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		<title><![CDATA[Save-Point - Code Support]]></title>
		<link>https://www.save-point.org/</link>
		<description><![CDATA[Save-Point - https://www.save-point.org]]></description>
		<pubDate>Wed, 29 Apr 2026 02:59:08 +0000</pubDate>
		<generator>MyBB</generator>
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			<title><![CDATA[Is there a script to make train actors face the same way as the player?]]></title>
			<link>https://www.save-point.org/thread-13442.html</link>
			<pubDate>Sat, 28 Mar 2026 06:48:45 +0000</pubDate>
			<dc:creator><![CDATA[<a href="https://www.save-point.org/member.php?action=profile&uid=8151">Ace_V</a>]]></dc:creator>
			<guid isPermaLink="false">https://www.save-point.org/thread-13442.html</guid>
			<description><![CDATA[I use Fukuyama's original train actors script and it's been solid for regular gameplay.<br />
However, for some cutscenes with dialogue, I would love to make the whole party face the same direction and perhaps change direction together via a script call.<br />
I intend to make a move command at the start of some cutscenes to make the player move (e.g. down, left, up, right, down, turn right) so the train becomes a 2x2 square of the party and the main player is in the bottom front corner facing forward, and I'd love a script to make the three train actors face the same way as the player actor.<br />
<br />
(Alternatively, a script to make the three train actors form the square themselves, though this one could be a bit tricky to work with in some cutscenes)<br />
<br />
Could anyone help?]]></description>
			<content:encoded><![CDATA[I use Fukuyama's original train actors script and it's been solid for regular gameplay.<br />
However, for some cutscenes with dialogue, I would love to make the whole party face the same direction and perhaps change direction together via a script call.<br />
I intend to make a move command at the start of some cutscenes to make the player move (e.g. down, left, up, right, down, turn right) so the train becomes a 2x2 square of the party and the main player is in the bottom front corner facing forward, and I'd love a script to make the three train actors face the same way as the player actor.<br />
<br />
(Alternatively, a script to make the three train actors form the square themselves, though this one could be a bit tricky to work with in some cutscenes)<br />
<br />
Could anyone help?]]></content:encoded>
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			<title><![CDATA[How do I make skills that never miss, and a status that causes skills to never miss?]]></title>
			<link>https://www.save-point.org/thread-13414.html</link>
			<pubDate>Sun, 15 Feb 2026 06:25:16 +0000</pubDate>
			<dc:creator><![CDATA[<a href="https://www.save-point.org/member.php?action=profile&uid=8151">Ace_V</a>]]></dc:creator>
			<guid isPermaLink="false">https://www.save-point.org/thread-13414.html</guid>
			<description><![CDATA[Hey, all. So I've got a twofold request for RMXP:<br />
<br />
1. How do I make a skill that never misses regardless of the enemy's evasion rate?<br />
<br />
2. How can I make a status effect that also grants that property for all the character's skills?<br />
<br />
I've recently added several monsters into my game that have high to extremely high evasion values (70+) with the intent that the player would need to bring along a certain character who had a skill named <span style="font-style: italic;" class="mycode_i">Sure Shot</span>.<br />
Additionally that character could also gain a skill (<span style="font-style: italic;" class="mycode_i">Raise Confidence</span>?) that gives a teammate a status effect called <span style="font-style: italic;" class="mycode_i">Sharpshooter</span> that grants <span style="font-style: italic;" class="mycode_i">all</span> their skills the same property for the next 2 turns. Perhaps that character can also later gain a skill that grants the <span style="font-style: italic;" class="mycode_i">entire</span> party the status for 2 turns.  (I have kyonides' <span style="font-style: italic;" class="mycode_i">Super Skill Nerf</span> implemented in my game, so this could be that character's single-use ultimate.)]]></description>
			<content:encoded><![CDATA[Hey, all. So I've got a twofold request for RMXP:<br />
<br />
1. How do I make a skill that never misses regardless of the enemy's evasion rate?<br />
<br />
2. How can I make a status effect that also grants that property for all the character's skills?<br />
<br />
I've recently added several monsters into my game that have high to extremely high evasion values (70+) with the intent that the player would need to bring along a certain character who had a skill named <span style="font-style: italic;" class="mycode_i">Sure Shot</span>.<br />
Additionally that character could also gain a skill (<span style="font-style: italic;" class="mycode_i">Raise Confidence</span>?) that gives a teammate a status effect called <span style="font-style: italic;" class="mycode_i">Sharpshooter</span> that grants <span style="font-style: italic;" class="mycode_i">all</span> their skills the same property for the next 2 turns. Perhaps that character can also later gain a skill that grants the <span style="font-style: italic;" class="mycode_i">entire</span> party the status for 2 turns.  (I have kyonides' <span style="font-style: italic;" class="mycode_i">Super Skill Nerf</span> implemented in my game, so this could be that character's single-use ultimate.)]]></content:encoded>
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			<title><![CDATA[Separate Sounds for Menu Scene]]></title>
			<link>https://www.save-point.org/thread-13285.html</link>
			<pubDate>Mon, 13 Oct 2025 17:53:26 +0000</pubDate>
			<dc:creator><![CDATA[<a href="https://www.save-point.org/member.php?action=profile&uid=8107">Solitaire</a>]]></dc:creator>
			<guid isPermaLink="false">https://www.save-point.org/thread-13285.html</guid>
			<description><![CDATA[Hi all! A very happy Monday to you :D<br />
<br />
I was wondering if different sounds could be specified in the menu scene, and item scene scripts for the cursor, cancel and decision.<br />
I don't want to use those specified in the system, and "window selection". I want them to be different than the other generic choice selection boxes in the game, and stuff.<br />
<br />
<span style="text-decoration: line-through;" class="mycode_s">I tried copying the SE playing bits from Window Selection, and using them in "Scene_Menu", but they didn't change anything. I even tried copying the whole "Window Selection" script and altering it!! ...But that lead to errors, and probably wasn't a good idea. So I stopped fooling with that   <img src="https://www.save-point.org/images/smilies/ejlol/laughingtongue.gif" alt="Laughing + Tongue sticking out" title="Laughing + Tongue sticking out" class="smilie smilie_30" /></span><br />
<br />
<span style="text-decoration: line-through;" class="mycode_s">I also tried using this FancyChoices <a href="https://forums.rpgmakerweb.com/index.php?threads/fancychoices-xp.165643/" target="_blank" rel="noopener" class="mycode_url">[link]</a> (should be named "FancyKhoices") script from Kyonides, which *seems* like it may use different sounds for the choice options, but when I edited that bit, it didn't change the sounds.</span><br />
<br />
<span style="text-decoration: line-through;" class="mycode_s">Anywho! I hope someone can help :D I can explain more if anything isn't clear. Thank you, to any possible replies &lt;3 <img src="https://www.save-point.org/images/smilies/ejlol/cheeryblush.gif" alt="Blushing + Cheery" title="Blushing + Cheery" class="smilie smilie_34" /></span><br />
<br />
<span style="text-decoration: line-through;" class="mycode_s">EDIT: </span><br />
<span style="text-decoration: line-through;" class="mycode_s">Ah! Okay, for some reason it seems that the choices script effects left/right movements, but not up/down ones.</span><br />
<span style="text-decoration: line-through;" class="mycode_s">EDIT2: </span><br />
<span style="text-decoration: line-through;" class="mycode_s">I tried to add the call to play the audio for all movements, but now *both* the system audio and my system audio play. Okay, this isn't right I don't think lol</span><br />
<br />
EDIT3:<br />
AH! I THINK I FIGURED IT OUT!<br />
<br />
In "window_selectable" under line 140, I just added an "if" statement for the cursor!<br />
<br />
<div class="codeblock"><div class="title">Code:</div><div class="body" dir="ltr"><code>          # Move cursor down<br />
          if &#36;scene.is_a?(Scene_Menu)                    #&lt;-------<br />
            Audio.se_play("Audio/SE/ba", 100, 50)        #&lt;-------<br />
            @index = (@index + @column_max) % @item_max  #&lt;------- <br />
          else <br />
          &#36;game_system.se_play(&#36;data_system.cursor_se)<br />
          @index = (@index + @column_max) % @item_max<br />
        end<br />
      end<br />
    end</code></div></div><br />
And I'll just repeat that for each direction...<br />
I hope this won't cause any problems later  <img src="https://www.save-point.org/images/smilies/ejlol/sweathappy.gif" alt="Happy with a sweat" title="Happy with a sweat" class="smilie smilie_31" /> But it looks good to me!! Maybe this can help someone else too ;D]]></description>
			<content:encoded><![CDATA[Hi all! A very happy Monday to you :D<br />
<br />
I was wondering if different sounds could be specified in the menu scene, and item scene scripts for the cursor, cancel and decision.<br />
I don't want to use those specified in the system, and "window selection". I want them to be different than the other generic choice selection boxes in the game, and stuff.<br />
<br />
<span style="text-decoration: line-through;" class="mycode_s">I tried copying the SE playing bits from Window Selection, and using them in "Scene_Menu", but they didn't change anything. I even tried copying the whole "Window Selection" script and altering it!! ...But that lead to errors, and probably wasn't a good idea. So I stopped fooling with that   <img src="https://www.save-point.org/images/smilies/ejlol/laughingtongue.gif" alt="Laughing + Tongue sticking out" title="Laughing + Tongue sticking out" class="smilie smilie_30" /></span><br />
<br />
<span style="text-decoration: line-through;" class="mycode_s">I also tried using this FancyChoices <a href="https://forums.rpgmakerweb.com/index.php?threads/fancychoices-xp.165643/" target="_blank" rel="noopener" class="mycode_url">[link]</a> (should be named "FancyKhoices") script from Kyonides, which *seems* like it may use different sounds for the choice options, but when I edited that bit, it didn't change the sounds.</span><br />
<br />
<span style="text-decoration: line-through;" class="mycode_s">Anywho! I hope someone can help :D I can explain more if anything isn't clear. Thank you, to any possible replies &lt;3 <img src="https://www.save-point.org/images/smilies/ejlol/cheeryblush.gif" alt="Blushing + Cheery" title="Blushing + Cheery" class="smilie smilie_34" /></span><br />
<br />
<span style="text-decoration: line-through;" class="mycode_s">EDIT: </span><br />
<span style="text-decoration: line-through;" class="mycode_s">Ah! Okay, for some reason it seems that the choices script effects left/right movements, but not up/down ones.</span><br />
<span style="text-decoration: line-through;" class="mycode_s">EDIT2: </span><br />
<span style="text-decoration: line-through;" class="mycode_s">I tried to add the call to play the audio for all movements, but now *both* the system audio and my system audio play. Okay, this isn't right I don't think lol</span><br />
<br />
EDIT3:<br />
AH! I THINK I FIGURED IT OUT!<br />
<br />
In "window_selectable" under line 140, I just added an "if" statement for the cursor!<br />
<br />
<div class="codeblock"><div class="title">Code:</div><div class="body" dir="ltr"><code>          # Move cursor down<br />
          if &#36;scene.is_a?(Scene_Menu)                    #&lt;-------<br />
            Audio.se_play("Audio/SE/ba", 100, 50)        #&lt;-------<br />
            @index = (@index + @column_max) % @item_max  #&lt;------- <br />
          else <br />
          &#36;game_system.se_play(&#36;data_system.cursor_se)<br />
          @index = (@index + @column_max) % @item_max<br />
        end<br />
      end<br />
    end</code></div></div><br />
And I'll just repeat that for each direction...<br />
I hope this won't cause any problems later  <img src="https://www.save-point.org/images/smilies/ejlol/sweathappy.gif" alt="Happy with a sweat" title="Happy with a sweat" class="smilie smilie_31" /> But it looks good to me!! Maybe this can help someone else too ;D]]></content:encoded>
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			<title><![CDATA[How do I make a PNG image (or animation) show up when a character dies?]]></title>
			<link>https://www.save-point.org/thread-12713.html</link>
			<pubDate>Fri, 29 Aug 2025 06:43:20 +0000</pubDate>
			<dc:creator><![CDATA[<a href="https://www.save-point.org/member.php?action=profile&uid=8151">Ace_V</a>]]></dc:creator>
			<guid isPermaLink="false">https://www.save-point.org/thread-12713.html</guid>
			<description><![CDATA[Hi! I was hoping I could implement an effect where a PNG image pops in or fades in when a character dies, then fades out two seconds later, like this:<br />
<br />

<br />
<img src="https://www.save-point.org/images/attachtypes/image.gif" title="PNG Image" border="0" alt=".png" />
&nbsp;&nbsp;<a href="attachment.php?aid=2976" target="_blank" title="">death3.png</a> (Size: 327.5 KB / Downloads: 325)
<br />
<span style="font-style: italic;" class="mycode_i">(base screenshot taken from DerVVulfman's Lani's Locks)</span><br />
<br />
It need not be an animation sheet, just a PNG is more than enough (see attached for examples) but really, whichever is easier to implement would be great.  <img src="https://www.save-point.org/images/smilies/ejlol/laughing.gif" alt="Laughing" title="Laughing" class="smilie smilie_23" /><br />
<br />
I hope someone can help me out!<br />
<br />
<img src="https://www.save-point.org/images/attachtypes/image.gif" title="PNG Image" border="0" alt=".png" />
&nbsp;&nbsp;<a href="attachment.php?aid=2977" target="_blank" title="">death2.png</a> (Size: 9.38 KB / Downloads: 253)
<br />
<br />
<img src="https://www.save-point.org/images/attachtypes/image.gif" title="PNG Image" border="0" alt=".png" />
&nbsp;&nbsp;<a href="attachment.php?aid=2978" target="_blank" title="">death1.png</a> (Size: 9.61 KB / Downloads: 253)
]]></description>
			<content:encoded><![CDATA[Hi! I was hoping I could implement an effect where a PNG image pops in or fades in when a character dies, then fades out two seconds later, like this:<br />
<br />

<br />
<img src="https://www.save-point.org/images/attachtypes/image.gif" title="PNG Image" border="0" alt=".png" />
&nbsp;&nbsp;<a href="attachment.php?aid=2976" target="_blank" title="">death3.png</a> (Size: 327.5 KB / Downloads: 325)
<br />
<span style="font-style: italic;" class="mycode_i">(base screenshot taken from DerVVulfman's Lani's Locks)</span><br />
<br />
It need not be an animation sheet, just a PNG is more than enough (see attached for examples) but really, whichever is easier to implement would be great.  <img src="https://www.save-point.org/images/smilies/ejlol/laughing.gif" alt="Laughing" title="Laughing" class="smilie smilie_23" /><br />
<br />
I hope someone can help me out!<br />
<br />
<img src="https://www.save-point.org/images/attachtypes/image.gif" title="PNG Image" border="0" alt=".png" />
&nbsp;&nbsp;<a href="attachment.php?aid=2977" target="_blank" title="">death2.png</a> (Size: 9.38 KB / Downloads: 253)
<br />
<br />
<img src="https://www.save-point.org/images/attachtypes/image.gif" title="PNG Image" border="0" alt=".png" />
&nbsp;&nbsp;<a href="attachment.php?aid=2978" target="_blank" title="">death1.png</a> (Size: 9.61 KB / Downloads: 253)
]]></content:encoded>
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			<title><![CDATA[Lead Actor Swapper script error]]></title>
			<link>https://www.save-point.org/thread-12712.html</link>
			<pubDate>Fri, 29 Aug 2025 06:32:18 +0000</pubDate>
			<dc:creator><![CDATA[<a href="https://www.save-point.org/member.php?action=profile&uid=8151">Ace_V</a>]]></dc:creator>
			<guid isPermaLink="false">https://www.save-point.org/thread-12712.html</guid>
			<description><![CDATA[Hi! I tried implementing the Lead Actor Swapper script by Sheol:<br />
<a href="https://www.save-point.org/showthread.php?tid=6559" target="_blank" rel="noopener" class="mycode_url">https://www.save-point.org/showthread.php?tid=6559</a><br />
<br />
<br />
But when I tried swapping a character out using the Q button (L on a gamepad), I encounter an error on line 64:<br />
<br />
<div class="codeblock"><div class="title">Code:</div><div class="body" dir="ltr"><code>      &#36;game_system.lead_actor = (&#36;game_system.lead_actor - 1) % &#36;game_party.actors.size</code></div></div><br />
<br />
I use a caterpillar script, could that be the problem? I was hoping I could swap/change character's party positions using the script and they would also swap on the caterpillar.  <img src="https://www.save-point.org/images/smilies/ejlol/fear.gif" alt="Fear" title="Fear" class="smilie smilie_70" />]]></description>
			<content:encoded><![CDATA[Hi! I tried implementing the Lead Actor Swapper script by Sheol:<br />
<a href="https://www.save-point.org/showthread.php?tid=6559" target="_blank" rel="noopener" class="mycode_url">https://www.save-point.org/showthread.php?tid=6559</a><br />
<br />
<br />
But when I tried swapping a character out using the Q button (L on a gamepad), I encounter an error on line 64:<br />
<br />
<div class="codeblock"><div class="title">Code:</div><div class="body" dir="ltr"><code>      &#36;game_system.lead_actor = (&#36;game_system.lead_actor - 1) % &#36;game_party.actors.size</code></div></div><br />
<br />
I use a caterpillar script, could that be the problem? I was hoping I could swap/change character's party positions using the script and they would also swap on the caterpillar.  <img src="https://www.save-point.org/images/smilies/ejlol/fear.gif" alt="Fear" title="Fear" class="smilie smilie_70" />]]></content:encoded>
		</item>
		<item>
			<title><![CDATA[Actor Voices by diamondandplatinum3, note-tag commands not working!]]></title>
			<link>https://www.save-point.org/thread-11620.html</link>
			<pubDate>Thu, 31 Jul 2025 17:05:44 +0000</pubDate>
			<dc:creator><![CDATA[<a href="https://www.save-point.org/member.php?action=profile&uid=5518">Starmage</a>]]></dc:creator>
			<guid isPermaLink="false">https://www.save-point.org/thread-11620.html</guid>
			<description><![CDATA[Hello everyone! I've been using Actor Voices by diamondandplatinum3 for VXace, and somehow, the voices work now, but the only ones that work are the voice commands set up within the script itself in the script editor, but the ones that I set up via note-tags for specific skills, they don't work at all, it's as if the script's note-tag commands are being ignored or not being acknowledged by the game. Can anyone help?<br />
<br />
<br />
<br />
Here is my game's Script date file:<br />
<br />
<a href="https://drive.google.com/file/d/1tP7AREJ3sHtD8ArH_qIBwUTvoHJK8zOF/view" target="_blank" rel="noopener" class="mycode_url">https://drive.google.com/file/d/1tP7AREJ...K8zOF/view</a><br />
<br />
<br />
<br />
If you can check Actor Voices there (which I put before near the Theolized scripts), it would be awesome if you can see what the issue is that the script isn't recognizing note-tag commands for voices. Thank you so much!]]></description>
			<content:encoded><![CDATA[Hello everyone! I've been using Actor Voices by diamondandplatinum3 for VXace, and somehow, the voices work now, but the only ones that work are the voice commands set up within the script itself in the script editor, but the ones that I set up via note-tags for specific skills, they don't work at all, it's as if the script's note-tag commands are being ignored or not being acknowledged by the game. Can anyone help?<br />
<br />
<br />
<br />
Here is my game's Script date file:<br />
<br />
<a href="https://drive.google.com/file/d/1tP7AREJ3sHtD8ArH_qIBwUTvoHJK8zOF/view" target="_blank" rel="noopener" class="mycode_url">https://drive.google.com/file/d/1tP7AREJ...K8zOF/view</a><br />
<br />
<br />
<br />
If you can check Actor Voices there (which I put before near the Theolized scripts), it would be awesome if you can see what the issue is that the script isn't recognizing note-tag commands for voices. Thank you so much!]]></content:encoded>
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		<item>
			<title><![CDATA[Big Maps]]></title>
			<link>https://www.save-point.org/thread-11454.html</link>
			<pubDate>Wed, 01 Jan 2025 16:09:00 +0000</pubDate>
			<dc:creator><![CDATA[<a href="https://www.save-point.org/member.php?action=profile&uid=3669">JayRay</a>]]></dc:creator>
			<guid isPermaLink="false">https://www.save-point.org/thread-11454.html</guid>
			<description><![CDATA[Hey, thanks for checking on my request. What I meant more or less is this...<br />
<img src="https://cdn.discordapp.com/attachments/1109641303219785830/1324045161923088506/image.png?ex=6776b8a6&amp;is=67756726&amp;hm=6523eecefdada77a19c755c98b21a52cc836f6e1df8ee0e74754e2b24d5b9552&amp;" loading="lazy"  alt="[Image: image.png?ex=6776b8a6&amp;is=67756726&amp;hm=652...24d5b9552&amp;]" class="mycode_img" /><br />
<br />
In games like NeverWinter Nights, Slyrim's Creation Engine, and a few more RPG creator setups, non-descript and vague maps could be added in between destinations as nothing really special except for part of the big map as a whole. In Skyrim, the cell is called 'wilderness' often, which it's that, a plot of land with some trees, and MAYBE a random NPC or animal to hunt or something like that.<br />
<br />
This way, with 20 maps, you can build a big map of hundreds of maps - great for that 999 map limit.]]></description>
			<content:encoded><![CDATA[Hey, thanks for checking on my request. What I meant more or less is this...<br />
<img src="https://cdn.discordapp.com/attachments/1109641303219785830/1324045161923088506/image.png?ex=6776b8a6&amp;is=67756726&amp;hm=6523eecefdada77a19c755c98b21a52cc836f6e1df8ee0e74754e2b24d5b9552&amp;" loading="lazy"  alt="[Image: image.png?ex=6776b8a6&amp;is=67756726&amp;hm=652...24d5b9552&amp;]" class="mycode_img" /><br />
<br />
In games like NeverWinter Nights, Slyrim's Creation Engine, and a few more RPG creator setups, non-descript and vague maps could be added in between destinations as nothing really special except for part of the big map as a whole. In Skyrim, the cell is called 'wilderness' often, which it's that, a plot of land with some trees, and MAYBE a random NPC or animal to hunt or something like that.<br />
<br />
This way, with 20 maps, you can build a big map of hundreds of maps - great for that 999 map limit.]]></content:encoded>
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		<item>
			<title><![CDATA[Parts of the Equip, Spells, and Status menus persist even after exiting the menu]]></title>
			<link>https://www.save-point.org/thread-11450.html</link>
			<pubDate>Fri, 27 Dec 2024 15:19:12 +0000</pubDate>
			<dc:creator><![CDATA[<a href="https://www.save-point.org/member.php?action=profile&uid=8151">Ace_V</a>]]></dc:creator>
			<guid isPermaLink="false">https://www.save-point.org/thread-11450.html</guid>
			<description><![CDATA[I've got this annoying bug with my 20-yr old project. I'm not sure when it actually started, but now that I've resumed working on it again, it's becoming a bit annoying (and another thing to worry about before I can move to beta testing with other people in Q4 2025)<br />
<br />
<span style="font-weight: bold;" class="mycode_b">Background:</span><br />
<br />
I use the Ring Menu by XRXS, Dubealex, and updates by Hypershadow180 (I originally only used Dubealex's version, but found the updated one by Hypershadow180 on this forum and decided to switch to that)<br />
<br />
<span style="font-weight: bold;" class="mycode_b">Description of problem:</span> <br />
<br />
The ring menu works beautifully, always has since I implemented it in 2005. <span style="font-weight: bold;" class="mycode_b">Unfortunately, whenever I exit from the Equip, Status, or Spells menus for a character, parts of the menu stay on the screen, sometimes for as long as 20 seconds before disappearing.</span> <br />
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Here are a series of screenshots showing the persistent menus:<br />
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<img src="https://www.save-point.org/images/attachtypes/image.gif" title="PNG Image" border="0" alt=".png" />
&nbsp;&nbsp;<a href="attachment.php?aid=2792" target="_blank" title="">menu problem.png</a> (Size: 397.69 KB / Downloads: 459)
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Earlier this month, I replaced it with Hypershadow180's version from 2006 in the hopes that it would fix the issue, but alas, the problem remains. <br />
<br />
Additionally, opening the menu results in multiple instances of those menu elements floating around, which is very annoying when you are swapping equipment out for multiple characters:<br />
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<img src="https://www.save-point.org/images/attachtypes/image.gif" title="PNG Image" border="0" alt=".png" />
&nbsp;&nbsp;<a href="attachment.php?aid=2793" target="_blank" title="">menu problem2.png</a> (Size: 96.26 KB / Downloads: 448)
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I'm not quite sure if it is due to the ring menu itself, or if something else is causing the problem. I've got a custom status menu, but the spells and equipment are standard, yet all three are still affected. I should also point out that the <span style="font-weight: bold;" class="mycode_b">Items menu does not seem to be affected. Only the Equip, Status, and Spells menus have the issue. </span>I suspect this is because the Item menu doesn't open a menu for specific characters, compared to the other three menus.<br />
<br />
Here's the ring menu script anyway:<br />
<br />
<div class="codeblock"><div class="title">Code:</div><div class="body" dir="ltr"><code>#------------------------------------------------------------------------------<br />
#  Ring_Menu Version: 1 (February 11, 2006)<br />
#------------------------------------------------------------------------------<br />
#  By:  XRXS, Dubealex, and updates by Hypershadow180<br />
#------------------------------------------------------------------------------<br />
class Scene_Menu<br />
#------------------------------------------------------------------------------<br />
#  Initialize<br />
#------------------------------------------------------------------------------<br />
  def initialize(menu_index = 0)<br />
    @menu_index = menu_index<br />
    &#36;location_text=[]<br />
    &#36;gold_text=[]<br />
    &#36;window_size=[]<br />
    &#36;ring_menu_text=[]<br />
    &#36;chara_select=[]<br />
    @window_opacity=[]<br />
    @chara_select=[]<br />
    @window_position=[]<br />
#---------------------------------------------------------------------------<br />
# ? Ring Menu Customization Section: (By Dubealex)<br />
#---------------------------------------------------------------------------<br />
# Those variables defines how the script will act.<br />
# Simply change the value by those you want.<br />
# Remember that changing the font size has its limitation due to text space.<br />
#<br />
# ? TEXT SETTINGS FOR SHOW PLAYER LOCATION WINDOW:<br />
    &#36;location_text[0]="Tahoma" # Font Type<br />
    &#36;location_text[1]=20 # Font Size<br />
    &#36;location_text[2]=6 # Location Title Color<br />
    &#36;location_text[4]=0 # Map Name Color<br />
    &#36;location_text[3]="Location:" # Text<br />
    &#36;gold_text[0]="Tahoma" # Font Type<br />
    &#36;gold_text[1]=24 # Font Size<br />
    &#36;gold_text[2]=6 # Gold Title Color<br />
    &#36;gold_text[3]=6 # Gold Color<br />
    &#36;gold_text[4]="Money" # Text<br />
    @window_opacity[0]=255 # Border Opacity<br />
    @window_opacity[1]=130 # Background Opacity<br />
    &#36;window_location_skin="SKIN" # Location Windowskin<br />
    &#36;window_gold_skin="SKIN" # Gold Windowskin<br />
    @window_position[0]=20 # X Axis Position<br />
    @window_position[1]=20 # Location Y Axis Position<br />
    @window_position[2]=384 # Gold Y Axis Position<br />
    &#36;window_size[0]=160 # Length<br />
    &#36;window_size[1]=96 # Height<br />
 # ? TEXT SETTINGS FOR INSIDE THE RING MENU:<br />
    &#36;ring_menu_text[0]="Tahoma" # Font Type<br />
    &#36;ring_menu_text[7]=0 # Font Color<br />
    &#36;ring_menu_text[8]=24 # Font Size<br />
    &#36;ring_menu_text[1]="Items" #Items<br />
    &#36;ring_menu_text[2]="Story Weaves" #Skills<br />
    &#36;ring_menu_text[3]="Gear" #Equip<br />
    &#36;ring_menu_text[4]="Stats" #Stats<br />
    &#36;ring_menu_text[5]="Save" #Save<br />
    &#36;ring_menu_text[6]="Quit" #Quit<br />
  # ? CHARACTER SELECTION WINDOW SETTINGS :<br />
    @chara_select[0]=400 # X Axis Position<br />
    @chara_select[1]=0 # Y Axis Position<br />
    &#36;chara_select[0]="Tahoma" # Font Type<br />
    &#36;chara_select[1]=0 # Font Color<br />
    &#36;chara_select[5]=22 # Font Size<br />
    &#36;chara_select[2]=255 # Border Opacity<br />
    &#36;chara_select[3]=130 # Background Opacity<br />
    &#36;chara_select[4]="SKIN" # Windowskin<br />
  end<br />
#------------------------------------------------------------------------------<br />
#  Main<br />
#------------------------------------------------------------------------------<br />
  def main<br />
    @window_location = Window_Location.new<br />
    @window_location.x = @window_position[0]<br />
    @window_location.y = @window_position[1]<br />
    @window_location.opacity = @window_opacity[0]<br />
    @window_location.back_opacity = @window_opacity[1]<br />
    @window_gold = Window_MenuGold.new<br />
    @window_gold.x = @window_position[0]<br />
    @window_gold.y = @window_position[2]<br />
    @window_gold.opacity = @window_opacity[0]<br />
    @window_gold.back_opacity = @window_opacity[1]<br />
    @spriteset = Spriteset_Map.new<br />
    px = &#36;game_player.screen_x - 15<br />
    py = &#36;game_player.screen_y - 24<br />
    @command_window = Window_RingMenu.new(px,py)<br />
    @command_window.index = @menu_index<br />
    if &#36;game_party.actors.size == 0<br />
      @command_window.disable_item(0)<br />
      @command_window.disable_item(1)<br />
      @command_window.disable_item(2)<br />
      @command_window.disable_item(3)<br />
    end<br />
    @command_window.z = 100<br />
    if &#36;game_system.save_disabled<br />
      @command_window.disable_item(4)<br />
    end<br />
    @status_window = Window_RingMenuStatus.new<br />
    @status_window.x = @chara_select[0]<br />
    @status_window.y = @chara_select[1]<br />
    @status_window.z = 200<br />
    @status_window.opacity=&#36;chara_select[2]<br />
    @status_window.back_opacity=&#36;chara_select[3]<br />
    @status_window.visible = false<br />
    Graphics.transition<br />
    loop do<br />
      Graphics.update<br />
      Input.update<br />
      update<br />
      if &#36;scene != self<br />
        break<br />
      end<br />
    end<br />
    Graphics.freeze<br />
    @spriteset.dispose<br />
    @window_location.dispose<br />
    @window_gold.dispose<br />
    @command_window.dispose<br />
    @status_window.dispose<br />
  end<br />
#------------------------------------------------------------------------------<br />
#  Update<br />
#------------------------------------------------------------------------------<br />
  def update<br />
    @window_location.update<br />
    @window_gold.update<br />
    @command_window.update<br />
    @status_window.update<br />
    if @command_window.active<br />
      update_command<br />
      return<br />
    end<br />
    if @status_window.active<br />
      update_status<br />
      return<br />
    end<br />
  end<br />
#------------------------------------------------------------------------------<br />
#  Update Command<br />
#------------------------------------------------------------------------------<br />
  def update_command<br />
    if Input.trigger?(Input::B)<br />
      &#36;game_system.se_play(&#36;data_system.cancel_se)<br />
      &#36;scene = Scene_Map.new<br />
      return<br />
    end<br />
    if Input.trigger?(Input::C)<br />
      if &#36;game_party.actors.size == 0 and @command_window.index &lt; 4<br />
        &#36;game_system.se_play(&#36;data_system.buzzer_se)<br />
        return<br />
      end<br />
    case @command_window.index<br />
    when 0<br />
      &#36;game_system.se_play(&#36;data_system.decision_se)<br />
      &#36;scene = Scene_Item.new<br />
    when 1<br />
      &#36;game_system.se_play(&#36;data_system.decision_se)<br />
      @command_window.active = false<br />
      @status_window.active = true<br />
      @status_window.visible = true<br />
      @status_window.index = 0<br />
    when 2<br />
      &#36;game_system.se_play(&#36;data_system.decision_se)<br />
      @command_window.active = false<br />
      @status_window.active = true<br />
      @status_window.visible = true<br />
      @status_window.index = 0<br />
    when 3<br />
      &#36;game_system.se_play(&#36;data_system.decision_se)<br />
      @command_window.active = false<br />
      @status_window.active = true<br />
      @status_window.visible = true<br />
      @status_window.index = 0<br />
    when 4<br />
      if &#36;game_system.save_disabled<br />
        &#36;game_system.se_play(&#36;data_system.buzzer_se)<br />
        return<br />
      end<br />
      &#36;game_system.se_play(&#36;data_system.decision_se)<br />
      &#36;scene = Scene_Save.new<br />
    when 5<br />
      &#36;game_system.se_play(&#36;data_system.decision_se)<br />
      &#36;scene = Scene_End.new<br />
    end<br />
    return<br />
  end<br />
  return if @command_window.animation?<br />
    if Input.press?(Input::UP) or  Input.press?(Input::LEFT)<br />
      &#36;game_system.se_play(&#36;data_system.cursor_se)<br />
      @command_window.setup_move_move(Window_RingMenu::MODE_MOVEL)<br />
      return<br />
    end<br />
    if Input.press?(Input::DOWN) or  Input.press?(Input::RIGHT)<br />
      &#36;game_system.se_play(&#36;data_system.cursor_se)<br />
      @command_window.setup_move_move(Window_RingMenu::MODE_MOVER)<br />
      return<br />
    end<br />
  end<br />
#------------------------------------------------------------------------------<br />
#  Update Status<br />
#------------------------------------------------------------------------------<br />
  def update_status<br />
    if Input.trigger?(Input::B)<br />
      &#36;game_system.se_play(&#36;data_system.cancel_se)<br />
      @command_window.active = true<br />
      @status_window.active = false<br />
      @status_window.visible = false<br />
      @status_window.index = -1<br />
      return<br />
    end<br />
    if Input.trigger?(Input::C)<br />
    case @command_window.index<br />
    when 1<br />
      if &#36;game_party.actors[@status_window.index].restriction &gt;= 2<br />
        &#36;game_system.se_play(&#36;data_system.buzzer_se)<br />
        return<br />
      end<br />
      &#36;game_system.se_play(&#36;data_system.decision_se)<br />
      &#36;scene = Scene_Skill.new(@status_window.index)<br />
    when 2<br />
      &#36;game_system.se_play(&#36;data_system.decision_se)<br />
      &#36;scene = Scene_Equip.new(@status_window.index)<br />
    when 3<br />
      &#36;game_system.se_play(&#36;data_system.decision_se)<br />
      &#36;scene = Scene_Status.new(@status_window.index)<br />
      end<br />
      return<br />
    end<br />
  end<br />
end<br />
#------------------------------------------------------------------------------<br />
#  Window_RingMenu<br />
#------------------------------------------------------------------------------<br />
class Window_RingMenu &lt; Window_Base<br />
  STARTUP_FRAMES = 20<br />
  MOVING_FRAMES = 10  <br />
  RING_R = 90        <br />
  ICON_ITEM = RPG::Cache.icon("994-backpack")<br />
  ICON_SKILL = RPG::Cache.icon("053-Weave") <br />
  ICON_EQUIP = RPG::Cache.icon("995-mix") <br />
  ICON_STATUS = RPG::Cache.icon("993-Statistics") <br />
  ICON_SAVE = RPG::Cache.icon("992-Diskette") <br />
  ICON_EXIT = RPG::Cache.icon("999-windows") <br />
  ICON_DISABLE= RPG::Cache.icon("")<br />
  SE_STARTUP = "056-Right02"<br />
  MODE_START = 1<br />
  MODE_WAIT  = 2<br />
  MODE_MOVER = 3<br />
  MODE_MOVEL = 4<br />
  attr_accessor :index<br />
#------------------------------------------------------------------------------<br />
#  Initialize<br />
#------------------------------------------------------------------------------<br />
  def initialize( center_x, center_y )<br />
    super(0, 0, 640, 480)<br />
    self.contents = Bitmap.new(width-32, height-32)<br />
    self.contents.font.name = &#36;ring_menu_text[0]<br />
    self.contents.font.color = text_color(&#36;ring_menu_text[7])<br />
    self.contents.font.size = &#36;ring_menu_text[8]<br />
    self.opacity = 0<br />
    self.back_opacity = 0<br />
    s1 = &#36;ring_menu_text[1]<br />
    s2 = &#36;ring_menu_text[2]<br />
    s3 = &#36;ring_menu_text[3]<br />
    s4 = &#36;ring_menu_text[4]<br />
    s5 = &#36;ring_menu_text[5]<br />
    s6 = &#36;ring_menu_text[6]<br />
    @commands = [ s1, s2, s3, s4, s5, s6 ]<br />
    @item_max = 6<br />
    @index = 0<br />
    @items = [ ICON_ITEM, ICON_SKILL, ICON_EQUIP, ICON_STATUS, ICON_SAVE, ICON_EXIT ]<br />
    @disabled = [ false, false, false, false, false, false ]<br />
    @cx = center_x - 16<br />
    @cy = center_y - 16<br />
    setup_move_start<br />
    refresh<br />
  end<br />
#------------------------------------------------------------------------------<br />
#  Update<br />
#------------------------------------------------------------------------------<br />
  def update<br />
    super<br />
    refresh<br />
  end<br />
#------------------------------------------------------------------------------<br />
#  Refresh<br />
#------------------------------------------------------------------------------<br />
  def refresh<br />
    self.contents.clear<br />
    case @mode<br />
    when MODE_START<br />
      refresh_start<br />
    when MODE_WAIT<br />
      refresh_wait<br />
    when MODE_MOVER<br />
      refresh_move(1)<br />
    when MODE_MOVEL<br />
      refresh_move(0)<br />
    end<br />
    rect = Rect.new(@cx - 272, @cy + 24, self.contents.width-32, 32)<br />
    self.contents.draw_text(rect, @commands[@index],1)<br />
  end<br />
#------------------------------------------------------------------------------<br />
#  Refresh Start<br />
#------------------------------------------------------------------------------<br />
  def refresh_start<br />
    d1 = 2.0 * Math::PI / @item_max<br />
    d2 = 1.0 * Math::PI / STARTUP_FRAMES<br />
    r = RING_R - 1.0 * RING_R * @steps / STARTUP_FRAMES<br />
    for i in 0...@item_max<br />
      j = i - @index<br />
      d = d1 * j + d2 * @steps<br />
      x = @cx + ( r * Math.sin( d ) ).to_i<br />
      y = @cy - ( r * Math.cos( d ) ).to_i<br />
      draw_item(x, y, i)<br />
    end<br />
    @steps -= 1<br />
    if @steps &lt; 1<br />
      @mode = MODE_WAIT<br />
    end<br />
  end<br />
#------------------------------------------------------------------------------<br />
#  Refresh Wait<br />
#------------------------------------------------------------------------------<br />
  def refresh_wait<br />
    d = 2.0 * Math::PI / @item_max<br />
    for i in 0...@item_max<br />
      j = i - @index<br />
      x = @cx + ( RING_R * Math.sin( d * j ) ).to_i<br />
      y = @cy - ( RING_R * Math.cos( d * j ) ).to_i<br />
      draw_item(x, y, i)<br />
    end<br />
  end<br />
#------------------------------------------------------------------------------<br />
#  Refresh Move<br />
#------------------------------------------------------------------------------<br />
  def refresh_move( mode )<br />
    d1 = 2.0 * Math::PI / @item_max<br />
    d2 = d1 / MOVING_FRAMES<br />
    d2 *= -1 if mode != 0<br />
    for i in 0...@item_max<br />
      j = i - @index<br />
      d = d1 * j + d2 * @steps<br />
      x = @cx + ( RING_R * Math.sin( d ) ).to_i<br />
      y = @cy - ( RING_R * Math.cos( d ) ).to_i<br />
      draw_item(x, y, i)<br />
    end<br />
    @steps -= 1<br />
    if @steps &lt; 1<br />
      @mode = MODE_WAIT<br />
    end<br />
  end<br />
#------------------------------------------------------------------------------<br />
#  Draw Item<br />
#------------------------------------------------------------------------------<br />
  def draw_item(x, y, i)<br />
    rect = Rect.new(0, 0, @items[i].width, @items[i].height)<br />
    if @index == i<br />
      self.contents.blt( x, y, @items[i], rect )<br />
      if @disabled[@index]<br />
        self.contents.blt( x, y, ICON_DISABLE, rect )<br />
      end<br />
    else<br />
      self.contents.blt( x, y, @items[i], rect, 128 )<br />
      if @disabled[@index]<br />
        self.contents.blt( x, y, ICON_DISABLE, rect, 128 )<br />
      end<br />
    end<br />
  end<br />
#------------------------------------------------------------------------------<br />
#  Disable Item<br />
#------------------------------------------------------------------------------<br />
  def disable_item(index)<br />
    @disabled[index] = true<br />
  end<br />
#------------------------------------------------------------------------------<br />
#  Setup Move Start<br />
#------------------------------------------------------------------------------<br />
  def setup_move_start<br />
    @mode = MODE_START<br />
    @steps = STARTUP_FRAMES<br />
    if  SE_STARTUP != nil and SE_STARTUP != ""<br />
      Audio.se_play("Audio/SE/" + SE_STARTUP, 80, 100)<br />
    end<br />
  end<br />
#------------------------------------------------------------------------------<br />
#  Setup Move Move<br />
#------------------------------------------------------------------------------<br />
  def setup_move_move(mode)<br />
    if mode == MODE_MOVER<br />
      @index -= 1<br />
      @index = @items.size - 1 if @index &lt; 0<br />
    elsif mode == MODE_MOVEL<br />
      @index += 1<br />
      @index = 0 if @index &gt;= @items.size<br />
    else<br />
      return<br />
    end<br />
    @mode = mode<br />
    @steps = MOVING_FRAMES<br />
  end<br />
#------------------------------------------------------------------------------<br />
#  Animation<br />
#------------------------------------------------------------------------------<br />
  def animation?<br />
    return @mode != MODE_WAIT<br />
  end<br />
end<br />
#------------------------------------------------------------------------------<br />
#  Window_RingMenuStatus<br />
#------------------------------------------------------------------------------<br />
class Window_RingMenuStatus &lt; Window_Selectable<br />
#------------------------------------------------------------------------------<br />
#  Initialize<br />
#------------------------------------------------------------------------------<br />
  def initialize<br />
    super(204, 64, 232, 352)<br />
    self.contents = Bitmap.new(width - 32, height - 32)<br />
    self.contents.font.size = &#36;chara_select[5]<br />
    refresh<br />
    self.active = false<br />
    self.index = -1<br />
  end<br />
#------------------------------------------------------------------------------<br />
#  Refresh<br />
#------------------------------------------------------------------------------<br />
  def refresh<br />
    self.contents.clear<br />
    self.windowskin = RPG::Cache.windowskin(&#36;chara_select[4])<br />
    self.contents.font.name = &#36;chara_select[0]<br />
    self.contents.font.color = text_color(&#36;chara_select[1])<br />
    @item_max = &#36;game_party.actors.size<br />
    for i in 0...&#36;game_party.actors.size<br />
      x = 80<br />
      y = 80 * i<br />
      actor = &#36;game_party.actors[i]<br />
      draw_actor_graphic(actor, x - 60, y + 65)<br />
      draw_actor_name(actor, x, y + 2)<br />
      draw_actor_hp(actor, x - 40, y + 26)<br />
      draw_actor_sp(actor, x - 40, y + 50)<br />
    end<br />
  end<br />
#------------------------------------------------------------------------------<br />
#  Update Cursor Rect<br />
#------------------------------------------------------------------------------<br />
  def update_cursor_rect<br />
    if @index &lt; 0<br />
      self.cursor_rect.empty<br />
    else<br />
      self.cursor_rect.set(0, @index * 80, self.width - 32, 80)<br />
    end<br />
  end<br />
end<br />
#------------------------------------------------------------------------------<br />
#  Game_Map<br />
#------------------------------------------------------------------------------<br />
class Game_Map<br />
#------------------------------------------------------------------------------<br />
#  Name<br />
#------------------------------------------------------------------------------<br />
  def name<br />
    &#36;map_infos[@map_id]<br />
  end<br />
end<br />
#------------------------------------------------------------------------------<br />
#  Scene_Title<br />
#------------------------------------------------------------------------------<br />
class Scene_Title<br />
  &#36;map_infos = load_data("Data/MapInfos.rxdata")<br />
  for key in &#36;map_infos.keys<br />
    &#36;map_infos[key] = &#36;map_infos[key].name<br />
  end<br />
end<br />
#------------------------------------------------------------------------------<br />
#  Window_Location<br />
#------------------------------------------------------------------------------<br />
class Window_Location &lt; Window_Base<br />
#------------------------------------------------------------------------------<br />
#  Initialize<br />
#------------------------------------------------------------------------------<br />
  def initialize<br />
    super(0, 0, &#36;window_size[0], &#36;window_size[1])<br />
    self.contents = Bitmap.new(width - 32, height - 32)<br />
    self.contents.font.name = &#36;location_text[0]<br />
    self.contents.font.size = &#36;location_text[1]<br />
    refresh<br />
  end<br />
#------------------------------------------------------------------------------<br />
#  Refresh<br />
#------------------------------------------------------------------------------<br />
  def refresh<br />
    self.contents.clear<br />
    self.windowskin = RPG::Cache.windowskin(&#36;window_location_skin)<br />
    self.contents.font.color = text_color(&#36;location_text[2])<br />
    self.contents.draw_text(4, 0, 120, 32, &#36;location_text[3])<br />
    self.contents.font.color = text_color(&#36;location_text[4])<br />
    self.contents.draw_text(4, 32, 120, 32, &#36;game_map.name, 2)<br />
  end<br />
end<br />
#------------------------------------------------------------------------------<br />
#  Window_MenuGold<br />
#------------------------------------------------------------------------------<br />
class Window_MenuGold &lt; Window_Base<br />
#------------------------------------------------------------------------------<br />
#  Initialize<br />
#------------------------------------------------------------------------------<br />
  def initialize<br />
    super(0, 0, &#36;window_size[0], &#36;window_size[1])<br />
    self.contents = Bitmap.new(width - 32, height - 32)<br />
    self.contents.font.name = &#36;gold_text[0]<br />
    self.contents.font.size = &#36;gold_text[1]<br />
    refresh<br />
  end<br />
#------------------------------------------------------------------------------<br />
#  Refresh<br />
#------------------------------------------------------------------------------<br />
  def refresh<br />
    self.contents.clear<br />
    self.windowskin = RPG::Cache.windowskin(&#36;window_gold_skin)<br />
    self.contents.font.color = text_color(&#36;gold_text[2])<br />
    self.contents.draw_text(4, 0, 120, 32, &#36;gold_text[4])<br />
    self.contents.font.color = text_color(&#36;gold_text[3])<br />
    self.contents.draw_text(4, 32, 120, 32, &#36;game_party.gold.to_s, 2)<br />
  end<br />
end</code></div></div>]]></description>
			<content:encoded><![CDATA[I've got this annoying bug with my 20-yr old project. I'm not sure when it actually started, but now that I've resumed working on it again, it's becoming a bit annoying (and another thing to worry about before I can move to beta testing with other people in Q4 2025)<br />
<br />
<span style="font-weight: bold;" class="mycode_b">Background:</span><br />
<br />
I use the Ring Menu by XRXS, Dubealex, and updates by Hypershadow180 (I originally only used Dubealex's version, but found the updated one by Hypershadow180 on this forum and decided to switch to that)<br />
<br />
<span style="font-weight: bold;" class="mycode_b">Description of problem:</span> <br />
<br />
The ring menu works beautifully, always has since I implemented it in 2005. <span style="font-weight: bold;" class="mycode_b">Unfortunately, whenever I exit from the Equip, Status, or Spells menus for a character, parts of the menu stay on the screen, sometimes for as long as 20 seconds before disappearing.</span> <br />
<br />
Here are a series of screenshots showing the persistent menus:<br />
<br />

<br />
<img src="https://www.save-point.org/images/attachtypes/image.gif" title="PNG Image" border="0" alt=".png" />
&nbsp;&nbsp;<a href="attachment.php?aid=2792" target="_blank" title="">menu problem.png</a> (Size: 397.69 KB / Downloads: 459)
<br />
<br />
Earlier this month, I replaced it with Hypershadow180's version from 2006 in the hopes that it would fix the issue, but alas, the problem remains. <br />
<br />
Additionally, opening the menu results in multiple instances of those menu elements floating around, which is very annoying when you are swapping equipment out for multiple characters:<br />
<br />

<br />
<img src="https://www.save-point.org/images/attachtypes/image.gif" title="PNG Image" border="0" alt=".png" />
&nbsp;&nbsp;<a href="attachment.php?aid=2793" target="_blank" title="">menu problem2.png</a> (Size: 96.26 KB / Downloads: 448)
<br />
<br />
<br />
I'm not quite sure if it is due to the ring menu itself, or if something else is causing the problem. I've got a custom status menu, but the spells and equipment are standard, yet all three are still affected. I should also point out that the <span style="font-weight: bold;" class="mycode_b">Items menu does not seem to be affected. Only the Equip, Status, and Spells menus have the issue. </span>I suspect this is because the Item menu doesn't open a menu for specific characters, compared to the other three menus.<br />
<br />
Here's the ring menu script anyway:<br />
<br />
<div class="codeblock"><div class="title">Code:</div><div class="body" dir="ltr"><code>#------------------------------------------------------------------------------<br />
#  Ring_Menu Version: 1 (February 11, 2006)<br />
#------------------------------------------------------------------------------<br />
#  By:  XRXS, Dubealex, and updates by Hypershadow180<br />
#------------------------------------------------------------------------------<br />
class Scene_Menu<br />
#------------------------------------------------------------------------------<br />
#  Initialize<br />
#------------------------------------------------------------------------------<br />
  def initialize(menu_index = 0)<br />
    @menu_index = menu_index<br />
    &#36;location_text=[]<br />
    &#36;gold_text=[]<br />
    &#36;window_size=[]<br />
    &#36;ring_menu_text=[]<br />
    &#36;chara_select=[]<br />
    @window_opacity=[]<br />
    @chara_select=[]<br />
    @window_position=[]<br />
#---------------------------------------------------------------------------<br />
# ? Ring Menu Customization Section: (By Dubealex)<br />
#---------------------------------------------------------------------------<br />
# Those variables defines how the script will act.<br />
# Simply change the value by those you want.<br />
# Remember that changing the font size has its limitation due to text space.<br />
#<br />
# ? TEXT SETTINGS FOR SHOW PLAYER LOCATION WINDOW:<br />
    &#36;location_text[0]="Tahoma" # Font Type<br />
    &#36;location_text[1]=20 # Font Size<br />
    &#36;location_text[2]=6 # Location Title Color<br />
    &#36;location_text[4]=0 # Map Name Color<br />
    &#36;location_text[3]="Location:" # Text<br />
    &#36;gold_text[0]="Tahoma" # Font Type<br />
    &#36;gold_text[1]=24 # Font Size<br />
    &#36;gold_text[2]=6 # Gold Title Color<br />
    &#36;gold_text[3]=6 # Gold Color<br />
    &#36;gold_text[4]="Money" # Text<br />
    @window_opacity[0]=255 # Border Opacity<br />
    @window_opacity[1]=130 # Background Opacity<br />
    &#36;window_location_skin="SKIN" # Location Windowskin<br />
    &#36;window_gold_skin="SKIN" # Gold Windowskin<br />
    @window_position[0]=20 # X Axis Position<br />
    @window_position[1]=20 # Location Y Axis Position<br />
    @window_position[2]=384 # Gold Y Axis Position<br />
    &#36;window_size[0]=160 # Length<br />
    &#36;window_size[1]=96 # Height<br />
 # ? TEXT SETTINGS FOR INSIDE THE RING MENU:<br />
    &#36;ring_menu_text[0]="Tahoma" # Font Type<br />
    &#36;ring_menu_text[7]=0 # Font Color<br />
    &#36;ring_menu_text[8]=24 # Font Size<br />
    &#36;ring_menu_text[1]="Items" #Items<br />
    &#36;ring_menu_text[2]="Story Weaves" #Skills<br />
    &#36;ring_menu_text[3]="Gear" #Equip<br />
    &#36;ring_menu_text[4]="Stats" #Stats<br />
    &#36;ring_menu_text[5]="Save" #Save<br />
    &#36;ring_menu_text[6]="Quit" #Quit<br />
  # ? CHARACTER SELECTION WINDOW SETTINGS :<br />
    @chara_select[0]=400 # X Axis Position<br />
    @chara_select[1]=0 # Y Axis Position<br />
    &#36;chara_select[0]="Tahoma" # Font Type<br />
    &#36;chara_select[1]=0 # Font Color<br />
    &#36;chara_select[5]=22 # Font Size<br />
    &#36;chara_select[2]=255 # Border Opacity<br />
    &#36;chara_select[3]=130 # Background Opacity<br />
    &#36;chara_select[4]="SKIN" # Windowskin<br />
  end<br />
#------------------------------------------------------------------------------<br />
#  Main<br />
#------------------------------------------------------------------------------<br />
  def main<br />
    @window_location = Window_Location.new<br />
    @window_location.x = @window_position[0]<br />
    @window_location.y = @window_position[1]<br />
    @window_location.opacity = @window_opacity[0]<br />
    @window_location.back_opacity = @window_opacity[1]<br />
    @window_gold = Window_MenuGold.new<br />
    @window_gold.x = @window_position[0]<br />
    @window_gold.y = @window_position[2]<br />
    @window_gold.opacity = @window_opacity[0]<br />
    @window_gold.back_opacity = @window_opacity[1]<br />
    @spriteset = Spriteset_Map.new<br />
    px = &#36;game_player.screen_x - 15<br />
    py = &#36;game_player.screen_y - 24<br />
    @command_window = Window_RingMenu.new(px,py)<br />
    @command_window.index = @menu_index<br />
    if &#36;game_party.actors.size == 0<br />
      @command_window.disable_item(0)<br />
      @command_window.disable_item(1)<br />
      @command_window.disable_item(2)<br />
      @command_window.disable_item(3)<br />
    end<br />
    @command_window.z = 100<br />
    if &#36;game_system.save_disabled<br />
      @command_window.disable_item(4)<br />
    end<br />
    @status_window = Window_RingMenuStatus.new<br />
    @status_window.x = @chara_select[0]<br />
    @status_window.y = @chara_select[1]<br />
    @status_window.z = 200<br />
    @status_window.opacity=&#36;chara_select[2]<br />
    @status_window.back_opacity=&#36;chara_select[3]<br />
    @status_window.visible = false<br />
    Graphics.transition<br />
    loop do<br />
      Graphics.update<br />
      Input.update<br />
      update<br />
      if &#36;scene != self<br />
        break<br />
      end<br />
    end<br />
    Graphics.freeze<br />
    @spriteset.dispose<br />
    @window_location.dispose<br />
    @window_gold.dispose<br />
    @command_window.dispose<br />
    @status_window.dispose<br />
  end<br />
#------------------------------------------------------------------------------<br />
#  Update<br />
#------------------------------------------------------------------------------<br />
  def update<br />
    @window_location.update<br />
    @window_gold.update<br />
    @command_window.update<br />
    @status_window.update<br />
    if @command_window.active<br />
      update_command<br />
      return<br />
    end<br />
    if @status_window.active<br />
      update_status<br />
      return<br />
    end<br />
  end<br />
#------------------------------------------------------------------------------<br />
#  Update Command<br />
#------------------------------------------------------------------------------<br />
  def update_command<br />
    if Input.trigger?(Input::B)<br />
      &#36;game_system.se_play(&#36;data_system.cancel_se)<br />
      &#36;scene = Scene_Map.new<br />
      return<br />
    end<br />
    if Input.trigger?(Input::C)<br />
      if &#36;game_party.actors.size == 0 and @command_window.index &lt; 4<br />
        &#36;game_system.se_play(&#36;data_system.buzzer_se)<br />
        return<br />
      end<br />
    case @command_window.index<br />
    when 0<br />
      &#36;game_system.se_play(&#36;data_system.decision_se)<br />
      &#36;scene = Scene_Item.new<br />
    when 1<br />
      &#36;game_system.se_play(&#36;data_system.decision_se)<br />
      @command_window.active = false<br />
      @status_window.active = true<br />
      @status_window.visible = true<br />
      @status_window.index = 0<br />
    when 2<br />
      &#36;game_system.se_play(&#36;data_system.decision_se)<br />
      @command_window.active = false<br />
      @status_window.active = true<br />
      @status_window.visible = true<br />
      @status_window.index = 0<br />
    when 3<br />
      &#36;game_system.se_play(&#36;data_system.decision_se)<br />
      @command_window.active = false<br />
      @status_window.active = true<br />
      @status_window.visible = true<br />
      @status_window.index = 0<br />
    when 4<br />
      if &#36;game_system.save_disabled<br />
        &#36;game_system.se_play(&#36;data_system.buzzer_se)<br />
        return<br />
      end<br />
      &#36;game_system.se_play(&#36;data_system.decision_se)<br />
      &#36;scene = Scene_Save.new<br />
    when 5<br />
      &#36;game_system.se_play(&#36;data_system.decision_se)<br />
      &#36;scene = Scene_End.new<br />
    end<br />
    return<br />
  end<br />
  return if @command_window.animation?<br />
    if Input.press?(Input::UP) or  Input.press?(Input::LEFT)<br />
      &#36;game_system.se_play(&#36;data_system.cursor_se)<br />
      @command_window.setup_move_move(Window_RingMenu::MODE_MOVEL)<br />
      return<br />
    end<br />
    if Input.press?(Input::DOWN) or  Input.press?(Input::RIGHT)<br />
      &#36;game_system.se_play(&#36;data_system.cursor_se)<br />
      @command_window.setup_move_move(Window_RingMenu::MODE_MOVER)<br />
      return<br />
    end<br />
  end<br />
#------------------------------------------------------------------------------<br />
#  Update Status<br />
#------------------------------------------------------------------------------<br />
  def update_status<br />
    if Input.trigger?(Input::B)<br />
      &#36;game_system.se_play(&#36;data_system.cancel_se)<br />
      @command_window.active = true<br />
      @status_window.active = false<br />
      @status_window.visible = false<br />
      @status_window.index = -1<br />
      return<br />
    end<br />
    if Input.trigger?(Input::C)<br />
    case @command_window.index<br />
    when 1<br />
      if &#36;game_party.actors[@status_window.index].restriction &gt;= 2<br />
        &#36;game_system.se_play(&#36;data_system.buzzer_se)<br />
        return<br />
      end<br />
      &#36;game_system.se_play(&#36;data_system.decision_se)<br />
      &#36;scene = Scene_Skill.new(@status_window.index)<br />
    when 2<br />
      &#36;game_system.se_play(&#36;data_system.decision_se)<br />
      &#36;scene = Scene_Equip.new(@status_window.index)<br />
    when 3<br />
      &#36;game_system.se_play(&#36;data_system.decision_se)<br />
      &#36;scene = Scene_Status.new(@status_window.index)<br />
      end<br />
      return<br />
    end<br />
  end<br />
end<br />
#------------------------------------------------------------------------------<br />
#  Window_RingMenu<br />
#------------------------------------------------------------------------------<br />
class Window_RingMenu &lt; Window_Base<br />
  STARTUP_FRAMES = 20<br />
  MOVING_FRAMES = 10  <br />
  RING_R = 90        <br />
  ICON_ITEM = RPG::Cache.icon("994-backpack")<br />
  ICON_SKILL = RPG::Cache.icon("053-Weave") <br />
  ICON_EQUIP = RPG::Cache.icon("995-mix") <br />
  ICON_STATUS = RPG::Cache.icon("993-Statistics") <br />
  ICON_SAVE = RPG::Cache.icon("992-Diskette") <br />
  ICON_EXIT = RPG::Cache.icon("999-windows") <br />
  ICON_DISABLE= RPG::Cache.icon("")<br />
  SE_STARTUP = "056-Right02"<br />
  MODE_START = 1<br />
  MODE_WAIT  = 2<br />
  MODE_MOVER = 3<br />
  MODE_MOVEL = 4<br />
  attr_accessor :index<br />
#------------------------------------------------------------------------------<br />
#  Initialize<br />
#------------------------------------------------------------------------------<br />
  def initialize( center_x, center_y )<br />
    super(0, 0, 640, 480)<br />
    self.contents = Bitmap.new(width-32, height-32)<br />
    self.contents.font.name = &#36;ring_menu_text[0]<br />
    self.contents.font.color = text_color(&#36;ring_menu_text[7])<br />
    self.contents.font.size = &#36;ring_menu_text[8]<br />
    self.opacity = 0<br />
    self.back_opacity = 0<br />
    s1 = &#36;ring_menu_text[1]<br />
    s2 = &#36;ring_menu_text[2]<br />
    s3 = &#36;ring_menu_text[3]<br />
    s4 = &#36;ring_menu_text[4]<br />
    s5 = &#36;ring_menu_text[5]<br />
    s6 = &#36;ring_menu_text[6]<br />
    @commands = [ s1, s2, s3, s4, s5, s6 ]<br />
    @item_max = 6<br />
    @index = 0<br />
    @items = [ ICON_ITEM, ICON_SKILL, ICON_EQUIP, ICON_STATUS, ICON_SAVE, ICON_EXIT ]<br />
    @disabled = [ false, false, false, false, false, false ]<br />
    @cx = center_x - 16<br />
    @cy = center_y - 16<br />
    setup_move_start<br />
    refresh<br />
  end<br />
#------------------------------------------------------------------------------<br />
#  Update<br />
#------------------------------------------------------------------------------<br />
  def update<br />
    super<br />
    refresh<br />
  end<br />
#------------------------------------------------------------------------------<br />
#  Refresh<br />
#------------------------------------------------------------------------------<br />
  def refresh<br />
    self.contents.clear<br />
    case @mode<br />
    when MODE_START<br />
      refresh_start<br />
    when MODE_WAIT<br />
      refresh_wait<br />
    when MODE_MOVER<br />
      refresh_move(1)<br />
    when MODE_MOVEL<br />
      refresh_move(0)<br />
    end<br />
    rect = Rect.new(@cx - 272, @cy + 24, self.contents.width-32, 32)<br />
    self.contents.draw_text(rect, @commands[@index],1)<br />
  end<br />
#------------------------------------------------------------------------------<br />
#  Refresh Start<br />
#------------------------------------------------------------------------------<br />
  def refresh_start<br />
    d1 = 2.0 * Math::PI / @item_max<br />
    d2 = 1.0 * Math::PI / STARTUP_FRAMES<br />
    r = RING_R - 1.0 * RING_R * @steps / STARTUP_FRAMES<br />
    for i in 0...@item_max<br />
      j = i - @index<br />
      d = d1 * j + d2 * @steps<br />
      x = @cx + ( r * Math.sin( d ) ).to_i<br />
      y = @cy - ( r * Math.cos( d ) ).to_i<br />
      draw_item(x, y, i)<br />
    end<br />
    @steps -= 1<br />
    if @steps &lt; 1<br />
      @mode = MODE_WAIT<br />
    end<br />
  end<br />
#------------------------------------------------------------------------------<br />
#  Refresh Wait<br />
#------------------------------------------------------------------------------<br />
  def refresh_wait<br />
    d = 2.0 * Math::PI / @item_max<br />
    for i in 0...@item_max<br />
      j = i - @index<br />
      x = @cx + ( RING_R * Math.sin( d * j ) ).to_i<br />
      y = @cy - ( RING_R * Math.cos( d * j ) ).to_i<br />
      draw_item(x, y, i)<br />
    end<br />
  end<br />
#------------------------------------------------------------------------------<br />
#  Refresh Move<br />
#------------------------------------------------------------------------------<br />
  def refresh_move( mode )<br />
    d1 = 2.0 * Math::PI / @item_max<br />
    d2 = d1 / MOVING_FRAMES<br />
    d2 *= -1 if mode != 0<br />
    for i in 0...@item_max<br />
      j = i - @index<br />
      d = d1 * j + d2 * @steps<br />
      x = @cx + ( RING_R * Math.sin( d ) ).to_i<br />
      y = @cy - ( RING_R * Math.cos( d ) ).to_i<br />
      draw_item(x, y, i)<br />
    end<br />
    @steps -= 1<br />
    if @steps &lt; 1<br />
      @mode = MODE_WAIT<br />
    end<br />
  end<br />
#------------------------------------------------------------------------------<br />
#  Draw Item<br />
#------------------------------------------------------------------------------<br />
  def draw_item(x, y, i)<br />
    rect = Rect.new(0, 0, @items[i].width, @items[i].height)<br />
    if @index == i<br />
      self.contents.blt( x, y, @items[i], rect )<br />
      if @disabled[@index]<br />
        self.contents.blt( x, y, ICON_DISABLE, rect )<br />
      end<br />
    else<br />
      self.contents.blt( x, y, @items[i], rect, 128 )<br />
      if @disabled[@index]<br />
        self.contents.blt( x, y, ICON_DISABLE, rect, 128 )<br />
      end<br />
    end<br />
  end<br />
#------------------------------------------------------------------------------<br />
#  Disable Item<br />
#------------------------------------------------------------------------------<br />
  def disable_item(index)<br />
    @disabled[index] = true<br />
  end<br />
#------------------------------------------------------------------------------<br />
#  Setup Move Start<br />
#------------------------------------------------------------------------------<br />
  def setup_move_start<br />
    @mode = MODE_START<br />
    @steps = STARTUP_FRAMES<br />
    if  SE_STARTUP != nil and SE_STARTUP != ""<br />
      Audio.se_play("Audio/SE/" + SE_STARTUP, 80, 100)<br />
    end<br />
  end<br />
#------------------------------------------------------------------------------<br />
#  Setup Move Move<br />
#------------------------------------------------------------------------------<br />
  def setup_move_move(mode)<br />
    if mode == MODE_MOVER<br />
      @index -= 1<br />
      @index = @items.size - 1 if @index &lt; 0<br />
    elsif mode == MODE_MOVEL<br />
      @index += 1<br />
      @index = 0 if @index &gt;= @items.size<br />
    else<br />
      return<br />
    end<br />
    @mode = mode<br />
    @steps = MOVING_FRAMES<br />
  end<br />
#------------------------------------------------------------------------------<br />
#  Animation<br />
#------------------------------------------------------------------------------<br />
  def animation?<br />
    return @mode != MODE_WAIT<br />
  end<br />
end<br />
#------------------------------------------------------------------------------<br />
#  Window_RingMenuStatus<br />
#------------------------------------------------------------------------------<br />
class Window_RingMenuStatus &lt; Window_Selectable<br />
#------------------------------------------------------------------------------<br />
#  Initialize<br />
#------------------------------------------------------------------------------<br />
  def initialize<br />
    super(204, 64, 232, 352)<br />
    self.contents = Bitmap.new(width - 32, height - 32)<br />
    self.contents.font.size = &#36;chara_select[5]<br />
    refresh<br />
    self.active = false<br />
    self.index = -1<br />
  end<br />
#------------------------------------------------------------------------------<br />
#  Refresh<br />
#------------------------------------------------------------------------------<br />
  def refresh<br />
    self.contents.clear<br />
    self.windowskin = RPG::Cache.windowskin(&#36;chara_select[4])<br />
    self.contents.font.name = &#36;chara_select[0]<br />
    self.contents.font.color = text_color(&#36;chara_select[1])<br />
    @item_max = &#36;game_party.actors.size<br />
    for i in 0...&#36;game_party.actors.size<br />
      x = 80<br />
      y = 80 * i<br />
      actor = &#36;game_party.actors[i]<br />
      draw_actor_graphic(actor, x - 60, y + 65)<br />
      draw_actor_name(actor, x, y + 2)<br />
      draw_actor_hp(actor, x - 40, y + 26)<br />
      draw_actor_sp(actor, x - 40, y + 50)<br />
    end<br />
  end<br />
#------------------------------------------------------------------------------<br />
#  Update Cursor Rect<br />
#------------------------------------------------------------------------------<br />
  def update_cursor_rect<br />
    if @index &lt; 0<br />
      self.cursor_rect.empty<br />
    else<br />
      self.cursor_rect.set(0, @index * 80, self.width - 32, 80)<br />
    end<br />
  end<br />
end<br />
#------------------------------------------------------------------------------<br />
#  Game_Map<br />
#------------------------------------------------------------------------------<br />
class Game_Map<br />
#------------------------------------------------------------------------------<br />
#  Name<br />
#------------------------------------------------------------------------------<br />
  def name<br />
    &#36;map_infos[@map_id]<br />
  end<br />
end<br />
#------------------------------------------------------------------------------<br />
#  Scene_Title<br />
#------------------------------------------------------------------------------<br />
class Scene_Title<br />
  &#36;map_infos = load_data("Data/MapInfos.rxdata")<br />
  for key in &#36;map_infos.keys<br />
    &#36;map_infos[key] = &#36;map_infos[key].name<br />
  end<br />
end<br />
#------------------------------------------------------------------------------<br />
#  Window_Location<br />
#------------------------------------------------------------------------------<br />
class Window_Location &lt; Window_Base<br />
#------------------------------------------------------------------------------<br />
#  Initialize<br />
#------------------------------------------------------------------------------<br />
  def initialize<br />
    super(0, 0, &#36;window_size[0], &#36;window_size[1])<br />
    self.contents = Bitmap.new(width - 32, height - 32)<br />
    self.contents.font.name = &#36;location_text[0]<br />
    self.contents.font.size = &#36;location_text[1]<br />
    refresh<br />
  end<br />
#------------------------------------------------------------------------------<br />
#  Refresh<br />
#------------------------------------------------------------------------------<br />
  def refresh<br />
    self.contents.clear<br />
    self.windowskin = RPG::Cache.windowskin(&#36;window_location_skin)<br />
    self.contents.font.color = text_color(&#36;location_text[2])<br />
    self.contents.draw_text(4, 0, 120, 32, &#36;location_text[3])<br />
    self.contents.font.color = text_color(&#36;location_text[4])<br />
    self.contents.draw_text(4, 32, 120, 32, &#36;game_map.name, 2)<br />
  end<br />
end<br />
#------------------------------------------------------------------------------<br />
#  Window_MenuGold<br />
#------------------------------------------------------------------------------<br />
class Window_MenuGold &lt; Window_Base<br />
#------------------------------------------------------------------------------<br />
#  Initialize<br />
#------------------------------------------------------------------------------<br />
  def initialize<br />
    super(0, 0, &#36;window_size[0], &#36;window_size[1])<br />
    self.contents = Bitmap.new(width - 32, height - 32)<br />
    self.contents.font.name = &#36;gold_text[0]<br />
    self.contents.font.size = &#36;gold_text[1]<br />
    refresh<br />
  end<br />
#------------------------------------------------------------------------------<br />
#  Refresh<br />
#------------------------------------------------------------------------------<br />
  def refresh<br />
    self.contents.clear<br />
    self.windowskin = RPG::Cache.windowskin(&#36;window_gold_skin)<br />
    self.contents.font.color = text_color(&#36;gold_text[2])<br />
    self.contents.draw_text(4, 0, 120, 32, &#36;gold_text[4])<br />
    self.contents.font.color = text_color(&#36;gold_text[3])<br />
    self.contents.draw_text(4, 32, 120, 32, &#36;game_party.gold.to_s, 2)<br />
  end<br />
end</code></div></div>]]></content:encoded>
		</item>
		<item>
			<title><![CDATA[Image transitions]]></title>
			<link>https://www.save-point.org/thread-10992.html</link>
			<pubDate>Sat, 23 Nov 2024 20:14:07 +0000</pubDate>
			<dc:creator><![CDATA[<a href="https://www.save-point.org/member.php?action=profile&uid=8118">FriKitty</a>]]></dc:creator>
			<guid isPermaLink="false">https://www.save-point.org/thread-10992.html</guid>
			<description><![CDATA[Hello! I finally got something to ask (lol). I asked somewhere else too, but I want to try to get as much help as possible x') So let me copy:<br />
<br />
My JS knowledge is basic and my plugin making experience is also that, so please be patient.<br />
<br />
I am trying to make transitions in game (when starting a new game, when loading, when going to title, when entering battle and leaving battle... basically scene transitions) work with images. In my specific case I have <span style="font-weight: bold;" class="mycode_b">3 images</span>, one that covers the whole screen with dots, one with bigger dots, and a third one that is just black.<br />
<br />
This works fine in a common event for, say, map transfers.<br />
&gt;Show image #1 transition1.png<br />
&gt;Wait X frames<br />
&gt;Erase image #1<br />
&gt;Show image #1 transition2.png...<br />
<br />
I know the battle intro is a different thing, which is why I use a plugin to replace it with a common event (SRD_CEBattleIntro). However, by default, when the battle actually starts, there is a fadeout, and when it ends there is another fadein-fadeout to go to the map scene. I want to modify those very fadeins-fadeouts.<br />
<br />
But well, by default it obviously doesn't use a multiple-image approach (there is no need for it to do so). I also don't truly understand how it 100% works. This is the function, so you have it at hand:<br />
<br />
<div class="codeblock"><div class="title">Code:</div><div class="body" dir="ltr"><code>Scene_Base.prototype.startFadeOut = function(duration, white) {<br />
    this.createFadeSprite(white);<br />
    this._fadeSign = -1;<br />
    this._fadeDuration = duration || 30;<br />
    this._fadeSprite.opacity = 0;<br />
};</code></div></div><br />
(And a similar one for FadeIn)<br />
<br />
Anyway. Anytime this is used, duration is set as fadeSpeed(), which returns 24 by default. I made it 1 so the transitions were instant, and that works, again, up to a certain point. All my map transfers can use evented show image commands, but I can't do it with transitions between scenes. Could someone guide me a little?<br />
<br />
I know how to load images with <span style="font-weight: bold;" class="mycode_b">ImageManager.reservePicture(), </span>as I've managed to draw busts to my menus with a custom function (that uses <span style="font-weight: bold;" class="mycode_b">this.contents.blt()</span>). But that was a static image in a menu. I have no idea how to show more than one, in sucession, after waiting frames, and make it an animation. <br />
<br />
I can also figure how to set up plugin parameters that reserve the images that will be used, so other than that, can someone think of a way of showing images in sucession with frame waits in between?<br />
<br />
Sorry if it's not that simple to implement, as again, I'm not great at code. But I figured I could ask before giving up and using a plan B. Thank you!]]></description>
			<content:encoded><![CDATA[Hello! I finally got something to ask (lol). I asked somewhere else too, but I want to try to get as much help as possible x') So let me copy:<br />
<br />
My JS knowledge is basic and my plugin making experience is also that, so please be patient.<br />
<br />
I am trying to make transitions in game (when starting a new game, when loading, when going to title, when entering battle and leaving battle... basically scene transitions) work with images. In my specific case I have <span style="font-weight: bold;" class="mycode_b">3 images</span>, one that covers the whole screen with dots, one with bigger dots, and a third one that is just black.<br />
<br />
This works fine in a common event for, say, map transfers.<br />
&gt;Show image #1 transition1.png<br />
&gt;Wait X frames<br />
&gt;Erase image #1<br />
&gt;Show image #1 transition2.png...<br />
<br />
I know the battle intro is a different thing, which is why I use a plugin to replace it with a common event (SRD_CEBattleIntro). However, by default, when the battle actually starts, there is a fadeout, and when it ends there is another fadein-fadeout to go to the map scene. I want to modify those very fadeins-fadeouts.<br />
<br />
But well, by default it obviously doesn't use a multiple-image approach (there is no need for it to do so). I also don't truly understand how it 100% works. This is the function, so you have it at hand:<br />
<br />
<div class="codeblock"><div class="title">Code:</div><div class="body" dir="ltr"><code>Scene_Base.prototype.startFadeOut = function(duration, white) {<br />
    this.createFadeSprite(white);<br />
    this._fadeSign = -1;<br />
    this._fadeDuration = duration || 30;<br />
    this._fadeSprite.opacity = 0;<br />
};</code></div></div><br />
(And a similar one for FadeIn)<br />
<br />
Anyway. Anytime this is used, duration is set as fadeSpeed(), which returns 24 by default. I made it 1 so the transitions were instant, and that works, again, up to a certain point. All my map transfers can use evented show image commands, but I can't do it with transitions between scenes. Could someone guide me a little?<br />
<br />
I know how to load images with <span style="font-weight: bold;" class="mycode_b">ImageManager.reservePicture(), </span>as I've managed to draw busts to my menus with a custom function (that uses <span style="font-weight: bold;" class="mycode_b">this.contents.blt()</span>). But that was a static image in a menu. I have no idea how to show more than one, in sucession, after waiting frames, and make it an animation. <br />
<br />
I can also figure how to set up plugin parameters that reserve the images that will be used, so other than that, can someone think of a way of showing images in sucession with frame waits in between?<br />
<br />
Sorry if it's not that simple to implement, as again, I'm not great at code. But I figured I could ask before giving up and using a plan B. Thank you!]]></content:encoded>
		</item>
		<item>
			<title><![CDATA[Trimming a Snap.]]></title>
			<link>https://www.save-point.org/thread-10988.html</link>
			<pubDate>Fri, 22 Nov 2024 18:11:38 +0000</pubDate>
			<dc:creator><![CDATA[<a href="https://www.save-point.org/member.php?action=profile&uid=3669">JayRay</a>]]></dc:creator>
			<guid isPermaLink="false">https://www.save-point.org/thread-10988.html</guid>
			<description><![CDATA[Here is my issue. I have a screenshot plugin, that allows for using the this_snap to take a picture of the screen of the app. There are two versions of the plugin. One that is the basic, and one, supplied by Triacontane that allows for the Trimming of the screen but, unfortunately to do it through this plugin, another plugin from RMMZ is required. <br />
<br />
<a href="https://github.com/triacontane/RPGMakerMV/blob/mz_master/MakeScreenCapture.js" target="_blank" rel="noopener" class="mycode_url">https://github.com/triacontane/RPGMakerM...Capture.js</a><br />
<br />
(This requires the MZ plugin 'PluginCommonBase.js' to run.)<br />
<br />
<br />
basically, I'd like to have a version that allows for trimming of the capture area WITHOUT applying another plugin from another engine.<br />
<br />

<br />
<img src="https://www.save-point.org/images/attachtypes/txt.gif" title="Text Document" border="0" alt=".txt" />
&nbsp;&nbsp;<a href="attachment.php?aid=2761" target="_blank" title="">MakeScreenCaptureTXT.txt</a> (Size: 30.93 KB / Downloads: 363)
<br />
<br />
This is the older version of the plugin that I use without any trimming. Note I have purposely reversed the keycodes to all be 44 (PrintScreen). other than that it's the vanilla version of the plugin.]]></description>
			<content:encoded><![CDATA[Here is my issue. I have a screenshot plugin, that allows for using the this_snap to take a picture of the screen of the app. There are two versions of the plugin. One that is the basic, and one, supplied by Triacontane that allows for the Trimming of the screen but, unfortunately to do it through this plugin, another plugin from RMMZ is required. <br />
<br />
<a href="https://github.com/triacontane/RPGMakerMV/blob/mz_master/MakeScreenCapture.js" target="_blank" rel="noopener" class="mycode_url">https://github.com/triacontane/RPGMakerM...Capture.js</a><br />
<br />
(This requires the MZ plugin 'PluginCommonBase.js' to run.)<br />
<br />
<br />
basically, I'd like to have a version that allows for trimming of the capture area WITHOUT applying another plugin from another engine.<br />
<br />

<br />
<img src="https://www.save-point.org/images/attachtypes/txt.gif" title="Text Document" border="0" alt=".txt" />
&nbsp;&nbsp;<a href="attachment.php?aid=2761" target="_blank" title="">MakeScreenCaptureTXT.txt</a> (Size: 30.93 KB / Downloads: 363)
<br />
<br />
This is the older version of the plugin that I use without any trimming. Note I have purposely reversed the keycodes to all be 44 (PrintScreen). other than that it's the vanilla version of the plugin.]]></content:encoded>
		</item>
		<item>
			<title><![CDATA[Plugin or Script help with Item menu, SKill menu, and Equip menu]]></title>
			<link>https://www.save-point.org/thread-10954.html</link>
			<pubDate>Tue, 19 Nov 2024 16:12:00 +0000</pubDate>
			<dc:creator><![CDATA[<a href="https://www.save-point.org/member.php?action=profile&uid=3669">JayRay</a>]]></dc:creator>
			<guid isPermaLink="false">https://www.save-point.org/thread-10954.html</guid>
			<description><![CDATA[<span style="font-weight: bold;" class="mycode_b"><span style="font-style: italic;" class="mycode_i">QUESTION IS RPG MAKER MV related</span></span><br />
<br />
<br />
Okay, got a question for ya, a brainstorm actually. <br />
<br />
<br />
<br />
Here's what I'm looking for. An item menu that SKIPS choosing a character in the party and automatically applies the item or skill or even equipment to the first member of the part (by default I think his name is Harold.)<br />
<br />
Needing it to help streamline a utility app I'm working on where the effects of that are applied.]]></description>
			<content:encoded><![CDATA[<span style="font-weight: bold;" class="mycode_b"><span style="font-style: italic;" class="mycode_i">QUESTION IS RPG MAKER MV related</span></span><br />
<br />
<br />
Okay, got a question for ya, a brainstorm actually. <br />
<br />
<br />
<br />
Here's what I'm looking for. An item menu that SKIPS choosing a character in the party and automatically applies the item or skill or even equipment to the first member of the part (by default I think his name is Harold.)<br />
<br />
Needing it to help streamline a utility app I'm working on where the effects of that are applied.]]></content:encoded>
		</item>
		<item>
			<title><![CDATA[Fog of War]]></title>
			<link>https://www.save-point.org/thread-10856.html</link>
			<pubDate>Mon, 04 Nov 2024 23:42:38 +0000</pubDate>
			<dc:creator><![CDATA[<a href="https://www.save-point.org/member.php?action=profile&uid=7608">Tepe</a>]]></dc:creator>
			<guid isPermaLink="false">https://www.save-point.org/thread-10856.html</guid>
			<description><![CDATA[Hello i need help with this script -  <a href="https://www.save-point.org/thread-2782.html" target="_blank" rel="noopener" class="mycode_url">Fog of War</a><br />
<br />
Anyone can help me add function to reveal map via events with specific ids?]]></description>
			<content:encoded><![CDATA[Hello i need help with this script -  <a href="https://www.save-point.org/thread-2782.html" target="_blank" rel="noopener" class="mycode_url">Fog of War</a><br />
<br />
Anyone can help me add function to reveal map via events with specific ids?]]></content:encoded>
		</item>
		<item>
			<title><![CDATA[Mr. Mo v 5.5 + Immense Events]]></title>
			<link>https://www.save-point.org/thread-10785.html</link>
			<pubDate>Mon, 28 Oct 2024 09:29:08 +0000</pubDate>
			<dc:creator><![CDATA[<a href="https://www.save-point.org/member.php?action=profile&uid=7608">Tepe</a>]]></dc:creator>
			<guid isPermaLink="false">https://www.save-point.org/thread-10785.html</guid>
			<description><![CDATA[Hi, I'm starting this topic to solve the Mr. Mo script integrity error in version 5.5 of Immense Events by Der Wulfman.<br />
<br />
Maybe you have some ideas or a solution to the problem of not being able to attack huge events with the Mr. Mo script?<br />
<br />
I'm attaching a package with scripts for your reference.<br />
<br />
<a href="https://www.mediafire.com/file/dhdu21x1b40x8ju/Mr_Mo_ABS_5.5.7z/file" target="_blank" rel="noopener" class="mycode_url">Mr_Mo_ABS 5.5</a><br />
<br />
Edit 1:<br />
<br />
Immense event can be attacked by skills but not by meele, arrows and bullets.]]></description>
			<content:encoded><![CDATA[Hi, I'm starting this topic to solve the Mr. Mo script integrity error in version 5.5 of Immense Events by Der Wulfman.<br />
<br />
Maybe you have some ideas or a solution to the problem of not being able to attack huge events with the Mr. Mo script?<br />
<br />
I'm attaching a package with scripts for your reference.<br />
<br />
<a href="https://www.mediafire.com/file/dhdu21x1b40x8ju/Mr_Mo_ABS_5.5.7z/file" target="_blank" rel="noopener" class="mycode_url">Mr_Mo_ABS 5.5</a><br />
<br />
Edit 1:<br />
<br />
Immense event can be attacked by skills but not by meele, arrows and bullets.]]></content:encoded>
		</item>
		<item>
			<title><![CDATA[ForeverZer0 Custom Resolution + Littledrago's Zoom]]></title>
			<link>https://www.save-point.org/thread-10593.html</link>
			<pubDate>Tue, 22 Oct 2024 15:37:41 +0000</pubDate>
			<dc:creator><![CDATA[<a href="https://www.save-point.org/member.php?action=profile&uid=8107">Solitaire</a>]]></dc:creator>
			<guid isPermaLink="false">https://www.save-point.org/thread-10593.html</guid>
			<description><![CDATA[Howdy, howdy y'alls of the Save-point.<br />
<br />
Tis' I, comin atcha again with another koo-koo-bannanas question. (<span style="font-style: italic;" class="mycode_i">Well maybe not "koo-koo-bannanas", that's a bit over-selling the excitement of it.</span>)<br />
<br />
I completed one of the small projects I've been working on lately, and almost immediately decided it needed a sequel, and then another sequel which I'm sure many of you know the feeling of. But Anyway, while loading my characters into XP I realized the look of them was kind of weird, despite them looking rather nice while I was editing them in GIMP. and recalled some resolution scripts I'd read about in the past.<br />
So, long-story-long, all yesterday I set up both <a href="https://forum.chaos-project.com/index.php/topic,7814.0.html" target="_blank" rel="noopener" class="mycode_url">ForeverZer0's Resolution script</a>, and KK20's both from the Chaos Project website on separate projects to test. But only ForeverZer0's had an add-on with <a href="https://littledrago.blogspot.com/2014/02/rgss-custom-resolution-map-zoom.html" target="_blank" rel="noopener" class="mycode_url">the zoom I specifically wanted in the first place, made by Littledrago.</a><br />
<br />
In a comment response to a user, he explains on the page where it's posted that it's old, and has problems and isn't supported anymore, and one of the issues mentioned by a user on there about the tileset disappearing when opening the menu (<span style="font-style: italic;" class="mycode_i">or "the tilemap going black" as they described in their comment.</span>) Was never fixed either.<br />
<br />
Anyway, my question amidst all this here is if there's an obvious or simple little fix someone could help me with to make his script work correctly. I know the obvious answer is that it's old, and unsupported, and I should just move on and look for something else, but I couldn't find another script with this nice zoom feature. (<span style="font-style: italic;" class="mycode_i">So crisp and clear...</span>) I know too that a better choice for a resolution script would probably be KK20's (or at least that's what I read on their own posts, I'm sure they're not biased at all lol) Since it's way more up-to-date, but like I said, no zoom script that I could find for their version.<br />
<br />
If there's an alternative zoom script out there that I've just missed, I'm all ears! ...<span style="font-size: x-small;" class="mycode_size">Or uh, <span style="font-style: italic;" class="mycode_i">eyes</span> I guess. Hmm</span>...<br />
<br />
Also, a sort of smaller, bonus thing: within the script itself there's no setting to actually set this as the permanent state of the project, for some reason it's programed where this is accessed through a script call. I might be able to find some way to event around this (<span style="font-style: italic;" class="mycode_i">If worst comes to worst, maybe I could do something completely stupid and ill-advised like having a cataclysmic cacophony of multiple running parallel process on every. single. map. like the sick and twisted fiend that I am</span>.) But I'm hoping this can be negated by just telling the script to run the game at a x1 zoom or something.<br />
<br />
Here's some screenshots to show what I'm talking about.<br />
<br />
<img src="https://i.postimg.cc/0QpGvgsw/screenshot1.png" loading="lazy"  alt="[Image: screenshot1.png]" class="mycode_img" /><br />
Here in this one I'm using both scripts, the custom resolution, and zoom one. So the window is up-scaled.<br />
<br />
<span style="font-style: italic;" class="mycode_i">Also edit: I realized after the fact that my little glasses face looks a bit like it says "BJ", but that is actually in fact a sunglasses emoticon B)</span><br />
<br />
<img src="https://i.postimg.cc/6Tsypqf6/screenshot3.png" loading="lazy"  alt="[Image: screenshot3.png]" class="mycode_img" /><br />
The menu screen.<br />
<br />
<img src="https://i.postimg.cc/d3JJHC6y/screenshot2.png" loading="lazy"  alt="[Image: screenshot2.png]" class="mycode_img" /><br />
The map after exiting the menu screen. This doesn't cause any errors or anything, and using the event script call a second time causes the tiles to show up again, but the thing is I intended on having this be a <span style="font-weight: bold;" class="mycode_b">permanent</span> state for the game to be in, and not just for a single event.]]></description>
			<content:encoded><![CDATA[Howdy, howdy y'alls of the Save-point.<br />
<br />
Tis' I, comin atcha again with another koo-koo-bannanas question. (<span style="font-style: italic;" class="mycode_i">Well maybe not "koo-koo-bannanas", that's a bit over-selling the excitement of it.</span>)<br />
<br />
I completed one of the small projects I've been working on lately, and almost immediately decided it needed a sequel, and then another sequel which I'm sure many of you know the feeling of. But Anyway, while loading my characters into XP I realized the look of them was kind of weird, despite them looking rather nice while I was editing them in GIMP. and recalled some resolution scripts I'd read about in the past.<br />
So, long-story-long, all yesterday I set up both <a href="https://forum.chaos-project.com/index.php/topic,7814.0.html" target="_blank" rel="noopener" class="mycode_url">ForeverZer0's Resolution script</a>, and KK20's both from the Chaos Project website on separate projects to test. But only ForeverZer0's had an add-on with <a href="https://littledrago.blogspot.com/2014/02/rgss-custom-resolution-map-zoom.html" target="_blank" rel="noopener" class="mycode_url">the zoom I specifically wanted in the first place, made by Littledrago.</a><br />
<br />
In a comment response to a user, he explains on the page where it's posted that it's old, and has problems and isn't supported anymore, and one of the issues mentioned by a user on there about the tileset disappearing when opening the menu (<span style="font-style: italic;" class="mycode_i">or "the tilemap going black" as they described in their comment.</span>) Was never fixed either.<br />
<br />
Anyway, my question amidst all this here is if there's an obvious or simple little fix someone could help me with to make his script work correctly. I know the obvious answer is that it's old, and unsupported, and I should just move on and look for something else, but I couldn't find another script with this nice zoom feature. (<span style="font-style: italic;" class="mycode_i">So crisp and clear...</span>) I know too that a better choice for a resolution script would probably be KK20's (or at least that's what I read on their own posts, I'm sure they're not biased at all lol) Since it's way more up-to-date, but like I said, no zoom script that I could find for their version.<br />
<br />
If there's an alternative zoom script out there that I've just missed, I'm all ears! ...<span style="font-size: x-small;" class="mycode_size">Or uh, <span style="font-style: italic;" class="mycode_i">eyes</span> I guess. Hmm</span>...<br />
<br />
Also, a sort of smaller, bonus thing: within the script itself there's no setting to actually set this as the permanent state of the project, for some reason it's programed where this is accessed through a script call. I might be able to find some way to event around this (<span style="font-style: italic;" class="mycode_i">If worst comes to worst, maybe I could do something completely stupid and ill-advised like having a cataclysmic cacophony of multiple running parallel process on every. single. map. like the sick and twisted fiend that I am</span>.) But I'm hoping this can be negated by just telling the script to run the game at a x1 zoom or something.<br />
<br />
Here's some screenshots to show what I'm talking about.<br />
<br />
<img src="https://i.postimg.cc/0QpGvgsw/screenshot1.png" loading="lazy"  alt="[Image: screenshot1.png]" class="mycode_img" /><br />
Here in this one I'm using both scripts, the custom resolution, and zoom one. So the window is up-scaled.<br />
<br />
<span style="font-style: italic;" class="mycode_i">Also edit: I realized after the fact that my little glasses face looks a bit like it says "BJ", but that is actually in fact a sunglasses emoticon B)</span><br />
<br />
<img src="https://i.postimg.cc/6Tsypqf6/screenshot3.png" loading="lazy"  alt="[Image: screenshot3.png]" class="mycode_img" /><br />
The menu screen.<br />
<br />
<img src="https://i.postimg.cc/d3JJHC6y/screenshot2.png" loading="lazy"  alt="[Image: screenshot2.png]" class="mycode_img" /><br />
The map after exiting the menu screen. This doesn't cause any errors or anything, and using the event script call a second time causes the tiles to show up again, but the thing is I intended on having this be a <span style="font-weight: bold;" class="mycode_b">permanent</span> state for the game to be in, and not just for a single event.]]></content:encoded>
		</item>
		<item>
			<title><![CDATA[Atoa ACBS, Equipment Set Add-on Error]]></title>
			<link>https://www.save-point.org/thread-10271.html</link>
			<pubDate>Sun, 13 Oct 2024 17:51:45 +0000</pubDate>
			<dc:creator><![CDATA[<a href="https://www.save-point.org/member.php?action=profile&uid=8107">Solitaire</a>]]></dc:creator>
			<guid isPermaLink="false">https://www.save-point.org/thread-10271.html</guid>
			<description><![CDATA[Hi all!<br />
<br />
I have another question about the Atoa ACBS script, in the demo, I was testing out some of the various neat add-ons that are included. But I ran across one that gave back an error despite me not touching or editing it in any way.<br />
<br />
It's called "Equipment Set" (<span style="font-style: italic;" class="mycode_i">Well, technically "Equipament Sets"</span>) and whenever I enable it (<span style="font-style: italic;" class="mycode_i">As I said, in the demo. Completely unaltered</span>) it crashes the game during battle, the first time someone attacks : (<a href="https://drive.google.com/file/d/12iZWnzq9Ix7_qRMdGgGqltF_B5DbD48w/view?usp=drive_link" target="_blank" rel="noopener" class="mycode_url">screenshot of the error + section in the script where the error is supposed to be happening</a>)<br />
I'm not familiar with a lot of scripting stuff, and I'm at a loss of what to do, as after searching online I couldn't find any posts talking about this specific issue. But did find some general ruby-related info about "fixnum" errors that didn't really shed any light on things either.<br />
<br />
I hope someone can make sense of it, any help would be greatly appreciated. Thanks.]]></description>
			<content:encoded><![CDATA[Hi all!<br />
<br />
I have another question about the Atoa ACBS script, in the demo, I was testing out some of the various neat add-ons that are included. But I ran across one that gave back an error despite me not touching or editing it in any way.<br />
<br />
It's called "Equipment Set" (<span style="font-style: italic;" class="mycode_i">Well, technically "Equipament Sets"</span>) and whenever I enable it (<span style="font-style: italic;" class="mycode_i">As I said, in the demo. Completely unaltered</span>) it crashes the game during battle, the first time someone attacks : (<a href="https://drive.google.com/file/d/12iZWnzq9Ix7_qRMdGgGqltF_B5DbD48w/view?usp=drive_link" target="_blank" rel="noopener" class="mycode_url">screenshot of the error + section in the script where the error is supposed to be happening</a>)<br />
I'm not familiar with a lot of scripting stuff, and I'm at a loss of what to do, as after searching online I couldn't find any posts talking about this specific issue. But did find some general ruby-related info about "fixnum" errors that didn't really shed any light on things either.<br />
<br />
I hope someone can make sense of it, any help would be greatly appreciated. Thanks.]]></content:encoded>
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