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taking script requests

Blizzy

me = Scripter.new("Noob")
492
Posts
19
Years
  • Demonic Budha said:
    thx to all who helped me find the reflection script.
    now i have another request,
    are you able to edit the reflection script so that the
    reflection is rippled when reflected in water?

    basiclly like on pokemon FR/LG

    Thx in advance
    Demonic Budha
    sorry, i don't know how to do that.

    datriot said:
    Yeah, can I also make a request, could you make some contest style stats like on Pokemon?(eg. cool, beuty, etc.)
    sure, that's easy, but i don't know all of the stats
    here's what i have now...
    Code:
    class Game_Actor < Game_Battler
      alias setup_old setup
      attr_accessor   :cool
      attr_accessor   :beauty
      attr_accessor   :cute
      attr_accessor   :smart
      attr_accessor   :tough
      
      def setup(actor_id)
        @cool = 0
        @beauty = 0
        @cute = 0
        @smart = 0
        @tough = 0
        
        setup_old(actor_id)
      end
      
    end
    paste it in a new script.
    it can be used via: $game_party.actors[0].skill
    skill = cool, beauty, cute, smart, tough.
     
    Last edited:

    BlackCharizard

    Black Charizard
    148
    Posts
    18
    Years
  • Yeah, but that only sets the values for a certain character. The actual thing would be so much harder being that it would have to change for each level up and each pokeblock. Oh is there a script to like make sorta a mini-game cdome up, kinda like the contest or the pokeblock mixer? I want to put a minigame in my game that has kickboxing using hitmontop, chan, and lee. Wut the script would do, is ignore all the other key commands so I can set the keys for completely different things.
     

    BlackCharizard

    Black Charizard
    148
    Posts
    18
    Years
  • Does any1 know how to make clouds be reflected in the water like in R/S/E?

    I tried using the reflection thing, but it doesn't work... I coppied the script completely and didnt change a thing and I changed the terrain type to 7...

    Also the Mune*, pPokedex*, Objects** all give eroors.
     
    Last edited:

    Jeff_PKLight

    RMXP User
    535
    Posts
    19
    Years
  • Neo Genesis: LOL. :D I had that exact confusion with that script back then. I still don't understand the instructions...
     
    208
    Posts
    19
    Years
  • yo, virtual
    can you make a msg system like in rm2k (non tranparetnt windows and letter going one after one)? i hope that's not a big request :D
     

    Blizzy

    me = Scripter.new("Noob")
    492
    Posts
    19
    Years
  • Neo Genesis said:
    I dont have a request but I need help. Can you tell me hot to put thisin my game?
    yes.
    but i wouldn't use it, it's not that good.
    for encounter rate, just use: in an event.
    <>variable[1 - encounter] random 1 - 6
    <>branch if variable[1 - encounter] = 6
    <>variable[2 - monsterid] random 1 - 3
    <> branch if variable [2 - monsterid] = 1
    <> encounter monster 1
    <> branch if variable [2 - monsterid] = 2
    <>encounter monster 2
    etc.
    MatiZ Master said:
    yo, virtual
    can you make a msg system like in rm2k (non tranparetnt windows and letter going one after one)? i hope that's not a big request :D
    no it isn't, i'll get it done soon.
    i editted the code on phylomortis a bit.
    here is it:
    Code:
    class Window_Message < Window_Selectable
    # ------------------------------------
      def initialize
        super(0, 304, 640, 160)
        self.contents = Bitmap.new(width - 32, height - 32)
        self.visible = false
        self.z = 9998
        self.contents.font.name = $fontface
        self.contents.font.size = $fontsize
        @update_text = true
        @fade_in = false
        @fade_out = false
        @contents_showing = false
        @cursor_width = 0
        self.active = false
        self.index = -1
      end
    # ------------------------------------
      def dispose
        terminate_message
        $game_temp.message_window_showing = false
        if @input_number_window != nil
          @input_number_window.dispose
        end
        super
      end
    # ------------------------------------
      def terminate_message
        self.active = false
        self.pause = false
        self.index = -1
        self.contents.clear
        @update_text = true
        @contents_showing = false
        if $game_temp.message_proc != nil
          $game_temp.message_proc.call
        end
        $game_temp.message_text = nil
        $game_temp.message_proc = nil
        $game_temp.choice_start = 99
        $game_temp.choice_max = 0
        $game_temp.choice_cancel_type = 0
        $game_temp.choice_proc = nil
        $game_temp.num_input_start = 99
        $game_temp.num_input_variable_id = 0
        $game_temp.num_input_digits_max = 0
        if @gold_window != nil
          @gold_window.dispose
          @gold_window = nil
        end
      end
    # ------------------------------------
      def refresh
        self.contents.clear
        self.contents.font.color = normal_color
        @x = @y = 0
        @cursor_width = 0
        if $game_temp.choice_start == 0
          @x = 8
        end
        if $game_temp.message_text != nil
          @text = $game_temp.message_text
          begin
            last_text = @text.clone
            @text.gsub!(/\\[Vv]\[([0-9]+)\]/) { $game_variables[$1.to_i] }
          end until @text == last_text
          @text.gsub!(/\\[Nn]\[([0-9]+)\]/) do
            $game_actors[$1.to_i] != nil ? $game_actors[$1.to_i].name : ""
          end
          @text.gsub!(/\\\\/) { "\000" }
          @text.gsub!(/\\[Cc]\[([0-9]+)\]/) { "\001[#{$1}]" }
          @text.gsub!(/\\[Gg]/) { "\002" }
        end
      end
    # ------------------------------------
      def reset_window
        if $game_temp.in_battle
          self.y = 16
        else
          case $game_system.message_position
          when 0
            self.y = 16
          when 1
            self.y = 160
          when 2
            self.y = 320
          end
        end
        if $game_system.message_frame == 0
          self.opacity = 255
        else
          self.opacity = 0
        end
        self.back_opacity = 255
      end
    # ------------------------------------
      def update_text
        if @text != nil
          while ((c = @text.slice!(/./m)) != nil)
            if c == "\000"
              c = "\\"
            end
            if c == "\001"
              @text.sub!(/\[([0-9]+)\]/, "")
              color = $1.to_i
              if color >= 0 and color <= 7
                self.contents.font.color = text_color(color)
              end
            end
            if c == "\002"
              if @gold_window == nil
                @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
              next
            end
            if c == "\n"
              if @y >= $game_temp.choice_start
                @cursor_width = [@cursor_width, @x].max
              end
              @y += 1
              @x = 0
              if @y >= $game_temp.choice_start
                @x = 8
              end
              next
            end
            self.contents.draw_text(4 + @x, 32 * @y, 40, 32, c)
            @x += self.contents.text_size(c).width
            #$game_system.se_play($data_system.decision_se)
            return
          end
        end
        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
        @update_text = false #??
      end
    # ------------------------------------
      def update
        super
        if @fade_in
          self.contents_opacity = 255
          if @input_number_window != nil
            @input_number_window.contents_opacity = 255
          end
          if self.contents_opacity == 255
            @fade_in = false
          end
        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 @update_text
            update_text
            return
          end
          if $game_temp.choice_max == 0
            self.pause = true
          end
          if self.pause == true && Input.dir4 != 0
            terminate_message
          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
            terminate_message if self.pause == true
          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
            terminate_message
          end
          return
        end
        if @fade_out == false and $game_temp.message_text != nil
          @contents_showing = true
          $game_temp.message_window_showing = true
          reset_window
          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 = 0
          if self.opacity == 0
            self.visible = false
            @fade_out = false
            $game_temp.message_window_showing = false
          end
          return
        end
      end
    # ------------------------------------
      def update_cursor_rect
        if @index >= 0
          n = $game_temp.choice_start + @index
          self.cursor_rect.set(8, n * 32, @cursor_width, 32)
        else
          self.cursor_rect.empty
        end
      end
    end
    BlackCharizard said:
    Does any1 know how to make clouds be reflected in the water like in R/S/E?
    it's possible, but i don't have any idea how.
     
    Last edited:

    Jeff_PKLight

    RMXP User
    535
    Posts
    19
    Years
  • Not sure if this has been noticed yet...

    -virtual-, after you close the Trainercard, you can walk on objects and stuff. Do you know how to fix this?
     

    Blizzy

    me = Scripter.new("Noob")
    492
    Posts
    19
    Years
  • Jeff_PKLight said:
    Not sure if this has been noticed yet...

    -virtual-, after you close the Trainercard, you can walk on objects and stuff. Do you know how to fix this?
    i don't have that. very strange... :\
    and i don't have any idea how to fix it.
    are you sure it's the trainercard that's bugging?
     

    Jeff_PKLight

    RMXP User
    535
    Posts
    19
    Years
  • Yeah. I was just testing my game (along with my CBS), and after I ran into the wall (to test it), I opened up the Trainercard, closed it, and then I walked over any solid objects and events...
     

    Neo Genesis

    The Wanderer
    238
    Posts
    19
    Years
  • yes.
    but i wouldn't use it, it's not that good.
    for encounter rate, just use: in an event.
    <>variable[1 - encounter] random 1 - 6
    <>branch if variable[1 - encounter] = 6
    <>variable[2 - monsterid] random 1 - 3
    <> branch if variable [2 - monsterid] = 1
    <> encounter monster 1
    <> branch if variable [2 - monsterid] = 2
    <>encounter monster 2
    etc.

    Then what would you use to make random encounters? :\
     

    Blizzy

    me = Scripter.new("Noob")
    492
    Posts
    19
    Years
  • Neo Genesis said:
    Then what would you use to make random encounters? :\
    i would use the code above (if you read some better)
    but i've made a picture with comments to see how it's done
    just have a look here:
    randomencounter.png

    hopes this is more clear.
    --edit--
    i've noticed some spelling errors (in the comments)
    but it doesn't really matter
     
    15
    Posts
    18
    Years
    • Seen May 29, 2007
    -virtual- said:
    yeah, i know what it is.
    you need to merge the alias initialize_old initialize
    from the menu and from the trainercard

    it's all in the demo.

    @to all:
    i've made a demo with includes:
    -menu
    -trainercard
    -pokedex (the script posted by jeff_pklight)
    -choices in new window.
    -module window (my module to create windows, but that doesn't matter)

    some scripts have a * or **
    * means it's added, and you can modify it.
    ** means it's added, but don't remove or add anything!
    Enjoy :)
    I didn't quite understand what you meant by merging, but since you provided a demo, I need not worry. Thanks for the help!
     

    Neo Genesis

    The Wanderer
    238
    Posts
    19
    Years
  • You said you wouldn't use it Is there an easier way it looks confusing! Also do you have a script to show hp for both pokemon and since you are making a gold remake do you have a restored sprite of the main character ( I think his name is Hiro.)?
     
    Last edited:

    BlackCharizard

    Black Charizard
    148
    Posts
    18
    Years
  • EDIT: Nevermind. I got it working. It was cause I had another trainercard window in my script. It's really cool how it works, but how come the bag doesn't move to the bag? Is this cause I have to set up a bag system of my own. (probably..) Anyway, what should I name the bag script? Also, the pokegear doesn't show. I was hoping to turn it into something new and better than the pokenav from Emerald. Also, the Trainer ID doesn't save after u exit. How could I save it. I think u wrote it before, but I cant find it on this thread. So, this leaves me with this:

    - Does any1, maybe, have anything that is at least close to a pokemon bag script?
    - Does any1 have a pokenav or pokegear script? (I dont expect these, but maybe...)
    - What should I name a bag script or how would I make that menua open it?
    - What would i name a pokegear script or how would I make the menu open it if I were to make one?
    - How could i save the Trainer ID?
    - Also, what about the shop window? Does any1 have a script for it, Or do you think it would just be easier to event it and make a windoe pop up. I think a window would be better.

    Thanks!! Thank u virtual for all the help!! It's been very useful! If u need anything, chipstes, charsets, etc., just ask me!
     
    Last edited:

    BlackCharizard

    Black Charizard
    148
    Posts
    18
    Years
  • It should show the first two. That's because of the 2-line thing virtual put in there to make it more like a pokemon game. Anyway, there should show the first two and if u put a third and fourth, they go off screen.
     

    Demonic Budha

    semi-good RMXPer (not script)
    192
    Posts
    18
    Years
  • -virtual- said:
    sorry, i don't know how to do that.

    thats ok,
    but just a quick question.
    ive noticed that in peoples games all the grass has events on them
    obviosly for the battles.
    heres my question say in one particular route i want about 9 differnt enemys how do i make it so that it has a random encounter.

    ie first time get pidgy
    second time pidgy
    third time rattata
    forth time pidgy

    cause i can only get one group to be encounted?

    Thx
    Demonic Budha
     

    Blizzy

    me = Scripter.new("Noob")
    492
    Posts
    19
    Years
  • BlackCharizard said:
    EDIT: Nevermind. I got it working. It was cause I had another trainercard window in my script. It's really cool how it works, but how come the bag doesn't move to the bag? Is this cause I have to set up a bag system of my own. (probably..) Anyway, what should I name the bag script? Also, the pokegear doesn't show. I was hoping to turn it into something new and better than the pokenav from Emerald. Also, the Trainer ID doesn't save after u exit. How could I save it. I think u wrote it before, but I cant find it on this thread. So, this leaves me with this:

    - Does any1, maybe, have anything that is at least close to a pokemon bag script?
    - Does any1 have a pokenav or pokegear script? (I dont expect these, but maybe...)
    - What should I name a bag script or how would I make that menua open it?
    - What would i name a pokegear script or how would I make the menu open it if I were to make one?
    - How could i save the Trainer ID?
    - Also, what about the shop window? Does any1 have a script for it, Or do you think it would just be easier to event it and make a windoe pop up. I think a window would be better.

    Thanks!! Thank u virtual for all the help!! It's been very useful! If u need anything, chipstes, charsets, etc., just ask me!
    pokegear, bag, etc. isn't in the script project (i'm not planning too).
    i made it so, once you press |C| on it, it returns to the map.
    Neo Genesis said:
    You said you wouldn't use it
    i said i wouldn't use the script on phylomortis.
    the picture i showed is really easy if you read the comments.
    (it's really the basic of all the event_commands in rpg maker)
     
    Last edited:

    BlackCharizard

    Black Charizard
    148
    Posts
    18
    Years
  • Ok Thanks. Also, How could I make it open a bag and pokegear/nav thing
    Also, I dont know if this is too big of arequest, I dont think it is. For my shop, could u make me a script that pops up at the top that can scroll and simply shows items and the prices, like in pokemon. Oh! And another window of normal text on the bottom that starts with "Hello, how may I help you?" Then pops up Buy, sell, quit. Then buy would bring a window with items and sell would bring the bag of course. Then, durin sell would say "What do you want to buy" or something.THANKS!!
     
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