vagrant wrote:
1. How do I get the board to display different avatars for each character? Right now it only shows avatar-1 for all 6 characters. I tried creating .png files in the pictures folder titled "avatar-2", "avatar-3", etc., but to no avail (I'm guessing a quick line needs to be added somewhere).
Your idea is okay, but your execution isn't. The name "avatar-1" stands for avatar -1, or default avatar. Use "avatar0", "avatar1" and so on, where the number is the same as the character's ID.
vagrant wrote:
2. How would I get it to play a sound when you learn a new ability? (with the animation)
In the
Scene_Board class there is a method called
animation at the very end of the class. Before the loop, add the following code.
- $game_system.se_play($data_system.decision_se)
Expand to see the code.
vagrant wrote:
Juan J. Sánchez wrote:
You could easily configure a different board per character using forks and conditionals.
3. Could you give an example of this?
In the
Game_Actor class, in the
setup method, type in the following code.
- @board = Board.new(0) if actor_id == 0
- @board = Board.new(1) if actor_id == 1
- @board = Board.new(2) if actor_id == 2
Expand to see the code.
An alternative would be the following.
- @board = Board.new(actor_id)
Expand to see the code.
vagrant wrote:
4. Is there a way to get it to display separate icons for each weapon/armor type? For example, an icon of an axe for "axes and hammers" (since you seem to already have these weapon classifications in the script)?
You'd have to do a big modification of the
draw_board_icon and
draw_board_active methods in the Bitmap class.
vagrant wrote:
5. Any plans on adding elemental or status resistance as unlockables?
Maybe later.
vagrant wrote:
6. Where are the variables to edit the overall size of the board?
In the
FFXII module: TILE_X_SIZE and TILE_Y_SIZE.
Warning: I have never tested this function.vagrant wrote:
7. As far as the six character deal, how would I go about not having those boards appear until those characters are in the party? (like you have in your video)
I don't understand this question.
vagrant wrote:
8. One more question: is there a way to make the type of tile named "???" (like the description) if it isn't visible? For example, right now you can scroll over non-visible tiles and still see the type of upgrade such as "Max HP" or "Daggers 1".
Change the following method in the
Bitmap class.
- #--------------------------------------------------------------------------
- # * Draw Board Class
- # board : board
- # bx : board x-coordinate
- # by : board y-coordinate
- # x : draw spot x-coordinate
- # y : draw spot y-coordinate
- # width : draw spot width
- #--------------------------------------------------------------------------
- def draw_board_class(board, bx, by, x, y, width = 472)
- board_class = board.class(bx, by)
- if board_class != nil and board.visible?(bx, by)
- self.draw_outline(x, y, width, 32, board_class)
- end
- end
Expand to see the code.
vagrant wrote:
Also, I noticed that you can make "blank" tiles visible in the board edit, which makes them appear as a "0". If you want to know what I'm talking about, create a new board and go around on hitting "z". I'm not sure if you wanted to fix this as it isn't really a bug, but sort of a glitch.

This is not a bug. It's for aesthetic purposes.