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Event/Quest Icons

Yay! Fabulous thing!

But I'd really prefer setting the icons up via event commenting. At the moment I just put an parallel process into each event running the shortcutfor this specific event, then switching a self switch and then moving on to the next eventpage where the real actions are in... works, but leaves me with one less self switch... And setting up a parallel main process for the map (as for BG Music and other stuff) works too but gets awfull laggy in my project if I add the call script. Sooo that would be nice ;)

Another thing is, when the Event moves around and goes somewhere where it is overlapped by a high priority tile, the icon stays visible, which is per se not a bad thing, but I guess if it would fade a litte it'd look nicer. (If that's even possible)

That's it so far ;)

Greets,
Dukey

P.S.: Oh I just found out when using it. I get a weird error when i want to load a savegame.
Look :

http://www.igzorn.phantactics.de/files/ ... veload.png[/IMG]


In line 143 is this method:
Code:
def update
    sandgolem_eventicons_mapupdate
    $game_temp.sg_eventicon_sprites.each { |i| i.update if i != nil } # <-- line 143
  end

Any ideas, anyone? ;)

Greets, Dukey
 
@Duke Igthorn
I guess that is because you saved that slot before adding the script. Try to start a new game and saving in other slot and loading this slot.
 
tibuda;153112":5xq98o6b said:
@Duke Igthorn
I guess that is because you saved that slot before adding the script. Try to start a new game and saving in other slot and loading this slot.

Nope that's not it, all saves were created after the inclusion of the script, as I'm aware of this circumstance.
Thanks, anyways ;)

Greets,
Dukey
 
okay, i've got that to work BUT
all the things with Marshal.load(file) in them start having errors, and when I go into my menu and save and click load it says stack level too deep. When I load a saved game and save it gives me the error. help!
I really want to use this. but if it means seleting 10 other scripts, it's not really worth it.
EDIT: correct me if I'm wrong, so this is how Game_Temp should look, right?
Code:
#==============================================================================
# ** Game_Temp
#------------------------------------------------------------------------------
#  This class handles temporary data that is not included with save data.
#  Refer to "$game_temp" for the instance of this class.
#==============================================================================

class Game_Temp
  #--------------------------------------------------------------------------
  # * Public Instance Variables
  #--------------------------------------------------------------------------
  attr_accessor :map_bgm                  # map music (for battle memory)
  attr_accessor :message_text             # message text
  attr_accessor :message_proc             # message callback (Proc)
  attr_accessor :choice_start             # show choices: opening line
  attr_accessor :choice_max               # show choices: number of items
  attr_accessor :choice_cancel_type       # show choices: cancel
  attr_accessor :choice_proc              # show choices: callback (Proc)
  attr_accessor :num_input_start          # input number: opening line
  attr_accessor :num_input_variable_id    # input number: variable ID
  attr_accessor :num_input_digits_max     # input number: digit amount
  attr_accessor :message_window_showing   # message window showing
  attr_accessor :common_event_id          # common event ID
  attr_accessor :in_battle                # in-battle flag
  attr_accessor :battle_calling           # battle calling flag
  attr_accessor :battle_troop_id          # battle troop ID
  attr_accessor :battle_can_escape        # battle flag: escape possible
  attr_accessor :battle_can_lose          # battle flag: losing possible
  attr_accessor :battle_proc              # battle callback (Proc)
  attr_accessor :battle_turn              # number of battle turns
  attr_accessor :battle_event_flags       # battle event flags: completed
  attr_accessor :battle_abort             # battle flag: interrupt
  attr_accessor :battle_main_phase        # battle flag: main phase
  attr_accessor :battleback_name          # battleback file name
  attr_accessor :forcing_battler          # battler being forced into action
  attr_accessor :shop_calling             # shop calling flag
  attr_accessor :shop_goods               # list of shop goods
  attr_accessor :name_calling             # name input: calling flag
  attr_accessor :name_actor_id            # name input: actor ID
  attr_accessor :name_max_char            # name input: max character count
  attr_accessor :menu_calling             # menu calling flag
  attr_accessor :menu_beep                # menu: play sound effect flag
  attr_accessor :save_calling             # save calling flag
  attr_accessor :debug_calling            # debug calling flag
  attr_accessor :player_transferring      # player place movement flag
  attr_accessor :player_new_map_id        # player destination: map ID
  attr_accessor :player_new_x             # player destination: x-coordinate
  attr_accessor :player_new_y             # player destination: y-coordinate
  attr_accessor :player_new_direction     # player destination: direction
  attr_accessor :transition_processing    # transition processing flag
  attr_accessor :transition_name          # transition file name
  attr_accessor :gameover                 # game over flag
  attr_accessor :to_title                 # return to title screen flag
  attr_accessor :last_file_index          # last save file no.
  attr_accessor :debug_top_row            # debug screen: for saving conditions
  attr_accessor :debug_index              # debug screen: for saving conditions

  #--------------------------------------------------------------------------
  # * Object Initialization
  #--------------------------------------------------------------------------
  def initialize
   #=========================EDIT=================================
    alias sandgolem_eventicons_init initialize
  def initialize
    sandgolem_eventicons_init
    @sg_eventicon_sprites = []
  end
   #=======================END EDIT===============================
    @map_bgm = nil
    @message_text = nil
    @message_proc = nil
    @choice_start = 99
    @choice_max = 0
    @choice_cancel_type = 0
    @choice_proc = nil
    @num_input_start = 99
    @num_input_variable_id = 0
    @num_input_digits_max = 0
    @message_window_showing = false
    @common_event_id = 0
    @in_battle = false
    @battle_calling = false
    @battle_troop_id = 0
    @battle_can_escape = false
    @battle_can_lose = false
    @battle_proc = nil
    @battle_turn = 0
    @battle_event_flags = {}
    @battle_abort = false
    @battle_main_phase = false
    @battleback_name = ''
    @forcing_battler = nil
    @shop_calling = false
    @shop_id = 0
    @name_calling = false
    @name_actor_id = 0
    @name_max_char = 0
    @menu_calling = false
    @menu_beep = false
    @save_calling = false
    @debug_calling = false
    @player_transferring = false
    @player_new_map_id = 0
    @player_new_x = 0
    @player_new_y = 0
    @player_new_direction = 0
    @transition_processing = false
    @transition_name = ""
    @gameover = false
    @to_title = false
    @last_file_index = 0
    @debug_top_row = 0
    @debug_index = 0
  end
end
 
NO! It should be in other script LOL

Code:
class Game_Temp
   #=========================EDIT=================================
    alias sandgolem_eventicons_init initialize
  def initialize
    sandgolem_eventicons_init
    @sg_eventicon_sprites = []
  end
   #=======================END EDIT===============================
end
 
But this is what he said:

Try putting this in the Game_Temp area of this script, line 43ish: (between the attr_ & def lines)
EDIT: so I tried to do what you said,(to make a new script above main)and it doesn't work!!
EDIT2:When I finish loading a game, it works, but when I go to the menu and load, it says Game_Temp stack level too deep.
 
Sorry for necroposting, but I'm kind of unsure of how to display the icons. I've tried using a "Call Script" command in an event, but it gives me a SyntaxError. And I've also tried using a comment, but that doesn't work either.
 
@ SamuaiHitok - put this in a call script
Code:
sg_eventicon(Event ID,'Icon Name')
Just replace the Event ID with the number of the event and replace the 'Icon Name' with the name of the icon you want to display just remember to keep the little (' ') around the icon name. I use them in a parallel process event then add erase event at the end of it.. I haven't had any problems with this script.

and now the reason that i posted here.. i wanted to let sandgolem know that when i go into a battle near someone that has an icon above them, the icon is in the background of my battle as well, i dont know how to fix it so if you could help me that would be great, thanx, and awesome script by the way.

::BEFORE::
http://img175.imageshack.us/img175/4131/beforepo1.png[/IMG]
::AFTER::
http://img293.imageshack.us/img293/6961/afternl5.png[/IMG]
 
Sorry to necropost, but I think this goes here, I have little problem with the script, it works fins with showing the icons over the names, but I can't get rid of them properly, I tried calling a script with sg_uneventicon(32) for event 32 but the icon stays there until I go to the menu and get back. I don't know why this happens, I hope someone can help.
 
This is script is older (sorry mr.SG xD) you can use the script that SephirotSpawn Creates, has the same features of this.

'Event Icon & Text Display', you can find it in the testBed.
 

WiZ`

Member

ehi... just a question, why when i use the command
sg_uneventicon(N) the icon fade whitout vanish? it become less visible, whitout disappear... why? XD i need to make it disappear :\
 

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