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taking script requests

funnybunny

Advanced RM2k(3) Coder
178
Posts
19
Years
I don't have a request, more a question.

Is it posible to have the text(in the messagebox) in RMXP the same "pixel size" as in RM2k(3)? I really hate this "nice" looking text.

=EDIT=
Hmmmm maybe not very clear, I want the text the same height but double the pixels in the text so that it looks like RM2k(3)
 

Blizzy

me = Scripter.new("Noob")
492
Posts
19
Years
funnybunny said:
I don't have a request, more a question.

Is it posible to have the text(in the messagebox) in RMXP the same "pixel size" as in RM2k(3)? I really hate this "nice" looking text.

=EDIT=
Hmmmm maybe not very clear, I want the text the same height but double the pixels in the text so that it looks like RM2k(3)
yeah sure, just go to main, and change $fontsize
 

Blizzy

me = Scripter.new("Noob")
492
Posts
19
Years
funnybunny said:
no that is not what I mean, I want the same fontsize but a lower resolution font
i don't know how to do that sorry.

good news:
i got the trainercard done!
just insert a new script above main, and paste the following in it.

Code:
class Game_Temp
 alias initialize_old initialize
 attr_accessor  :badges
 attr_accessor  :id1
 attr_accessor  :id2
 attr_accessor  :id3
 attr_accessor  :id4
 attr_accessor  :id5
 def initialize
   @badges = []
   @id1 = rand(9)
   @id2 = rand(9)
   @id3 = rand(9)
   @id4 = rand(9)
   @id5 = rand(9)
   initialize_old
 end
end

class Window_Base < Window
  def black
    return Color.new(96,96,96,255)
  end
end

class Window_Trainercard < Window_Base
  def initialize
    super(0,0,480,320)
    self.contents = Bitmap.new(width - 32, height - 32)
    self.contents.font.name = $fontface
    self.contents.font.size = $fontsize
    self.z = 9999
    self.opacity = 0
    self.back_opacity = 0
    refresh
  end
  def refresh
    self.contents.clear
    #set's font color to black, defined at the top
    self.contents.font.color = black
    #set the x,y,width,height to a value
    x = 24 and y = 54 and w = 200 and h = 32
    
    #draw actor id
    t = $game_temp
    self.contents.draw_text(220, 4, w, h, "Trainer ID  " + t.id1.to_s + t.id2.to_s + t.id3.to_s + t.id4.to_s + t.id5.to_s)
    #draw actor name
    self.contents.draw_text(x,y,w,h,"Name        " + $game_party.actors[0].name, 0)
    
    #draw money
    self.contents.draw_text(x,y+47,w,h, "Money")
    c = $game_party.gold.to_s.size
    #draw the value of the money
    self.contents.draw_text(x+106 - c,y+47,w,h, "$" + $game_party.gold.to_s)
    
    #draw pokedex
    self.contents.draw_text(x,y+79,w,h, "PokeDex")
    #store number of current actors minus 1in "i"
    i = $game_party.actors.size - 1
    c = $game_party.actors.size.to_f
    #draw the number stored in "i"
    self.contents.draw_text(x+106 - c,y+80,w,h, i.to_s)
    
    #draw PlayTime
    self.contents.draw_text(x,y+111,w,h, "PlayTime")
    @total_sec = Graphics.frame_count / Graphics.frame_rate
    hour = @total_sec / 60 / 60
    min = @total_sec / 60 % 60
    sec = @total_sec % 60
    #store value in "text"
    text = sprintf("%02d:%02d:%02d", hour, min, sec)
    c = text.size
    self.contents.draw_text(x+106 - c, y+111,w,h, text)
  end

  def update
    super
    if Graphics.frame_count / Graphics.frame_rate != @total_sec
      refresh
    end
  end

end

class Scene_Trainercard
  def main
    @win = Window_Trainercard.new
    @win.x = 80
    @win.y = 80
    @win.z = 9998
    
    @card = Sprite.new
    @card.bitmap = RPG::Cache.picture("trainercard")
    @card.x = 80
    @card.y = 80
    @card.z = 9996
    
    @bg = Sprite.new
    @bg.bitmap = RPG::Cache.picture("background")
    @bg.z = 9995
    
    @trainer = Sprite.new
    @trainer.x = 398
    @trainer.y = 160
    @trainer.z = 9997
    
    if $game_switches[1] == true
      @trainer.bitmap = RPG::Cache.picture("boy")
    end
    if $game_switches[2] == true
      @trainer.bitmap = RPG::Cache.picture("girl")
    end
    @badge1 = Sprite.new
    @badge2 = Sprite.new
    @badge3 = Sprite.new
    @badge4 = Sprite.new
    @badge5 = Sprite.new
    @badge6 = Sprite.new
    @badge7 = Sprite.new
    @badge8 = Sprite.new
    if $game_temp.badges[1] == true
      @badge1.bitmap = RPG::Cache.icon("badge1")
      @badge1.x = 132
      @badge1.y = 308
      @badge1.z = 9999
    end
    if $game_temp.badges[2] == true
      @badge2.bitmap = RPG::Cache.icon("badge2")
      @badge2.x = 132 + (48 * 1)
      @badge2.y = 308
      @badge2.z = 9999
    end
    if $game_temp.badges[3] == true
      @badge3.bitmap = RPG::Cache.icon("badge3")
      @badge3.x = 132 + (48 * 2)
      @badge3.y = 308
      @badge3.z = 9999
    end
    if $game_temp.badges[4] == true
      @badge4.bitmap = RPG::Cache.icon("badge4")
      @badge4.x = 132 + (48 * 3)
      @badge4.y = 308
      @badge4.z = 9999
    end
    if $game_temp.badges[5] == true
      @badge5.bitmap = RPG::Cache.icon("badge5")
      @badge5.x = 132 + (48 * 4)
      @badge5.y = 308
      @badge5.z = 9999
    end
    if $game_temp.badges[6] == true
      @badge6.bitmap = RPG::Cache.icon("badge6")
      @badge6.x = 132 + (48 * 5)
      @badge6.y = 308
      @badge6.z = 9999
    end
    if $game_temp.badges[7] == true
      @badge7.bitmap = RPG::Cache.icon("badge7")
      @badge7.x = 132 + (48 * 6)
      @badge7.y = 308
      @badge7.z = 9999
    end
    if $game_temp.badges[8] == true
      @badge8.bitmap = RPG::Cache.icon("badge8")
      @badge8.x = 132 + (48 * 7)
      @badge8.y = 308
      @badge8.z = 9999
    end
    Graphics.transition
    loop do
      Graphics.update
      Input.update
      update
      if $scene != self
        break
      end
    end
    Graphics.freeze
    @win.dispose
    @card.dispose
    @bg.dispose
    @trainer.dispose
    @badge1.dispose
    @badge2.dispose
    @badge3.dispose
    @badge4.dispose
    @badge5.dispose
    @badge6.dispose
    @badge7.dispose
    @badge8.dispose
  end
  #--------------------------------------------------------------------------
  # ? ??????
  #--------------------------------------------------------------------------
  def update
    @win.update
    @card.update
    @bg.update
    @trainer.update
    @badge1.update
    @badge2.update
    @badge3.update
    @badge4.update
    @badge5.update
    @badge6.update
    @badge7.update
    @badge8.update
    if Input.press?(Input::B)
      $scene = Scene_Map.new
    end
  end
end
for boy put switch 1 on, for girl switch 2
for badges:
Code:
$game_temp.badges[i] = true
i is the number of the badge
if it's true, a badge will be added in the trainercard.

just click on the image in the attachement to see how you can call it.
there's a screenshot too
you need to download the zip files too.
these are the icons (badges) and pictures (background, sprites, card)
 
Last edited:

BlackCharizard

Black Charizard
148
Posts
18
Years
Could you make a script to set the trainer ID from 000000 to 999999 and save it at the beginning of a new game?

Thanks in advance!!
 
Last edited:

BlackCharizard

Black Charizard
148
Posts
18
Years
T change the hero, just edit the image of the boy character virtual made and keep the same name. Then import it to RPG maker and it will show whatever picture that is the "Picture" folder and is named "Boy". Sam for girl, except named girl.

BTW, Virtual, I've tried the code, but I get an error saying something like: "game.temp <06x...>" or something.
 
401
Posts
19
Years
  • Age 29
  • Seen Dec 4, 2016
very cool, but in my game you are the boy and the girl follows u about, is it possible to only have the boy on the card?

Edit: i cant get the picture of the hero to appear, i tried with the switch but it doesnt work

Edit2: doesnt matter, got it to work now
 
Last edited:

Ravecat

I'm Right.
1,238
Posts
18
Years
Could i just ask for a simple one... (i think its simple)
One to make the message box only 2 lines big. Oh, but can you make it so i edit the original script not replace it. Cos i have done some work with most of the text scripts.
Even if you dont get around to it, thanks
 

Demonic Budha

semi-good RMXPer (not script)
192
Posts
18
Years
Hey i have a request, im not sure if its big?
but can you make it so that certain tiles reflect the
hero
IE the water.

Thx
Demonic Budha

Also i got the ID card to come up in my CBS but the badges dont show
any ideas (or did i just script wrong lol)
 

freakboy

Nubbie
84
Posts
20
Years
oh that's easy.. just change the super in Window_Message at the top in this:
super(72, 304, 496, 94)

and for the badges problem:
can i see your script for showing the badges..
it must look like this (only the badges) in a normal event after you done with the leader.

if that doesnt work i dont know it :dead:
 

Demonic Budha

semi-good RMXPer (not script)
192
Posts
18
Years
ok heres the script (i put it in my CBS script so an event to call wont work. i got it to do badges now but i cant figure out how to put the trainer sprite there)

+EDIT ok ive figured out how to get the Boy sprite in but if they choose a girl how would i make it change to that one?

ill post script pic
 
Last edited:

Blizzy

me = Scripter.new("Noob")
492
Posts
19
Years
BlackCharizard said:
Could you make a script to set the trainer ID from 000000 to 999999 and save it at the beginning of a new game?

Thanks in advance!!
just do the same as id 1 , 2 ,3 ,4 and 5
 

BlackCharizard

Black Charizard
148
Posts
18
Years
What do you mean, Virtual?
[EDIT:] Okay, I saw the ID 1,2,3,4,5 thing in the script for the tcard, but does that save the number forever? I think that sets a random each time u view the card.
Oh and demonic, If u want to make something reflect the hero, that would have to be an event. All u need to do is take the tile, say the water, into your editing program.(Paint's actually best for this.) Juswt copy the water tile and then copy the hero. Flip him/her upside-down and paste it over the water. Theen cut off the excess parts and make that a new tile. Then the even would be on the water and another on the space above it. The above to change the tile of the water event to the one with the hero in it whjen u step on the event. Test that put it should work. Then to make it so u can see him/her turn and walk sides and disappear gets slightly more complicated. If u want to know a full way to do the whole thing, PM me.

Oh and virtual, I'm pretty sure this is small. I think I could figutre it out, but maybe u could help. I need a script to make the hero on turn, but stay in the same tile when you press the directional button, like in the newer poke games. Thanks again!!
 
Last edited:

Datriot

Tachikama!!!
2,203
Posts
19
Years
Hey, I like your scripts! I have a request, could I have a basic menu just like Neo Genisis, and a Pokemon Battle System scripts? Also, could you tell me where to put the scripts?
 

Blizzy

me = Scripter.new("Noob")
492
Posts
19
Years
the trainercard doesn't seem to like the menu.
i'll make up a demo, with the menu and trainercard.
so everything will be working fine.
i'll add the 6th id too.
i did 5 id's because i have that in my game.

@NeoGenesis:
i don't have a pokedex, sorry

@BlackCharizard:
it's $game_temp.id6 or something.
but everything with $game_temp is already stored.
so you dont need to do anything.

and i'm still puzzling how to do the facing and moving.

@Demonic.
there already is a reflection script.
but i'm not allowed to link to forums.
the one who created it is "rataime".

@datriot:
i don't have "pokemon battle scripts".
if you read the first post, you know what i won't do.
 
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