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  #451    
Old October 21st, 2005 (11:16 AM).
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Thanks blizzy., Now I can get started with work on this pokemon game. Thank you so so much!.
  #452    
Old October 22nd, 2005 (07:08 AM).
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i have a problem. i'm making a mario game in rpgmaker2003 but i can't get my mario charset right. can someon please help me.
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File Type: png mario20033.PNG‎ (3.7 KB, 9 views) (Save to Dropbox)
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  #453    
Old October 22nd, 2005 (08:51 AM).
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Does any one know where i can find a running script for RPG Maker Xp? Thnkz in advance

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  #454    
Old October 22nd, 2005 (10:04 AM).
Blizzy Blizzy is offline
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Quote originally posted by Pokemon563:
Does any one know where i can find a running script for RPG Maker Xp? Thnkz in advance

~Pokemon563~
Code:
class Game_Player < Game_Character
  alias update_old update
  def update
    if Input.press?(Input::SHIFT)
      @move_speed = 4.3
    end
    if not Input.press?(Input::SHIFT)
      @move_speed = 3.8
    end
    update_old
  end
end
here ya go.
put it in a new script above main.
alto, i haven't found a clue how to change graphic
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  #455    
Old October 22nd, 2005 (10:54 AM).
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How do you add maps with different tilesets into one game? When i do it the maps get all messed up.... like something like this


Map1:Hero's house (tileset fr/lg inside)

Map 2: pallet town (tileset fr/lg outside)
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  #456    
Old October 22nd, 2005 (10:56 AM).
Blizzy Blizzy is offline
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Quote originally posted by Benpokemaster:
How do you add maps with different tilesets into one game? When i do it the maps get all messed up.... like something like this


Map1:Hero's house (tileset fr/lg inside)

Map 2: pallet town (tileset fr/lg outside)
this is fairly simple.
right click on the mapname and select 'map properties'
then click on 'tileset' and choice your tileset
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  #457    
Old October 22nd, 2005 (11:01 AM).
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That didn't work.The tileset i uploaded didn't show up
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  #458    
Old October 22nd, 2005 (11:46 AM).
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Quote originally posted by Dunsparce:
I still need a reformatted Advance Johto Chipset that works in RPG Maker 2003?

I also need chipsets of these for 2003:

Sevii Islands Chipsets (Even the "Routes" and the Memorial Pillar and the Trainer Tower and the Dotted Hole and the Tanoby Ruins, ect.)

FR/LG Gym Inside Chipsets

Seafom Islands/Icefall Cave Chipsets (Including the sliding ice and the cracking Ice)

Trainer Tower (Inside including the roof) Chipset

A FR/LG Style Traditional Japanese Building Chipeset (From the XP Chipset including Tin Tower/ Burned Tower/ Strange Bell Thing)

Inside Chipset for the Japanse-Style Buildings

One or more of these would do.
Is anyone even listening to me?
  #459    
Old October 22nd, 2005 (11:59 AM).
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does anyone have a pokemon style bag script for RMXP that they would liek to let me use for my game Pokemon Copperlite? i will be sure to give full credit to the maker.
::Edit::
also a pokemon catching script would be helpful, im not sure if there has been one made but.....
  #460    
Old October 22nd, 2005 (02:00 PM).
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Hey, I'm looking for Game Boy Color Pokemon game resources, from Gold/Silver/Crystal. I already know about PokemonElite2000, I was hoping there would be other sites.

Thanks.
  #461    
Old October 22nd, 2005 (02:36 PM).
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Ok well heres the picture of the error i need fixed(below)



and heres the script that makes this the level up box appear(BTW i didnt write the script, i got it off of the forums at rmxp.net..credit goes to "illustrationism")
Code:
#================================================
# ====Create a new script above main and put all that code in it. ======
#================================================
#
#
#
#
#
# Window_BattleStatus
#
# XRXS_BP10. LEVEL UP!\͏㏸\EBhE plus! 
# by  ݓy
#
# vFXRXS.RGSSǃJX^}CY
#
#
#Script found at http://f26.aaa.livedoor.jp/~xxms/RPGXP_XRXS_BP10.htm
#Modified by Sutebe-san
#
#
#==============================================================================
#  JX^}CY|Cg
#==============================================================================
class Scene_Battle
LEVEL_UP_SE = "" # xAbvSEB""ŖB
LEVEL_UP_ME = "Audio/ME/PkmRS-LevelUp" # xAbvME
end
class Window_SkillLearning < Window_Base
SKILLLEARN_SE = "Audio/SE/106-Heal02" # XLKSEB
end
#==============================================================================
#  Window_LevelUpWindow
#------------------------------------------------------------------------------
# @ogIAxAbvꍇɃXe[^X\EBhEłB
#==============================================================================
class Window_LevelUpWindow < Window_Base
#--------------------------------------------------------------------------
#  IuWFNg
#--------------------------------------------------------------------------
def initialize(x, y, actor, last_lv, up_hp, up_sp, up_str, up_dex, up_agi, up_int)
# super(x, y, 160, 192)
super(x-x, y-64, 160, 192+64)

self.contents = Bitmap.new(width - 32, height - 32)
self.visible = false
self.back_opacity = 400
refresh(actor, last_lv, up_hp, up_sp, up_str, up_dex, up_agi, up_int)
end
#--------------------------------------------------------------------------
#  tbV
#--------------------------------------------------------------------------
def refresh(actor, last_lv, up_hp, up_sp, up_str, up_dex, up_agi, up_int)
self.contents.clear
self.contents.font.color = system_color
self.contents.font.size = 20
self.contents.font.name = $fontface
self.contents.draw_text( 20, 0, 160, 24, "LEVEL UP!!")
self.contents.font.size = 20
self.contents.font.name = $fontface
self.contents.draw_text( 0, 28+64, 160, 24, $data_system.words.hp)
self.contents.draw_text( 0, 50+64, 160, 24, $data_system.words.sp)
self.contents.font.size = 20
self.contents.font.name = $fontface
self.contents.draw_text( 0, 0+64, 80, 24, "Level")
self.contents.draw_text( 0, 72+64, 80, 24, $data_system.words.str[0,3])
self.contents.draw_text( 0, 94+64, 80, 24, $data_system.words.dex[0,3])
self.contents.draw_text( 0, 116+64, 80, 24, $data_system.words.agi[0,3])
self.contents.draw_text( 0, 138+64, 80, 24, $data_system.words.int[0,3])
self.contents.draw_text(76, 0+64, 128, 24, "=")
self.contents.draw_text(76, 28+64, 128, 24, "=")
self.contents.draw_text(76, 50+64, 128, 24, "=")
self.contents.draw_text(76, 72+64, 128, 24, "=")
self.contents.draw_text(76, 94+64, 128, 24, "=")
self.contents.draw_text(76, 116+64, 128, 24, "=")
self.contents.draw_text(76, 138+64, 128, 24, "=")
self.contents.font.size = 20
self.contents.font.color = normal_color
self.contents.draw_text( 0, 0+64, 72, 24, "+" + (actor.level-last_lv).to_s, 2)
self.contents.draw_text( 0, 28+64, 72, 24, "+" + up_hp.to_s, 2)
self.contents.draw_text( 0, 50+64, 72, 24, "+" + up_sp.to_s, 2)
self.contents.draw_text( 0, 72+64, 72, 24, "+" + up_str.to_s, 2)
self.contents.draw_text( 0, 94+64, 72, 24, "+" + up_dex.to_s, 2)
self.contents.draw_text( 0, 116+64, 72, 24, "+" + up_agi.to_s, 2)
self.contents.draw_text( 0, 138+64, 72, 24, "+" + up_int.to_s, 2)
self.contents.font.size = 20
self.contents.font.name = $fontface
self.contents.draw_text( 0, 0+64, 128, 24, actor.level.to_s, 2)
self.contents.draw_text( 0, 26+64, 128, 24, actor.maxhp.to_s, 2)
self.contents.draw_text( -40, 26, 128, 24, actor.name, 2)
self.contents.draw_text( 0, 48+64, 128, 24, actor.maxsp.to_s, 2)
self.contents.draw_text( 0, 70+64, 128, 24, actor.str.to_s, 2)
self.contents.draw_text( 0, 92+64, 128, 24, actor.dex.to_s, 2)
self.contents.draw_text( 0, 114+64, 128, 24, actor.agi.to_s, 2)
self.contents.draw_text( 0, 136+64, 128, 24, actor.int.to_s, 2)
end
end
#==============================================================================
#  Window_SkillLearning
#------------------------------------------------------------------------------
# @xAbvȂǂɃXLKꍇɂ\EBhEłB
#==============================================================================
class Window_SkillLearning < Window_Base
#--------------------------------------------------------------------------
#  JCX^Xϐ
#--------------------------------------------------------------------------
attr_reader :learned # XLKǂ
#--------------------------------------------------------------------------
#  IuWFNg
#--------------------------------------------------------------------------
def initialize(class_id, last_lv, now_lv)
super(160, 64-32, 320, 64)

self.contents = Bitmap.new(width - 32, height - 28) # 킴Ɓ\
self.visible = false
self.back_opacity = 160
@learned = false
refresh(class_id, last_lv, now_lv)
end
#--------------------------------------------------------------------------
#  tbV
#--------------------------------------------------------------------------
def refresh(class_id, last_lv, now_lv)
for i in 0...$data_classes[class_id].learnings.size
learn_lv = $data_classes[class_id].learnings[i].level
# ̃xAbv͈͂ŏKXL̏ꍇ
if learn_lv > last_lv and learn_lv <= now_lv
@learned = true
# SE̍Đ
if SKILLLEARN_SE != ""
Audio.se_play(SKILLLEARN_SE)
end
# e`
skill_name = $data_skills[$data_classes[class_id].learnings[i].skill_id].name
self.contents.clear
self.contents.font.name = $fontface
self.contents.draw_text(0,0,448,32, skill_name + " learned !!")
self.visible = true
# C[v
loop do
# Q[ʂXV
Graphics.update
# ͏XV
Input.update
# t[XV
update
# ʂ؂ւ烋[v𒆒f
if @learned == false
break
end
end
# C[v܂
end
end
end
#--------------------------------------------------------------------------
#  t[XV
#--------------------------------------------------------------------------
def update
# C {^ꂽꍇ
if Input.trigger?(Input::C)
@learned = false
self.visible = false
end
end
end
#==============================================================================
#  Window_BattleStatus
#==============================================================================
class Window_BattleStatus < Window_Base
#--------------------------------------------------------------------------
#  ljEJCX^Xϐ
#--------------------------------------------------------------------------
attr_accessor :level_up_flags # LEVEL UP!\
end
#==============================================================================
#  Scene_Battle
#==============================================================================
class Scene_Battle
#--------------------------------------------------------------------------
#  At^[ogtF[YJn
#--------------------------------------------------------------------------
alias xrxs_bp10_start_phase5 start_phase5
def start_phase5
xrxs_bp10_start_phase5
# l EXP擾
@exp_gained = battle_exp
# EXP l
for i in 0...$game_party.actors.size
actor = $game_party.actors[i]
if actor.cant_get_exp? == false
last_level = actor.level
actor.exp -= @exp_gained
if actor.level < last_level
@status_window.level_up_flags[i] = false
end
end
end
# ݒ
@exp_gain_actor = -1
# UgEBhE\
@result_window.visible = true
end
#--------------------------------------------------------------------------
#  t[XV (At^[ogtF[Y)
#--------------------------------------------------------------------------
alias xrxs_bp10_update_phase5 update_phase5
def update_phase5
@level_up_phase_done = false if @level_up_phase_done != true
# C {^ꂽꍇ
if Input.trigger?(Input::C)
# EBhE‚Ď̃AN^[
@levelup_window.visible = false if @levelup_window != nil
@status_window.level_up_flags[@exp_gain_actor] = false
@level_up_phase_done = phase5_next_levelup
end
if @level_up_phase_done
if @phase5_wait_count < 2
# UgEBhEvisible=truełsŽ
@result_window.opacity = 0
@result_window.back_opacity = 0
@result_window.contents_opacity = 0
end
# Ăі߂
xrxs_bp10_update_phase5
# xAbvĂꍇ͋ogI
battle_end(0) if @levelup_window != nil and @phase5_wait_count <= 0
end
end
#--------------------------------------------------------------------------
#  ̃AN^[̃xAbv\
#--------------------------------------------------------------------------
def phase5_next_levelup
begin
# ̃AN^[
@exp_gain_actor += 1
# Ō̃AN^[̏ꍇ
if @exp_gain_actor >= $game_party.actors.size
# At^[ogtF[YJn
return true
end
actor = $game_party.actors[@exp_gain_actor]
if actor.cant_get_exp? == false
# ݂̔\͒lێ
last_level = actor.level
last_maxhp = actor.maxhp
last_maxsp = actor.maxsp
last_str = actor.str
last_dex = actor.dex
last_agi = actor.agi
last_int = actor.int
# 퓬ol̍Ď擾
actor.exp += @exp_gained
# 
if actor.level > last_level
# xAbvꍇ
@status_window.level_up(@exp_gain_actor)
# UgEBhE
@result_window.visible = false
# SE̍Đ
if LEVEL_UP_SE != ""
Audio.se_play(LEVEL_UP_SE)
end
# ME̍Đ
if LEVEL_UP_ME != ""
Audio.me_stop
Audio.me_play(LEVEL_UP_ME)
end
# LEVEL-UPEBhE̐ݒ
actors_size = [$game_party.actors.size, 4].max
x_shift = 160 + (640 - 160*actors_size)/(actors_size - 1)
x = x_shift * @exp_gain_actor
y = 128
@levelup_window = Window_LevelUpWindow.new(x, y, actor, last_level,
actor.maxhp - last_maxhp, actor.maxsp - last_maxsp, actor.str - last_str,
actor.dex - last_dex, actor.agi - last_agi, actor.int - last_int)
@levelup_window.visible = true
# Xe[^XEBhEtbV
@status_window.refresh
# XLKEBhE̐ݒ
@skilllearning_window = Window_SkillLearning.new(actor.class_id, last_level, actor.level)
# EFCgJEgݒ
@phase5_wait_count = 40
return false
end
end
end until false
end

def battle_exp
bexp = 0
# [v
for enemy in $game_troop.enemies
# Gl~[BԂłȂꍇ
unless enemy.hidden
# llj
bexp += enemy.exp
end
end
return bexp
end

end
i am using Blizzy's starter kitt so i am not sure if the error has to do with the script i posted or a script in Blizzy's Kitt.....so this prolly would have to be answered by Blizzy i dont know...but

thanks in advance if some one can help me

~Pokemon563~
  #462    
Old October 22nd, 2005 (03:40 PM).
Blizzy Blizzy is offline
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can u explain what the error is?

if the error has to do with the layering
(eevee above the window)
you should add:
Code:
self.z = 9999999
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  #463    
Old October 22nd, 2005 (03:47 PM). Edited October 22nd, 2005 by Pokemon563.
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Pokemon563 Pokemon563 is offline
 
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Quote originally posted by Blizzy:
can u explain what the error is?

if the error has to do with the layering
(eevee above the window)
you should add:
Code:
self.z = 9999999
yea thats the error i was talking about.....where do i put that coad anywhere in the script?
::Edit::
Nevermind i figured it out Thank you so much Blizzy
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http://www.pokecommunity.com/showthread.php?t=53784 CHECK IT OUT......ITS MADE WITH RMXP
  #464    
Old October 23rd, 2005 (08:14 AM).
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Tigt the Bandit Tigt the Bandit is offline
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Quote originally posted by Tigt the Bandit:
Hey, I'm looking for Game Boy Color Pokemon game resources, from Gold/Silver/Crystal. I already know about PokemonElite2000, I was hoping there would be other sites.

Thanks.

Just in case it was lost on the previous page.
  #465    
Old October 23rd, 2005 (09:37 AM).
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where do u download RPG maker 2003? i want to start to make a game!
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  #466    
Old October 23rd, 2005 (09:42 AM).
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Cursed Cursed is offline
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Not sure if it's still down, but rmdownloads.com has it.
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  #467    
Old October 23rd, 2005 (09:56 AM).
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yeah rmdownloads is down because of bandwith usage, try crankeye.com
  #468    
Old October 23rd, 2005 (01:08 PM). Edited October 24th, 2005 by Plusle7888.
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Plusle7888 Plusle7888 is offline
 
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On RM2k3, two problems:
1. Error with name input.
2. How do I show the hero's name in text? (Like /n[001] in RMXP.)

*Edit* Never mind.
1. Was just buggy version of RM2k3.
2. Was using it wrong. \n[1] not /n[1].
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  #469    
Old October 23rd, 2005 (01:22 PM).
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Dunsparce Dunsparce is offline
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I still need a reformatted Advance Johto Chipset that works in RPG Maker 2003!!!

I also need chipsets of these for 2003:

Sevii Islands Chipsets (Even the "Routes" and the Memorial Pillar and the Trainer Tower and the Dotted Hole and the Tanoby Ruins, ect.)

FR/LG Gym Inside Chipsets

Seafom Islands/Icefall Cave Chipsets (Including the sliding ice and the cracking Ice)

Trainer Tower (Inside including the roof) Chipset

A FR/LG Style Traditional Japanese Building Chipeset (From the XP Chipset including Tin Tower/ Burned Tower/ Strange Bell Thing)

Inside Chipset for the Japanse-Style Buildings

One or more of these would do.
  #470    
Old October 23rd, 2005 (02:56 PM). Edited October 23rd, 2005 by Dark Quill.
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Dark Quill Dark Quill is offline
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Uh yeah, I'd like to request some sprites. Nothing big, just the anims for a few Pokemon.
I've seen so many custom Pokemon sprites that I feel I must ask;
Can someone make the walking sprites and stuff for the following Pokemon?

Sandshrew
Sandslash *
Larvitar

*I'd perfer the Sandslash ones first, or at all, since that'll be the main one I'm using.

A very big thanks to anyone who can help.
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  #471    
Old October 23rd, 2005 (03:45 PM).
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How do you make an hp bar show for the enemy during a battle. Please if someone knows could they answer. I really need this answered. Also an hp bar for your party member to.
  #472    
Old October 23rd, 2005 (03:50 PM).
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ok so i just downloaded RM2K3 and it looks great! but i have one problem, when i put down terrain and stuff its from a game that looks like final fantasy or something like that. how do i get pokemon stuff so i can make a game? i downloaded a chipset and tried to import it didnt work. can some1 help me? TY!
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  #473    
Old October 23rd, 2005 (03:54 PM).
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Dark Quill Dark Quill is offline
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The Pokemon Regal demo has a huge set of sprites and stuff.
It has a HP bar for your party member, but I don't remember seeing one for the enemy.
Sorry, my help is pretty useless.
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  #474    
Old October 23rd, 2005 (03:57 PM).
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i really need some1 to answer my question so i can start to make a sweet game!
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TY to DCB!
Ty to XD!
TY to midnight_dragon!
TY to Nintendo Freak!
TY to Alana!
TY to Latios Lover!
TY to Angel Air!
TY to Ho-Roudon!
  #475    
Old October 23rd, 2005 (04:00 PM).
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dan48 dan48 is offline
 
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Are you sure I can use that? Is the demo an open source or just a play demo because then I cant. Please does someone know how to do this.
How do you make an hp bar show for the enemy during a battle. Please if someone knows could they answer. I really need this answered. Also an hp bar for your party member to.
 
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