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#1 default Wiggles Mission Menu (RMXP)
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mr_wiggles

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Wiggles Mission Menu
Version: 1.1
Author: Mr Wiggles
Date: May 15, 2011

Version History



  • Version 1.0 5/15/11 - Original Release
  • Version 1.1 5/23/11 - Bug fix


Planned Future Versions

  • More features and such, idk what...


Description


Allows you to create missions and keep track of them in a log book.

Features

  • Works with Mission Arrow
  • Create unlimited missions
  • Long descriptions
  • Individual objective controlling
  • On screen reminders when loading saved game
  • Progress HUD
  • Mission character graphics


Screen Shot
[You must be registered and logged in to see this image.]

Instructions
You'll have to paste the "Mission Config" above main and "Mission Menu" and bellow the default scripts. If your using the Mission Arrow script you need to paste that above the "Mission Config" and "Mission Menu" scripts.

Script


Mission Config
Code:

#==============================================================================
#                        ** Wiggles Mission Config **
#------------------------------------------------------------------------------
# by Mr_Wiggles
# Version 1.0
# 5/15/11
#==============================================================================
#                              Instructions:
#                        --------------------------
# Call the mission menu by using $scene = Scene_Missions.new
#------------------------------------------------------------------------------
# You can check the progress of missions by using:
#    $game_missions.completed?(id)        - (1)
#    $game_missions.failed?(id)          - (2)
#    $game_missions.known?(id)            - (3)
#    $game_missions.obj_status(id, ob_id) - (4)
# Inside of a script call in an event or conditional branch.
#
# (1) check if mission is completed
#
# (2) check if mission was failed
#
# (3) check if player knows about mission
#
# (4) check status of objective id for mission
#------------------------------------------------------------------------------
# You can edit the mission's status by using:
#    $game_missions.change_obstat(id, ob_id, stat) - (1)
#    $game_missions.know_mission(id, value = true) - (2)
# Inside of a script call in an event or conditional branch.
#
# (1) id = mission id, ob_id = objectives id,
#    stat = (0= not known, 1= known, 2= completed, 3= failed)
#
# (2) id = mission id, value = boolean (true or false) defualt is true
#------------------------------------------------------------------------------
# Use $game_missions.set_active(id) to set the active mission.
#==============================================================================
# * CONFIG
#==============================================================================
module Wig_Mission
  #------------------------------------------------------------
  # * Mission Marker
  #------------------------------------------------------------
  # This is like a bullet point for the objectives.
  #  ○ ● - DOTS  □ ■ - SQUARES  √ - CHECK MARK
  INCO_MAR = "○ " # not yet completed
  DONE_MAR = "● " # completed
  FAIL_MAR = "X " # failed
  #------------------------------------------------------------
  # * Mission Arrow
  #------------------------------------------------------------
  USE_ARROW = true # Make sure to have Mission Arrow 2.4 script.
  ACT_VAR  = 1    # Variable that contains active mission id.
  # NOTE: Mission Arrow script must be above this script in the
  #      database. Also active mission is like so:
  #      mission id * 10 + last objective
  # e.x. Mission 1, objective 2 was last completed.
  #      value = 12
  # e.x. Mission 13, objective 1 was last completed.
  #      value = 131
  #------------------------------------------------------------
  # * Mission HUD
  #------------------------------------------------------------
  USE_HUD  = true
  # Location of window. (1-Top R, 2-Lower R, 3-Top L, 4-Lower L, 5-Center)
  WIN_LOC  = 5
  # Time that window is shown for. (in frames)
  WIN_TIME = 60
  # Wait until there is no message being displayed.
  MSG_WAIT = false
  #------------------------------------------------------------
  # * Mission Name
  #------------------------------------------------------------
  # id => "name"
  NAMES = {
    1 => "Find Bill",
    2 => "Lost Rooster",
    3 => "Mission 3 Name"
    }
  def name(id)
    # Error checking.
    if id == 0 ; show_error(0); return; elsif NAMES[id].nil?
      show_error(1, id); return; end
    return NAMES[id]
  end
  #------------------------------------------------------------
  # * Mission Description
  #------------------------------------------------------------
  def descrip(id)
    case id
    when 1
      text = "Bill has gone missing and Shery wants you to find him " +
            "for her."
    when 2
      text = "Shery has asked yet another task for you. She needs to you " +
            "to find her lost rooster."
    when 3
      text = "Mission 3 Description"
    end
    # Error checking.
    return text unless text.nil?
    show_error(2, id)
  end
  #------------------------------------------------------------
  # * Mission Known
  #------------------------------------------------------------
  # Check to see if the mission is known. (bool value: "true or false")
  def known(id)
    case id
    #when 1 then return true
    when 2 then return false
    #when 3 then return true
    end
    # Default value.
    return false
  end
  #------------------------------------------------------------
  # * Mission Objectives
  #------------------------------------------------------------
  def objectives(id)
    case id
    when 1 then return ["Locate Bill", "Tell Shery you found Bill"]
    when 2 then return ["Find her Rooster", "Return to Shery"]
    when 3 then return ["do this", "then this", "and this", "and more"]
    end
    # Error checking.
    show_error(3, id); return nil
  end
  #------------------------------------------------------------
  # * Mission Objective Status
  #------------------------------------------------------------
  # This allows you to set the status of the individual objectives.
  # (0= not known, 1= known, 2= completed, 3= failed)
  def objec_status(id)
    info = []
    case id
    when 1 then info = [1, 0]
    when 2 then info = [1, 0]
    when 3 then info = [1, 0, 0, 0]
    end
    # Error checking.
    return if self.objectives(id).nil?
    return info if info.size == self.objectives(id).size
    show_error(4, id)
  end
  #------------------------------------------------------------
  # * Mission Character
  #------------------------------------------------------------
  # Displays a character graphic for the mission.
  # [Character set name, hue = 0]. Use nil for no character.
  def character(id)
    name = []
    case id
    when 1 then name = ["007-Fighter07"]
    when 2 then name = ["160-Small02"]
    when 3 then name = nil
    end
    # Error checking.
    return name if name.nil?
    name, hue = name[0], name[1].nil? ? 0 : name[1]
    set = RPG::Cache.character(name, hue) rescue nil
    show_error(5, id, name) if set.nil?
    return set
  end
end
#==============================================================================
# * END CONFIG
#==============================================================================

Mission Menu
Code:

#==============================================================================
#                        ** Wiggles Mission Menu **
#------------------------------------------------------------------------------
# by Mr_Wiggles
# Version 1.1
# 5/23/11
#==============================================================================
#                              Instructions:
#                        --------------------------
# There is nothing to edit here. To make edits to the missions do so in the
# Wiggles Mission Config script.
#
#==============================================================================
# * Game_Missions
#==============================================================================
class Game_Missions
  include Wig_Mission
  attr_reader  :num_mis
  attr_accessor :active_id
  #------------------------------------------------------------
  # * Initialize
  #------------------------------------------------------------
  def initialize
    @known      = {}
    @completed  = {}
    @obj_stats  = {}
    @num_mis    = NAMES.size
    @active_id  = 0
  end
  #------------------------------------------------------------
  # * Completed?
  #------------------------------------------------------------
  def completed?(id)
    obs = objectives(id)
    for i in 0..obs.size - 1
      complete = (obj_status(id, i) == 2)
      break if !complete
    end
    return complete
  end
  #------------------------------------------------------------
  # * Failed?
  #------------------------------------------------------------
  def failed?(id)
    obs = objectives(id)
    for i in 0..obs.size - 1
      failed = (obj_status(id, i) == 3)
      break if failed
    end
    return failed
  end
  #------------------------------------------------------------
  # * Known?
  #------------------------------------------------------------
  def known?(id)
    @known[id] = known(id) if @known[id].nil?
    return @known[id]
  end
  #------------------------------------------------------------
  # * Know Mission
  #------------------------------------------------------------
  def know_mission(id, value = true)
    @active_id = 0 if @active_id == id and !value
    @known[id] = value
    # show hud
    return if $game_system.mission_hud.nil?
    if value
      $game_system.mission_hud.show("Quest: " + name(id), "Learned")
    else
      $game_system.mission_hud.show("Quest: " + name(id), "Forgoten")
    end
  end
  #------------------------------------------------------------
  # * Objective Status
  #------------------------------------------------------------
  def obj_status(id, ob_id)
    @obj_stats[id] = objec_status(id) if @obj_stats[id].nil?
    status = @obj_stats[id][ob_id]
    return status unless status.nil?
    show_error(7, id, ob_id)
  end
  #------------------------------------------------------------
  # * Change Objective Status
  #------------------------------------------------------------
  def change_obstat(id, ob_id, stat)
    stat = 3 if stat > 3; stat = 0 if stat < 0
    @obj_stats[id] = objec_status(id) if @obj_stats[id].nil?
    if @obj_stats[id][ob_id].nil?
      show_error(6, id, ob_id); return
    end
    @obj_stats[id][ob_id] = stat
    if (@active_id / 10).floor == id and (failed?(id) or completed?(id))
      set_active(0)
    else
      set_active(id) if (@active_id / 10).floor == id
    end
    # show hud
    return if $game_system.mission_hud.nil?
    if    failed?(id)
      $game_system.mission_hud.show("Quest: " + name(id), "Failed")
    elsif completed?(id)
      $game_system.mission_hud.show("Quest: " + name(id), "Completed")
    else
      ob = objectives(id); ob = ob[ob_id]
      case stat
      when 1
        $game_system.mission_hud.show("Quest: " + name(id),
          "New : " + ob)
      when 2
        $game_system.mission_hud.show("Quest: " + name(id),
          ob + ": Completed")
      when 3
        $game_system.mission_hud.show("Quest: " + name(id),
          ob + ": Failed")
      end
    end
  end
  #------------------------------------------------------------
  # * Get Last Completed Objective
  #------------------------------------------------------------
  def last_obj(id)
    obs = objectives(id)
    ob_id = 0
    for i in 0..obs.size - 1
      next if obj_status(id, i) == 2
      ob_id = i + 1
      break
    end
    return ob_id
  end
  #------------------------------------------------------------
  # * Set Active Mission
  #------------------------------------------------------------
  def set_active(id)
    if id != 0 and (completed?(id) or failed?(id))
      return false
    end
    value  = id * 10
    if id != 0
      value += last_obj(id)
    end
    if $wig_mission_arrow and Wig_Mission::USE_ARROW
      $game_variables[Wig_Mission::ACT_VAR] = value
    end
    @active_id = value
    # show hud
    unless $game_system.mission_hud.nil? or id == 0 or @old_id == id
      ob = objectives(id); ob = ob[last_obj(id) - 1]
      $game_system.mission_hud.show("Quest: " + name(id), INCO_MAR + ob)
    end
    @old_id = id if @old_id != id
    return true
  end
end

#==============================================================================
# * Wig_Mission
#==============================================================================
module Wig_Mission
  #------------------------------------------------------------
  # * Show Error
  #------------------------------------------------------------
  def show_error(code, id = 0, extra = nil)
    if    code == 0
      error = "There can not be a mission with the id of 0."
    elsif code == 1
      error = "No name found for mission #{id}."
    elsif code == 2
      error = "No description found for mission #{id}."
    elsif code == 3
      error = "No objectives found for mission #{id}."
    elsif code == 4
      error = "Objective size doesnt match Status size for mission #{id}."
    elsif code == 5
      error = "Character Set #{extra} not found for mission #{id}."
    elsif code == 6
      error = "No prevous status for mission #{id}, objective #{extra}. \n" +
              "Remember that objectives start counting at 0."
    elsif code == 7
      error = "No status for mission #{id}, objective #{extra}."
    end
    print("Wig Mission: #{error}"); $scene = nil
  end
end

#==============================================================================
# * Scene_Title
#==============================================================================
class Scene_Title
  $game_missions = Game_Missions.new
end

#==============================================================================
# * Scene_Save
#==============================================================================
class Scene_Save < Scene_File
  alias :wig_miss_save :write_save_data
  def write_save_data(file)
    unless $game_system.mission_hud.nil?
      $game_system.mission_hud.dispose
      $game_system.mission_hud = nil
    end
    wig_miss_save(file)
    Marshal.dump($game_missions, file)
  end
end

#==============================================================================
# * Scene_Load
#==============================================================================
class Scene_Load < Scene_File
  alias :wig_miss_load :read_save_data
  def read_save_data(file)
    wig_miss_load(file)
    $game_missions = Marshal.load(file)
    # show hud
    id = ($game_missions.active_id / 10).floor
    unless $game_system.mission_hud.nil? or id == 0
      ob = $game_missions.objectives(id)
      ob = ob[$game_missions.last_obj(id) - 1]
      $game_system.mission_hud.show("Quest: " + $game_missions.name(id),
        Wig_Mission::INCO_MAR + ob)
    end
  end
end

#==============================================================================
# * Scene_Missions
#==============================================================================
class Scene_Missions
  #------------------------------------------------------------
  # * Main
  #------------------------------------------------------------
  def main
    # create windows
    @discrip_window = Mission_Desc_Window.new
    @menu_window    = Mission_Menu_Window.new
    if $game_missions.active_id != 0
      id = $game_missions.active_id / 10
      @menu_window.index = @menu_window.data.index(id.floor)
    end
    # main loop
    Graphics.transition
    loop do
      Graphics.update
      Input.update
      update
      break if $scene != self
    end
    Graphics.freeze
    # dispose windows
    @discrip_window.dispose
    @menu_window.dispose
  end
  #------------------------------------------------------------
  # * Update
  #------------------------------------------------------------
  def update
    # update windows
    @menu_window.update
    @discrip_window.update(@menu_window.mission)
    # update commands
    if Input.trigger?(Input::C)
      id = @menu_window.mission
      if id.nil?
        $game_system.se_play($data_system.buzzer_se)
        return
      end
      if ($game_missions.active_id / 10).floor == id
        $game_missions.set_active(0)
      elsif !$game_missions.set_active(id)
        $game_system.se_play($data_system.buzzer_se)
        return
      end
      $game_system.se_play($data_system.decision_se)
      @menu_window.refresh
      return
    end
    if Input.trigger?(Input::B)
      $game_system.se_play($data_system.cancel_se)
      $scene = Scene_Map.new
      return
    end
  end
end

#==============================================================================
# * Mission_Desc_Window
#==============================================================================
class Mission_Desc_Window < Window_Base
  #------------------------------------------------------------
  # * Initialize
  #------------------------------------------------------------
  def initialize
    super(0, 0, 640, 320)
    self.contents = Bitmap.new(width - 32, height - 32)
    @old_id = 0
    update
  end
  #------------------------------------------------------------
  # * Refresh
  #------------------------------------------------------------
  def refresh(id)
    self.contents.clear
    # draw back ground
    wmm_draw_box(280, 0, 320, 280, Color.new(40, 40, 40, 200))
    return if id == 0
    # draw name
    name = $game_missions.name(id)
    self.contents.draw_text(0, 0, 200, 32, "Name: #{name}")
    # draw description
    self.contents.font.size = 18
    descrip = $game_missions.descrip(id)
    format_string(290, 8, "#{descrip}", 265)
    self.contents.font.size = 24
    # draw objectives
    objec = $game_missions.objectives(id)
    for i in 0..objec.size - 1
      name  = objec[i]
      status = $game_missions.obj_status(id, i)
      next if status == 0
      case status
      when 1
        self.contents.font.color = normal_color
        mark = Wig_Mission::INCO_MAR
      when 2
        self.contents.font.color = text_color(3)
        mark = Wig_Mission::DONE_MAR
      when 3
        self.contents.font.color = knockout_color
        mark = Wig_Mission::FAIL_MAR
      end
      self.contents.draw_text(0, 64 + (32 * i), 250, 32, "#{mark}#{name}")
    end
    self.contents.font.color = normal_color
    # draw character
    bit = $game_missions.character(id)
    return if bit.nil?
    bw, bh = bit.width / 4, bit.height / 4
    x = 225 - (bw / 2); y = 272 - bh
    wmm_draw_box(x - 4, y, bw + 8, bh + 8, Color.new(60, 60, 60, 180))
    self.contents.blt(x, y + 4, bit, Rect.new(0, 0, bw, bh))
  end
  #------------------------------------------------------------
  # * Update
  #------------------------------------------------------------
  def update(id = 0)
    super()
    return if id == @old_id
    @old_id = id
    return if id.nil?
    refresh(id)
  end
end

#==============================================================================
# * Mission_Menu_Window
#==============================================================================
class Mission_Menu_Window < Window_Selectable
  #--------------------------------------------------------------------------
  # * Initialization
  #--------------------------------------------------------------------------
  def initialize
    super(0, 320, 640, 160)
    @column_max = 2
    refresh
    self.index = 0
  end
  #--------------------------------------------------------------------------
  # * Get Mission
  #--------------------------------------------------------------------------
  def mission
    return @data[self.index]
  end
  #--------------------------------------------------------------------------
  # * Get Data
  #--------------------------------------------------------------------------
  def data
    return @data
  end
  #--------------------------------------------------------------------------
  # * Refresh
  #--------------------------------------------------------------------------
  def refresh
    if self.contents != nil
      self.contents.dispose
      self.contents = nil
    end
    @data = []
    # Add data
    for i in 1..$game_missions.num_mis
      @data.push(i) if $game_missions.known?(i)
    end
    @item_max = @data.size
    if @item_max > 0
      self.contents = Bitmap.new(width - 32, row_max * 32)
      for i in 0...@item_max
        draw_item(i)
      end
    end
  end
  #--------------------------------------------------------------------------
  # * Draw Item
  #--------------------------------------------------------------------------
  def draw_item(index)
    id = @data[index]
    x  =  320 * (index % @column_max) + 4
    y  = index / @column_max * 32
    # blank rect
    rect = Rect.new(x, y, self.width / @column_max - 32, 32)
    self.contents.fill_rect(rect, Color.new(0, 0, 0, 0))
    # name
    name = $game_missions.name(id)
    self.contents.font.color = text_color(3)  if $game_missions.completed?(id)
    self.contents.font.color = knockout_color if $game_missions.failed?(id)
    aid = ($game_missions.active_id / 10).floor
    self.contents.font.color = crisis_color  if id == aid
    self.contents.draw_text(x, y, 320, 32, name)
    self.contents.font.color = normal_color
  end
end

#==============================================================================
# ** Game_System
#==============================================================================
class Game_System
  attr_accessor :mission_hud
  #--------------------------------------------------------------------------
  # * Update
  #--------------------------------------------------------------------------
  alias :misshud_up :update
  def update
    misshud_up
    # infliction window
    if Wig_Mission::USE_HUD
      if $scene.is_a?(Scene_Map)
        @mission_hud = Mission_HUD.new if @mission_hud.nil?
        @mission_hud.update
      elsif !@wdhsi_window.nil?
        @mission_hud.dispose
        @mission_hud = nil
      end
    end
  end
end

#==============================================================================
# ** Mission_HUD
#==============================================================================
START_WIDTH = 164
class Mission_HUD < Window_Base
  #--------------------------------------------------------------------------
  # * Initialization
  #--------------------------------------------------------------------------
  def initialize
    super(0, 0, START_WIDTH, 96)
    self.contents = Bitmap.new(width - 32, height - 32)
    self.contents.font.size = 18
    self.visible  = false
    self.opacity  = 180
    self.z = 1
    @display_time = 0
    @need_show    = []
  end
  #--------------------------------------------------------------------------
  # * Show
  #--------------------------------------------------------------------------
  def show(text1, text2)
    @need_show.push([text1, text2])
  end
  #--------------------------------------------------------------------------
  # * Set Text
  #--------------------------------------------------------------------------
  def set_text(text1, text2)
    s1 = self.contents.text_size(text1).width + 20
    s2 = self.contents.text_size(text2).width + 20
    if s1 > START_WIDTH or s2 > START_WIDTH
      self.width = s1 > s2 ? s1 : s2
      self.width += 40
    else
      self.width = START_WIDTH
    end
    self.contents.dispose
    self.contents = Bitmap.new(self.width - 32, self.height - 32)
    self.contents.font.size = 18
    # set window location
    case Wig_Mission::WIN_LOC
    when 1 # Top Right
      self.x = 0; self.y = 0
    when 2 # Lower Right
      self.x = 0; self.y = 480 - height
    when 3 # Top Left
      self.x = 640 - width; self.y = 0
    when 4 # Lower Left
      self.x = 640 - width; self.y = 480 - height
    when 5 # Center
      self.x = 320 - (width / 2); self.y = 240 - (height / 2)
    end
    # draw text
    self.contents.font.color = normal_color
    @display_time = Wig_Mission::WIN_TIME + 20
    self.contents.draw_text(0,  0, s1, 32, text1)
    self.contents.draw_text(0, 28, s2, 32, text2)
    self.visible = true
  end
  #--------------------------------------------------------------------------
  # * Update
  #--------------------------------------------------------------------------
  def update
    super
    # close window
    if self.visible
      @display_time -= 1 if @display_time > 0
      if @display_time < 20
        self.width -= 4
      elsif @display_time.zero?
        self.visible  = false
        self.width    = START_WIDTH
      end
    end
    # if display array is empty
    if @need_show.empty?
      @display_wait = 8
      return
    end
    # wait time to display effects
    return if $game_temp.message_window_showing and Wig_Mission::MSG_WAIT
    if @display_wait.zero?
      text1, text2 = @need_show[0]
      @need_show.delete_at(0)
      @display_wait = 80
      set_text(text1, text2)
    end
    @display_wait -= 1 if @display_wait > 0
  end
end

#==============================================================================
# ** Window Base
#==============================================================================
class Window_Base
  #--------------------------------------------------------------------------
  # * Format String
  #--------------------------------------------------------------------------
  def format_string(x, y, string, max_width = 100)
    temp_word_array = string.scan (/./)
    position = line_break = 0
    lines = []
    blank_width = []
    new_string = [lines, blank_width]
    for i in 0...temp_word_array.size
      character = temp_word_array[i]
      if character == " " or i == temp_word_array.size - 1
        i += 1 if i == temp_word_array.size - 1
        if self.contents.text_size(string[line_break,
            i-line_break]).width <= max_width
          position = i
        else
          line = temp_word_array[line_break, position-line_break]
          new_string[0].push(line)
          line_blank = max_width - self.contents.text_size(string[
            line_break, position-line_break]).width
          new_string[1].push(line_blank.to_f / (line.size.to_f - 1.0))
          line_break = position + 1
          position = i
        end
      end
    end
    new_string[0].push(temp_word_array[line_break,
      temp_word_array.size - line_break])
    draw_formated_string(x, y, new_string[0])
  end
  #--------------------------------------------------------------------------
  # * Draw New String
  #--------------------------------------------------------------------------
  def draw_formated_string(x = 0, y = 0, lines = nil)
    return if lines.nil?
    size = self.contents.font.size
    for line in 0...lines[0].size
      self.contents.draw_text(x, y + (line * size), 380, size, lines[line].to_s)
    end
  end
  #--------------------------------------------------------------------------
  # * Draw Box
  #--------------------------------------------------------------------------
  def wmm_draw_box(x, y, w, h, f = nil, s = 2, c = Color.new(200, 200, 200))
    self.contents.fill_rect(Rect.new(x, y, w, h), f) unless f.nil?
    self.contents.fill_rect(Rect.new(  x,  y, w,  s), c)
    self.contents.fill_rect(Rect.new(  x, y+h, w,  s), c)
    self.contents.fill_rect(Rect.new(  x,  y, s,  h), c)
    self.contents.fill_rect(Rect.new(x+w,  y, s, h+s), c)
  end
end

[You must be registered and logged in to see this link.] <- Includes Mission Arrow script.

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Post any suggestions for future updates or any errors you may encounter here.

Known Compatibility Issues
none that i know of.

Restrictions
DO NOT post this on any other forum with out my permission, you are free to edit this in anyway for YOUR use only.
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#2 default Re: Wiggles Mission Menu (RMXP)
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BluE

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THis is pretty cool. Can you call it up from an item (like a diary or something)?
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#3 default Re: Wiggles Mission Menu (RMXP)
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supercow

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Razz tried it cheers its so cool , you'r da man mr.wiggles Wink id' probably gonna throw away all other mission script for this Cool

btw, if theres no mission and you check the crystal, it crash, since it cant have nil result. silent

edit* for blue* oh yeah i forgot to reply blue since too mesmerize by this script Cool
its just a simple database change blue,

in the item database just use common event trigger
and in the common event trigger put script
$scene = Scene_Missions.new

Razz hope it helps
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#4 default Re: Wiggles Mission Menu (RMXP)
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mr_wiggles

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supercow wrote:
btw, if theres no mission and you check the crystal, it crash, since it cant have nil result. silent

I just tested that in the demo i uploaded, it didn't crash, did you make any edits to the config module?

(or maybe i compressed and uploaded the wrong version for the demo, the script on the site posted here should work since its from the project i just tested in.)
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#5 default Re: Wiggles Mission Menu (RMXP)
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G@MeF@Ce

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KIK@$$! wiggles - thanks for sharing! + + +

killer script, a must have in every RPG.

clean demo, does Bill every get out of bed? Razz
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#6 default Re: Wiggles Mission Menu (RMXP)
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This is fantastic man!
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#7 default Re: Wiggles Mission Menu (RMXP)
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supercow

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no i didnt change anything in the demo,
already tried changing the script in the demo with the script in this site and it still crash .
im so silly Rolling Eyes should have explained it better, its not when you dont have a mission , It happen when at the start of the game go straight to the crystal without talking to the girl first, activate script $scene = Scene_Missions.new to open the menu and then click at empty choice.
then it shows "wig mission: No objectives found for mission " in the script its the error in code==3
then it crash in line 36 wiggles mission menu "undefined method size for nil class"
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#8 default Re: Wiggles Mission Menu (RMXP)
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mr_wiggles

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OH your clicking empty... yea i need to fix that. thanks for the heads up.
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