This turns on the party member reordering system. This string is the same as the string in the 'PARTY_ORDER' configurable. Neat? Now one more thing: In the 2nd list for Index Position 3, it doesn't have a Scene Command or Common Event ID number, but a string. However, the 'true' value indicates that the option isn't disabled, but fully hidden from the menu itself. Index Position 3 within the first list ends with 1, true, which means that RMXP Switch #1 must be turned on for it to function. But index position 3 (aka LIST1/LIST2) is set up differently. This means the menu option for the equip menu is disabled until RMXP Switch #2 is turned on. Index position 1 (aka LIST1 / LIST2) for the Equip menu option ends with 2, false in the first list. Of the entries in the list, note that two of them (index position 1 and index position 3) have extra values. I hope those will be self explanatory, but I have a tendency to add extra instructions at the beginning of any script assuming I do not have an accompanying help/chm file as I have recently with my Lycan ABS. Second, each has headers describing what each entry contains. one for appearance options while the other for functionality. One humongous list per entry is just harder to see, so there are two of them. Part 2 itself.įirst, the menu options are broken into two lists. Here's a sample of what I mean by a 2-part config. Alteration and implementation is next, so someone using these bar scripts can see them show PROPERLY in the menu. Its to keep them more organized: Mechanics vs Aesthetics.ĮDIT: Okay, I have obtained a number of generated bar scripts to work with (Cogwheel, SephirothSpawn, Near Fantastica, Fukuyama(aka XRXS), and ParaDog). One covers the menu appearance, the other the mechanics of the Menu Options and Side Stats window. Oh, and I'm thinking that the config system will be TWO separate pages. Insofar as Trickster's Gradient bars, they're a bar graphic system and I already have that covered. Scripts I am familiar with are by SephirothSpawn and Cogwheel. As an example, If one decides to use a bar script created by Whack-a-Mole (assuming I know anyone by that name, let alone their script), it should send into Whack's bar drawing system the coordinates and values to draw the bar in place. and cached for game compression\encryption of course.īut I want to make allowances for other bar systems that actually draw them without image files, so I will be looking at a few other variants. Bar graphic files will be in its own Graphics\Bars folder for cleanliness. It not only allows you to use image files, but scales them to fit the specs set by the user. I'm using a variation of what I developed for the Lycan ABS. Working on preliminary bar systems.īuilt-in will be a bar system akin to Moghunter's but.
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