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Help and Request Thread

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Not open for further replies.
18
Posts
18
Years
    • Seen Oct 23, 2005
    I need help with this script in RMXP

    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!?\?͏㏸?\???E?B???h?E plus! ??????
    # by ???? ?ݓy
    #
    # ?v?FXRXS.RGSS???ǃJ?X?^?}?C?Y
    #
    #
    #Script found at http://f26.aaa.livedoor.jp/~xxms/RPGXP_XRXS_BP10.htm
    #Modified by Sutebe-san
    #
    #
    #==============================================================================
    # ? ?J?X?^?}?C?Y?|?C???g
    #==============================================================================
    class Scene_Battle
    LEVEL_UP_SE = "" # ???x???A?b?vSE?B""?Ŗ????B
    LEVEL_UP_ME = "Audio/ME/PkmRS-LevelUp" # ???x???A?b?vME
    end
    class Window_SkillLearning < Window_Base
    SKILLLEARN_SE = "Audio/SE/106-Heal02" # ?X?L???K??SE?B
    end
    #==============================================================================
    # ?? Window_LevelUpWindow
    #------------------------------------------------------------------------------
    # ?@?o?g???I?????A???x???A?b?v?????ꍇ?ɃX?e?[?^?X??\??????E?B???h?E?ł??B
    #==============================================================================
    class Window_LevelUpWindow < Window_Base
    #--------------------------------------------------------------------------
    # ?? ?I?u?W?F?N?g??????
    #--------------------------------------------------------------------------
    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
    #--------------------------------------------------------------------------
    # ?? ???t???b?V??
    #--------------------------------------------------------------------------
    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
    #------------------------------------------------------------------------------
    # ?@???x???A?b?v???ȂǂɃX?L?????K???????ꍇ?ɂ????\??????E?B???h?E?ł??B
    #==============================================================================
    class Window_SkillLearning < Window_Base
    #--------------------------------------------------------------------------
    # ?? ???J?C???X?^???X?ϐ?
    #--------------------------------------------------------------------------
    attr_reader :learned # ?X?L?????K?????????ǂ???
    #--------------------------------------------------------------------------
    # ?? ?I?u?W?F?N?g??????
    #--------------------------------------------------------------------------
    def initialize(class_id, last_lv, now_lv)
    super(160, 64-32, 320, 64)
    
    self.contents = Bitmap.new(width - 32, height - 28) # ?킴?Ɓ???\??
    self.visible = false
    self.back_opacity = 160
    @learned = false
    refresh(class_id, last_lv, now_lv)
    end
    #--------------------------------------------------------------------------
    # ?? ???t???b?V??
    #--------------------------------------------------------------------------
    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
    # ????̃??x???A?b?v?͈͂ŏK??????X?L???̏ꍇ
    if learn_lv > last_lv and learn_lv <= now_lv
    @learned = true
    # SE?̍Đ?
    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 = $fontface
    self.contents.draw_text(0,0,448,32, skill_name + " learned !!")
    self.visible = true
    # ???C?????[?v
    loop do
    # ?Q?[????ʂ??X?V
    Graphics.update
    # ???͏????X?V
    Input.update
    # ?t???[???X?V
    update
    # ??ʂ??؂?ւ?????烋?[?v?𒆒f
    if @learned == false
    break
    end
    end
    # ???C?????[?v?????܂?
    end
    end
    end
    #--------------------------------------------------------------------------
    # ?? ?t???[???X?V
    #--------------------------------------------------------------------------
    def update
    # C ?{?^?????????ꂽ?ꍇ
    if Input.trigger?(Input::C)
    @learned = false
    self.visible = false
    end
    end
    end
    #==============================================================================
    # ?? Window_BattleStatus
    #==============================================================================
    class Window_BattleStatus < Window_Base
    #--------------------------------------------------------------------------
    # ?? ?lj??E???J?C???X?^???X?ϐ?
    #--------------------------------------------------------------------------
    attr_accessor :level_up_flags # LEVEL UP!?\??
    end
    #==============================================================================
    # ?? Scene_Battle
    #==============================================================================
    class Scene_Battle
    #--------------------------------------------------------------------------
    # ?? ?A?t?^?[?o?g???t?F?[?Y?J?n
    #--------------------------------------------------------------------------
    alias xrxs_bp10_start_phase5 start_phase5
    def start_phase5
    xrxs_bp10_start_phase5
    # ?l?? EXP???擾
    @exp_gained = battle_exp
    # EXP ?l??????????
    for i in 0...$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
    # ???U???g?E?B???h?E??\??
    @result_window.visible = true
    end
    #--------------------------------------------------------------------------
    # ?? ?t???[???X?V (?A?t?^?[?o?g???t?F?[?Y)
    #--------------------------------------------------------------------------
    alias xrxs_bp10_update_phase5 update_phase5
    def update_phase5
    @level_up_phase_done = false if @level_up_phase_done != true
    # C ?{?^?????????ꂽ?ꍇ
    if Input.trigger?(Input::C)
    # ?E?B???h?E??‚??Ď??̃A?N?^?[??
    @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
    # ???U???g?E?B???h?E??visible=true?ł??s?Ž???
    @result_window.opacity = 0
    @result_window.back_opacity = 0
    @result_window.contents_opacity = 0
    end
    # ?Ăі߂?
    xrxs_bp10_update_phase5
    # ???x???A?b?v???Ă???ꍇ?͋????o?g???I??
    battle_end(0) if @levelup_window != nil and @phase5_wait_count <= 0
    end
    end
    #--------------------------------------------------------------------------
    # ?? ???̃A?N?^?[?̃??x???A?b?v?\????
    #--------------------------------------------------------------------------
    def phase5_next_levelup
    begin
    # ???̃A?N?^?[??
    @exp_gain_actor += 1
    # ?Ō?̃A?N?^?[?̏ꍇ
    if @exp_gain_actor >= $game_party.actors.size
    # ?A?t?^?[?o?g???t?F?[?Y?J?n
    return true
    end
    actor = $game_party.actors[@exp_gain_actor]
    if actor.cant_get_exp? == false
    # ???݂̔\?͒l??ێ?
    last_level = actor.level
    last_maxhp = actor.maxhp
    last_maxsp = actor.maxsp
    last_str = actor.str
    last_dex = actor.dex
    last_agi = actor.agi
    last_int = actor.int
    # ?퓬?o???l?̍Ď擾
    actor.exp += @exp_gained
    # ????
    if actor.level > last_level
    # ???x???A?b?v?????ꍇ
    @status_window.level_up(@exp_gain_actor)
    # ???U???g?E?B???h?E??????
    @result_window.visible = false
    # SE?̍Đ?
    if LEVEL_UP_SE != ""
    Audio.se_play(LEVEL_UP_SE)
    end
    # ME?̍Đ?
    if LEVEL_UP_ME != ""
    Audio.me_stop
    Audio.me_play(LEVEL_UP_ME)
    end
    # LEVEL-UP?E?B???h?E?̐ݒ?
    actors_size = [$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
    # ?X?e?[?^?X?E?B???h?E?????t???b?V??
    @status_window.refresh
    # ?X?L???K???E?B???h?E?̐ݒ?
    @skilllearning_window = Window_SkillLearning.new(actor.class_id, last_level, actor.level)
    # ?E?F?C?g?J?E???g??ݒ?
    @phase5_wait_count = 40
    return false
    end
    end
    end until false
    end
    
    def battle_exp
    bexp = 0
    # ???[?v
    for enemy in $game_troop.enemies
    # ?G?l?~?[???B???ԂłȂ??ꍇ
    unless enemy.hidden
    # ?l????lj?
    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~
     

    Blizzy

    me = Scripter.new("Noob")
    492
    Posts
    19
    Years
  • 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
     
    18
    Posts
    18
    Years
    • Seen Oct 23, 2005
    Blizzy said:
    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
     
    Last edited:

    Tigt the Bandit

    WWII... ON ICE!
    13
    Posts
    18
    Years
  • Tigt the Bandit said:
    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.
     

    Bam

    112
    Posts
    18
    Years
    • Seen Nov 26, 2005
    where do u download RPG maker 2003? i want to start to make a game!
     
    24
    Posts
    18
    Years
    • Age 30
    • Seen Feb 23, 2006
    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].
     
    Last edited:

    Dunsparce

    The Land Snake Pokemon
    1,248
    Posts
    18
    Years
    • Seen Jan 1, 2023
    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.
     

    Dark Quill

    Shadow of a demon
    218
    Posts
    18
    Years
  • 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.
     
    Last edited:
    425
    Posts
    18
    Years
    • Seen Oct 19, 2006
    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.
     

    Bam

    112
    Posts
    18
    Years
    • Seen Nov 26, 2005
    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!
     

    Dark Quill

    Shadow of a demon
    218
    Posts
    18
    Years
  • 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.
     

    Bam

    112
    Posts
    18
    Years
    • Seen Nov 26, 2005
    i really need some1 to answer my question so i can start to make a sweet game!
     
    425
    Posts
    18
    Years
    • Seen Oct 19, 2006
    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.
     

    Bam

    112
    Posts
    18
    Years
    • Seen Nov 26, 2005
    does anyone at all want to answer my question? its kinda urgent
     

    Budgie_boy

    A bold new journey awaits
    586
    Posts
    19
    Years
  • Thank you!

    Blizzy said:
    i think you should try a parrallell proces, or an autostart event.
    anyway, here's the syntax for moving in rgss.
    Code:
    $game_player.move_up
    $game_player.move_down
    $game_player.move_left
    $game_player.move_right

    **edit sorry for double posting, i noticed it too late**

    This is for the player, what I meant was for an NPC to move.

    It's just at mid-point through the game you get to pallet town and as soon as you get to the middle of town you see Ash coming out of his house, walking towards you. He stops and says "..." to you then goes down to Prof. Oaks lab to get his first pok?mon.
    At this point as he enters the Lab and dissappears.
    If you go into Prof. Oaks lab you'll see exactly the same thing that happened in Red/Green/Blue.
     

    Blizzy

    me = Scripter.new("Noob")
    492
    Posts
    19
    Years
  • Budgie_boy said:
    This is for the player, what I meant was for an NPC to move.

    It's just at mid-point through the game you get to pallet town and as soon as you get to the middle of town you see Ash coming out of his house, walking towards you. He stops and says "..." to you then goes down to Prof. Oaks lab to get his first pok?mon.
    At this point as he enters the Lab and dissappears.
    If you go into Prof. Oaks lab you'll see exactly the same thing that happened in Red/Green/Blue.
    i'm not sure how it's programmed, but you can try
    Code:
    $game_map.events(event_id).move_.....

    i haven't done this myself, but i suggest using a autostart event triggered by a switch
     
    425
    Posts
    18
    Years
    • Seen Oct 19, 2006
    Blizzy I have a problem. The battle backrounds I am putting in my game dont work and dont show. Its annoying! How do I fix this. And everytime I anint using the overworld tileset there is no battle backround. How do I fix this. Please could you tell me.

    Edit###Figured out.
     
    Last edited:

    Bam

    112
    Posts
    18
    Years
    • Seen Nov 26, 2005
    Hey blizzy, i have rpg maker 2003 and when i try to import a chip set, i see the display image of it but when i click import, it says invalid image size. the images are 288x256. i dont know if thats the right size or not but how do u downsize it? its the chipset that iu downloaded from here on the resource thread! i really need to know so i can start on my new game!
     
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