bubble2_bitmaps[rand(@bubble2_bitmaps.size)]
return if @max == max;
@max = [[max, 0].max, 40].min
for i in 1..40
sprite = @sprites[i]
sprite.visible = (i <= @max) if sprite != nil
if @type == 19
sprite.bitmap = @bubble_bitmaps[rand(@bubble_bitmaps.size)]
elsif @type == 20
sprite.bitmap = @bubble2_bitmaps[rand(@bubble2_bitmaps.size)]
Anybody can help me with this?