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Jeff_PKLight
February 19th, 2005, 06:19 PM
So......on my question it doesn't quite work, Peekimon....don't know why....

OFFTOPIC:
Yeah, that menu is really good, -virtual-.

GymLeaderLance99
February 19th, 2005, 07:36 PM
Basically, open up Paint or the program you use, seperate one of the battle BGs by highlighting it, and then click copy. Open another window (same program you used) and click paste. Stretch the image until 464 x 640 (I believe that's correct...)

~Jeff
I tried that but it didn't work. Thanks anyway, Jeff_PKLight. Does anyone know how to do this?

Peekimon
February 19th, 2005, 07:59 PM
Jeff: Umm.....I'll try some ways and when I've found out how, I'll tell.

AbareMax
February 19th, 2005, 09:22 PM
Hello.

I have a big favor to ask. I was wondering if someone would be able to make a charset out of the below sprite that I had attached. I need it to be compatable with RM2K3. LoL. As you can see...I'm not the best spriter around. I would very much appreciate it.

AbareMax


BTW: I will give credit.

Applederry
February 19th, 2005, 11:03 PM
Could I possibly have a link to a site where I can find a ripped image of Prof. Oak when you see him talking to you in the beginning of FR/LG? Or could someone rip it for me?

rubyrulez
February 19th, 2005, 11:14 PM
Could I possibly have a link to a site where I can find a ripped image of Prof. Oak when you see him talking to you in the beginning of FR/LG? Or could someone rip it for me?

Here you go! Hope this is what you were looking for!

P.S. Welcome to the PokeCommunity!

Applederry
February 19th, 2005, 11:19 PM
Hey thanks for your help! I didn't think I would get such a fast reply ^^!

Applederry
February 20th, 2005, 12:29 AM
Sorry to bother again but could someone show me where to find a charset of letters and numbers? I saw rm2kdude's charset of this but I wanted something else. No offense rm2kdude.

dm_the_master_of_jirachi
February 20th, 2005, 12:32 AM
does naybody have a system for a pokemon game a tutorial to make a pokemon battle engine (also my rm2k3 for some reason wont show my title not even the ones it came wit)

Jeff_PKLight
February 20th, 2005, 12:42 AM
dm the master of jirachi, I believe there's a group here working on it.

dm_the_master_of_jirachi
February 20th, 2005, 12:45 AM
thanks jeff and is there a way to fix to my rm2k3 so it will display my title screen

Jeff_PKLight
February 20th, 2005, 01:42 AM
Hmm.....not sure about RM2k/3....except I know a way for RMXP. Sorry....

~Jeff

GymLeaderLance99
February 20th, 2005, 02:25 AM
Aside from what I asked earlier, does anyone have a charset of all sixteen badges?

Sorye HK
February 20th, 2005, 02:32 AM
thanks jeff and is there a way to fix to my rm2k3 so it will display my title screen Your title screen doesn't show? Go to database>>system>>and set the title screen to what you wish.

Mooshykris
February 20th, 2005, 02:54 AM
How do you make music repeat from a certain point?

Sorye HK
February 20th, 2005, 03:00 AM
Are you talking about rmxp or rm2k3?

Applederry
February 20th, 2005, 03:02 AM
He means that when he runs the game the title image doesn't show. Just the "New Game, Continue, Quit Game" Menu shows, with nothing behind it. I have this same problem too. The only way I know for it to show the title image is to go into the directory of your game folder and open the executable for your game through there.

Sorye HK
February 20th, 2005, 03:11 AM
That's weird. I haven't ever had that sort of problem. You may have to try redownloading rm2k3.

Applederry
February 20th, 2005, 03:11 AM
How do I make it so that the letters are normal when I use th Rename Hero command? When I do this the letters are messed up or have bizarre symbols next to them. How do I fix this?

Sorye HK
February 20th, 2005, 03:13 AM
There's an enter hero name fix patch for rm2k3.

The S
February 20th, 2005, 05:16 AM
Didn't that link help?

Not when both links are 404 errors.

Sorye HK
February 20th, 2005, 05:42 AM
Why don't you try PMing rm2kdude?

The S
February 20th, 2005, 05:45 AM
Because I didn't think of it -_- Thanks for the suggestion.

Mooshykris
February 20th, 2005, 06:00 AM
3'rd time is the charm: How do you make music repeat from a certian point.

Sorye HK
February 20th, 2005, 06:04 AM
I asked you: Is it rm2k3 or RMXP?

Applederry
February 20th, 2005, 06:08 AM
Where can I find this Rename Hero rm2k3 patch fix?

Mooshykris
February 20th, 2005, 06:34 AM
I asked you: Is it rm2k3 or RMXP?

Soyy. Didn't know you were talking to me. Quote it next time. The answer is XP.

Sorye HK
February 20th, 2005, 09:35 AM
Use the fade out BGM command.

PGM
February 20th, 2005, 02:41 PM
Could Someone make a Chipsets of the city in the pictures
You'll Get credit Please i need it

Peekimon
February 20th, 2005, 02:43 PM
Jeff: The Show Picture Way works!

First:
Show the message box Picture
Then:
Message
Finally:
Erase the Picture!

Like:

<>Show Picture: 1, 'messagebox', Upper-Left Pixel (0,450), (100%,100%), 255, Normal
<>Message: MESSAGE
<>Erase Picture: 1

Jeff_PKLight
February 20th, 2005, 04:51 PM
Yeah, I tried that....but I figured out the problem yesterday.

What happened was, I accidently set a Parrelel Process event in the corner of the map that 'erases picture 1'.....so that was just halarious......

Sorry to cause all the trouble. :)

~Jeff

Peekimon
February 20th, 2005, 05:10 PM
No problem, glad I helped :D

dm_the_master_of_jirachi
February 20th, 2005, 07:00 PM
Your title screen doesn't show? Go to database>>system>>and set the title screen to what you wish.
I did becuase I got te title screen uploaded it and when I test play it shows a black screen with the box inthe middle saying new game,load game,quit

rubyrulez
February 20th, 2005, 07:15 PM
You need to click the little button that says title. It's a little orange and yellow box with the word 'title' underneath. That should solve your problem!

Mooshykris
February 20th, 2005, 07:26 PM
Use the fade out BGM command.

Where do you find that on RPG Maker XP?

dm_the_master_of_jirachi
February 20th, 2005, 09:21 PM
hey my title is fixed and does anybody have a rm2k3 hero name patch download

Kyaru-san
February 20th, 2005, 09:31 PM
Does anyone have a DBZ abscodes if you do may I use it? I kno I kno go 2 gamingw.net read the tutorial. Well guess what; :'( :'(
1. I dont see DBZ character
2. When I do a blast my arm didnt move like the DBZ character
and 3. It dont say squat about Making HP and Ki blast bar going down and i cant tell if their dead!!

Please If you have 1 can u pm me or msn me

Mooshykris
February 20th, 2005, 10:04 PM
Does anyone have battle sounds from R/S/E/FR/LG?

Applederry
February 20th, 2005, 10:13 PM
May I please have some reference as to where I can find an enter hero name patch fix for the rm2k3?

Dawson
February 20th, 2005, 10:36 PM
hey my title is fixed and does anybody have a rm2k3 hero name patch download
Go Here (http://likwidsage.cjb.net/). It's got the patch which I think has all of the fixes in it.

Applederry
February 20th, 2005, 11:02 PM
Which one is the one that fixes the Enter Hero Name?
1. RM2K3 Fonts
2. RPGAdvocates RM2K3 v1.08 Patch
3. RPGAdvocates RM2K3 Translation 1.08
By the way thanks for your help.

Applederry
February 20th, 2005, 11:19 PM
How do I or can I change the font that the RM2k3 uses?

Dawson
February 20th, 2005, 11:29 PM
First don't double post, it's against the rules.
-For your first question download number 2.
-For your second question download number 1 then import the font file you want to use into the project folder.

Applederry
February 20th, 2005, 11:48 PM
I apologize for double posting, I've done it a couple of times already. Sorry.
You said:
"For your second question download number then import the font file you want to use into the project folder." But you forgot to say which number. Thanks again.

Kyaru-san
February 21st, 2005, 12:35 AM
um
Does anyone have a DBZ abscodes if you do may I use it? I kno I kno go 2 gamingw.net read the tutorial. Well guess what;
1. I dont see DBZ character
2. When I do a blast my arm didnt move like the DBZ character
and 3. It dont say squat about Making HP and Ki blast bar going down and i cant tell if their dead!!

Applederry
February 21st, 2005, 01:57 AM
RPGAdvocates RM2K3 v1.08 Patch doesn't let itself install. Is there anyone who can help?

manga-ka
February 21st, 2005, 07:25 PM
can someone teach me the basics of codeing and what varilbes ands swicthes are?

Jeff_PKLight
February 21st, 2005, 08:03 PM
I can, poke_manga_artiset. Switches and variables are really easy to learn.

~Jeff

AbareMax
February 21st, 2005, 10:03 PM
Does anybody have the R/S Font? I would really appreciate it.

Thanks
AbareMax

Jeff_PKLight
February 21st, 2005, 10:26 PM
I have the font. Which one do you want? I've got RS and Lg/Fr.

AbareMax
February 21st, 2005, 10:50 PM
Wow. I didn't expect to see a reply so fast! Well I could use both. I appreciate it

AbareMax

Jeff_PKLight
February 21st, 2005, 10:52 PM
I'll PM you then. Is that okay?

~Jeff

AbareMax
February 21st, 2005, 10:56 PM
Yeah, that'll be great thanks! I'll credit you, of course

AbareMax

GymLeaderLance99
February 21st, 2005, 11:20 PM
Hey, Jeff! Can you give me the fonts, too? I'll give you credit for 'em.

Jeff_PKLight
February 21st, 2005, 11:21 PM
I have RS and Lg/Fr but the Lg/Fr one can't upload onto the computer. First, what is your email?

~Jeff

Applederry
February 21st, 2005, 11:32 PM
RPGAdvocates RM2K3 v1.08 Patch doesn't let itself install. It says that it's either damaged or the format is unknown. Can anyone guide me on this? AIM: excaliburkent
Thank you.

Jeff_PKLight
February 22nd, 2005, 12:01 AM
I'm sorry, Applederry, but I don't remember the patch I used for RM2k/3 (I don't use it often now).

~Jeff

Sorye HK
February 22nd, 2005, 01:53 AM
RPGAdvocates RM2K3 v1.08 Patch doesn't let itself install. It says that it's either damaged or the format is unknown. Can anyone guide me on this? AIM: excaliburkent
Thank you.
If it's damaged, you'll have to find another download for the patch.

Applederry
February 22nd, 2005, 03:05 AM
I found another download at Manik Media. Does anyone know how to change the font in the System? I already have the font I want to use. But I only see the Ms Mincho and Ms Gothic. Do I need a patch to be able to use the custom font?

Matt
February 22nd, 2005, 08:14 AM
I Want help wit RMXP... I must have 1024X768?
Off topic: 100 Post
!!!!***Yeah***!!!!

MatiZ Master
February 22nd, 2005, 09:00 AM
yes, matt. you must have 1024 x 768

manga-ka
February 22nd, 2005, 10:13 PM
I can, poke_manga_artiset. Switches and variables are really easy to learn.

~Jeff
ok can u teach me either pm me or just post it.

Applederry
February 23rd, 2005, 12:50 AM
Does anyone know how I can change my font to a custom one? I already have the font I want in the Fonts directory of the rm2k3 and in the windows\fonts directory. But how do I apply it to the rm2k so that I can select the custom font? I only see MS Mincho and MS Gothic. Can anyone help me? Please? Thanks.

Mooshykris
February 23rd, 2005, 01:14 AM
Questions:
1. What Script do you use to skip a title screen?
2. How do you use Fade out BGM to make music repeat?
3. How do you make a Pokemon like menu?

(All of these are for RPG Maker XP)

dm_the_master_of_jirachi
February 23rd, 2005, 01:48 AM
I need some graphics so I can input some pokemon in my games oh and for rmxp

Sorye HK
February 23rd, 2005, 04:06 AM
2. How do you use Fade out BGM to make music repeat? You do not use Fade out BGM to make music repeat. You only use it to make music repeat itself from a certain point. The music repeats itself over and over automatically.

Mooshykris
February 23rd, 2005, 04:21 AM
You do not use Fade out BGM to make music repeat. You only use it to make music repeat itself from a certain point. The music repeats itself over and over automatically.

From a certian point! That's what I mean. How do you do it?

Esai
February 23rd, 2005, 06:12 AM
Questions:
1. What Script do you use to skip a title screen?


Replace everything in Scene_Title With this:

# ■ Scene_Title
#------------------------------------------------------------------------------
#  タイトル画面の処理を行うクラスです。
#==============================================================================

class Scene_Title
#--------------------------------------------------------------------------
# ● メイン処理
#--------------------------------------------------------------------------
def main
# 戦闘テストの場合
if $BTEST
battle_test
return
end
# データベースをロード
$data_actors = load_data("Data/Actors.rxdata")
$data_classes = load_data("Data/Classes.rxdata")
$data_skills = load_data("Data/Skills.rxdata")
$data_items = load_data("Data/Items.rxdata")
$data_weapons = load_data("Data/Weapons.rxdata")
$data_armors = load_data("Data/Armors.rxdata")
$data_enemies = load_data("Data/Enemies.rxdata")
$data_troops = load_data("Data/Troops.rxdata")
$data_states = load_data("Data/States.rxdata")
$data_animations = load_data("Data/Animations.rxdata")
$data_tilesets = load_data("Data/Tilesets.rxdata")
$data_common_events = load_data("Data/CommonEvents.rxdata")
$data_system = load_data("Data/System.rxdata")
# システムオブジェクトを作成
$game_system = Game_System.new
#--------------------------------------------------------------------------
# ● コマンド : ニューゲーム
#--------------------------------------------------------------------------
Graphics.frame_count = 0
# 各種ゲームオブジェクトを作成
$game_temp = Game_Temp.new
$game_system = Game_System.new
$game_switches = Game_Switches.new
$game_variables = Game_Variables.new
$game_self_switches = Game_SelfSwitches.new
$game_screen = Game_Screen.new
$game_actors = Game_Actors.new
$game_party = Game_Party.new
$game_troop = Game_Troop.new
$game_map = Game_Map.new
$game_player = Game_Player.new
# 初期パーティをセットアップ
$game_party.setup_starting_members
# 初期位置のマップをセットアップ
$game_map.setup($data_system.start_map_id)
# プレイヤーを初期位置に移動
$game_player.moveto($data_system.start_x, $data_system.start_y)
# プレイヤーをリフレッシュ
$game_player.refresh
# マップに設定されている BGM と BGS の自動切り替えを実行
$game_map.autoplay
# マップを更新 (並列イベント実行)
$game_map.update
# マップ画面に切り替え
$scene = Scene_Map.new
end
#--------------------------------------------------------------------------
# ● 戦闘テスト
#--------------------------------------------------------------------------
def battle_test
# データベース (戦闘テスト用) をロード
$data_actors = load_data("Data/BT_Actors.rxdata")
$data_classes = load_data("Data/BT_Classes.rxdata")
$data_skills = load_data("Data/BT_Skills.rxdata")
$data_items = load_data("Data/BT_Items.rxdata")
$data_weapons = load_data("Data/BT_Weapons.rxdata")
$data_armors = load_data("Data/BT_Armors.rxdata")
$data_enemies = load_data("Data/BT_Enemies.rxdata")
$data_troops = load_data("Data/BT_Troops.rxdata")
$data_states = load_data("Data/BT_States.rxdata")
$data_animations = load_data("Data/BT_Animations.rxdata")
$data_tilesets = load_data("Data/BT_Tilesets.rxdata")
$data_common_events = load_data("Data/BT_CommonEvents.rxdata")
$data_system = load_data("Data/BT_System.rxdata")
# プレイ時間計測用のフレームカウントをリセット
Graphics.frame_count = 0
# 各種ゲームオブジェクトを作成
$game_temp = Game_Temp.new
$game_system = Game_System.new
$game_switches = Game_Switches.new
$game_variables = Game_Variables.new
$game_self_switches = Game_SelfSwitches.new
$game_screen = Game_Screen.new
$game_actors = Game_Actors.new
$game_party = Game_Party.new
$game_troop = Game_Troop.new
$game_map = Game_Map.new
$game_player = Game_Player.new
# 戦闘テスト用のパーティをセットアップ
$game_party.setup_battle_test_members
# トループ ID、逃走可能フラグ、バトルバックを設定
$game_temp.battle_troop_id = $data_system.test_troop_id
$game_temp.battle_can_escape = true
$game_map.battleback_name = $data_system.battleback_name
# バトル開始 SE を演奏
$game_system.se_play($data_system.battle_start_se)
# バトル BGM を演奏
$game_system.bgm_play($game_system.battle_bgm)
# バトル画面に切り替え
$scene = Scene_Battle.new
end
end

It will teleport you to the map where you put the start position.

Then make an event with 3 Choices: New Game, Load and Exit

In New Game, Just teleport to the place you want to start!

In Load Game, Just put Call Script (Page 3): $scene = Scene_Load.new

In Exit, Just put Call Script: # BGM?BGS?ME ????????
Audio.bgm_fade(800)
Audio.bgs_fade(800)
Audio.me_fade(800)
# ???????
$scene = nil

Also in Scene_Load, change:
$scene = Scene_Title.new
to
$scene = Scene_Map.new

Done :)

Mooshykris
February 23rd, 2005, 06:41 AM
Replace everything in Scene_Title With this:

# ■ Scene_Title
#------------------------------------------------------------------------------
#  タイトル画面の処理を行うクラスです。
#==============================================================================

class Scene_Title
#--------------------------------------------------------------------------
# ● メイン処理
#--------------------------------------------------------------------------
def main
# 戦闘テストの場合
if $BTEST
battle_test
return
end
# データベースをロード
$data_actors = load_data("Data/Actors.rxdata")
$data_classes = load_data("Data/Classes.rxdata")
$data_skills = load_data("Data/Skills.rxdata")
$data_items = load_data("Data/Items.rxdata")
$data_weapons = load_data("Data/Weapons.rxdata")
$data_armors = load_data("Data/Armors.rxdata")
$data_enemies = load_data("Data/Enemies.rxdata")
$data_troops = load_data("Data/Troops.rxdata")
$data_states = load_data("Data/States.rxdata")
$data_animations = load_data("Data/Animations.rxdata")
$data_tilesets = load_data("Data/Tilesets.rxdata")
$data_common_events = load_data("Data/CommonEvents.rxdata")
$data_system = load_data("Data/System.rxdata")
# システムオブジェクトを作成
$game_system = Game_System.new
#--------------------------------------------------------------------------
# ● コマンド : ニューゲーム
#--------------------------------------------------------------------------
Graphics.frame_count = 0
# 各種ゲームオブジェクトを作成
$game_temp = Game_Temp.new
$game_system = Game_System.new
$game_switches = Game_Switches.new
$game_variables = Game_Variables.new
$game_self_switches = Game_SelfSwitches.new
$game_screen = Game_Screen.new
$game_actors = Game_Actors.new
$game_party = Game_Party.new
$game_troop = Game_Troop.new
$game_map = Game_Map.new
$game_player = Game_Player.new
# 初期パーティをセットアップ
$game_party.setup_starting_members
# 初期位置のマップをセットアップ
$game_map.setup($data_system.start_map_id)
# プレイヤーを初期位置に移動
$game_player.moveto($data_system.start_x, $data_system.start_y)
# プレイヤーをリフレッシュ
$game_player.refresh
# マップに設定されている BGM と BGS の自動切り替えを実行
$game_map.autoplay
# マップを更新 (並列イベント実行)
$game_map.update
# マップ画面に切り替え
$scene = Scene_Map.new
end
#--------------------------------------------------------------------------
# ● 戦闘テスト
#--------------------------------------------------------------------------
def battle_test
# データベース (戦闘テスト用) をロード
$data_actors = load_data("Data/BT_Actors.rxdata")
$data_classes = load_data("Data/BT_Classes.rxdata")
$data_skills = load_data("Data/BT_Skills.rxdata")
$data_items = load_data("Data/BT_Items.rxdata")
$data_weapons = load_data("Data/BT_Weapons.rxdata")
$data_armors = load_data("Data/BT_Armors.rxdata")
$data_enemies = load_data("Data/BT_Enemies.rxdata")
$data_troops = load_data("Data/BT_Troops.rxdata")
$data_states = load_data("Data/BT_States.rxdata")
$data_animations = load_data("Data/BT_Animations.rxdata")
$data_tilesets = load_data("Data/BT_Tilesets.rxdata")
$data_common_events = load_data("Data/BT_CommonEvents.rxdata")
$data_system = load_data("Data/BT_System.rxdata")
# プレイ時間計測用のフレームカウントをリセット
Graphics.frame_count = 0
# 各種ゲームオブジェクトを作成
$game_temp = Game_Temp.new
$game_system = Game_System.new
$game_switches = Game_Switches.new
$game_variables = Game_Variables.new
$game_self_switches = Game_SelfSwitches.new
$game_screen = Game_Screen.new
$game_actors = Game_Actors.new
$game_party = Game_Party.new
$game_troop = Game_Troop.new
$game_map = Game_Map.new
$game_player = Game_Player.new
# 戦闘テスト用のパーティをセットアップ
$game_party.setup_battle_test_members
# トループ ID、逃走可能フラグ、バトルバックを設定
$game_temp.battle_troop_id = $data_system.test_troop_id
$game_temp.battle_can_escape = true
$game_map.battleback_name = $data_system.battleback_name
# バトル開始 SE を演奏
$game_system.se_play($data_system.battle_start_se)
# バトル BGM を演奏
$game_system.bgm_play($game_system.battle_bgm)
# バトル画面に切り替え
$scene = Scene_Battle.new
end
end

It will teleport you to the map where you put the start position.

Then make an event with 3 Choices: New Game, Load and Exit

In New Game, Just teleport to the place you want to start!

In Load Game, Just put Call Script (Page 3): $scene = Scene_Load.new

In Exit, Just put Call Script: # BGM?BGS?ME ????????
Audio.bgm_fade(800)
Audio.bgs_fade(800)
Audio.me_fade(800)
# ???????
$scene = nil

Also in Scene_Load, change:
$scene = Scene_Title.new
to
$scene = Scene_Map.new

Done :)


Ok, how do you insert a script?

Sorye HK
February 23rd, 2005, 10:02 AM
You go to database>>script editor.
BTW, you input the time until the BGM should fade when using then Fade Out BGM command. Then you do play BGM again. That's how you repeat.

Mooshykris
February 23rd, 2005, 10:18 AM
BTW, you input the time until the BGM should fade when using then Fade Out BGM command. Then you do play BGM again. That's how you repeat.

???

I'm confused. I want to know how you skip the battle intro. Like when the screen transfers to the battle screen and you see the two trainers. I need to keep that from repeating.

Sorye HK
February 23rd, 2005, 10:20 AM
You are talking about the battle intro music aren't you?

Mooshykris
February 23rd, 2005, 10:32 AM
*Ding* Correct! Yes I've been trying to tell you that the whole time.

Sorye HK
February 23rd, 2005, 10:43 AM
Well, first "play BGM"
second "Fade Out BGM" (input how may seconds later you want it to fade out)

Blizzy
February 23rd, 2005, 01:40 PM
3. How do you make a Pokemon like menu?


i've made a pokemon menu,
it's somewere around this forum
(rmxp team thread)
you can use it, but the credits is for me ;) :P

FreedomLeagueGuard
February 23rd, 2005, 01:43 PM
Heey Guys I am making two Games
But I Have A Question
Which One Of the RPG Makers Do you guys Prefer(I use RPG 2000)
RPG Maker XP RPG Maker 2003 RPG Maker 95
Or do you guys know other 2D Game Makers

Freedom League Guard

Sorye HK
February 23rd, 2005, 01:47 PM
Rpg Maker Xp if you're up to ruby scripting. Rpg Maker 2003 as it's better than the versions before it and it's got an easy interface. BTW, I notice that's your first post here on PC. Hope to see you active and having fun, man.

Blizzy
February 23rd, 2005, 01:49 PM
i would prefer Rpg Maker Xp.
because it has rgss (ruby script).
you can do loads of things with it though.

Too bad it's cracked, so it's illegal :dead: :(

FreedomLeagueGuard
February 23rd, 2005, 01:54 PM
I Used RPG Maker XP To but If I Upload
Ash Or Other Home Made Charachter sets You can see the white Background
IF you Know What I Mean
Thats Why I Dont use XP

Sorye HK
February 23rd, 2005, 01:55 PM
You have to import them again and set the transparent colour.

Silver Pearl
February 23rd, 2005, 04:25 PM
Go to tools>>script editor>>Window_NameInput and paste all that code in there. ohhh thanks Daegon! :classic:

Wait a minute..somthing doesnt feel right. is it for sphere, game maker, or any type of rpg making tool?

FreedomLeagueGuard
February 23rd, 2005, 04:37 PM
Does Some one know where to
get a Pokemon CBS For RPG Maker XP

Dawson
February 23rd, 2005, 05:31 PM
Does Some one know where to
get a Pokemon CBS For RPG Maker XP
You can't get a CBS for RMXP, you have to make it yourself.

FreedomLeagueGuard
February 23rd, 2005, 05:45 PM
Isent There any Thread Or site were you get info how to make it

Dawson
February 23rd, 2005, 06:04 PM
Isent There any Thread Or site were you get info how to make it
Not for RMXP. There's a thread here for a CBS in RM2K but that's in development. Nobody has ever successfully completed a Pokemon CBS, other than Nintendo.

Neo-Dragon
February 23rd, 2005, 06:41 PM
thats true.
Its cause of all the maths that needs to be done (for like caculating damge and so on). Its a nightmare. I end up using a mixture of set and random based damge for me CBS (which is a slight drag....) .
BTW- for RMXP- the "key inputs" are different numbers (like the decision key(in rm2k/3 is set at 5 as a varibale, and in RMXP its completely different)

Esai
February 23rd, 2005, 08:09 PM
Actually for XP its easier :). Its in fork conditions, one of the commands is check if key is pressed!

Neo-Dragon
February 23rd, 2005, 08:56 PM
ah i just noticed that now XP , I never really looked on the 4th page of the conditional branch command.
thanks for that info esai
(and thats y I'm sticking with RM2k3 for Pokemon Silk :P)

GymLeaderLance99
February 23rd, 2005, 10:29 PM
Does anyone have a picture of the female hero from Crystal? I wanted to use it for my RM2K3 game.

Applederry
February 23rd, 2005, 11:40 PM
Does anyone know how I can change my font to a custom one? I already have the font I want in the Fonts directory of the rm2k3 and in the windows\fonts directory. But how do I apply it to the rm2k so that I can select the custom font? I only see MS Mincho and MS Gothic. Can anyone help me? Please? Thanks.

Sorye HK
February 24th, 2005, 02:22 AM
Didn't rm2k3kid make the girl from crystal? Try checking his fr-lg sprites.

Sorye HK
February 24th, 2005, 02:57 AM
Sry for the double posting, but, I was wondering if anyone could recover this:
this is around 2 months work.

Mooshykris
February 24th, 2005, 04:24 AM
How do you make a message box fully-transparent? (XP)

Sorye HK
February 24th, 2005, 05:48 AM
Use the command "message box options"

Mooshykris
February 24th, 2005, 06:27 AM
Ok, so how do I make black text?

Sorye HK
February 24th, 2005, 06:29 AM
You choose the colour black.

Mooshykris
February 24th, 2005, 06:41 AM
You choose the colour black.

How?

Blizzy
February 24th, 2005, 01:46 PM
How?
go to the scripting page, then go to Window_Base
and replace normal_color with this:

def normal_color
return Color.new(96, 96, 96, 255)
end

this helps...*hopes* :classic:

Peekimon
February 24th, 2005, 01:54 PM
In RMXP, how do you make it so that the length of your message depends on how many words are in it?

Blizzy
February 24th, 2005, 01:59 PM
In RMXP, how do you make it so that the length of your message depends on how many words are in it?
i have no idea,
but i think you should ask that on a forum with more experenced people

like x-rpg.net or rmxp.net

Peekimon
February 24th, 2005, 02:12 PM
Ok, thanks anyway,
another question, how do you make a pokemon styled buy window?

Blizzy
February 24th, 2005, 04:35 PM
wow, that's a big thing...
it's quite difficult too,
because you need to make a new window & scene.

i suggest drawing a picture for displaying the items on,
and use: (for displaying the money)

@gold = Window_Gold.new
@gold.x = 8
@gold.y = 0

and you need to dispose & update it too

@gold.dispose
@gold.update

if you look at a scene you'll see how to use this 2 lines
i prefer looking at scene_item

Peekimon
February 24th, 2005, 04:50 PM
Oh, Ok, but how do you show pictures using Ruby Scripting?

Blizzy
February 24th, 2005, 04:54 PM
Oh, Ok, but how do you show pictures using Ruby Scripting?
here:

@whatever = Sprite.new
@whatever.bitmap = RPG::Cache.picture("picture_name")
@whatever.x
@whatever.y

you can use any name instead of "whatever",
you need to set the x and y too
like: @whatever.x = 100

Peekimon
February 24th, 2005, 05:09 PM
Thanks, virtual!!! I needed that!!!!

Blizzy
February 24th, 2005, 05:13 PM
Thanks, virtual!!! I needed that!!!!
i would like to see the result when you're finished...
good luck with it ;)

Peekimon
February 24th, 2005, 05:29 PM
One more question, i liked the way where you could see the background in your menu, how do you do it? Is there special coding or something?

Blizzy
February 24th, 2005, 05:32 PM
you'll need to add:

@spriteset = Spriteset_Map.new

and you'll need to add this 2 lines:

@spriteset.dispose
@spriteset.update

(the same way as @gold.update & @gold.dispose)

Peekimon
February 24th, 2005, 05:38 PM
Thanks a lot! I'll work on the shop window now! THANKS VIRTUAL!!!

Jeff_PKLight
February 24th, 2005, 11:38 PM
I've got a request.

Does anyone have a desert tileset (2 different types of grounds) and also water tilesets (the one where you dive in and the one where you can walk on, like in Lilycove and Mossdeep City) Thanks!

~Jeff

Applederry
February 25th, 2005, 01:34 AM
Does anyone know how I can change my font to a custom one? I already have the font I want in the Fonts directory of the rm2k3 and in the windows\fonts directory. But how do I apply it to the rm2k so that I can select the custom font? I only see MS Mincho and MS Gothic. Can anyone help me? Please? Thanks.

Naito
February 25th, 2005, 01:44 AM
Does anyone has tiles for the grass wild pokemon appear in? I need the tall one and the normal one.

Jeff_PKLight
February 25th, 2005, 02:15 AM
Tranitar18, I believe it's somewhere on this thread....

They're really easy to find. Hope you find it.

~Jeff

Peekimon
February 25th, 2005, 01:16 PM
To virtual:
In attachment, in my shop window, I got to that part, but, why aren't the rest of the options showing?
Here's the code:

# ■ Scene_Shop
#------------------------------------------------------------------------------
#  ショップ画面の処理を行うクラスです。
#==============================================================================
class Scene_Shop
#--------------------------------------------------------------------------
# ● メイン処理
#--------------------------------------------------------------------------
def main
# ヘルプウィンドウを作成
@spriteset = Spriteset_Map.new
@help_window = Window_Help.new
@help_window.active = false
@help_window.visible = false
# コマンドウィンドウを作成
@command_window = Window_ShopCommand.new
# ゴールドウィンドウを作成
@gold_window = Window_Gold.new
@gold_window.x = 0
@gold_window.y = 0
@gold_window.active = false
@gold_window.visible = false
# ダミーウィンドウを作成
@dummy_window = Window_Base.new(0, 128, 650, 400)
@dummy_window.active = false
@dummy_window.visible = false
# 購入ウィンドウを作成
@buy_window = Window_ShopBuy.new($game_temp.shop_goods)
@buy_window.active = false
@buy_window.visible = false
@buy_window.help_window = @help_window
# 売却ウィンドウを作成
@sell_window = Window_ShopSell.new
@sell_window.active = false
@sell_window.visible = false
@sell_window.help_window = @help_window
# 個数入力ウィンドウを作成
@number_window = Window_ShopNumber.new
@number_window.active = false
@number_window.visible = false
# ステータスウィンドウを作成
@status_window = Window_ShopStatus.new
@status_window.visible = false
@status_window.active = false
# トランジション実行
Graphics.transition
# メインループ
loop do
# ゲーム画面を更新
Graphics.update
# 入力情報を更新
Input.update
# フレーム更新
update
# 画面が切り替わったらループを中断
if $scene != self
break
end
end
# トランジション準備
Graphics.freeze
# ウィンドウを解放
@help_window.dispose
@command_window.dispose
@gold_window.dispose
@dummy_window.dispose
@buy_window.dispose
@sell_window.dispose
@number_window.dispose
@spriteset.dispose
@status_window.dispose
end
#--------------------------------------------------------------------------
# ● フレーム更新
#--------------------------------------------------------------------------
def update
# ウィンドウを更新
@help_window.update
@command_window.update
@gold_window.update
@dummy_window.update
@buy_window.update
@sell_window.update
@number_window.update
@status_window.update
@spriteset.update
# コマンドウィンドウがアクティブの場合: update_command を呼ぶ
if @command_window.active
update_command
return
end
# 購入ウィンドウがアクティブの場合: update_buy を呼ぶ
if @buy_window.active
update_buy
return
end
# 売却ウィンドウがアクティブの場合: update_sell を呼ぶ
if @sell_window.active
update_sell
return
end
# 個数入力ウィンドウがアクティブの場合: update_number を呼ぶ
if @number_window.active
update_number
return
end
end
#--------------------------------------------------------------------------
# ● when you click on "buy"
#--------------------------------------------------------------------------
def update_command
# B ボタンが押された場合
if Input.trigger?(Input::B)
# キャンセル SE を演奏
$game_system.se_play($data_system.cancel_se)
# マップ画面に切り替え
$scene = Scene_Map.new
return
end
# C ボタンが押された場合
if Input.trigger?(Input::C)
# コマンドウィンドウのカーソル位置で分岐
case @command_window.index
when 0 # 購入する
# 決定 SE を演奏
$game_system.se_play($data_system.decision_se)
# ウィンドウの状態を購入モードへ
@command_window.active = false
@dummy_window.visible = false
@buy_window.active = true
@buy_window.visible = true
@buy_window.refresh
@status_window.visible = true
when 1 # 売却する
# 決定 SE を演奏
$game_system.se_play($data_system.decision_se)
# ウィンドウの状態を売却モードへ
@command_window.active = false
@dummy_window.visible = false
@sell_window.active = true
@sell_window.visible = true
@sell_window.refresh
when 2 # やめる
# 決定 SE を演奏
$game_system.se_play($data_system.decision_se)
# マップ画面に切り替え
$scene = Scene_Map.new
end
return
end
end
#--------------------------------------------------------------------------
# ● フレーム更新 (購入ウィンドウがアクティブの場合)
#--------------------------------------------------------------------------
def update_buy
# ステータスウィンドウのアイテムを設定
@status_window.item = @buy_window.item
# B ボタンが押された場合
if Input.trigger?(Input::B)
# キャンセル SE を演奏
$game_system.se_play($data_system.cancel_se)
# ウィンドウの状態を初期モードへ
@command_window.active = true
@dummy_window.visible = true
@buy_window.active = false
@buy_window.visible = false
@status_window.visible = false
@status_window.item = nil
# ヘルプテキストを消去
@help_window.set_text("")
return
end
# C ボタンが押された場合
if Input.trigger?(Input::C)
# アイテムを取得
@item = @buy_window.item
# アイテムが無効の場合、または価格が所持金より上の場合
if @item == nil or @item.price > $game_party.gold
# ブザー SE を演奏
$game_system.se_play($data_system.buzzer_se)
return
end
# アイテムの所持数を取得
case @item
when RPG::Item
number = $game_party.item_number(@item.id)
when RPG::Weapon
number = $game_party.weapon_number(@item.id)
when RPG::Armor
number = $game_party.armor_number(@item.id)
end
# すでに 99 個所持している場合
if number == 99
# ブザー SE を演奏
$game_system.se_play($data_system.buzzer_se)
return
end
# 決定 SE を演奏
$game_system.se_play($data_system.decision_se)
# 最大購入可能個数を計算
max = @item.price == 0 ? 99 : $game_party.gold / @item.price
max = [max, 99 - number].min
# ウィンドウの状態を個数入力モードへ
@buy_window.active = false
@buy_window.visible = false
@number_window.set(@item, max, @item.price)
@number_window.active = true
@number_window.visible = true
end
end
#--------------------------------------------------------------------------
# ● フレーム更新 (売却ウィンドウがアクティブの場合)
#--------------------------------------------------------------------------
def update_sell
# B ボタンが押された場合
if Input.trigger?(Input::B)
# キャンセル SE を演奏
$game_system.se_play($data_system.cancel_se)
# ウィンドウの状態を初期モードへ
@command_window.active = true
@dummy_window.visible = true
@sell_window.active = false
@sell_window.visible = false
@status_window.item = nil
# ヘルプテキストを消去
@help_window.set_text("")
return
end
# C ボタンが押された場合
if Input.trigger?(Input::C)
# アイテムを取得
@item = @sell_window.item
# ステータスウィンドウのアイテムを設定
@status_window.item = @item
# アイテムが無効の場合、または価格が 0 (売却不可) の場合
if @item == nil or @item.price == 0
# ブザー SE を演奏
$game_system.se_play($data_system.buzzer_se)
return
end
# 決定 SE を演奏
$game_system.se_play($data_system.decision_se)
# アイテムの所持数を取得
case @item
when RPG::Item
number = $game_party.item_number(@item.id)
when RPG::Weapon
number = $game_party.weapon_number(@item.id)
when RPG::Armor
number = $game_party.armor_number(@item.id)
end
# 最大売却個数 = アイテムの所持数
max = number
# ウィンドウの状態を個数入力モードへ
@sell_window.active = false
@sell_window.visible = false
@number_window.set(@item, max, @item.price / 2)
@number_window.active = true
@number_window.visible = true
@status_window.visible = true
end
end
#--------------------------------------------------------------------------
# ● フレーム更新 (個数入力ウィンドウがアクティブの場合)
#--------------------------------------------------------------------------
def update_number
# B ボタンが押された場合
if Input.trigger?(Input::B)
# キャンセル SE を演奏
$game_system.se_play($data_system.cancel_se)
# 個数入力ウィンドウを非アクティブ・不可視に設定
@number_window.active = false
@number_window.visible = false
# コマンドウィンドウのカーソル位置で分岐
case @command_window.index
when 0 # 購入する
# ウィンドウの状態を購入モードへ
@buy_window.active = true
@buy_window.visible = true
when 1 # 売却する
# ウィンドウの状態を売却モードへ
@sell_window.active = true
@sell_window.visible = true
@status_window.visible = false
end
return
end
# C ボタンが押された場合
if Input.trigger?(Input::C)
# ショップ SE を演奏
$game_system.se_play($data_system.shop_se)
# 個数入力ウィンドウを非アクティブ・不可視に設定
@number_window.active = false
@number_window.visible = false
# コマンドウィンドウのカーソル位置で分岐
case @command_window.index
when 0 # 購入する
# 購入処理
$game_party.lose_gold(@number_window.number * @item.price)
case @item
when RPG::Item
$game_party.gain_item(@item.id, @number_window.number)
when RPG::Weapon
$game_party.gain_weapon(@item.id, @number_window.number)
when RPG::Armor
$game_party.gain_armor(@item.id, @number_window.number)
end
# 各ウィンドウをリフレッシュ
@gold_window.refresh
@buy_window.refresh
@status_window.refresh
# ウィンドウの状態を購入モードへ
@buy_window.active = true
@buy_window.visible = true
when 1 # 売却する
# 売却処理
$game_party.gain_gold(@number_window.number * (@item.price / 2))
case @item
when RPG::Item
$game_party.lose_item(@item.id, @number_window.number)
when RPG::Weapon
$game_party.lose_weapon(@item.id, @number_window.number)
when RPG::Armor
$game_party.lose_armor(@item.id, @number_window.number)
end
# 各ウィンドウをリフレッシュ
@gold_window.refresh
@sell_window.refresh
@status_window.refresh
# ウィンドウの状態を売却モードへ
@sell_window.active = true
@sell_window.visible = true
@status_window.visible = false
end
return
end
end
end

Blizzy
February 25th, 2005, 02:18 PM
To virtual:
In attachment, in my shop window, I got to that part, but, why aren't the rest of the options showing?
Here's the code:

# ■ Scene_Shop
#------------------------------------------------------------------------------
#  ショップ画面の処理を行うクラスです。
#==============================================================================
class Scene_Shop
#--------------------------------------------------------------------------
# ● メイン処理
#--------------------------------------------------------------------------
def main
# ヘルプウィンドウを作成
@spriteset = Spriteset_Map.new
@help_window = Window_Help.new
@help_window.active = false
@help_window.visible = false
# コマンドウィンドウを作成
@command_window = Window_ShopCommand.new
# ゴールドウィンドウを作成
@gold_window = Window_Gold.new
@gold_window.x = 0
@gold_window.y = 0
@gold_window.active = false
@gold_window.visible = false
# ダミーウィンドウを作成
@dummy_window = Window_Base.new(0, 128, 650, 400)
@dummy_window.active = false
@dummy_window.visible = false
# 購入ウィンドウを作成
@buy_window = Window_ShopBuy.new($game_temp.shop_goods)
@buy_window.active = false
@buy_window.visible = false
@buy_window.help_window = @help_window
# 売却ウィンドウを作成
@sell_window = Window_ShopSell.new
@sell_window.active = false
@sell_window.visible = false
@sell_window.help_window = @help_window
# 個数入力ウィンドウを作成
@number_window = Window_ShopNumber.new
@number_window.active = false
@number_window.visible = false
# ステータスウィンドウを作成
@status_window = Window_ShopStatus.new
@status_window.visible = false
@status_window.active = false
# トランジション実行
Graphics.transition
# メインループ
loop do
# ゲーム画面を更新
Graphics.update
# 入力情報を更新
Input.update
# フレーム更新
update
# 画面が切り替わったらループを中断
if $scene != self
break
end
end
# トランジション準備
Graphics.freeze
# ウィンドウを解放
@help_window.dispose
@command_window.dispose
@gold_window.dispose
@dummy_window.dispose
@buy_window.dispose
@sell_window.dispose
@number_window.dispose
@spriteset.dispose
@status_window.dispose
end
#--------------------------------------------------------------------------
# ● フレーム更新
#--------------------------------------------------------------------------
def update
# ウィンドウを更新
@help_window.update
@command_window.update
@gold_window.update
@dummy_window.update
@buy_window.update
@sell_window.update
@number_window.update
@status_window.update
@spriteset.update
# コマンドウィンドウがアクティブの場合: update_command を呼ぶ
if @command_window.active
update_command
return
end
# 購入ウィンドウがアクティブの場合: update_buy を呼ぶ
if @buy_window.active
update_buy
return
end
# 売却ウィンドウがアクティブの場合: update_sell を呼ぶ
if @sell_window.active
update_sell
return
end
# 個数入力ウィンドウがアクティブの場合: update_number を呼ぶ
if @number_window.active
update_number
return
end
end
#--------------------------------------------------------------------------
# ● when you click on "buy"
#--------------------------------------------------------------------------
def update_command
# B ボタンが押された場合
if Input.trigger?(Input::B)
# キャンセル SE を演奏
$game_system.se_play($data_system.cancel_se)
# マップ画面に切り替え
$scene = Scene_Map.new
return
end
# C ボタンが押された場合
if Input.trigger?(Input::C)
# コマンドウィンドウのカーソル位置で分岐
case @command_window.index
when 0 # 購入する
# 決定 SE を演奏
$game_system.se_play($data_system.decision_se)
# ウィンドウの状態を購入モードへ
@command_window.active = false
@dummy_window.visible = false
@buy_window.active = true
@buy_window.visible = true
@buy_window.refresh
@status_window.visible = true
when 1 # 売却する
# 決定 SE を演奏
$game_system.se_play($data_system.decision_se)
# ウィンドウの状態を売却モードへ
@command_window.active = false
@dummy_window.visible = false
@sell_window.active = true
@sell_window.visible = true
@sell_window.refresh
when 2 # やめる
# 決定 SE を演奏
$game_system.se_play($data_system.decision_se)
# マップ画面に切り替え
$scene = Scene_Map.new
end
return
end
end
#--------------------------------------------------------------------------
# ● フレーム更新 (購入ウィンドウがアクティブの場合)
#--------------------------------------------------------------------------
def update_buy
# ステータスウィンドウのアイテムを設定
@status_window.item = @buy_window.item
# B ボタンが押された場合
if Input.trigger?(Input::B)
# キャンセル SE を演奏
$game_system.se_play($data_system.cancel_se)
# ウィンドウの状態を初期モードへ
@command_window.active = true
@dummy_window.visible = true
@buy_window.active = false
@buy_window.visible = false
@status_window.visible = false
@status_window.item = nil
# ヘルプテキストを消去
@help_window.set_text("")
return
end
# C ボタンが押された場合
if Input.trigger?(Input::C)
# アイテムを取得
@item = @buy_window.item
# アイテムが無効の場合、または価格が所持金より上の場合
if @item == nil or @item.price > $game_party.gold
# ブザー SE を演奏
$game_system.se_play($data_system.buzzer_se)
return
end
# アイテムの所持数を取得
case @item
when RPG::Item
number = $game_party.item_number(@item.id)
when RPG::Weapon
number = $game_party.weapon_number(@item.id)
when RPG::Armor
number = $game_party.armor_number(@item.id)
end
# すでに 99 個所持している場合
if number == 99
# ブザー SE を演奏
$game_system.se_play($data_system.buzzer_se)
return
end
# 決定 SE を演奏
$game_system.se_play($data_system.decision_se)
# 最大購入可能個数を計算
max = @item.price == 0 ? 99 : $game_party.gold / @item.price
max = [max, 99 - number].min
# ウィンドウの状態を個数入力モードへ
@buy_window.active = false
@buy_window.visible = false
@number_window.set(@item, max, @item.price)
@number_window.active = true
@number_window.visible = true
end
end
#--------------------------------------------------------------------------
# ● フレーム更新 (売却ウィンドウがアクティブの場合)
#--------------------------------------------------------------------------
def update_sell
# B ボタンが押された場合
if Input.trigger?(Input::B)
# キャンセル SE を演奏
$game_system.se_play($data_system.cancel_se)
# ウィンドウの状態を初期モードへ
@command_window.active = true
@dummy_window.visible = true
@sell_window.active = false
@sell_window.visible = false
@status_window.item = nil
# ヘルプテキストを消去
@help_window.set_text("")
return
end
# C ボタンが押された場合
if Input.trigger?(Input::C)
# アイテムを取得
@item = @sell_window.item
# ステータスウィンドウのアイテムを設定
@status_window.item = @item
# アイテムが無効の場合、または価格が 0 (売却不可) の場合
if @item == nil or @item.price == 0
# ブザー SE を演奏
$game_system.se_play($data_system.buzzer_se)
return
end
# 決定 SE を演奏
$game_system.se_play($data_system.decision_se)
# アイテムの所持数を取得
case @item
when RPG::Item
number = $game_party.item_number(@item.id)
when RPG::Weapon
number = $game_party.weapon_number(@item.id)
when RPG::Armor
number = $game_party.armor_number(@item.id)
end
# 最大売却個数 = アイテムの所持数
max = number
# ウィンドウの状態を個数入力モードへ
@sell_window.active = false
@sell_window.visible = false
@number_window.set(@item, max, @item.price / 2)
@number_window.active = true
@number_window.visible = true
@status_window.visible = true
end
end
#--------------------------------------------------------------------------
# ● フレーム更新 (個数入力ウィンドウがアクティブの場合)
#--------------------------------------------------------------------------
def update_number
# B ボタンが押された場合
if Input.trigger?(Input::B)
# キャンセル SE を演奏
$game_system.se_play($data_system.cancel_se)
# 個数入力ウィンドウを非アクティブ・不可視に設定
@number_window.active = false
@number_window.visible = false
# コマンドウィンドウのカーソル位置で分岐
case @command_window.index
when 0 # 購入する
# ウィンドウの状態を購入モードへ
@buy_window.active = true
@buy_window.visible = true
when 1 # 売却する
# ウィンドウの状態を売却モードへ
@sell_window.active = true
@sell_window.visible = true
@status_window.visible = false
end
return
end
# C ボタンが押された場合
if Input.trigger?(Input::C)
# ショップ SE を演奏
$game_system.se_play($data_system.shop_se)
# 個数入力ウィンドウを非アクティブ・不可視に設定
@number_window.active = false
@number_window.visible = false
# コマンドウィンドウのカーソル位置で分岐
case @command_window.index
when 0 # 購入する
# 購入処理
$game_party.lose_gold(@number_window.number * @item.price)
case @item
when RPG::Item
$game_party.gain_item(@item.id, @number_window.number)
when RPG::Weapon
$game_party.gain_weapon(@item.id, @number_window.number)
when RPG::Armor
$game_party.gain_armor(@item.id, @number_window.number)
end
# 各ウィンドウをリフレッシュ
@gold_window.refresh
@buy_window.refresh
@status_window.refresh
# ウィンドウの状態を購入モードへ
@buy_window.active = true
@buy_window.visible = true
when 1 # 売却する
# 売却処理
$game_party.gain_gold(@number_window.number * (@item.price / 2))
case @item
when RPG::Item
$game_party.lose_item(@item.id, @number_window.number)
when RPG::Weapon
$game_party.lose_weapon(@item.id, @number_window.number)
when RPG::Armor
$game_party.lose_armor(@item.id, @number_window.number)
end
# 各ウィンドウをリフレッシュ
@gold_window.refresh
@sell_window.refresh
@status_window.refresh
# ウィンドウの状態を売却モードへ
@sell_window.active = true
@sell_window.visible = true
@status_window.visible = false
end
return
end
end
end


ok, i don't exactly know what you mean...
and there's no attachement?

Peekimon
February 25th, 2005, 02:28 PM
Oh, I'm so stupid....
I forgot to add the attachment. *bangs head on wall*
Here's it *hopes that I don't forget, this time*

Blizzy
February 25th, 2005, 02:32 PM
Oh, I'm so stupid....
I forgot to add the attachment. *bangs head on wall*
Here's it *hopes that I don't forget, this time*
i'm not quite sure...
i think you could try:

@"window_name".z = 999

Peekimon
February 25th, 2005, 02:34 PM
where do i put the:
"@"window_name".z = 999" ?

Blizzy
February 25th, 2005, 02:41 PM
where do i put the:
"@"window_name".z = 999" ?
woops, srry, forgot about that.
you need to add it like this:

@gold_window = Window_Gold.new
@gold_window.x = 0
@gold_window.y = 0
@gold_window.z = 999

this might help.

Peekimon
February 25th, 2005, 02:48 PM
I'll try it now (msg 2 short)

FreedomLeagueGuard
February 25th, 2005, 03:26 PM
I Am Chaning The Status Bar Of Pokemon in the Battle
And I need A Picture Of It Does Any One Haves One

Jeff_PKLight
February 25th, 2005, 09:28 PM
Can anyone help me still? Here's the question if anyone forgets:

Does anyone have a desert tileset (2 different types of grounds) and also water tilesets (the one where you dive in and the one where you can walk on, like in Lilycove and Mossdeep City) Thanks!

GymLeaderLance99
February 25th, 2005, 09:46 PM
Does anyone have pictures of all the Johto Gym Leaders, like the one posted, and charsets of all 24 badges? Also, I'd like an advanced picture of the Fire Breather and Sage from G/S. Please help me. And in return, I offer you the cries I posted in the resource thread.

DarkDoom3000
February 25th, 2005, 10:36 PM
I have a problem on my PC when ever i change my screen resolution over 800x600 it goes all fuzzzy and the screen splits into 3 ? dose anybody know how to fix this? its for
rpg maker XP

DarknessMonkey
February 25th, 2005, 11:49 PM
I Have 2 Questions.

1) Where Do You Get Ruby Scripting & Is It For RPGMXP?

2) In RPGMXP I Try To Go To Script Editor & I Try Changing The Script, But When I Try To Get Down To Apply I Cant See It.
It Something With My Screen.

Dawson
February 25th, 2005, 11:59 PM
I have a problem on my PC when ever i change my screen resolution over 800x600 it goes all fuzzzy and the screen splits into 3 ? dose anybody know how to fix this? its for
rpg maker XP
That's not a game making related problem. You'd be best off posting in the Computer Help and Discussion section but it could by that 800 x 600 is your monitors maximum resolution.

Matt
February 26th, 2005, 01:20 PM
I have some problem in Rmxp...
I have win 98 and this work in my computer
Can make maps,events and all.
But when i want play at game , i can but very slow
How can fix it?
PLZ help me PLZ ;(

Sorye HK
February 26th, 2005, 01:26 PM
Well, you can try getting a better CPU and increasing the RAM on your computer. Does your computer fit the minimum conditions?

Matt
February 26th, 2005, 01:28 PM
Maybe But the Editor Work On my computer...
I must buy better Computer? :(

Sorye HK
February 26th, 2005, 01:35 PM
Seeing as the editor's working, you've probably met the minimum requirements. Anyway, if the game's lagging even if you've got a small amount of events; I suggest you do as I said in the above post.

Matt
February 26th, 2005, 01:42 PM
And this can work on my computer?
Plz short answer : Yes Or No

Sorye HK
February 26th, 2005, 01:52 PM
Well, every computer's processing speed is increased when it's CPU's better and RAM's increased. So if you're asking whether, what I said would fix the problem, I'd say "YES."

Matt
February 26th, 2005, 02:24 PM
OK but how :D
I really dont know :D

Sorye HK
February 26th, 2005, 02:46 PM
Get the computer to a repair center.

Jeff_PKLight
February 26th, 2005, 03:03 PM
Any answer to my question on page 45 of this thread? Thanks!

~Jeff

DarknessMonkey
February 26th, 2005, 04:06 PM
Any Answers To My Questions On The Last Page?

Thanks

~Justin

Matt
February 26th, 2005, 05:53 PM
O_o'
Great aswer...
I MUST BUY NEW COMPUTER I KNOW THIS !!!
And change win98 to WinXP :)

DarknessMonkey
February 26th, 2005, 06:14 PM
Can Anyone Show Me How To Change The Window Screen & Fonts?
I Am Using RPGMXP & Regular Scripting Trying To Make A Pokemon Game.

Thanks

~Justin

Naito
February 26th, 2005, 07:00 PM
Does anyone has battle sprites of kamon, morty, red(male hero in fr/lg), blue(female hero in fr/lg), hiro, misty, karen, prof elm, jasmine, and brendon & may lg/fr style?

Peekimon
February 26th, 2005, 07:01 PM
For the font:

Go to your Script Editor>>Check for the Script "Main"

Change Arial to whatever font you'd like.

DarknessMonkey
February 26th, 2005, 07:09 PM
For the font:

Go to your Script Editor>>Check for the Script "Main"

Change Arial to whatever font you'd like.

Ok, What If I Want The Fonts From The Pokemon Games?

Jeff_PKLight
February 26th, 2005, 07:11 PM
Ash, you'll have to download the font patch for Pokemon.

Anyone got the tilesets yet?

DarknessMonkey
February 26th, 2005, 07:18 PM
Where Can I Download A Font Patch For Pokemon?
And Is It RMXP?

Jeff_PKLight
February 26th, 2005, 07:24 PM
The font patch is downloaded to your harddrive's Windows' Font Folder. So, no, it's not RMXP. I have the font patch, but I'm busy right now. Maybe I'll send you it through email later.

(Any help on my question still?)

~Jeff

DarknessMonkey
February 26th, 2005, 07:29 PM
Ok Thanks Just PM Me When You Send It.

GymLeaderLance99
February 26th, 2005, 10:33 PM
Help!! I can't get my BGMs to play, even when I start the game up at the title screen. But the sounds still work. Why is this happening?

Jeff_PKLight
February 26th, 2005, 10:36 PM
Either you didn't select a music in your database, your music file is missing, your music is there but it's empty (0 kb), or something is wrong with your scripting.

Hope that helps!

~Jeff

Naito
February 26th, 2005, 10:38 PM
Does anyone has what I need?Its on my last post on this thread.

Sorye HK
February 27th, 2005, 04:12 AM
I don't think many people have battle sprites of pokemon.

Jeff_PKLight
February 27th, 2005, 02:09 PM
Anyone with the water tilesets yet?
It's the light one where you walk on (like in Lilycove and Mossdeep) and the dark ones (where you dive in). Those are pretty rare to come across for me as I checked plenty of areas. Thanks!

~Jeff

Peekimon
February 27th, 2005, 03:24 PM
i say some dark water in rm2k3 chipsets, try converting those to RMXP standard.

Jeff_PKLight
February 27th, 2005, 03:28 PM
Thanks Peekimon. Do you know where I can find them?

~Jeff

Naito
February 27th, 2005, 03:31 PM
I don't think many people have battle sprites of pokemon.

I need battle sprites of some trainers in fr/lf form.Not pokemon battle sprites.This is what I need: Kamon,hiro,red,blue,misty,jasmine,karen,nurse joy(yep,in my fan game you fight her),prof elm,prof birch,and brendon & may.I got morty already but hes huge!

Peekimon
February 27th, 2005, 03:36 PM
Jeff: Look in the Game Dev Resources thread, better place is to look at the OLD one.

Jeff_PKLight
February 27th, 2005, 03:39 PM
Actually, I looked through all 34 pages of the old resource thread 2 days ago. Still didn't find it. So....I'm asking here! Thanks for helping me!

~Jeff

Peekimon
February 27th, 2005, 03:54 PM
Umm, try on RM2K3Kid's forum, I found lots there.

Applederry
February 27th, 2005, 11:15 PM
Does anyone know how I can change my font to a custom one? I already have the font I want in the Fonts directory of the rm2k3 and in the windows\fonts directory. But how do I apply it to the rm2k so that I can select the custom font? I only see MS Mincho and MS Gothic. Can anyone help me? Please? Thanks.

Dawson
February 27th, 2005, 11:30 PM
Does anyone know how I can change my font to a custom one? I already have the font I want in the Fonts directory of the rm2k3 and in the windows\fonts directory. But how do I apply it to the rm2k so that I can select the custom font? I only see MS Mincho and MS Gothic. Can anyone help me? Please? Thanks.
Have you downloaded the font patch as well, I think that is needed.

DarknessMonkey
February 28th, 2005, 01:27 AM
Anyone Know Where I Can Get The Pokemon Font Patch?
(I Wanna Use It For My Game.)

Dawson
February 28th, 2005, 01:35 AM
The font patch is on this page: http://www.lrpgm.com/site/?page=downloads&id=21

Applederry
February 28th, 2005, 01:39 AM
Is RPGAdvocates RM2K3 v1.08 Patch the Font Patch or is RPGAdvocates RM2K3 Translation 1.08 ?

DarknessMonkey
February 28th, 2005, 01:50 AM
I Need A Font Patch For RMXP.
A Pokemon One.

Sorye HK
February 28th, 2005, 05:07 AM
There isn't a font patch of any sort for RMXP. You have to add the pokemon font in Windows\font. Then change the font in the script to the pokemon font that you have in that folder.

JavaScript
February 28th, 2005, 11:42 PM
Ok, I really need the basics for a battle system:
-Pokemon rm2k3 font
-menus etc
-a couple of chipsets
-some spritesets

Thanks alot

DarknessMonkey
February 28th, 2005, 11:58 PM
Ok But Where Can I Get A Pokemon Font?

Sorye HK
March 1st, 2005, 02:53 AM
Ok, I really need the basics for a battle system:
-Pokemon rm2k3 font
-menus etc
-a couple of chipsets
-some spritesets

Well, you'll have to code the menu in yourself. Chipsets and spritesets can be found in the resources thread. Here's the font:

DarknessMonkey
March 1st, 2005, 02:36 PM
Thanks Daegon!
I Already Uploaded Them!
Oh & I Am Using RM2K3 Now How Would I Change That Font?

Rm2k3Guy
March 1st, 2005, 08:39 PM
Hi
please can some one make me a map out of this you will get a place in my credits
Cya Dudes
Rm2k3guy

Dawson
March 1st, 2005, 08:41 PM
Hi
please can some one make me a map out of this you will get a place in my credits
Cya Dudes
Rm2k3guy
Try rm2k3kid's forum. He has a thread specifically for maps like that.

pokemonhackerforever
March 2nd, 2005, 09:24 PM
How do I make the introduction come up after the title screen on the rpgmaker 2003, just like in the real pokemon games?

Esai
March 2nd, 2005, 09:32 PM
Well make a blank map called "Intro"
Then Make sure it is auto-start
And make the speech and everything
and last of all just teleport to the heros bedroom or wherever

Dawson
March 2nd, 2005, 09:35 PM
Well make a blank map called "Intro"
Then Make sure it is auto-start
And make the speech and everything
and last of all just teleport to the heros bedroom or wherever
Like Esai said, but make sure you set the starting position on the Intro map or it wont work.

pokemonhackerforever
March 2nd, 2005, 09:42 PM
Okay, thanks to both of you! I have one more question. How do I make it where you can choose your name, and gender at the beginning after the title screen, using rpg maker 2003?

Esai
March 2nd, 2005, 09:50 PM
For name, you would use Enter Hero name command, and gender can be done easily with choices and switches.

E.g. if you choose boy, it turns a switch on. And at the end if switch is on it changes the sprite to a male sprite.

Dawson
March 2nd, 2005, 09:51 PM
To choose yout name use the 'Enter Hero Name' command. To choose the gender you just need to use pictures and either a switch or a variable.

EDIT: Looks like Esai beat me to it ^^;

pokemonhackerforever
March 2nd, 2005, 10:00 PM
Ah, thanks..., uh! can I trouble you guys for some more help? I have a few more questions? (1) how do I get it to show up right after the tittle screen? And last, Do I make the name command in the common events, or just create on on the map?

Dawson
March 2nd, 2005, 10:17 PM
You can ask as many questions as you like, that's what this thread is for ;) To start the intro straight away, have the starting position on the intro map and make the charset for the hero blank. Have the event trigger as Auto start and it will run straight away. You can have the enter hero name command in the map event.

pokemonhackerforever
March 2nd, 2005, 10:35 PM
The event keeps on playing over, and over again! How do I fix this?

Dawson
March 2nd, 2005, 10:51 PM
At the bottom of the command list make a switch and set it to ON. Make a new page on the event and under the 'Pre-Conditions' check the box for the switch. Make sure you select the right switch and have the event trigger as Action Key. And leave the new event blank.

pokemonhackerforever
March 3rd, 2005, 09:03 PM
Can you place a starting party inside (indoors) on rpg maker 2003? The reason I ask is eversince I made an Introduction thing, it won't show your character..

Dawson
March 3rd, 2005, 09:06 PM
Do you mean after the intro finishes? Because if you do then you have to teleport to the next map to continue the game.

pokemonhackerforever
March 3rd, 2005, 09:12 PM
Basically what I am trying to say, is that I deleted the whole intro screen, and now the hero sprite will not show up, inside the building that I put the party start position!

Dawson
March 3rd, 2005, 09:52 PM
Have you made sure that you have set the correct charset in the database?

Firemaker
March 4th, 2005, 12:10 AM
I had RPG Maker, and I worked fine. But I got a new hardrive so I re-installed the file I downloaded. But when I make a project it said "Project Making Faliure" What do I do?

Dawson
March 4th, 2005, 12:19 AM
Try downloading it again and reinstalling it because you may have lost vital files in the transfer from your old hard drive.

Sorye HK
March 4th, 2005, 09:54 AM
Most of the time, if a project fails to make, there's usually a file or folder by the same name. Or you could try just making a project with no name at all.

AbareMax
March 4th, 2005, 09:58 PM
I need a Fortree Chipset if at all possible. I will give credit

Thanks

AbareMax

Firemaker
March 5th, 2005, 03:23 AM
Try downloading it again and reinstalling it because you may have lost vital files in the transfer from your old hard drive.
Thanks, I got to start a new project.

Matt
March 5th, 2005, 06:43 AM
hi all ...
I need Snow fr/lg chipset's(of course i give credits...)
I see this chipsets into Phoenix316's pokemon game.

Thanks A lot Matt ;)

dm_the_master_of_jirachi
March 5th, 2005, 06:53 AM
I need some graphics so I can input some pokemon in my games oh and for rmxp
well I need these please

bryguy180
March 5th, 2005, 12:33 PM
how do you select a character starting position?

Dawson
March 5th, 2005, 12:51 PM
hi all ...
I need Snow fr/lg chipset's(of course i give credits...)
I see this chipsets into Phoenix316's pokemon game.

Thanks A lot Matt ;)
My chipset was custom made by SaintBeast, my graphic designer.

how do you select a character starting position?
On the Event Layer, right click on the tile you want to start on and go down to 'Place Party Starting Position'.

Sorye HK
March 5th, 2005, 12:53 PM
well I need these please
Are you saying that you need pokemon sprites for the Battle System or something?

FreedomLeagueGuard
March 5th, 2005, 01:25 PM
Hey Guys Can someone convert
This Charset Into A RPG Maker XP Charset

http://www.gsmport.net/mehmet/shadowmage.bmp

bryguy180
March 5th, 2005, 01:36 PM
How do i make a bs? *typing randomly to increase to 25 charachters*

Matt
March 5th, 2005, 01:40 PM
My chipset was custom made by SaintBeast, my graphic designer.


On the Event Layer, right click on the tile you want to start on and go down to 'Place Party Starting Position'.

And if i am give credits you and your grapchic designer you can give me this chipsets? :(

Thanks Matt ;)

Maximo v.2
March 5th, 2005, 02:14 PM
Im not a super noob to the games but the one thing i need to know is how to get the chip sets into the game like how i would get the pokemon houses in it and that can someone tell me and posibly how to put the chars in aswell and can someone make these into a chipsets
http://img233.exs.cx/img233/6076/location15en1ko.png
http://img105.exs.cx/img105/364/route16dz4ls.png

Dawson
March 5th, 2005, 02:16 PM
I'm sorry, but one of the things that were trying to achieve with our game is a level of uniqueness and originality through graphics etc so we prefer to keep our graphics to ourselves.

EDIT: Maximo - to import chipsets and charsets use the importer near the Database button at the top of the screen.

Matt
March 5th, 2005, 03:15 PM
Ok no problem phoenix316 ;).
I am make one by myself :P

Thanks Matt ;)

FreedomLeagueGuard
March 5th, 2005, 03:34 PM
Hey Guys Can someone convert
This Charset Into A RPG Maker XP Charset

http://www.gsmport.net/mehmet/shadowmage.bmp

Pleas I really Need It You'll Get Credit

Matt
March 5th, 2005, 03:46 PM
lol...
you can better make any pokemon charset , this will be better than this ...

Thanks Matt ;)

SuicidalDonkey
March 5th, 2005, 04:48 PM
can anyone help me program this health bar so it works efficiently?

http://img210.exs.cx/my.php?loc=img210&image=roughdraft2lg.png

Matt
March 5th, 2005, 05:24 PM
CANT USE THIS! ~Matt
This is Phoenix316 Chipsets!!!

Dawson
March 5th, 2005, 05:35 PM
Those snow tiles look like they were taken straight from my screenshots. Please, if your going to make something then have the courtesy of actually making them yourself instead of just ripping them from my game.

Matt
March 5th, 2005, 05:39 PM
no , i was taken this from C.O.L pokemon screens :).
But phoenix did all make fr/lg chipsets?Does all have permision from nintendo?
Sorry if you dont want to public your chipset tell me.
but can i use this in my game?

Thanks Matt ;)

Dawson
March 5th, 2005, 05:50 PM
I never said anything about the whole chipset, just the snowy parts. The icy path, grass, trees and mart were taken from my screenshots.

And I'd appreciate it if you removed them and made your own, sorry.

Matt
March 5th, 2005, 05:55 PM
No , i give you credit for use them ok?

And sorry for this:
This is demo of snow chipset(made by me)

And for this
If you use them plz give me cretid.

:(
Can i use this in game and give you credit:(?

Thanks Matt ;)

Dawson
March 5th, 2005, 06:00 PM
As I said earlier:
I'm sorry, but one of the things that were trying to achieve with our game is a level of uniqueness and originality through graphics etc so we prefer to keep our graphics to ourselves.
A lot of hard work has gone into making tilesets for our game and we have no intention of releasing any part of the game to the public until after our game is finished. So that's why we don't want anyone using them.

Matt
March 5th, 2005, 06:05 PM
Ok no problem :)...
I am now start make myself chipsets ;)

Thanks Matt ;)

AbareMax
March 5th, 2005, 06:15 PM
I desperately need Fortree chipset. If anyone has one please post it here, and I will give credit. This will be for my game.

AbareMax

Dawson
March 5th, 2005, 06:23 PM
I don't think Fortree City has been ripped by anyone yet. Your best chance of getting one would be to try ripping it yourself and hope that someone finishes it of for you.

Matt
March 5th, 2005, 06:25 PM
yes try it by yourself :)
BTW.Phoenix316 i think we can be still friend(right?:()

bryguy180
March 5th, 2005, 06:58 PM
on game maker, how do i put my game online?

Matt
March 5th, 2005, 07:01 PM
^-^'
You can attachment your file or search host(server)
i think you can join at www.rpgi.net .

Thank Matt;)

bryguy180
March 5th, 2005, 07:10 PM
do you know how i host on my website?

pokemonhackerforever
March 5th, 2005, 07:54 PM
How do I make a custom menu, using rpg maker 2003, and make it just like the other Pokemon game menu's!

bryguy180
March 5th, 2005, 07:58 PM
hacker, do you know how i can host my game on my website?

srry for putting people in the spotlight but you were last poster

pokemonhackerforever
March 5th, 2005, 08:02 PM
I am sorry, but I don't know!

bryguy180
March 5th, 2005, 08:05 PM
thats fine. *randomly typing to increase to 25*

pokemonhackerforever
March 5th, 2005, 08:07 PM
Hey Bryguy180! Do you know how to make a custom menu, using rpgmaker 2003, and make it look, and act just like the one in the real Pokemon games?

bryguy180
March 5th, 2005, 08:12 PM
no i am newbi at this stuff.say, bout 5-7 days

pokemonhackerforever
March 5th, 2005, 08:26 PM
Anyone else know how to do it?

Dawson
March 5th, 2005, 08:31 PM
bryguy180 - go here (http://rpgi.net/) and get a lateralshift account and upload your game there.

pokemonhackerforever - you need to use variables, key input processes, fork conditions and show picture commands. Read a few tutorials at GamingW (www.gamingw.net) to learn how it's all done. It takes too long to explain to answer it in a post like this.

bryguy180
March 5th, 2005, 08:40 PM
do you mean projex, phoenix316?

Dawson
March 5th, 2005, 08:43 PM
Yeah, it's the same thing.

bryguy180
March 5th, 2005, 08:49 PM
ok, got account. how do i figure out physical