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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
18
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
18
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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