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KMenus XP - Printable Version

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RE: KMainMenu KSkillMenu XP - Steel Beast 6Beets - 03-18-2016

(03-18-2016, 02:08 AM)kyonides Wrote: Replace that include with has like in the other event and it should work fine. Thanks for reporting it anyway but THIS was not the kind of report I was expecting because it's not menu related at all. Please stick to the use of both menues.

Fair enough.

I tried using the script in a brand new project using the assets from my game (faces and icons) and everything worked fine until I attempted to access the skill menu and this error popped out:

[Image: 9EF5TkT.png]


RE: KMainMenu KSkillMenu XP - kyonides - 03-18-2016

BUMP! RE-BUMP!

OK, thanks for the report, Steel. It seems I forgot to specify how to properly render all inflicted state names. This has been fixed in KSkillMenu XP version 1.0.1 included in the newest version of my KMainMenu KSkillMenu XP demo.

This version will include some small features like showing a few state names and some legends telling you that you should press L or R button to change to the previous or the next hero's skill menu. I hope people like it...


RE: KMainMenu KSkillMenu XP - Steel Beast 6Beets - 03-18-2016

I tested again and I observed a few things:

- If you choose to have a tune playing on the menu, it will play in all the menu screens except on the skill menu.
- The skill menu will show all the states on a character, even the ones that are supposedly invisible i.e have their rating set to zero.


RE: KMainMenu KSkillMenu XP - kyonides - 03-18-2016

The Bump's tardiness

About the New Update

As per Melana's request KSkillMenu XP now includes a way to sort skills not just by ID but by their type. You would need to setup a couple of arrays to make this happen, I already did that with most of the skills as a way to show you that it is possible to do such a thing on this new version of the demo.

About BGM

Well, I tested my script while playing my demo and both of my menus play the BGM as expected no matter how many times I switch scenes.

About States

Then give me a good reason not to tell a player that such state shouldn't be displayed, I need to know when it makes sense not to include that info, it would be helpful to know about those in game circumstances.


RE: KMainMenu KSkillMenu XP - Steel Beast 6Beets - 03-18-2016

(03-18-2016, 08:48 PM)kyonides Wrote: About BGM

Well, I tested my script while playing my demo and both of my menus play the BGM as expected no matter how many times I switch scenes.

About States

Then give me a good reason not to tell a player that such state shouldn't be displayed, I need to know when it makes sense not to include that info, it would be helpful to know about those in game circumstances.

- How odd. I decided to tested it in your demo and the result is the same. Maybe I just screwed up the configuration?

- It's mostly for the sake of all the scripts that require a dummy state to work. In my case, the state's for the counterattack script I'm using.


RE: KMainMenu KSkillMenu XP - kyonides - 03-18-2016

It sounds more like an interference caused by another script if that one is placed under my scripts. If this only happens in my demo, well, I couldn't believe you since it never happened to me. The demo already includes what's needed to play it, even so you can change the filename in the setup section at will. Mmm, could it be the file you chose that is defective? Perhaps different audio files will play while using my skill menu, if so it would mean it is that specific audio file's fault. Is volume higher than 0?


RE: KMainMenu KSkillMenu XP - Steel Beast 6Beets - 03-18-2016

(03-18-2016, 11:24 PM)kyonides Wrote: It sounds more like an interference caused by another script if that one is placed under my scripts. If this only happens in my demo, well, I couldn't believe you since it never happened to me. The demo already includes what's needed to play it, even so you can change the filename in the setup section at will. Mmm, could it be the file you chose that is defective? Perhaps different audio files will play while using my skill menu, if so it would mean it is that specific audio file's fault. Is volume higher than 0?

Yeah. By default, the demo doesn't play a track in the menu. I change it so it now play "047-Positive05" at maximum volume (100). The tune continues to play in all the screens except in the skill menu that remains in complete silence.


RE: KMainMenu KSkillMenu XP - kyonides - 03-18-2016

I knew it, now it's clear that it wasn't my fault. You know, the actual audio file is called '047-Positive03'. Even so you got lucky, the default XP behavior would have closed the demo because it didn't find the audio file. My newest demo already includes another one, namely '025-Town03'. I knew it had to work properly because it's pretty much the same method I used in KMainMenu XP, the only difference was the actual audio flename.


RE: KMainMenu KSkillMenu XP - Mel - 03-19-2016

[Image: unbenanntgb2otyma47.png]

When using a heal spell on another hero.


RE: KMainMenu KSkillMenu XP - kyonides - 03-19-2016

I Didn't Want To Do It But The Bug Forced Me To Bump!

After Melana's report I had to update my demo, now KSkillMenu XP reached version 1.0.2. Now it should be possible to use any skill, I just forgot to include a variable and that threw an error pop up window in your face but it won't happen again.

Edit:

Well, I had to update my demo twice to solve different bugs I met during testing, plus I realized I had to encapsule another code section in order to update all targets' info accordingly. I apologize for not letting you know about this earlier but I also partake in an online guild battle so I was a bit busy...