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Budgie_boy
October 26th, 2005, 05:31 PM
Your questiions:

1) Download a program called Rm2k Converter,I think its on www.RMdownloads.com (http://www.RMdownloads.com) you can also search google for this.

2) I'm not sure but I'll get back to you on that one!

QFred
October 26th, 2005, 08:31 PM
Thanks for trying to help, but R-M-D isn't working right now!

Batesymon
October 26th, 2005, 08:45 PM
Has anyone got any charsets from the show "House"?

Groudontrainer
October 26th, 2005, 10:23 PM
"you edit it in paint to make your own character."


What do you mean by edit? change filetype?

Budgie_boy
October 27th, 2005, 10:00 AM
Groudontrainer, I don't know how to put it any simpler, no you make your own characters by painting your own design onto an original sprite.

My example should have helped to show that by using paint to draw a new character from an existing one you can create many new characters in a matter of hours!

Anyway, look at the example!

MasaXGPMat
October 27th, 2005, 10:02 AM
Groudontrainer, I don't know how to put it any simpler, no you make your own characters by painting your own design onto an original sprite.

My example should have helped to show that by using paint to draw a new character from an existing one you can create many new characters in a matter of hours!

Anyway, look at the example!
budgie boy i need help with the ash sprite you gave me.

Budgie_boy
October 27th, 2005, 10:37 AM
Ok what seems to be the problem with the ash sprite?

MasaXGPMat
October 27th, 2005, 10:44 AM
its smaller than mose of the ppl and small than pokemon and hes tiny

Budgie_boy
October 27th, 2005, 10:54 AM
What to do is go to www.rmxp.net/forums/index.php?showtopic=532 (http://www.rmxp.net/forums/index.php?showtopic=532) check on that website for details on a thing called 2x converter.

MasaXGPMat
October 27th, 2005, 11:04 AM
that doesnt work bla bla the reply is too short i h8 that lol

Budgie_boy
October 27th, 2005, 11:15 AM
The link or the Program?
Just search for a rm2k-rmxp converter on google.

Anyway, you have to download rm2k or rm2k/3 first so that you can convert resources.

MasaXGPMat
October 27th, 2005, 11:23 AM
ive already got a converter but the 2x converter program doesnt work i dont understand the language for starters

Space Guard
October 28th, 2005, 06:15 AM
Hi,
Does anybpdy here have any Star wars chipsets? I am making a Star wars game and I really need some.

Budgie_boy
October 28th, 2005, 07:49 AM
Well use the converter then, it should work. Making the picture the size of RMXP charsets!

Budgie_boy
October 28th, 2005, 09:12 AM
Sorry to double post but how do you get a certain Item of menu to be displayed by pressing a certain button, eg f1?

What I have is:

Class Menu_Budgieitem < Window_Selectable
#-----------------
# Customised menu by budgie
# This is meant to work with the Keyboard script for Starter Kitt
#-----------------

def initialize
if Input.trigger? (Input::f1)
$game_system.se_play($data_system.pokeselect_se)
s1 = "Items"
s2 = "TMs/HMs"
s3 = "Key Items"
s4 = "Accessories"
s5 = "Berry Pouch"
s6 = "Powder Pouch"
@command_window = window_command.new(300,s1,s2,s3,s4,s5,s6)
@command_window.back_opacity = 255
@command_window.x = 10
@command_window.y = 10
@fade_in = true

loop do
Graphics.update
Input.update
update
if Input.trigger? (Input::B)
$game_system.se_play($data_system.cancel_se)
$game_variables [3] = 0
break
end
if Input.Trigger?(Input::C)
update
break
end
end
@command_window.dispose
end

#------------------

def update
@command_window.update
if Input.trigger?(Input::C)
case @command_window.index
when 0
$game_system.se_play($data_system.decision_se)
$game_variables [3] = 1
when 1
$game_system.se_play($data_system.decision_se)
$game_variables [3] = 2
when 2
$game_system.se_play($data_system.decision_se)
$game_variables [3] = 3
when 3
$game_system.se_play($data_system.decision_se)
$game_variables [3] = 4
when 4
$game_system.se_play($data_system.decision_se)
$game_variables [3] = 5
when 5
$game_system.se_play($data_system.decision_se)
$game_variables [3] = 6
when 6
$game_system.se_play($data_system.decision_se)
$game_variables [3] = 7
end
end
end
end

MasaXGPMat
October 28th, 2005, 10:45 AM
ok i need help

how do i put the pokedex option, pokemon party, and make the bag option work on the menu and how to have more than 1 pokemon and use more than 1 pokemon in battle eg: i send out pikachu and it faints now i need to send out my second,and also when someone helps me out with the pokedex and pokemon party can they help me with the stats page but you can do bit at a time.

Blizzy
October 28th, 2005, 03:25 PM
Sorry to double post but how do you get a certain Item of menu to be displayed by pressing a certain button, eg f1?

i'm working on this ^^
i have it so, when you press A,
you go to the map, and F1 it goes to your menu.

# when you press the key on the map, the menu opens.
# it should be key [A] by default
class Scene_Map
alias update_old update
def update
# the key that's pressed to go to this menu
if Input.trigger?(Input::Z)
#$game_system.se_play($data_system.pokeselect_se)
$scene = Scene_BudgieItem.new
end
update_old
end
end

class Scene_BudgieItem
#---------------------------------------------------------------------------------------------
# Customised menu by budgie
# This is meant to work with the Keyboard script for Starter Kit
#---------------------------------------------------------------------------------------------
def main
s1 = "Items"
s2 = "TMs/HMs"
s3 = "Key Items"
s4 = "Accessories"
s5 = "Berry Pouch"
s6 = "Powder Pouch"
# put the menu-commands in a variable
commands = [s1,s2,s3,s4,s5,s6]
# and execute the menu
@command_window = Window_Command.new(240,commands)
@command_window.x = 16
@command_window.y = 16
@command_window.z = 999999

@spriteset = Spriteset_Map.new
# loops the scene, so graphics, input and the method 'update' are updated.
Graphics.transition
loop do
Graphics.update
Input.update
update
if $scene != self
break
end # end of if statement
end # end of loop
Graphics.freeze

@command_window.dispose
@spriteset.dispose
end # end of method['main']

# update method
def update
@command_window.update
@spriteset.update

# checks if key [C] is pressed
if Input.trigger?(Input::C)
$game_variables[3] = (@command_window.index + 1)
end # end of if statement

# checks if key [X] is pressed
if Input.trigger?(Input::B)
$game_variables[3] = 0
$scene = Scene_Map.new
end # end of if statement

end # end of method['update']
end # end of class


i changed:

if Input.trigger?(Input::C)
case @command_window.index
when 0
$game_system.se_play($data_system.decision_se)
$game_variables [3] = 1
when 1
$game_system.se_play($data_system.decision_se)
$game_variables [3] = 2
when 2
$game_system.se_play($data_system.decision_se)
$game_variables [3] = 3
when 3
$game_system.se_play($data_system.decision_se)
$game_variables [3] = 4
when 4
$game_system.se_play($data_system.decision_se)
$game_variables [3] = 5
when 5
$game_system.se_play($data_system.decision_se)
$game_variables [3] = 6
when 6
$game_system.se_play($data_system.decision_se)
$game_variables [3] = 7
end
end
into:

# checks if key [C] is pressed
if Input.trigger?(Input::C)
$game_variables[3] = (@command_window.index + 1)
end # end of if statement

if you want the with this code:
case @command_window.index
it should be:
case @command_window.commands[@command_window.index]

bu_doko
October 29th, 2005, 04:21 AM
Hello everyone!
I am trying to make a game in gamemaker, but I don't know how the sprites work... If anyone could help me with that, it would be great!

Thanks
TJ

Latias Tamer
October 29th, 2005, 08:19 PM
um i need major help. i just downloaded RPG MAKER XP and i am trying to make a pokemon game but all i can do is make some weird rpg. also i put some random stuff that came with it on the map but all the trees and tents have a square white backgoround look;

http://img406.imageshack.us/my.php?image=rgfyuj3rd.png

Datriot
October 29th, 2005, 08:50 PM
Well, to make a proper Pokémon game you have to learn how to script and create your own battle system, menu, etc.
For the white bits press F6 or F7 to go the middle and top layers, if you put objects with white backgrounds on those layers the white background won't show, and press F5 to return to the lower layer.;)
If you don't know where to get some Pokémon graphics just look in the resource thread or contact me by PM or MSN and I'll give you some.

Batesymon
October 29th, 2005, 09:02 PM
Has anyone got any charsets from the show "House"?
I'll ask it again. Has anyone got those Charsets?

bu_doko
October 30th, 2005, 01:05 AM
Hello everyone!
I got the sprite thing ok but now a need the guy to walk,
This is in Game Maker... It is kind of complicated, but I might figure out.

If you can help then thanks!!
TJ

Space Guard
October 30th, 2005, 07:32 AM
has anybody got any RM2K3 Star Wars chipsets?

MasaXGPMat
October 30th, 2005, 11:37 AM
ok i need help

how do i put the pokedex option, pokemon party, and make the bag option work on the menu and how to have more than 1 pokemon and use more than 1 pokemon in battle eg: i send out pikachu and it faints now i need to send out my second,and also when someone helps me out with the pokedex and pokemon party can they help me with the stats page but you can do bit at a time.
can i ask you people again


how do i put the pokedex option, pokemon party, and make the bag option work on the menu and how to have more than 1 pokemon and use more than 1 pokemon in battle eg: i send out pikachu and it faints now i need to send out my second,and also when someone helps me out with the pokedex and pokemon party can they help me with the stats page but you can do bit at a time.

dan48
October 30th, 2005, 04:08 PM
:surprised No offense, but I think you are asking way too much of us. Most of us dont have a clue how to do what you are asking us to do and dont have the time to answer. Maybe you should ask a little at a time. I want to know how to switch pokemon back and forth too, but some people are working on these things right now. Anyway.:D


Can anyone help me get characters sets for team aqua and magma please.

dan48
October 30th, 2005, 04:15 PM
um i need major help. i just downloaded RPG MAKER XP and i am trying to make a pokemon game but all i can do is make some weird rpg. also i put some random stuff that came with it on the map but all the trees and tents have a square white backgoround look;

http://img406.imageshack.us/my.php?image=rgfyuj3rd.png

Thats because your putting them as tiles. You have to think of tiles like the floor. The second layer are where the objects go. the third is where you put anything for above objects and the fourth for events, like people.

My question.

Does anybody have character sets for team magma and aqua.

MasaXGPMat
October 30th, 2005, 06:14 PM
i have magma maxie and aqua archie they alright

dan48
October 30th, 2005, 07:05 PM
sure. But you mean the actual sprites right. The ones that walk around are the ones I need.

I need any I can get my hands on. In the end if anyone has all of them that would be great.

I need the character sets for team aqua and magma. All of the characters including the grunts, admins, leader etc. Please if anyone has them . i need them extremely now, or else my demo release will be on hold till I could find them. I have some but they are all messed up and I need new ones. Can anyone help.

Scompi
October 30th, 2005, 09:19 PM
How do you put an HP bar(pokestyle) in a battle? i am using pokemon starter kit if it helps

dan48
October 30th, 2005, 10:03 PM
Blizzy is still workin on that. Maybe you should wait until he releases it. I did here though that it was very difficult to do that in a p9okemon style battle.

Can anyone help me. I need Team Aqua and Magma Character Sets. All of them including the grunts, Admins, Leaders, etc.

Cursed
October 31st, 2005, 01:36 AM
Check Avatar's .Zip file in the resource thread.(First post)
1)What's wrong with this RM2k3 code?
Var Oper: [10-11] set 40
Branch if Var [0010 - enemy HP] is 0
Message: Enemy Pokemon fainted!!!

Else Handler
Loop
Branch if switch [0005- which turn] is ON
Call event: Your Turn
Brach if Var [0010 - enemy HP] is 0
Message: Enemy Pokemon fainted!!!

Else Handler
Call event: Their turn
Brach if Var [0010 - your HP] is 0
Message: Your Pokemon fainted!!!

Else handler

End

End

Else handler

End

End loop

End
2) Where'd the member recruitment thread go?

Demonic Budha
October 31st, 2005, 09:27 AM
Hey dose anyone have the 4 different battle poses for Deoxys
The speed, defence, attack and normal

Thx in advance
DMC BDA

Budgie_boy
October 31st, 2005, 09:40 AM
i'm working on this ^^
i have it so, when you press A,
you go to the map, and F1 it goes to your menu.

code

i changed:

code

into:

code



Thanks so much for your help, see I was hoping to try and help your teams starter kit a bit but it seems that you have it all in hand!

Dark Quill
October 31st, 2005, 10:51 AM
Sorry if it's already been posted, but could someone supply me with the terrain/object tilesets for FireRed/LeafGreen? Thanks.

Minorthreat0987
October 31st, 2005, 12:37 PM
Does anyone have a pokegear script for RMXP?
I need one for my game that im going to post in a few days called "Pokemon Glitter Black"

Cursed
October 31st, 2005, 04:34 PM
I hate to bug anyone, but can anyone help with my CBS? I can't get the following code to execute:
Var Oper: [10-11] set 40
Branch if Var [0010 - enemy HP] is 0
Message: Enemy Pokemon fainted!!!

Else Handler
Loop
Branch if switch [0005- which turn] is ON
Call event: Your Turn
Brach if Var [0010 - enemy HP] is 0
Message: Enemy Pokemon fainted!!!

Else Handler
Call event: Their turn
Brach if Var [0010 - your HP] is 0
Message: Your Pokemon fainted!!!

Else handler

End

End

Else handler

End

End loop

End

dan48
October 31st, 2005, 08:48 PM
I need character sets for magma and aqua. No it wasn't in aavatars character set. Can anyone help me find them please. It is very important for my game.

Blizzy
October 31st, 2005, 08:48 PM
I hate to bug anyone, but can anyone help with my CBS? I can't get the following code to execute:

i think you should make it like this:

# create a loop
#> hero turn
#> check for enemy hp
#> if 0, summon other enemy / end battle

#> enemy turn
#> check for hero hp
#> if 0, summon other pokemon / return to center

you can also do it more advanced,
by make it turn depending on speed

if var hero.speed [is bigger then ] var enemy.speed
# hero attack
else
# enemy attack
end

i suggest making everything in different common events,
and make flag values with switches and variables,
to check if things are true.

Minorthreat0987
October 31st, 2005, 09:07 PM
i'm working on this ^^
i have it so, when you press A,
you go to the map, and F1 it goes to your menu.

# when you press the key on the map, the menu opens.
# it should be key [A] by default
class Scene_Map
alias update_old update
def update
# the key that's pressed to go to this menu
if Input.trigger?(Input::Z)
#$game_system.se_play($data_system.pokeselect_se)
$scene = Scene_BudgieItem.new
end
update_old
end
end

class Scene_BudgieItem
#---------------------------------------------------------------------------------------------
# Customised menu by budgie
# This is meant to work with the Keyboard script for Starter Kit
#---------------------------------------------------------------------------------------------
def main
s1 = "Items"
s2 = "TMs/HMs"
s3 = "Key Items"
s4 = "Accessories"
s5 = "Berry Pouch"
s6 = "Powder Pouch"
# put the menu-commands in a variable
commands = [s1,s2,s3,s4,s5,s6]
# and execute the menu
@command_window = Window_Command.new(240,commands)
@command_window.x = 16
@command_window.y = 16
@command_window.z = 999999

@spriteset = Spriteset_Map.new
# loops the scene, so graphics, input and the method 'update' are updated.
Graphics.transition
loop do
Graphics.update
Input.update
update
if $scene != self
break
end # end of if statement
end # end of loop
Graphics.freeze

@command_window.dispose
@spriteset.dispose
end # end of method['main']

# update method
def update
@command_window.update
@spriteset.update

# checks if key [C] is pressed
if Input.trigger?(Input::C)
$game_variables[3] = (@command_window.index + 1)
end # end of if statement

# checks if key [X] is pressed
if Input.trigger?(Input::B)
$game_variables[3] = 0
$scene = Scene_Map.new
end # end of if statement

end # end of method['update']
end # end of class


i changed:

if Input.trigger?(Input::C)
case @command_window.index
when 0
$game_system.se_play($data_system.decision_se)
$game_variables [3] = 1
when 1
$game_system.se_play($data_system.decision_se)
$game_variables [3] = 2
when 2
$game_system.se_play($data_system.decision_se)
$game_variables [3] = 3
when 3
$game_system.se_play($data_system.decision_se)
$game_variables [3] = 4
when 4
$game_system.se_play($data_system.decision_se)
$game_variables [3] = 5
when 5
$game_system.se_play($data_system.decision_se)
$game_variables [3] = 6
when 6
$game_system.se_play($data_system.decision_se)
$game_variables [3] = 7
end
end
into:

# checks if key [C] is pressed
if Input.trigger?(Input::C)
$game_variables[3] = (@command_window.index + 1)
end # end of if statement

if you want the with this code:
case @command_window.index
it should be:
case @command_window.commands[@command_window.index]


Wat exactly does this script do?

StreetxXxBadass
October 31st, 2005, 10:49 PM
Does anyone have the routes from the Kanto to Johto region. Think their routes 26 and 27. Think there only in Gold/Silver but i'm not sure. Just needing to get the basic look of the routes so i can remake em for my game.

Not finding in a search on google, and when i search on here i tells me it left out the 27 cause of to common or to small.

Or if someone oculd give me a save file where i could go right to that area and rip it myself since i don't feel like playing through the whole game just for that part.....and than just get it to look at and remake it.
Thanks

Cursed
October 31st, 2005, 11:07 PM
Rip it? Nintendo said it was okay if you made fangames, but ripping them? they didn't think that was okay. Read "Nintendo's official view on fangames."

StreetxXxBadass
October 31st, 2005, 11:43 PM
Can i just get a save file or the maps........i'm not actually using these in my game just need to see what they look like so I can "REMAKE" my own....

Cursed
October 31st, 2005, 11:52 PM
i think you should make it like this:

# create a loop
#> hero turn
#> check for enemy hp
#> if 0, summon other enemy / end battle

#> enemy turn
#> check for hero hp
#> if 0, summon other pokemon / return to center

you can also do it more advanced,
by make it turn depending on speed

if var hero.speed [is bigger then ] var enemy.speed
# hero attack
else
# enemy attack
end

i suggest making everything in different common events,
and make flag values with switches and variables,
to check if things are true.

Thanx, Blizzy. I couldn't figure out why it wouldn't work.

Minorthreat0987
November 1st, 2005, 02:42 AM
i'm working on this ^^
i have it so, when you press A,
you go to the map, and F1 it goes to your menu.

# when you press the key on the map, the menu opens.
# it should be key [A] by default
class Scene_Map
alias update_old update
def update
# the key that's pressed to go to this menu
if Input.trigger?(Input::Z)
#$game_system.se_play($data_system.pokeselect_se)
$scene = Scene_BudgieItem.new
end
update_old
end
end

class Scene_BudgieItem
#---------------------------------------------------------------------------------------------
# Customised menu by budgie
# This is meant to work with the Keyboard script for Starter Kit
#---------------------------------------------------------------------------------------------
def main
s1 = "Items"
s2 = "TMs/HMs"
s3 = "Key Items"
s4 = "Accessories"
s5 = "Berry Pouch"
s6 = "Powder Pouch"
# put the menu-commands in a variable
commands = [s1,s2,s3,s4,s5,s6]
# and execute the menu
@command_window = Window_Command.new(240,commands)
@command_window.x = 16
@command_window.y = 16
@command_window.z = 999999

@spriteset = Spriteset_Map.new
# loops the scene, so graphics, input and the method 'update' are updated.
Graphics.transition
loop do
Graphics.update
Input.update
update
if $scene != self
break
end # end of if statement
end # end of loop
Graphics.freeze

@command_window.dispose
@spriteset.dispose
end # end of method['main']

# update method
def update
@command_window.update
@spriteset.update

# checks if key [C] is pressed
if Input.trigger?(Input::C)
$game_variables[3] = (@command_window.index + 1)
end # end of if statement

# checks if key [X] is pressed
if Input.trigger?(Input::B)
$game_variables[3] = 0
$scene = Scene_Map.new
end # end of if statement

end # end of method['update']
end # end of class


i changed:

if Input.trigger?(Input::C)
case @command_window.index
when 0
$game_system.se_play($data_system.decision_se)
$game_variables [3] = 1
when 1
$game_system.se_play($data_system.decision_se)
$game_variables [3] = 2
when 2
$game_system.se_play($data_system.decision_se)
$game_variables [3] = 3
when 3
$game_system.se_play($data_system.decision_se)
$game_variables [3] = 4
when 4
$game_system.se_play($data_system.decision_se)
$game_variables [3] = 5
when 5
$game_system.se_play($data_system.decision_se)
$game_variables [3] = 6
when 6
$game_system.se_play($data_system.decision_se)
$game_variables [3] = 7
end
end
into:

# checks if key [C] is pressed
if Input.trigger?(Input::C)
$game_variables[3] = (@command_window.index + 1)
end # end of if statement

if you want the with this code:
case @command_window.index
it should be:
case @command_window.commands[@command_window.index]

Ill ask again what does this script do?

dan48
November 1st, 2005, 02:43 AM
Can anyone please help me! I need Rpg maker xp character sets for team aqua and magma. The grunts, admens, leaders. All of them for the two teams. Please does anyone have them. I need them for my game.

Webmaster Tyler
November 1st, 2005, 03:02 AM
Have you tried the resources thread i know they have it in a zip.

Budgie_boy
November 1st, 2005, 01:21 PM
Can i just get a save file or the maps........i'm not actually using these in my game just need to see what they look like so I can "REMAKE" my own....
Just go onto www.VGmaps.com (http://www.VGmaps.com) they would have all the maps you need!

']Ill ask again what does this script do?
The script is supposed to be:

when you press button eg f1
it will take you to a certain menu

my game is meant to be this
F1 = Items
F2 = Pokémon
F3 = Trainer Menu (Accessories, Trainer Card ETC)
F4 = PokéNav
F5 = PokéGear

Shadow Death
November 1st, 2005, 05:12 PM
I have RMXP, and it's a trial?

dan48
November 1st, 2005, 05:33 PM
Can anyone help me please!!! I couldn't find anything there, and i downloaded like all the character sets. Please can someone tell me where I can find Magma and Aqua character sets. The grunts, Admens, Leaders, etc. Please! I need them badly.

Datriot
November 1st, 2005, 06:54 PM
@dan48: Why not PM avatar and see if he has them.

Anyways, my problem is quite simple really, I have my Pokémon battle system completed! But then again I don't....because I don't now how to call a common event in rgss, anyone know?

Eversoquiet
November 1st, 2005, 08:24 PM
How can i use the materials i've uploaded into my RPGMAKER XP's material base???

Ati
November 1st, 2005, 08:55 PM
How can i add new sprites?
and how can I add new tilesets?

Want to make mine own tilesets and my own sprites


THANKS IN ADVANCE

PS: Is that actually possible to make own tilesets for pokemon games?

New2Ya
November 1st, 2005, 08:59 PM
How can i use the materials i've uploaded into my RPGMAKER XP's material base???
If you have uploaded them correctly, the materials should now be at the place you requested them to be. (for example, you uploaded your Tileset material in the Tileset section)
This way, you now only have to go to the Tileset section in the Main Menu, and make a new one (for example call it "Mom's house")
Now you click on Choose Tileset or something like that, and the uploaded tileset should be there...

Eversoquiet
November 1st, 2005, 09:14 PM
Hi, I'm a newbie and i'm trying to make a fan game. I've already come up with a storyline and new characters, like professor sedar, a new boy/girl, a new evil team (team sphere) and a new regio : Alveus. But i need help in order to start designing the region and stuff, like so i wanted to ask where can i get the tree, buildings, flowers and all off those things that compose the cities and all.

I can show some of the characters i've crated:
They're Cad, head of team sphere ; Sarah, sub director of team sphere and Professor Sedar, the new pkmn prof


My storyline goes like this:
Everything starts in the region of Alveus, more precisely in Opprimo town. You are called to professor Sedar's lab. He will tell u that hid grandson has been kidnapded by a new evil organaziton, Team Sphere (that have a new legendary pkmn under their power). They have kidnaped Professor Sidar's grandson becouse they r trying to blackmail him so that he tell them all secrets about this new pkmn. So, it will be up to us to save the ney pkmn and Sidar's grandson before its too late.

Oh, I also wanted to ask how can i use the materials that i've uploaded into my Materialbase in RPGXP.

Eversoquiet
November 1st, 2005, 09:31 PM
Please tell what u thing of my sprites

Eversoquiet
November 1st, 2005, 09:37 PM
Where's the tileset section and the main menu???

StreetxXxBadass
November 1st, 2005, 10:12 PM
[QUOTE=Budgie_boy]Just go onto www.VGmaps.com (http://www.VGmaps.com) they would have all the maps you need!

Like I said.....I have already looked..... I searched google, looked at vgmaps, looked a spriters resource(orhwatever it is), I've searched the boards, NOTHING.

Where can i find routes 26 and 27 from Kanto to Johto???? from gold and silver. Could someone just give me a save file where i can just go there myself and get them. VGMaps has Routes 29 through 46.

dan48
November 1st, 2005, 11:31 PM
Does anyone really not have the character sets for team aqua and magma. Please. If anyone does. I really need them.

Eversoquiet
November 1st, 2005, 11:41 PM
But by the way, could someone make me a new pokemon. I want it to be a legandery...

Dunsparce
November 2nd, 2005, 12:35 AM
I NEEEEEEEEEEEEEEEEEEEEED:

a Ice Fall Cave/Seafoam Island Chipset
a Route Chipset for all the different kinds of routes
a Gym Inside Chipset for allt the Gyms AND the E4 rooms
for RPG Maker 2003

I've waited over a week, and still no one wants to help me!!!

Eversoquiet
November 2nd, 2005, 01:00 AM
nowone has helped me with the new pkmn either, maybe we should help each other

Shugo
November 2nd, 2005, 01:39 AM
I'm using sphere and I would like to know how to make it so the sprite moves by tile, not pixle, if any one can help that would be great!:classic:

Eversoquiet
November 2nd, 2005, 05:44 PM
Cant someone help me with the ney pokemon issue???

Cursed
November 2nd, 2005, 11:08 PM
Does anyone really not have the character sets for team aqua and magma. Please. If anyone does. I really need them.
I don't mean to sound rude, but I already told you. Oh, well. Go to the set of charsets in Dawson's first post and download it. I'm pretty sure it has them.

dan48
November 2nd, 2005, 11:31 PM
No. Not for xp. I didn't try rm2k3, because I dont know how to resixe them. Does anyone know how to resize character sets for rm2k3 to Rmxp.

Minorthreat0987
November 2nd, 2005, 11:51 PM
its not hard......if you have micorsoft paint just go to "image" then scroll down to "strech and skew" then when the thing pops up, the top to boxes (in the strech thing) change them from 100 to 200.....

i dotn know if there is a easyer way but thats how i do it. then i go to a char.set and copy and paste over the old char. with the new one.

::EDIT:: or you could find a resource converter on the net.. i dont know where tho

dan48
November 3rd, 2005, 12:02 AM
I've looked everywhere on this forum and cant find them. Could anyone please tell me where I can find Character sets for Team Aqua and Magma. The grunts, admens, leaders, etc. I cannot find them anywhere. Please can someone help!!!!!

[_DarkDragon_]
November 3rd, 2005, 12:05 AM
Shugo, add me to msn: rpg_man@hotmail.com and I'l give you the code for the characters to move tile by tile.

Minorthreat0987
November 3rd, 2005, 12:33 AM
okay Dan heres what i have found ill tell you who to give credit to

all of these i downloaded at twinkledragon.com (BTW I THINK THAT WHERE I GOT THEM IM NOT TO SURE)(i think theres a link in the recource thread)

::EDIT::
OKAY WELL I REMEMBER NOW THAT THOSE DIDTN COME FROM TWINKELDRAGON.COM SO I AM TRYING TO REMEMBER WHERE THEY CAME FROM BUT FOR THE TIME BEING.....the folder i downloaded said "Chris's Pokemon Char sets" so idk ill try and remember or refind them and tell you who to give credit to

Cursed
November 3rd, 2005, 02:27 AM
What happened to the member recruitment thread?

Budgie_boy
November 3rd, 2005, 10:33 AM
Like I said.....I have already looked..... I searched google, looked at vgmaps, looked a spriters resource(orhwatever it is), I've searched the boards, NOTHING.

Where can i find routes 26 and 27 from Kanto to Johto???? from gold and silver. Could someone just give me a save file where i can just go there myself and get them. VGMaps has Routes 29 through 46.

Oh look what I have here then, from www.VGMAPS.com (http://www.VGMAPS.com)!!!!!!!!!!!!

http://www.vgmaps.com/Atlas/GB-GBC/Pokemon-GSC-Johto.png

Shugo
November 3rd, 2005, 11:41 AM
Sorry Darkdragon, I dont have msn, but I do have AIM, do you have AIM? or you could just send it to dragonanimals@aol.com, if you can thank you very much!:classic:

StreetxXxBadass
November 3rd, 2005, 01:03 PM
Oh look what I have here then, from www.VGMAPS.com (http://www.VGMAPS.com)!!!!!!!!!!!!

http://www.vgmaps.com/Atlas/GB-GBC/Pokemon-GSC-Johto.png


Oh......sorry I didn't think to look at the one name "Johto" when on the full region maps I found, it shows the routes as being part of the Kanto region.

But seeing as though I don't see how exactly it connects to the Kanto region maybe you could tell me?? Through the building at the top?? The first maps I recently looked at where these from here....
http://pokedream.com/games/goldsilver/worldmap/index.php

Its been a really long time since I've played the game to remember and maybe if I could get a save file where I'm at that point to see for myself, would be easier. This basicly the last part I need to complete my Kanto and Johto maps in the game.

Shadow Death
November 3rd, 2005, 02:05 PM
Where do you get RPGMaker 2003? :dead:

Budgie_boy
November 3rd, 2005, 02:16 PM
Solus, Just search for it on Google!

Shadow Death
November 3rd, 2005, 02:18 PM
I did, and it didn't work out.

Budgie_boy
November 3rd, 2005, 02:31 PM
www.rmdownloads.com (http://www.rmdownloads.com) might have resources and "stuff" there

Shadow Death
November 3rd, 2005, 02:34 PM
Many others would have called it quits a long time ago. Many others did call it quits a long time ago. I feel few may read this message... But is that really the point? This is in a way purely for me... A chance to part with an old friend who never really even existed. But as a certain Arem'Dee character once said as he parted from this realm, "I know we exist." The fact is that RMD has long outlived its usefulness to the community. It has become a burden, and I've been treating it like a neglected pet for far too long. The time has come to let RMD go. I have far more important things with which to spend my time. Yet I cannot truthfully say that I regret the time I poured into RMD over the years. I have many fond memories, and perhaps the greatest tragedy is that those that have shared those memories were never more than text on a screen for me. And yet I feel I have accomplished something. Something perhaps intangible... Something perhaps not... But it is now time to say goodbye. I will take what I have learned from this place and carry it with me always in my heart. Farewell, RMD. May you rest in peace.
Rpg Maker Downloads

What the hell, is this normal?

Budgie_boy
November 3rd, 2005, 02:44 PM
It's finally offline, sh*zen!

No it means that there won't be an RMdownload.com for a LOOOOONG while!

Shadow Death
November 3rd, 2005, 02:49 PM
Whatever, anyways. Can't seem to find a download on Google eh.

ZeroArmada
November 3rd, 2005, 03:49 PM
you guys can try link deleted (have all rpg makers for download)

~ edit by blizzy
contained link to rmxp which is illigal

Shadow Death
November 3rd, 2005, 04:06 PM
Now that's a help. Thanks alot Shade!

dan48
November 3rd, 2005, 10:20 PM
']okay Dan heres what i have found ill tell you who to give credit to

all of these i downloaded at twinkledragon.com (BTW I THINK THAT WHERE I GOT THEM IM NOT TO SURE)(i think theres a link in the recource thread)

::EDIT::
OKAY WELL I REMEMBER NOW THAT THOSE DIDTN COME FROM TWINKELDRAGON.COM SO I AM TRYING TO REMEMBER WHERE THEY CAME FROM BUT FOR THE TIME BEING.....the folder i downloaded said "Chris's Pokemon Char sets" so idk ill try and remember or refind them and tell you who to give credit to

Thankyou! Tankyou! Thank you so much!!!

I think you should put this in the rescources thread. Alot of people dont have these and it would help them alot. Thanks again.


Also I need a chipset for the boat, you know in the games the cruise. Does anyone have it? Can you please post it if you do?

PokeCreator_09
November 4th, 2005, 01:59 AM
Hey, does anyone know how to edit rataime's script to where it'll have the reflection when you look up?

DarkDoom3000
November 4th, 2005, 03:21 AM
umm... dose anyone have a picture of a waterfall and wirlpool in
pokemon style graphics


Thanks!!

Demonic Budha
November 4th, 2005, 08:33 AM
I have a problem.
I put in an advance message script and now when i put in
a Show choice command in an event the choices dont even appear on the page.
I will put on the script and also a pic of what happens.
I would like the box of choices to do as it use to and appear in a seperate window just above the other one.

Thx for your help


#===================================================
# ■ AMS - Advanced Message Script - R4 [Update #2]
#===================================================
# For more infos and update, visit:
# www.dubealex.com (Creation Asylum)
#
# Edited, Fixed and Enhanced by: Dubealex
# Original Script Core by: XRXS Scripter (Jap Dudes)
# HTML Hexadecimal color feature from: Phylomorphis
#
# Special Thanks:
# Rabu: For enabling the Show Face feature in an encrypted project
#
# To found all my new features, search the following: #NEW
# To configure the button to skip the dialog, search: #SKIP_TEXT_CODE
#
# May 18, 2005
#===================================================

LETTER_BY_LETTER_MODE = true #Set the letter by letter mode ON/OFF

#===================================================
# ▼ CLASS AMS Begins
#===================================================
class AMS

attr_accessor :name_box_x_offset
attr_accessor :name_box_y_offset
attr_accessor :font_type
attr_accessor :name_font_type
attr_accessor :font_size
attr_accessor :name_font_size
attr_accessor :message_box_opacity
attr_accessor :name_box_skin
attr_accessor :name_box_text_color
attr_accessor :message_box_text_color
attr_accessor :message_box_skin
attr_accessor :name_box_width
attr_accessor :name_box_height
attr_accessor :message_width
attr_accessor :message_height
attr_accessor :message_x
attr_accessor :message_y_bottom
attr_accessor :message_y_middle
attr_accessor :message_y_top
attr_accessor :event_message_x_ofset
attr_accessor :event_message_y_ofset

def initialize

@name_box_x_offset = 0
@name_box_y_offset = -10
@name_box_width = 8
@name_box_height = 26

@font_type = "Tahoma"
@name_font_type = "Tahoma"
@font_size = 22
@name_font_size = 22
@name_box_text_color=0
@message_box_text_color=0

@message_box_opacity = 160
@message_box_skin = "001-Blue01"
@name_box_skin = "001-Blue01"
@message_width = 480
@message_height = 100
@message_x = 80
@message_y_bottom = 304
@message_y_middle = 160
@message_y_top = 16

@event_message_x_ofset = 0
@event_message_y_ofset = 48

end
end
#===================================================
# ▲ CLASS AMS Ends
#===================================================


#===================================================
# ▼ Class Window_Message Begins
#===================================================
class Window_Message < Window_Selectable

alias xrxs9_initialize initialize

def initialize

@alex_skip = false

xrxs9_initialize

if $soundname_on_speak == nil then
$soundname_on_speak = ""
end

$gaiji_file = "./Graphics/Gaiji/sample.png"

if FileTest.exist?($gaiji_file)
@gaiji_cache = Bitmap.new($gaiji_file)
else
@gaigi_cache = nil
end
@opacity_text_buf = Bitmap.new(32, 32)
end


#--------------------------------------------------------------------------

alias xrxs9_terminate_message terminate_message

def terminate_message

if @name_window_frame != nil
@name_window_frame.dispose
@name_window_frame = nil
end

if @name_window_text != nil
@name_window_text.dispose
@name_window_text = nil
end
xrxs9_terminate_message
end

#--------------------------------------------------------------------------

def refresh

self.contents.clear
self.contents.font.color = text_color($ams.message_box_text_color)
self.contents.font.name = $ams.font_type
self.contents.font.size = $ams.font_size
self.windowskin = RPG::Cache.windowskin($ams.message_box_skin)
@x = @y = @max_x = @max_y = @indent = @lines = 0
@face_indent = 0
@opacity = 255
@cursor_width = 0
@write_speed = 0
@write_wait = 0
@mid_stop = false
@face_file = nil
@popchar = -2

if $game_temp.choice_start == 0
@x = 8
end

if $game_temp.message_text != nil
@now_text = $game_temp.message_text
if (/\A\\[Ff]\[(.+?)\]/.match(@now_text))!=nil then
@face_file = $1 + ".png"
@x = @face_indent = 128
if FileTest.exist?("Graphics/Pictures/" + $1 + ".png")
self.contents.blt(16, 16, RPG::Cache.picture(@face_file), Rect.new(0, 0, 96, 96))
end
@now_text.gsub!(/\\[Ff]\[(.*?)\]/) { "" }
end

begin
last_text = @now_text.clone
@now_text.gsub!(/\\[Vv]\[([IiWwAaSs]?)([0-9]+)\]/) { convart_value($1, $2.to_i) }
end until @now_text == last_text
@now_text.gsub!(/\\[Nn]\[([0-9]+)\]/) do
$game_actors[$1.to_i] != nil ? $game_actors[$1.to_i].name : ""
end

#NEW
#Dubealex's Stop Skip Text ON-OFF
@now_text.gsub!(/\\[%]/) { "\100" }
#End new command

#NEW
#Dubealex's Show Monster Name Feature
@now_text.gsub!(/\\[Mm]\[([0-9]+)\]/) do
$data_enemies[$1.to_i] != nil ? $data_enemies[$1.to_i].name : ""
end
#End new command

#NEW
#Dubealex's Show Item Price Feature
@now_text.gsub!(/\\[Pp]rice\[([0-9]+)\]/) do
$data_items[$1.to_i] != nil ? $data_items[$1.to_i].price : ""
end
#End new command

#NEW
#Dubealex's Show Hero Class Name Feature
@now_text.gsub!(/\\[Cc]lass\[([0-9]+)\]/) do
$data_classes[$data_actors[$1.to_i].class_id] != nil ? $data_classes[$data_actors[$1.to_i].class_id].name : ""
end
#End new command

#NEW
#Dubealex's Show Current Map Name Feature
@now_text.gsub!(/\\[Mm]ap/) do
$game_map.name != nil ? $game_map.name : ""
end
#End new command

#NEW
#Dubealex's Choose Name Box Text Color
@now_text.gsub!(/\\[Zz]\[([0-9]+)\]/) do
$ams.name_box_text_color=$1.to_i
@now_text.sub!(/\\[Zz]\[([0-9]+)\]/) { "" }
end
#End new command

name_window_set = false
if (/\\[Nn]ame\[(.+?)\]/.match(@now_text)) != nil
name_window_set = true
name_text = $1
@now_text.sub!(/\\[Nn]ame\[(.*?)\]/) { "" }
end

if (/\\[Pp]\[([-1,0-9]+)\]/.match(@now_text))!=nil then
@popchar = $1.to_i
if @popchar == -1
@x = @indent = 48
@y = 4
end
@now_text.gsub!(/\\[Pp]\[([-1,0-9]+)\]/) { "" }
end

@max_choice_x = 0
if @popchar >= 0
@text_save = @now_text.clone
@max_x = 0
@max_y = 4
for i in 0..3
line = @now_text.split(/\n/)[3-i]
@max_y -= 1 if line == nil and @max_y <= 4-i
next if line == nil
line.gsub!(/\\\w\[(\w+)\]/) { "" }
cx = contents.text_size(line).width
@max_x = cx if cx > @max_x
if i >= $game_temp.choice_start
@max_choice_x = cx if cx > @max_choice_x
end
end
self.width = @max_x + 32 + @face_indent
self.height = (@max_y - 1) * 32 + 64
@max_choice_x -= 68
@max_choice_x -= @face_indent*216/128
else
@max_x = self.width - 32 - @face_indent
for i in 0..3
line = @now_text.split(/\n/)[i]
next if line == nil
line.gsub!(/\\\w\[(\w+)\]/) { "" }
cx = contents.text_size(line).width
if i >= $game_temp.choice_start
@max_choice_x = cx if cx > @max_choice_x
end
end
@max_choice_x += 8
end
@cursor_width = 0
@now_text.gsub!(/\\\\/) { "\000" }
@now_text.gsub!(/\\[Cc]\[([0123456789ABCDEF#]+)\]/) { "\001[#{$1}]" }
@now_text.gsub!(/\\[Gg]/) { "\002" }
@now_text.gsub!(/\\[Ss]\[([0-9]+)\]/) { "\003[#{$1}]" }
@now_text.gsub!(/\\[Aa]\[(.*?)\]/) { "\004[#{$1}]" }

#NEW
#Dubealex's Permanent Color Change
@now_text.gsub!(/\\[Cc]olor\[([0-9]+)\]/) do
$ams.message_box_text_color= $1.to_i
@now_text.sub!(/\\[Cc]\[([0-9]+)\]/) { "" }
end
#End of new command

#NEW
#Dubealex's Font Change Feature
@now_text.gsub(/\\[Tt]\[(.*?)\]/) do
buftxt = $1.to_s
$ams.font_type = buftxt
@now_text.sub!(/\\[Tt]\[(.*?)\]/) { "" }
end
#End of new command

@now_text.gsub!(/\\[.]/) { "\005" }
@now_text.gsub!(/\\[|]/) { "\006" }
@now_text.gsub!(/\\[>]/) { "\016" }
@now_text.gsub!(/\\[<]/) { "\017" }
@now_text.gsub!(/\\[!]/) { "\020" }
@now_text.gsub!(/\\[~]/) { "\021" }
@now_text.gsub!(/\\[Ee]\[([0-9]+)\]/) { "\022[#{$1}]" }
@now_text.gsub!(/\\[Ii]/) { "\023" }
@now_text.gsub!(/\\[Oo]\[([0-9]+)\]/) { "\024[#{$1}]" }
@now_text.gsub!(/\\[Hh]\[([0-9]+)\]/) { "\025[#{$1}]" }
@now_text.gsub!(/\\[Bb]\[([0-9]+)\]/) { "\026[#{$1}]" }
@now_text.gsub!(/\\[Rr]\[(.*?)\]/) { "\027[#{$1}]" }

reset_window

if name_window_set
color=$ams.name_box_text_color
off_x = $ams.name_box_x_offset
off_y = $ams.name_box_y_offset
space = 2
x = self.x + off_x - space / 2
y = self.y + off_y - space / 2
w = self.contents.text_size(name_text).width + $ams.name_box_width + space
h = $ams.name_box_height + space
@name_window_frame = Window_Frame.new(x, y, w, h)
@name_window_frame.z = self.z + 1
x = self.x + off_x + 4
y = self.y + off_y
@name_window_text = Air_Text.new(x, y, name_text, color)
@name_window_text.z = self.z + 2
end
end

reset_window

if $game_temp.choice_max > 0
@item_max = $game_temp.choice_max
self.active = true
self.index = 0
end

if $game_temp.num_input_variable_id > 0
digits_max = $game_temp.num_input_digits_max
number = $game_variables[$game_temp.num_input_variable_id]
@input_number_window = Window_InputNumber.new(digits_max)
@input_number_window.number = number
@input_number_window.x = self.x + 8
@input_number_window.y = self.y + $game_temp.num_input_start * 32
end
end

#--------------------------------------------------------------------------

def update

super

if @fade_in
self.contents_opacity += 24
if @input_number_window != nil
@input_number_window.contents_opacity += 24
end
if self.contents_opacity == 255
@fade_in = false
end
return
end
@now_text = nil if @now_text == ""

if @now_text != nil and @mid_stop == false
if @write_wait > 0
@write_wait -= 1
return
end
text_not_skip = LETTER_BY_LETTER_MODE
while true
@max_x = @x if @max_x < @x
@max_y = @y if @max_y < @y
if (c = @now_text.slice!(/./m)) != nil
if c == "\000"
c = "\\"
end

if c == "\001"
@now_text.sub!(/\[([0123456789ABCDEF#]+)\]/, "")
temp_color = $1
color = temp_color.to_i
leading_x = temp_color.to_s.slice!(/./m)
if leading_x == "#"
self.contents.font.color = hex_color(temp_color)
next
end
if color >= 0 and color <= 7
self.contents.font.color = text_color(color)
end
next
end

if c == "\002"
if @gold_window == nil and @popchar <= 0
@gold_window = Window_Gold.new
@gold_window.x = 560 - @gold_window.width
if $game_temp.in_battle
@gold_window.y = 192
else
@gold_window.y = self.y >= 128 ? 32 : 384
end
@gold_window.opacity = self.opacity
@gold_window.back_opacity = self.back_opacity
end
c = ""
end

if c == "\003"
@now_text.sub!(/\[([0-9]+)\]/, "")
speed = $1.to_i
if speed >= 0 and speed <= 19
@write_speed = speed
end
c = ""
end

if c == "\004"
@now_text.sub!(/\[(.*?)\]/, "")
buftxt = $1.dup.to_s
if buftxt.match(/\//) == nil and buftxt != "" then
$soundname_on_speak = "Audio/SE/" + buftxt
else
$soundname_on_speak = buftxt.dup
end
c = ""
elsif c == "\004"
c = ""
end

if c == "\005"
@write_wait += 5
c = ""
end

if c == "\006"
@write_wait += 20
c = ""
end

if c == "\016"
text_not_skip = false
c = ""
end

if c == "\017"
text_not_skip = true
c = ""
end

if c == "\020"
@mid_stop = true
c = ""
end

if c == "\021"
terminate_message
return
end

if c == "\023"
@indent = @x
c = ""
end

if c == "\024"
@now_text.sub!(/\[([0-9]+)\]/, "")
@opacity = $1.to_i
color = self.contents.font.color
self.contents.font.name = $ams.font_type
self.contents.font.size = $ams.font_size
self.contents.font.color = Color.new(color.red, color.green, color.blue, color.alpha * @opacity / 255)
c = ""
end

if c == "\025"
@now_text.sub!(/\[([0-9]+)\]/, "")
self.contents.font.size = [[$1.to_i, 6].max, 32].min
c = ""
end

if c == "\026"
@now_text.sub!(/\[([0-9]+)\]/, "")
@x += $1.to_i
c = ""
end

if c == "\027"
@now_text.sub!(/\[(.*?)\]/, "")
@x += ruby_draw_text(self.contents, @x, @y * line_height + (line_height - self.contents.font.size), $1, @opacity)
if $soundname_on_speak != ""
Audio.se_play($soundname_on_speak)
end
c = ""
end

if c == "\030"
@now_text.sub!(/\[(.*?)\]/, "")
self.contents.blt(@x , @y * line_height + 8, RPG::Cache.icon($1), Rect.new(0, 0, 24, 24))
if $soundname_on_speak != ""
Audio.se_play($soundname_on_speak)
end
@x += 24
c = ""
end

if c == "\n"
@lines += 1
@y += 1
@x = 0 + @indent + @face_indent
if @lines >= $game_temp.choice_start
@x = 8 + @indent + @face_indent
@cursor_width = @max_choice_x
end
c = ""
end

if c == "\022"
@now_text.sub!(/\[([0-9]+)\]/, "")
@x += gaiji_draw(4 + @x, @y * line_height + (line_height - self.contents.font.size), $1.to_i)
c = ""
end

#NEW
#Dubealex's Text Skip On/OFF Command
if c == "\100"
if @alex_skip==false
@alex_skip=true
else
@alex_skip=false
end
c = ""
end
#end of new command

if c != ""
self.contents.draw_text(0+@x, 32 * @y, 40, 32, c)
@x += self.contents.text_size(c).width
if $soundname_on_speak != "" then
Audio.se_play($soundname_on_speak)
end
end

#SKIP_TEXT_CODE

# B = Escape, 0 (On The NumPad), X
# C = Enter, Space Bar and C
# A = Shift, Z

if Input.press?(Input::C) # <-- Change the value on that line
if @alex_skip==false
text_not_skip = false
end
end
else
text_not_skip = true
break
end

if text_not_skip
break
end
end
@write_wait += @write_speed
return
end

if @input_number_window != nil
@input_number_window.update
if Input.trigger?(Input::C)
$game_system.se_play($data_system.decision_se)
$game_variables[$game_temp.num_input_variable_id] =
@input_number_window.number
$game_map.need_refresh = true
@input_number_window.dispose
@input_number_window = nil
terminate_message
end
return
end

if @contents_showing
if $game_temp.choice_max == 0
self.pause = true
end

if Input.trigger?(Input::B)
if $game_temp.choice_max > 0 and $game_temp.choice_cancel_type > 0
$game_system.se_play($data_system.cancel_se)
$game_temp.choice_proc.call($game_temp.choice_cancel_type - 1)
terminate_message
end
end

if Input.trigger?(Input::C)
if $game_temp.choice_max > 0
$game_system.se_play($data_system.decision_se)
$game_temp.choice_proc.call(self.index)
end
if @mid_stop
@mid_stop = false
return
else
terminate_message
end
end
return
end

if @fade_out == false and $game_temp.message_text != nil
@contents_showing = true
$game_temp.message_window_showing = true
refresh
Graphics.frame_reset
self.visible = true
self.contents_opacity = 0
if @input_number_window != nil
@input_number_window.contents_opacity = 0
end
@fade_in = true
return
end

if self.visible
@fade_out = true
self.opacity -= 48
if self.opacity == 0
self.visible = false
@fade_out = false
$game_temp.message_window_showing = false
end
return
end
end

#--------------------------------------------------------------------------

def get_character(parameter)

case parameter
when 0
return $game_player
else
events = $game_map.events
return events == nil ? nil : events[parameter]
end
end

#--------------------------------------------------------------------------

def reset_window

#MESSAGE_SIZE
#MESSAGE_POSITION

if @popchar >= 0
events = $game_map.events
if events != nil
character = get_character(@popchar)
x = [[character.screen_x - $ams.event_message_x_ofset - self.width / 2, 4].max, 636 - self.width].min
y = [[character.screen_y - $ams.event_message_y_ofset - self.height, 4].max, 476 - self.height].min
self.x = x
self.y = y
end
elsif @popchar == -1
self.x = -4
self.y = -4
self.width = 648
self.height = 488
else
if $game_temp.in_battle
self.y = 16
else
case $game_system.message_position
when 0
self.y = $ams.message_y_top
when 1
self.y = $ams.message_y_middle
when 2
self.y = $ams.message_y_bottom
end
self.x = $ams.message_x
if @face_file == nil
self.width = $ams.message_width
self.x = $ams.message_x
else
if self.width <= 600
self.width = 600
self.x -=60
end
end
self.height = $ams.message_height
end
end
self.contents = Bitmap.new(self.width - 32, self.height - 32)
self.contents.font.color = text_color($ams.message_box_text_color)
self.contents.font.name = $ams.font_type
self.contents.font.size = $ams.font_size
if @face_file != nil
self.contents.blt(16, 16, RPG::Cache.picture(@face_file), Rect.new(0, 0, 96, 96))
end
if @popchar == -1
self.opacity = 255
self.back_opacity = 0
elsif $game_system.message_frame == 0
self.opacity = 255
self.back_opacity = $ams.message_box_opacity
else
self.opacity = 0
self.back_opacity = $ams.message_box_opacity
end
end

#--------------------------------------------------------------------------

def gaiji_draw(x, y, num)

if @gaiji_cache == nil
return 0
else
if @gaiji_cache.width < num * 24
return 0
end

if self.contents.font.size >= 20 and self.contents.font.size <= 24
size = 24
else
size = self.contents.font.size * 100 * 24 / 2200
end

self.contents.stretch_blt(Rect.new(x, y, size, size), @gaiji_cache, Rect.new(num * 24, 0, 24, 24))

if $soundname_on_speak != "" then
Audio.se_play($soundname_on_speak)
end
return size
end
end

#--------------------------------------------------------------------------

def line_height
return 32

if self.contents.font.size >= 20 and self.contents.font.size <= 24
return 32
else
return self.contents.font.size * 15 / 10
end
end

#--------------------------------------------------------------------------

def ruby_draw_text(target, x, y, str,opacity)

sizeback = target.font.size
target.font.size * 3 / 2 > 32 ? rubysize = 32 - target.font.size : rubysize = target.font.size / 2
rubysize = [rubysize, 6].max
opacity = [[opacity, 0].max, 255].min
split_s = str.split(/,/)
split_s[0] == nil ? split_s[0] = "" : nil
split_s[1] == nil ? split_s[1] = "" : nil

height = sizeback + rubysize
width = target.text_size(split_s[0]).width

target.font.size = rubysize
ruby_width = target.text_size(split_s[1]).width
target.font.size = sizeback

buf_width = [target.text_size(split_s[0]).width, ruby_width].max

width - ruby_width != 0 ? sub_x = (width - ruby_width) / 2 : sub_x = 0

if opacity == 255
target.font.size = rubysize
target.draw_text(x + sub_x, y - target.font.size, target.text_size(split_s[1]).width, target.font.size, split_s[1])
target.font.size = sizeback
target.draw_text(x, y, width, target.font.size, split_s[0])
return width
else
if @opacity_text_buf.width < buf_width or @opacity_text_buf.height < height
@opacity_text_buf.dispose
@opacity_text_buf = Bitmap.new(buf_width, height)
else
@opacity_text_buf.clear
end
@opacity_text_buf.font.size = rubysize
@opacity_text_buf.draw_text(0 , 0, buf_width, rubysize, split_s[1], 1)
@opacity_text_buf.font.size = sizeback
@opacity_text_buf.draw_text(0 , rubysize, buf_width, sizeback, split_s[0], 1)
if sub_x >= 0
target.blt(x, y - rubysize, @opacity_text_buf, Rect.new(0, 0, buf_width, height), opacity)
else
target.blt(x + sub_x, y - rubysize, @opacity_text_buf, Rect.new(0, 0, buf_width, height), opacity)
end
return width
end
end

#--------------------------------------------------------------------------

def convart_value(option, index)
option == nil ? option = "" : nil
option.downcase!

case option
when "i"
unless $data_items[index].name == nil
r = sprintf("\030[%s]%s", $data_items[index].icon_name, $data_items[index].name)
end
when "w"
unless $data_weapons[index].name == nil
r = sprintf("\030[%s]%s", $data_weapons[index].icon_name, $data_weapons[index].name)
end
when "a"
unless $data_armors[index].name == nil
r = sprintf("\030[%s]%s", $data_armors[index].icon_name, $data_armors[index].name)
end
when "s"
unless $data_skills[index].name == nil
r = sprintf("\030[%s]%s", $data_skills[index].icon_name, $data_skills[index].name)
end
else
r = $game_variables[index]
end

r == nil ? r = "" : nil
return r
end

#--------------------------------------------------------------------------

def dispose
terminate_message

if @gaiji_cache != nil
unless @gaiji_cache.disposed?
@gaiji_cache.dispose
end
end

unless @opacity_text_buf.disposed?
@opacity_text_buf.dispose
end

$game_temp.message_window_showing = false
if @input_number_window != nil
@input_number_window.dispose
end
super
end

#--------------------------------------------------------------------------

def update_cursor_rect
if @index >= 0
n = $game_temp.choice_start + @index
self.cursor_rect.set(8 + @indent + @face_indent, n * 32, @cursor_width, 32)
else
self.cursor_rect.empty
end
end
end
#=========================================
# ▲ CLASS Window_Message Ends
#=========================================


#=========================================
# ▼ Class Window_Frame Begins
#=========================================
class Window_Frame < Window_Base

def initialize(x, y, width, height)
super(x, y, width, height)
self.windowskin = RPG::Cache.windowskin($ams.name_box_skin)
self.contents = nil
end

#--------------------------------------------------------------------------

def dispose
super
end
end
#=========================================
# ▲ CLASS Window_Frame Ends
#=========================================


#=========================================
# ▼ CLASS Game_Map Additional Code Begins
#=========================================
class Game_Map

#Dubealex's Addition (from XRXS) to show Map Name on screen
def name
$map_infos[@map_id]
end
end
#=========================================
# ▲ CLASS Game_Map Additional Code Ends
#=========================================


#=========================================
# ▼ CLASS Scene_Title Additional Code Begins
#=========================================
class Scene_Title

#Dubealex's Addition (from XRXS) to show Map Name on screen
$map_infos = load_data("Data/MapInfos.rxdata")
for key in $map_infos.keys
$map_infos[key] = $map_infos[key].name
end

#Dubealex's addition to save data from the AMS in the save files
$ams = AMS.new

end
#=========================================
# ▲ CLASS Scene_Title Additional Code Ends
#=========================================


#=========================================
# ▼ CLASS Window_Base Additional Code Begins
#=========================================
class Window_Base < Window

#Dubealex Addition (from Phylomorphis) to use HTML Hex Code Colors
def hex_color(string)
red = 0
green = 0
blue = 0
if string.size != 6
print("Hex strings must be six characters long.")
print("White text will be used.")
return Color.new(255, 255, 255, 255)
end
for i in 1..6
s = string.slice!(/./m)
if s == "#"
print("Hex color string may not contain the \"#\" character.")
print("White text will be used.")
return Color.new(255, 255, 255, 255)
end
value = hex_convert(s)
if value == -1
print("Error converting hex value.")
print("White text will be used.")
return Color.new(255, 255, 255, 255)
end
case i
when 1
red += value * 16
when 2
red += value
when 3
green += value * 16
when 4
green += value
when 5
blue += value * 16
when 6
blue += value
end
end
return Color.new(red, green, blue, 255)
end

#--------------------------------------------------------------------------

def hex_convert(character)
case character
when "0"
return 0
when "1"
return 1
when "2"
return 2
when "3"
return 3
when "4"
return 4
when "5"
return 5
when "6"
return 6
when "7"
return 7
when "8"
return 8
when "9"
return 9
when "A"
return 10
when "B"
return 11
when "C"
return 12
when "D"
return 13
when "E"
return 14
when "F"
return 15
end
return -1
end
end
#=========================================
# ▲ CLASS Window_Base Additional Code Ends
#=========================================


#=========================================
# ▼ Class Air_Text Begins
#=========================================
class Air_Text < Window_Base

def initialize(x, y, designate_text, color=0)

super(x-16, y-16, 32 + designate_text.size * 12, 56)
self.opacity = 0
self.back_opacity = 0
self.contents = Bitmap.new(self.width - 32, self.height - 32)
w = self.contents.width
h = self.contents.height
self.contents.font.name = $ams.name_font_type
self.contents.font.size = $ams.name_font_size
self.contents.font.color = text_color(color)
self.contents.draw_text(0, 0, w, h, designate_text)
end

#--------------------------------------------------------------------------

def dispose
self.contents.clear
super
end
end
#==========================================
# ▲ CLASS Air_Text Ends
#==========================================


#===================================================
# ▼ CLASS Scene_Save Additional Code Begins
#===================================================
class Scene_Save < Scene_File

alias ams_original_write_save_data write_save_data

def write_save_data(file)
ams_original_write_save_data(file)
Marshal.dump($ams, file)
end

end
#===================================================
# ▲ CLASS Scene_Save Additional Code Ends
#===================================================


#===================================================
# ▼ CLASS Scene_Load Additional Code Begins
#===================================================
class Scene_Load < Scene_File

alias ams_original_read_save_data read_save_data

def read_save_data(file)
ams_original_read_save_data(file)
$ams = Marshal.load(file)
end

end
#===================================================
# ▲ CLASS Scene_Load Additional Code Ends
#===================================================

Shadow Death
November 4th, 2005, 04:44 PM
I downloaded and installed the RMXP recommend at the first post, but it's a trial.

Does someone has the full version?

[_DarkDragon_]
November 4th, 2005, 05:14 PM
goto http://www.crankeye.com/ and download the Postality Knights version :) (which is full)

Eversoquiet
November 5th, 2005, 12:36 AM
can someone tell me how can i use the things i've loaded into my material database in the pokemon starter kit
????

Demonic Budha
November 5th, 2005, 12:38 AM
this is what i get for trying to use scripting when i know nothing about it.
I also have another problem aswell now.

????? Scene_Map ? 153 ??? NoMethodError ????????
undefined method 'Moving?' for nil:NilClas

which is this bit of the script


# B ボタンが押された場合
if Input.trigger?(Input::B)
# イベント実行中かメニュー禁止中でなければ
unless $game_system.map_interpreter.running? or
$game_system.menu_disabled
# メニュー呼び出しフラグと SE 演奏フラグをセット
$game_temp.menu_calling = true
$game_temp.menu_beep = true
end
end
# デバッグモードが ON かつ F9 キーが押されている場合
if $DEBUG and Input.press?(Input::F9)
# デバッグ呼び出しフラグをセット
$game_temp.debug_calling = true
end
# プレイヤーの移動中ではない場合
unless $game_player.moving?
# 各種画面の呼び出しを実行
if $game_temp.battle_calling
call_battle
elsif $game_temp.shop_calling
call_shop
elsif $game_temp.name_calling
call_name
elsif $game_temp.menu_calling
call_menu
elsif $game_temp.save_calling
call_save
elsif $game_temp.debug_calling
call_debug
end
end
end

Thx to anyone that can help with this problem (aswell as my last one)
DMC BDA

Eversoquiet
November 5th, 2005, 12:44 AM
can u help me???? i really need help so that i can use the tilesets

Minorthreat0987
November 5th, 2005, 12:49 AM
okay well first go to database (its the 21st icon to the left) then click on that.next go to tileset (the 11th from the left in the database menu) then click array size and up it by how ever many tilesets you put in. then go to the black spots and click "Tileset file and find the tileset you want.

Flameguru
November 5th, 2005, 02:08 PM
ok, i have looked everywhere and i know there out there. Can some1 post a Day-Night system....if no1 can i'll make my own but i just want to speed up the process...So plz post one soon....also if u post one, tell me who made it so i can put them in creds, u will get creds too:D

Eversoquiet
November 5th, 2005, 03:55 PM
hi, i have problem with my game. My character is walking on the builds and water and all. How can i make it stop???

Shugo
November 5th, 2005, 04:05 PM
ok, i have looked everywhere and i know there out there. Can some1 post a Day-Night system....if no1 can i'll make my own but i just want to speed up the process...So plz post one soon....also if u post one, tell me who made it so i can put them in creds, u will get creds too:D

well, you obviously didnt look every where..XDD
look in the Game Development tutorials:classic: :rambo: :D

Minorthreat0987
November 5th, 2005, 04:47 PM
hi, i have problem with my game. My character is walking on the builds and water and all. How can i make it stop???

Okay remember the tileset page i told you to go to to use your tileset?
well on that page under passabiliy (the um top choice over to the right) change everything that yuo dont want your character to walk thru to "x" instead of "o"

dan48
November 5th, 2005, 05:26 PM
Does anyone know how to make Signs come down on the top of the screen. Ones that say Route 1, or City, or something like that on RMXP.

Eversoquiet
November 5th, 2005, 05:28 PM
One more question, how can i change the image in the part that says start game. and how can i make the text visible and how can i make the black parts of the screen be unwalkable???

Eversoquiet
November 5th, 2005, 05:31 PM
plz someone answer me....

New2Ya
November 5th, 2005, 05:41 PM
Do not double-post a thread before 24 hours of the post before... A rule...

Anyways, the title screen question. Go to the Database, and click on one of the last links. There should be a button on it for the Title Screen. You can change it there, that's all... (though you'll need the picture uploaded before you can change it to the one you want)

What do you mean with text visible? In the title screen? It's possible that it not works, if that's true, then go to the Script Menu, and go to Main (the last one)
If I'm correct there's some sort of $font thing or something. After the = sign, there is a weird code. Change that to Ariel or any font you wish.
If that's finished, go to Window_Message and change all the $font.name = ???things to Ariel or any you want (not the whole $font thing, only the ???)
Do the same for Window_Title or something like that, untill you get the result you want (just play with it a little)
That should do it.

Black screen on maps you mean, huh? Go to Database, and click on Tileset and search for the exact tileset you want to change the black thing. Then, when you find the right square with the black screen in it, click on the Passage button (or something that means the same, you may have a different version of RPGXP)
Now you only have to click once on the exact square, so the "O" changes into "X".

You won't be able to pass it anymore.

Eversoquiet
November 5th, 2005, 05:48 PM
oh, by the way, do u happen to know where i can get pokemon center tilesets???

Minorthreat0987
November 5th, 2005, 06:34 PM
i have one

here it is. Um yea i gotta remember where i got it......i might rip one later with more stuff in it like the network center and stuff so for the time beign i have this one um yea......

Wow i really have trouble with that loli guess i better write it down when i find it lol

Ati
November 5th, 2005, 07:57 PM
Have a prob with tile sets

So take a look at this picture(wasnt made by me)

but my prob is the tile set how to solve the white colours I mean there are lots of white cours on the tileset and when I am using them they are black in the game

but u can see it isnt black in this picture
how to do it?

SO TAKE A LOOK ON IT PLEASE

THANKS IN ADVANCE

Webmaster Tyler
November 5th, 2005, 08:41 PM
Its because you just copyed and pasted your tilesets into the folder you need to go to the resources manger and add your chipsets from there

[_DarkDragon_]
November 5th, 2005, 08:51 PM
or edit them with some photo editing program and set the white to transparent then save the image as png

Ati
November 5th, 2005, 09:56 PM
Its because you just copyed and pasted your tilesets into the folder you need to go to the resources manger and add your chipsets from there

Oh well this tileset was allready saved in the RPG MAKER XP so i musnt do anything with RESOURCE MANEGER it should work without I changed anything there

so anyone else who can say it to me?

[dark dragon] u also know that tileset shoudnt changed anything u saw in the picture that still like how it was saved

and u know i dont have any other programss btw. PAINT


EDIT: Oh well I found it my self
All have to do is to change the mode from BOTTOM LAYER to middle layer or top layer
and it works
by the way an example(just for when someone asked that again that should help him): u put grasson the map and changed the mode to middle layer and put on the same position flower it woudnt replace it

there will be grass and flower at same position:classic:

Eversoquiet
November 5th, 2005, 11:36 PM
the pokemon center sprite is all blue, and i cant get the blue out! i need new pokemon center sprites

Minorthreat0987
November 5th, 2005, 11:41 PM
okay you rellay need to learn how to use RMXP
you have to use the resource import thing in RMXP(icon 22)then import that set into the tileset section and changet he transparent color to that blue tahts around everything.

Eversoquiet
November 6th, 2005, 12:24 AM
??? I'm not using RMXP i'm using the starter kit. one more thing
Can u tell me how to make the texts in game visible? and do u happen to know where there are poke mart sprites???

Minorthreat0987
November 6th, 2005, 12:32 AM
okay the starter kit is RMXP.....and as for the text you need to add the file in the starter kit's folder to the font folder in Windows wich can be found by going to my computer, local disk (C), then WINDOWS and look for font and paste it in there.

and i have a pokemon mart tileset too and agian i really cant remember where i got that so just give NIntendo credit and if someone tells you its there just give them credit....and tell me so i can give them credit too...

Eversoquiet
November 6th, 2005, 12:39 AM
is this one gonna come out blue like the pokemon center tiles?

Minorthreat0987
November 6th, 2005, 01:11 AM
if you dont do liek i told you in my last post before the one with the mart....yes

Eversoquiet
November 6th, 2005, 01:20 AM
to be honest, i didn't understand wht u told me to do in that last post

Minorthreat0987
November 6th, 2005, 01:43 AM
okay when....well first you need to go to the 22nd icon on the like menu thing (it should be right to the right of the database one) scroll down to tileset. then click Import and a box that lets you search for all of you images should pop up. look for the tilesets i gave you then click open. a box should pop up that has the tileset in it click the blue that you want to be transparent with both the left and the right mouse buttons and click okay. and it should make it so that the blue is gone.

zshadowzero27
November 6th, 2005, 05:50 AM
Can someone Ripp me some Kingdom Hearts Tilesets for my Game?
Or is this only for pokemon?

OverTheBelow
November 6th, 2005, 12:36 PM
How do you make someone give you a pokemon, then after that you can't have another one from him?

I'm trying to make my Prof. give me a pokemon then after he's given me one he won't give me another.

Thanks!

[_DarkDragon_]
November 6th, 2005, 12:41 PM
it's easy, just use switches... so that after he gives it to you once you turn him to a switch where he says something else.

Eversoquiet
November 6th, 2005, 01:43 PM
Can someone tell me how can i change the main character in the game? in the pokemon starter kit is misty (girl) or wall (boy) and i want to know how to change it?

Minorthreat0987
November 6th, 2005, 01:47 PM
okay this one is kinda hard...you have to go to the room (in the mapeditor) where the event for the boy/girl choice is at find the event with the codeing in it for then whole boy/girl choice thing. follow the comments in the event coding...

idk if im specifice ehough so if not ask adn i get a better answer

Eversoquiet
November 6th, 2005, 02:19 PM
oh, and how can i decide where the characxter is gonna apear, becouse when i start the game it already apears in the town, and to chose if it is a boy or a girl i have to go inside a house. how can i change this???

Minorthreat0987
November 6th, 2005, 02:25 PM
you go to where you want to start.right click and click "set starting party position" it really is quite easy

Pete
November 6th, 2005, 02:34 PM
Umm, does anyone have an RMXP cave tileset. FR LG style please. Thanks in advance!

Eversoquiet
November 6th, 2005, 02:52 PM
isn't there a way to make that intro with the gender choose like on pokemon ruby or fire red???

ZeroArmada
November 6th, 2005, 03:02 PM
Its in blizzys starter kit, go take a look.:classic:

Eversoquiet
November 6th, 2005, 03:21 PM
where can i find blizzys starter kit???

ZeroArmada
November 6th, 2005, 03:28 PM
*slaps head* maybe in his thread, the one that says StarterKit??;)

Minorthreat0987
November 6th, 2005, 03:41 PM
your using it i think if your usinf the starter kit then your using blizzys starter kit and as for the intro it takes some event coding

Eversoquiet
November 6th, 2005, 03:48 PM
duh, i already have the starter kit. but i don't know how to make that intro to chose gender and stuff

Eversoquiet
November 6th, 2005, 03:49 PM
and how do i make the event coding^???

ZeroArmada
November 6th, 2005, 03:56 PM
you go to the event layer and click a tile, that adds a new event then, add the coding its already premade so all you do is click the bar and the coding appears....

Blizzy
November 6th, 2005, 04:25 PM
why not starting with reading some toturials about -how to use rmxp-

Eversoquiet
November 6th, 2005, 05:40 PM
????but i want to make the intro screen apear first. That's what i'm asking how to do

Dream Illusionist
November 6th, 2005, 05:45 PM
Does someone have the original GSC overworlds Charsets?
I just can't find them anywhere...

ZeroArmada
November 6th, 2005, 05:58 PM
http://sprites.fireball20xl.com/NSA/HTML/Poke/rbyg.htm
These??

Dream Illusionist
November 6th, 2005, 06:03 PM
The oes from Gold Silver Crystal are the problem ;)
I already had the hero, ut not the NPC... I can't find those :p
Thanks anyway.

Eversoquiet
November 6th, 2005, 06:22 PM
maybe we're not talking about the same thing
i know how to use it, i only dont know how to make apear that intro screen like in ruby

Eversoquiet
November 6th, 2005, 06:24 PM
FolorHope do u make pokemon fusions???

zshadowzero27
November 6th, 2005, 06:55 PM
Can someone Ripp me some Kingdom Hearts Tilesets for my Game?
Or is this only for pokemon?

Demonic Budha
November 6th, 2005, 11:48 PM
Just woundering if anyone has had time to look at my scripts yet.

Also i have another problem now. When you use the command Display Picture, how do you make it display in the center of the screen.
I've told it to go on the center pixel and I've also tryed using spacific coodinates. But it still displays in the top left corner.

thx 4 ya time

zshadowzero27
November 7th, 2005, 01:15 AM
Ummm can someone help me?

Minorthreat0987
November 7th, 2005, 02:50 AM
Please I really need a pokemon style bag system for RMXP please.......

Cursed
November 7th, 2005, 03:16 AM
Is it possible to display the values of variables in RMXP? I'm trying to make an unrealistic clock.

PokeCreator_09
November 7th, 2005, 04:41 AM
I don't know about scripting, but in a regula revent, make a message that says /v[xxxx:?]:/v[xxxx:?]:/v[xxxx:?]
where xxxx equals the number of the variable and ? equals the variables name.
make the first one
1.hours
2.minutes
3.seconds

sceptilerancher
November 7th, 2005, 12:30 PM
yeah im new to this and i was wonderin wat game editor is the best FREE one
could u pleze supply reasons and a link to a FREE download?
also any pokemon tutorilas would be nice:D

Blizzy
November 7th, 2005, 04:24 PM
yeah im new to this and i was wonderin wat game editor is the best FREE one
could u pleze supply reasons and a link to a FREE download?
also any pokemon tutorilas would be nice:D
a free one?
Sphere, IKA, Verge, GM

they're difficult that's for sure

[_DarkDragon_]
November 7th, 2005, 04:41 PM
u better use rpg maker if you're a beginner, although it
s not FREE you can get it FREE from WebSite

~edit by blizzy
the site is offline,
but rpgmaker series are illegal cos it's translated and cracked.

Scompi
November 7th, 2005, 08:41 PM
Hi i am making a bag for my game and just would like to know how to sort the items like, items in one bag, key items in another, and pokeballs in one.
this is what i have so far.keep in mind it isn't finished yet. the x there, is for the quantity of the item, like Potion x2, Paralyza Heal x1.

http://img324.imageshack.us/img324/4855/bag15kx.png
http://img332.imageshack.us/img332/9040/bag21pv.png

Minorthreat0987
November 7th, 2005, 08:45 PM
im not srue how to help you with your problem but when your done your bag system can i please use it in my game i will give full credit....and i can do stuff liek make a title screen for you game......and you can be a gym leader or elite 4 member in my game........i dotn mean to seem liek im bribing you into it but i just reallly need that script and.....im a noob at Rgss and i cant seem to pick it up all that quickly....well at all for that matter.....

::EDIT::
Or if neone else has a bag script for RMXP that they would like to contribute to Pokemon Glitter Black (which i have been working onne for a month or so now and it will soon be in the Gam dev. forum) i will also make you a gym leader or elite 4 member or make a title screen for you game(if i use the script)

PLEASE I REALLY NEED THIS SCRIPT MY GAME CURRENTLY HAS NO BAG BECAUSE I AM USING BLIZZYS STARTER KIT WICH DOESNT HAVE A BAG YET(THAT THE THING THE SCRIPY NEEDS TO WORK WITH THE RESOLUTION SCRIPT IN THE STARTER KIT)

[_DarkDragon_]
November 7th, 2005, 09:35 PM
omfg, your like begging him to give his bag to you :P
scompi, just use a different array/list for each part of the bag.

Scompi
November 7th, 2005, 09:52 PM
']im not srue how to help you with your problem but when your done your bag system can i please use it in my game i will give full credit....and i can do stuff liek make a title screen for you game......and you can be a gym leader or elite 4 member in my game........i dotn mean to seem liek im bribing you into it but i just reallly need that script and.....im a noob at Rgss and i cant seem to pick it up all that quickly....well at all for that matter.....

::EDIT::
Or if neone else has a bag script for RMXP that they would like to contribute to Pokemon Glitter Black (which i have been working onne for a month or so now and it will soon be in the Gam dev. forum) i will also make you a gym leader or elite 4 member or make a title screen for you game(if i use the script)

PLEASE I REALLY NEED THIS SCRIPT MY GAME CURRENTLY HAS NO BAG BECAUSE I AM USING BLIZZYS STARTER KIT WICH DOESNT HAVE A BAG YET(THAT THE THING THE SCRIPY NEEDS TO WORK WITH THE RESOLUTION SCRIPT IN THE STARTER KIT)

im using starter kit too, just make a background like in trainer card, summary and then make the window_item(script) positioned write where the items are, and then do the same for the window_help

Scompi
November 7th, 2005, 09:54 PM
']omfg, your like begging him to give his bag to you :P
scompi, just use a different array/list for each part of the bag.

srry to double post but how would i make a different array/list?

Minorthreat0987
November 7th, 2005, 10:00 PM
okay thank you for kind of helpping me out there.....sorry i was begging you for the script im jsut really bad at scripting and desprite...again im sorry.....

[_DarkDragon_]
November 7th, 2005, 10:03 PM
if you'Re using the starter kit then ask blizzy because I'm a sphere person and I don't know much about ruby scripting and also don't have any idea how the starter kit is coded.

Scompi
November 7th, 2005, 10:31 PM
Well... I figured it out!!! After experimenting!!!:P I am sooo happy!!!:D

Check it out!!!again, it isn't finished, cause i first wanted to sort the items!

http://img450.imageshack.us/img450/179/bag19hh.png
http://img450.imageshack.us/img450/428/bag27ae.png
http://img450.imageshack.us/img450/985/bag31yo.png

Minorthreat0987
November 7th, 2005, 11:03 PM
im using starter kit too, just make a background like in trainer card, summary and then make the window_item(script) positioned write where the items are, and then do the same for the window_help

so i make a whole new window item....thats the problem i cnat script hardly at all i cant make a new window item.....

::EDIT::
i dotn think i will be able to make a pokemon bag script so if someone can at least tell me how to fix the default bag script to fix the starter kit that would be greatly appreciated......

Scompi
November 7th, 2005, 11:10 PM
whatever it takes too long to explain! i will PM it to you.

Minorthreat0987
November 7th, 2005, 11:26 PM
okay thank you so much im sorry to ask that of you its just i couldnt figure out what to change to fix it..............

Scompi
November 7th, 2005, 11:34 PM
don't be sorry, i would do the same!

Flameguru
November 7th, 2005, 11:34 PM
i would like to know how to resize the RMXP gameplay window back to full size.....because mine is weird and is like widescreen small..................dont know why....some1 help:dead:

Scompi
November 7th, 2005, 11:37 PM
i would like to know how to resize the RMXP gameplay window back to full size.....because mine is weird and is like widescreen small..................dont know why....some1 help:dead:

alt+enter..................

Flameguru
November 7th, 2005, 11:41 PM
no, i mean it cuts off the window and i cant see the stuff.....its the starter kit...like i cant see some stuff, it just cuts it off:dead: I dont want full screen i want to resize the window so i can see everything

sceptilerancher
November 7th, 2005, 11:52 PM
yea ok, at once i tryed gamemaker i didnt really like it...
also i was wondering wat editors most people used to make pokemon games?

Demonic Budha
November 7th, 2005, 11:57 PM
editors???
If you mean the proggrams used for the tiles and NPCs and stuff, i just use paint?
not sure if thats what you mean...

sceptilerancher
November 7th, 2005, 11:59 PM
i meant GAME editors like sphere and GM

Demonic Budha
November 8th, 2005, 12:03 AM
Ahhhhhhhhhh...... ok
I think most people on here use either
RM2K/3 or RMXP or Sphere.
I think those are the most used on here

But RM2 - RMXP arent free, and thus is illegal to download, so the site wont let anyone post downlaod or crack sits for it (as they might get in trouble from the makers of it)

sceptilerancher
November 8th, 2005, 12:08 AM
ok ill download sphere then

any good turorials specifically tailored to make a pokemon game?

also wat are good programes to make those kewl pokemon animations and trainer IDs i see people with in their sigs?

Scompi
November 8th, 2005, 12:10 AM
no, i mean it cuts off the window and i cant see the stuff.....its the starter kit...like i cant see some stuff, it just cuts it off:dead: I dont want full screen i want to resize the window so i can see everything

then.....i just dont know....

Demonic Budha
November 8th, 2005, 12:12 AM
ummm..... i think someone makes those IDs, possibly you can ask one of the people that already have them.
As for tutorials, i dont think there are any on this site for Sphere, as a few people earlyier in the thread kept asking for them.
So you may have to do a google.

Anyway time for Class, hopefully when i come back my 3 questions will be awnsered.

Dunsparce
November 8th, 2005, 12:15 AM
I NEEEEEEEEEEEEEEEEEEEEED:

a Ice Fall Cave/Seafoam Island Chipset
a Route Chipset for all the different kinds of routes
a Gym Inside Chipset for allt the Gyms AND the E4 rooms
for RPG Maker 2003

I've waited over a week, and still no one wants to help me!!!

Come on!!! Isn't there anyone that can help me?!?!?!?

sceptilerancher
November 8th, 2005, 12:23 AM
i think u have to go in the resource thread for that question ..
ALSO i wanna make those id's so anyone with tutorials PLEASE PM ME

Flameguru
November 8th, 2005, 01:21 AM
o well, im screwed...have to figure this out by myself i guess:(

sceptilerancher
November 8th, 2005, 01:25 AM
yea lol *im such a nube* where can i download sphere???

Flameguru
November 8th, 2005, 01:30 AM
do a google search, i wouldn't know because i use RMXP:D I'm to lazy to code stuff and skool has been hard so its too much work:D

sceptilerancher
November 8th, 2005, 01:44 AM
well im to lazy to do a google search
can someone provide downloads...
the onely ones i found where noot workin...

also flamegurro how do u make that little animation in your sig..
its kewl lol

TheAbsol
November 8th, 2005, 01:48 AM
Get sphere from: sphere.sf.net and you can download updated binaries and dlls from: sphere.sf.net/flik ...at least someone is taking the ****ing time to learn sphere around here...

Flameguru
November 8th, 2005, 01:54 AM
flamegurro....lol...thats funny....its just an animated gif.....just draw pictures in paint, as frames..and combine them in a movie making program....i did not make this animation...but it is quite easy to make one...will require time to make as it takes loooong.....:D But yeah, thats bout it:P

sceptilerancher
November 8th, 2005, 02:10 AM
serously HOW DO PEOPLE MAKE THE TRAINER CARDS...!

i really wanna make one *cries in background*
apology for my nubeness

Flameguru
November 8th, 2005, 02:12 AM
Um....just copy mine into paint and edit it with ur stuff.......if u want i can make u a trainer card:D

Cursed
November 8th, 2005, 02:19 AM
I don't know about scripting, but in a regula revent, make a message that says /v[xxxx:?]:/v[xxxx:?]:/v[xxxx:?]
where xxxx equals the number of the variable and ? equals the variables name.
make the first one
1.hours
2.minutes
3.seconds
My trial of RMXP is over, does anyone know how to display variables