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  #1    
Old June 13th, 2005 (9:22 AM).
Blizzy Blizzy is offline
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i'll be taking some little script requests.
i'm doing this to get some better in scripting.

things that i won't do:
-Battle System
-Bag
-Save
-Enter Hero Name(keyboard)
(and all the other complicated scripts)

i will do selectable windows
(since that not so hard)
big request are ignored.
please be clear what you want.
if images are included,
please post them too.

so give me a little request, and i'll do my best
(i'm not sure if it belongs here)

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  #2    
Old June 13th, 2005 (9:28 AM).
Neo Genesis Neo Genesis is offline
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FINALLY! Do you think you can make a cms like in peekimons game?

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New Djinn, New Heros, New Lighthouses, New Adepts, New Psynergy, The same bad guys. Coming soon Golden Sun Scars of Time! Will you journey with the heros? Or walk in the path of Saturos and Miniradi?Note game will progress very slowly and might be cancled to continue pokemon lost era.


My little brother is Sykora yay!
  #3    
Old June 13th, 2005 (9:31 AM).
Blizzy Blizzy is offline
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Quote originally posted by Neo Genesis:
FINALLY! Do you think you can make a cms like in peekimons game?
can you be more clear?
i don't really get it

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  #4    
Old June 13th, 2005 (9:33 AM). Edited June 13th, 2005 by Neo Genesis.
Neo Genesis Neo Genesis is offline
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Yeah sure. Just really a basic pokemon cms but it has a window at the bottom that explans what that function does. Like if you hightlight Pokedex it will say "a device that stores pokemon data".

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New Djinn, New Heros, New Lighthouses, New Adepts, New Psynergy, The same bad guys. Coming soon Golden Sun Scars of Time! Will you journey with the heros? Or walk in the path of Saturos and Miniradi?Note game will progress very slowly and might be cancled to continue pokemon lost era.


My little brother is Sykora yay!
  #5    
Old June 13th, 2005 (10:44 AM). Edited June 14th, 2005 by -virtual-.
Blizzy Blizzy is offline
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it's done
and i've learned 1 thing.

Code:
alias

just insert a new script, and put the following code in.
it includes: Scene_Menu, Scene_Save, Scene_Load and Window_Savefile.
note, i didn't test the saving very good.
when you got an error, please send a pm

Code:
class Game_Temp
  alias initialize_old initalize
  def initialize
    $menu = 1
    initialize_old
  end
end

class Window_Command < Window_Selectable attr_reader :commands end

class Scene_Menu #----------------------------------------------------------------- # initialize menu #----------------------------------------------------------------- def initialize(menu_index = 0) @menu_index = menu_index end #-------------------------------------------------------------------------- def main #command window options s1 = "Bag" s2 = $game_party.actors[0].name s3 = "Save" s4 = "Options" s5 = "Exit" s6 = "Pokemon" s7 = "Pokedex" if $menu == 3 commands = [s7, s6,s1, s2, s3, s4, s5] y = 60 end if $menu == 2 commands = [s6, s1, s2, s3, s4, s5] y = 80 end if $menu == 1 commands = [s1,s2,s3,s4,s5] y = 100 end

if $game_system.save_disabled commands.delete!("Save") end @command_window = Window_Command.new(160, commands) @command_window.index = @menu_index @command_window.x = 560 - @command_window.width / 2 @command_window.y = y if $game_party.actors.size == 0 @command_window.disable_item(0) @command_window.disable_item(1) @command_window.disable_item(2) @command_window.disable_item(3) end #displays map on background @spriteset = Spriteset_Map.new #time window @time = Window_Time.new #time window.x and .y @time.x = @time.y = 40

@help = Window_Help.new @help.x = 40 @help.y = 340 @help.width = 640 - 80 @help.height = 96 @help.z = 999 Graphics.transition loop do Graphics.update Input.update update if $scene != self break end end Graphics.freeze #erases command window @command_window.dispose #erases time window @time.dispose #erases background @spriteset.dispose #erases help window @help.dispose end

#-------------------------------------------------------------------------- def update #update command window @command_window.update #updates playtime window @time.update #updates the background @spriteset.update #updates help window @help.update case @command_window.commands[@command_window.index] when "Bag" @help.set_text("A bag for storing items") when $game_party.actors[0].name @help.set_text("Check your money and other game date") when "Save" @help.set_text("Saves the game") when "Options" @help.set_text("Change various game settings") when "Exit" @help.set_text("Close the menu") when "Pokedex" @help.set_text("A device for recording Pokemon data") when "Pokemon" @help.set_text("Organize Pokemon that are in your party") end

if @command_window.active update_command return end

end #-------------------------------------------------------------------------- def update_command if Input.trigger?(Input::B) $game_system.se_play($data_system.cancel_se) $scene = Scene_Map.new return end if Input.trigger?(Input::C) if $game_party.actors.size == 0 and @command_window.index < 4 $game_system.se_play($data_system.buzzer_se) return end case @command_window.commands[@command_window.index] when "Bag" $game_system.se_play($data_system.decision_se) #Warp.new(1, 134, 16, -1) $scene = Scene_Map.new when $game_party.actors[0].name $game_system.se_play($data_system.decision_se) $scene = Scene_Map.new when "Save" if $game_system.save_disabled $game_system.se_play($data_system.buzzer_se) return end $game_system.se_play($data_system.decision_se) $scene = Scene_Save.new when "Options" $game_system.se_play($data_system.decision_se) $scene = Scene_Map.new when "Exit" $game_system.se_play($data_system.decision_se) $scene = Scene_Map.new when "Pokemon" $game_system.se_play($data_system.decision_se) $scene = Scene_Map.new when "Pokedex" $game_system.se_play($data_system.decision_se) $scene = Scene_Map.new end # case end # conditional end # method end # class

class Window_Time < Window_Base #-------------------------------------------------------------------------- # ● initialize #-------------------------------------------------------------------------- def initialize super(0, 0, 160, 96) self.contents = Bitmap.new(width - 32, height - 32) self.contents.font.name = $fontface self.contents.font.size = $fontsize self.contents refresh end #-------------------------------------------------------------------------- # ● refresh #-------------------------------------------------------------------------- def refresh self.contents.clear self.contents.font.color = system_color self.contents.draw_text(16, 0, 120, 32, "Local Time") text = Time.new.strftime("%I:%M:%S %p ") self.contents.font.color = normal_color self.contents.draw_text(0 - 4, 32, 120, 32, text, 2) end #-------------------------------------------------------------------------- # ● update #-------------------------------------------------------------------------- def update super refresh end end

#============================================================================== # ■ Scene_Save #------------------------------------------------------------------------------ #  セーブ画面の処理を行うクラスです。 #==============================================================================

class Scene_Save < Scene_File #-------------------------------------------------------------------------- # ● オブジェクト初期化 #-------------------------------------------------------------------------- def initialize super("Which file do you want to save to?") end #-------------------------------------------------------------------------- # ● 決定時の処理 #-------------------------------------------------------------------------- def on_decision(filename) # セーブ SE を演奏 $game_system.se_play($data_system.save_se) # セーブデータの書き込み file = File.open(filename, "wb") write_save_data(file) file.close # イベントから呼び出されている場合 if $game_temp.save_calling # セーブ呼び出しフラグをクリア $game_temp.save_calling = false # マップ画面に切り替え $scene = Scene_Map.new return end # メニュー画面に切り替え case $menu when 1 $scene = Scene_Menu.new(2) when 2 $scene = Scene_Menu.new(3) when 3 $scene = Scene_Menu.new(4) end end #-------------------------------------------------------------------------- # ● キャンセル時の処理 #-------------------------------------------------------------------------- def on_cancel # キャンセル SE を演奏 $game_system.se_play($data_system.cancel_se) # イベントから呼び出されている場合 if $game_temp.save_calling # セーブ呼び出しフラグをクリア $game_temp.save_calling = false # マップ画面に切り替え $scene = Scene_Map.new return end # メニュー画面に切り替え case $menu when 1 $scene = Scene_Menu.new(2) when 2 $scene = Scene_Menu.new(3) when 3 $scene = Scene_Menu.new(4) end end #-------------------------------------------------------------------------- # ● セーブデータの書き込み # file : 書き込み用ファイルオブジェクト (オープン済み) #-------------------------------------------------------------------------- def write_save_data(file) # セーブファイル描画用のキャラクターデータを作成 characters = [] for i in 0...$game_party.actors.size actor = $game_party.actors[i] characters.push([actor.character_name, actor.character_hue]) end # セーブファイル描画用のキャラクターデータを書き込む Marshal.dump(characters, file) # プレイ時間計測用のフレームカウントを書き込む Marshal.dump(Graphics.frame_count, file) # セーブ回数を 1 増やす $game_system.save_count += 1 # マジックナンバーを保存する # (エディタで保存するたびにランダムな値に書き換えられる) $game_system.magic_number = $data_system.magic_number # 各種ゲームオブジェクトを書き込む Marshal.dump($game_system, file) Marshal.dump($game_switches, file) Marshal.dump($game_variables, file) Marshal.dump($game_self_switches, file) Marshal.dump($game_screen, file) Marshal.dump($game_actors, file) Marshal.dump($game_party, file) Marshal.dump($game_troop, file) Marshal.dump($game_map, file) Marshal.dump($game_player, file) Marshal.dump($menu, file) end end

#============================================================================== # ■ Scene_Load #------------------------------------------------------------------------------ #  ロード画面の処理を行うクラスです。 #==============================================================================

class Scene_Load < Scene_File #-------------------------------------------------------------------------- # ● オブジェクト初期化 #-------------------------------------------------------------------------- def initialize # テンポラリオブジェクトを再作成 $game_temp = Game_Temp.new # タイムスタンプが最新のファイルを選択 $game_temp.last_file_index = 0 latest_time = Time.at(0) for i in 0..3 filename = make_filename(i) if FileTest.exist?(filename) file = File.open(filename, "r") if file.mtime > latest_time latest_time = file.mtime $game_temp.last_file_index = i end file.close end end super("Which file do you wish to load from?") end #-------------------------------------------------------------------------- # ● 決定時の処理 #-------------------------------------------------------------------------- def on_decision(filename) # ファイルが存在しない場合 unless FileTest.exist?(filename) # ブザー SE を演奏 $game_system.se_play($data_system.buzzer_se) return end # ロード SE を演奏 $game_system.se_play($data_system.load_se) # セーブデータの書き込み file = File.open(filename, "rb") read_save_data(file) file.close # BGM、BGS を復帰 $game_system.bgm_play($game_system.playing_bgm) $game_system.bgs_play($game_system.playing_bgs) # マップを更新 (並列イベント実行) $game_map.update # マップ画面に切り替え $scene = Scene_Map.new end #-------------------------------------------------------------------------- # ● キャンセル時の処理 #-------------------------------------------------------------------------- def on_cancel # キャンセル SE を演奏 $game_system.se_play($data_system.cancel_se) # タイトル画面に切り替え $scene = Scene_Title.new end #-------------------------------------------------------------------------- # ● セーブデータの読み込み # file : 読み込み用ファイルオブジェクト (オープン済み) #-------------------------------------------------------------------------- def read_save_data(file) # セーブファイル描画用のキャラクターデータを読み込む characters = Marshal.load(file) # プレイ時間計測用のフレームカウントを読み込む Graphics.frame_count = Marshal.load(file) # 各種ゲームオブジェクトを読み込む $game_system = Marshal.load(file) $game_switches = Marshal.load(file) $game_variables = Marshal.load(file) $game_self_switches = Marshal.load(file) $game_screen = Marshal.load(file) $game_actors = Marshal.load(file) $game_party = Marshal.load(file) $game_troop = Marshal.load(file) $game_map = Marshal.load(file) $game_player = Marshal.load(file) $menu = Marshal.load(file) # マジックナンバーがセーブ時と異なる場合 # (エディタで編集が加えられている場合) if $game_system.magic_number != $data_system.magic_number # マップをリロード $game_map.setup($game_map.map_id) $game_player.center($game_player.x, $game_player.y) end # パーティメンバーをリフレッシュ $game_party.refresh end end

#============================================================================== # ■ Window_SaveFile #------------------------------------------------------------------------------ #  セーブ画面およびロード画面で表示する、セーブファイルのウィンドウです。 #==============================================================================

class Window_SaveFile < Window_Base #-------------------------------------------------------------------------- # ● 公開インスタンス変数 #-------------------------------------------------------------------------- attr_reader :filename # ファイル名 attr_reader :selected # 選択状態 #-------------------------------------------------------------------------- # ● オブジェクト初期化 # file_index : セーブファイルのインデックス (0~3) # filename : ファイル名 #-------------------------------------------------------------------------- def initialize(file_index, filename) super(0, 64 + file_index % 4 * 104, 640, 104) self.contents = Bitmap.new(width - 32, height - 32) self.contents.font.name = $fontface self.contents.font.size = $fontsize self.opacity = 255 self.back_opacity = 255 @file_index = file_index @filename = "[email protected]_index + 1}.rxdata" @time_stamp = Time.at(0) @file_exist = FileTest.exist?(@filename) if @file_exist file = File.open(@filename, "r") @time_stamp = file.mtime @characters = Marshal.load(file) @frame_count = Marshal.load(file) @game_system = Marshal.load(file) @game_switches = Marshal.load(file) @game_variables = Marshal.load(file) @menu = Marshal.load(file) @total_sec = @frame_count / Graphics.frame_rate file.close end refresh @selected = false end #-------------------------------------------------------------------------- # ● リフレッシュ #-------------------------------------------------------------------------- def refresh self.contents.clear # ファイル番号を描画 self.contents.font.color = normal_color name = "File [email protected]_index + 1}" self.contents.draw_text(4, 0, 600, 32, name) @name_width = contents.text_size(name).width # セーブファイルが存在する場合 if @file_exist # キャラクターを描画 for i in 0...@characters.size bitmap = RPG::Cache.character(@characters[i][0], @characters[i][1]) cw = bitmap.rect.width / 4 ch = bitmap.rect.height / 4 src_rect = Rect.new(0, 0, cw, ch) x = 300 - @characters.size * 32 + i * 64 - cw / 2 self.contents.blt(x, 68 - ch, bitmap, src_rect) end # プレイ時間を描画 hour = @total_sec / 60 / 60 min = @total_sec / 60 % 60 sec = @total_sec % 60 time_string = sprintf("%02d:%02d:%02d", hour, min, sec) self.contents.font.color = normal_color self.contents.draw_text(4, 8, 600, 32, time_string, 2) # タイムスタンプを描画 self.contents.font.color = normal_color time_string = @time_stamp.strftime("%Y/%m/%d %H:%M") self.contents.draw_text(4, 40, 600, 32, time_string, 2) end end #-------------------------------------------------------------------------- # ● 選択状態の設定 # selected : 新しい選択状態 (true=選択 false=非選択) #-------------------------------------------------------------------------- def selected=(selected) @selected = selected update_cursor_rect end #-------------------------------------------------------------------------- # ● カーソルの矩形更新 #-------------------------------------------------------------------------- def update_cursor_rect if @selected self.cursor_rect.set(0, 0, @name_width + 8, 32) else self.cursor_rect.empty end end end

--edit--
fixed "Marshal" spelling error

fixed "Alias"

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  #6    
Old June 13th, 2005 (10:55 AM).
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Peekimon Peekimon is offline
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Haven't tested it, tho:

This might produce an error:

@menu = Mashal.load(file)

The "r" is missing.

  #7    
Old June 13th, 2005 (11:23 AM). Edited June 13th, 2005 by -virtual-.
Blizzy Blizzy is offline
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Quote originally posted by Peekimon:
Haven't tested it, tho:

This might produce an error:

@menu = Mashal.load(file)
The "r" is missing.

--edit--
ok, i got that one fixed now.
typo :dead:

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  #8    
Old June 13th, 2005 (11:28 AM).
Neo Genesis Neo Genesis is offline
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I got an error read the pm I sent you.

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New Djinn, New Heros, New Lighthouses, New Adepts, New Psynergy, The same bad guys. Coming soon Golden Sun Scars of Time! Will you journey with the heros? Or walk in the path of Saturos and Miniradi?Note game will progress very slowly and might be cancled to continue pokemon lost era.


My little brother is Sykora yay!
  #9    
Old June 13th, 2005 (11:31 AM).
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Peekimon Peekimon is offline
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I meant, it's supposed to 'Marshal', not 'Mashal'.

  #10    
Old June 13th, 2005 (11:33 AM).
Neo Genesis Neo Genesis is offline
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I think it has somethong to do with this

def initialize(menu_index = 0)

-edit- on line # 9

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New Djinn, New Heros, New Lighthouses, New Adepts, New Psynergy, The same bad guys. Coming soon Golden Sun Scars of Time! Will you journey with the heros? Or walk in the path of Saturos and Miniradi?Note game will progress very slowly and might be cancled to continue pokemon lost era.


My little brother is Sykora yay!
  #11    
Old June 13th, 2005 (2:46 PM).
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Matt12345678 Matt12345678 is offline
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Quote originally posted by -virtual-:
i'll be taking some little script requests.
i'm doing this to get some better in scripting.

things that i won't do:
-Battle System
-Bag
-Save
-Enter Hero Name(keyboard)
(and all the other complicated scripts)

i will do selectable windows
(since that not so hard)
big request are ignored.
please be clear what you want.
if images are included,
please post them too.

so give me a little request, and i'll do my best
(i'm not sure if it belongs here)

Can I have scripts for menus? If so, then can the first one have:
Bag
(Player Name)
Save
Options
Exit

Second one:
Bag
PokeGear
(Player Name)
Save
Options
Exit

Third one:
Pokemon
Bag
PokeGear
(Player Name)
Save
Options
Exit

Fourth one:
Pokedex
Pokemon
Bag
PokeGear
(Player Name)
Save
Options
Exit

And under each one, can it say what it does?

Pokedex-
A tool that records data on Pokemon
Pokemon-
View the Pokemon in your party
Bag-
View the Items in your bag
PokeGear-
A Device with a Cell Phone and Radio built in. Other devices
may be downloaded
(Player Name)-
View your Trainer Card
Save-
Save your game
Options-
Change the game options
Exit-
Exit the menu

OMG if you can do this, then u will pwn all!

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Spoiler:
Cna yuo raed tihs? Olny 55% of plepoe can.

I cdnuolt blveiee taht I cluod aulaclty uesdnatnrd waht I was rdanieg. The phaonmneal pweor of the hmuan mnid, aoccdrnig to a rscheearch at Cmabrigde Uinervtisy, it dseno't mtaetr in waht oerdr the ltteres in a wrod are, the olny iproamtnt tihng is taht the frsit and lsat ltteer be in the rghit pclae. The rset can be a taotl mses and you can sitll raed it whotuit a pboerlm. Tihs is bcuseae the huamn mnid deos not raed ervey lteter by istlef, but the wrod as a wlohe.
Azanmig huh? yaeh and I awlyas tghuhot slpeling was ipmorantt!
fi yuo cna raed tihs, palce it in yuor siantugre.
  #12    
Old June 13th, 2005 (2:55 PM).
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Peekimon Peekimon is offline
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Matt... uh, virtual already made that one... Look up.

  #13    
Old June 13th, 2005 (3:06 PM).
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Matt12345678 Matt12345678 is offline
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Quote originally posted by Peekimon:
Matt... uh, virtual already made that one... Look up.
I need them to say something different though....

__________________


Spoiler:
Cna yuo raed tihs? Olny 55% of plepoe can.

I cdnuolt blveiee taht I cluod aulaclty uesdnatnrd waht I was rdanieg. The phaonmneal pweor of the hmuan mnid, aoccdrnig to a rscheearch at Cmabrigde Uinervtisy, it dseno't mtaetr in waht oerdr the ltteres in a wrod are, the olny iproamtnt tihng is taht the frsit and lsat ltteer be in the rghit pclae. The rset can be a taotl mses and you can sitll raed it whotuit a pboerlm. Tihs is bcuseae the huamn mnid deos not raed ervey lteter by istlef, but the wrod as a wlohe.
Azanmig huh? yaeh and I awlyas tghuhot slpeling was ipmorantt!
fi yuo cna raed tihs, palce it in yuor siantugre.
  #14    
Old June 13th, 2005 (3:09 PM).
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Peekimon Peekimon is offline
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Find this:

Code:
when "Bag"
    @help.set_text("A bag for storing items")
  when $game_party.actors[0].name
    @help.set_text("Check your money and other game date")
  when "Save"
    @help.set_text("Saves the game")
  when "Options"
    @help.set_text("Change various game settings")
  when "Exit"
    @help.set_text("Close the menu")
  when "Pokedex"
    @help.set_text("A device for recording Pokemon data")
  when "Pokemon"
    @help.set_text("Organize Pokemon that are in your party")

Edit the text in " ", that easy.

  #15    
Old June 13th, 2005 (3:28 PM).
Neo Genesis Neo Genesis is offline
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okay I got line 9 to work but now line 15 has an error.

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New Djinn, New Heros, New Lighthouses, New Adepts, New Psynergy, The same bad guys. Coming soon Golden Sun Scars of Time! Will you journey with the heros? Or walk in the path of Saturos and Miniradi?Note game will progress very slowly and might be cancled to continue pokemon lost era.


My little brother is Sykora yay!
  #16    
Old June 13th, 2005 (11:56 PM). Edited June 17th, 2005 by -virtual-.
Blizzy Blizzy is offline
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Quote originally posted by Neo Genesis:
okay I got line 9 to work but now line 15 has an error.
i found out the problem (already pm it).
but here's the code, again.
i will put it in the script above too.
Code:
class Game_Temp
  alias initialize_old initialize
  def initialize
    $menu = 1
    initialize_old
  end
end
if you don't know how to insert it, look in the code below

and matt, here's your menu

Code:
class Game_Temp
  alias initialize_old initialize
  def initialize
    $menu = 1
    initialize_old
  end
end

class Window_Command < Window_Selectable attr_reader :commands end

class Scene_Menu #----------------------------------------------------------------- # initialize menu #----------------------------------------------------------------- def initialize(menu_index = 0) @menu_index = menu_index end #-------------------------------------------------------------------------- def main #command window options s1 = "Bag" s2 = $game_party.actors[0].name s3 = "Save" s4 = "Options" s5 = "Exit" s6 = "Pokemon" s7 = "Pokedex" s8 = "PokeGear" if $menu == 1 commands = [s1,s2,s3,s4,s5] y = 80 end if $menu == 2 commands = [s1,s8,s2,s3,s4,s5] y = 80 end if $menu == 3 commands = [s6,s1,s8,s2,s3,s4,s5] y = 60 end if $menu == 4 commands = [s7,s6,s1,s8,s2,s3,s4,s5] y = 40 end

if $game_system.save_disabled commands.delete!("Save") end @command_window = Window_Command.new(160, commands) @command_window.index = @menu_index @command_window.x = 560 - @command_window.width / 2 - 20 @command_window.y = y if $game_party.actors.size == 0 @command_window.disable_item(0) @command_window.disable_item(1) @command_window.disable_item(2) @command_window.disable_item(3) end #displays map on background @spriteset = Spriteset_Map.new #time window @time = Window_Time.new #time window.x and .y @time.x = @time.y = 40

@help = Window_Help.new @help.x = 40 @help.y = 356 @help.width = 640 - 80 @help.height = 96 @help.z = 999 Graphics.transition loop do Graphics.update Input.update update if $scene != self break end end Graphics.freeze #erases command window @command_window.dispose #erases time window @time.dispose #erases background @spriteset.dispose #erases help window @help.dispose end

#-------------------------------------------------------------------------- def update #update command window @command_window.update #updates playtime window @time.update #updates the background @spriteset.update #updates help window @help.update case @command_window.commands[@command_window.index] when "Bag" @help.set_text("View the Items in your bag") when $game_party.actors[0].name @help.set_text("View your Trainer Card") when "Save" @help.set_text("Save your game") when "Options" @help.set_text("Change the game options") when "Exit" @help.set_text("Exit the menu") when "Pokedex" @help.set_text("A tool that records data on Pokemon") when "Pokemon" @help.set_text("View the Pokemon in your party") when "PokeGear" @help.set_text("A Device with a Cell Phone and Radio built in.") end

if @command_window.active update_command return end

end #-------------------------------------------------------------------------- def update_command if Input.trigger?(Input::B) $game_system.se_play($data_system.cancel_se) $scene = Scene_Map.new return end if Input.trigger?(Input::C) if $game_party.actors.size == 0 and @command_window.index < 4 $game_system.se_play($data_system.buzzer_se) return end case @command_window.commands[@command_window.index] when "Bag" $game_system.se_play($data_system.decision_se) #Warp.new(1, 134, 16, -1) $scene = Scene_Map.new when $game_party.actors[0].name $game_system.se_play($data_system.decision_se) $scene = Scene_Map.new when "Save" if $game_system.save_disabled $game_system.se_play($data_system.buzzer_se) return end $game_system.se_play($data_system.decision_se) $scene = Scene_Save.new when "Options" $game_system.se_play($data_system.decision_se) $scene = Scene_Map.new when "Exit" $game_system.se_play($data_system.decision_se) $scene = Scene_Map.new when "Pokemon" $game_system.se_play($data_system.decision_se) $scene = Scene_Map.new when "Pokedex" $game_system.se_play($data_system.decision_se) $scene = Scene_Map.new end # case end # conditional end # method end # class

class Window_Time < Window_Base #-------------------------------------------------------------------------- # ● initialize #-------------------------------------------------------------------------- def initialize super(0, 0, 160, 96) self.contents = Bitmap.new(width - 32, height - 32) self.contents.font.name = $fontface self.contents.font.size = $fontsize self.contents refresh end #-------------------------------------------------------------------------- # ● refresh #-------------------------------------------------------------------------- def refresh self.contents.clear self.contents.font.color = system_color self.contents.draw_text(16, 0, 120, 32, "Local Time") text = Time.new.strftime("%I:%M:%S %p ") self.contents.font.color = normal_color self.contents.draw_text(0 - 4, 32, 120, 32, text, 2) end #-------------------------------------------------------------------------- # ● update #-------------------------------------------------------------------------- def update super refresh end end

#============================================================================== # ■ Scene_Save #------------------------------------------------------------------------------ #  セーブ画面の処理を行うクラスです。 #==============================================================================

class Scene_Save < Scene_File #-------------------------------------------------------------------------- # ● オブジェクト初期化 #-------------------------------------------------------------------------- def initialize super("Which file do you want to save to?") end #-------------------------------------------------------------------------- # ● 決定時の処理 #-------------------------------------------------------------------------- def on_decision(filename) # セーブ SE を演奏 $game_system.se_play($data_system.save_se) # セーブデータの書き込み file = File.open(filename, "wb") write_save_data(file) file.close # イベントから呼び出されている場合 if $game_temp.save_calling # セーブ呼び出しフラグをクリア $game_temp.save_calling = false # マップ画面に切り替え $scene = Scene_Map.new return end # メニュー画面に切り替え case $menu when 1 $scene = Scene_Menu.new(2) when 2 $scene = Scene_Menu.new(3) when 3 $scene = Scene_Menu.new(4) end end #-------------------------------------------------------------------------- # ● キャンセル時の処理 #-------------------------------------------------------------------------- def on_cancel # キャンセル SE を演奏 $game_system.se_play($data_system.cancel_se) # イベントから呼び出されている場合 if $game_temp.save_calling # セーブ呼び出しフラグをクリア $game_temp.save_calling = false # マップ画面に切り替え $scene = Scene_Map.new return end # メニュー画面に切り替え case $menu when 1 $scene = Scene_Menu.new(2) when 2 $scene = Scene_Menu.new(3) when 3 $scene = Scene_Menu.new(4) end end #-------------------------------------------------------------------------- # ● セーブデータの書き込み # file : 書き込み用ファイルオブジェクト (オープン済み) #-------------------------------------------------------------------------- def write_save_data(file) # セーブファイル描画用のキャラクターデータを作成 characters = [] for i in 0...$game_party.actors.size actor = $game_party.actors[i] characters.push([actor.character_name, actor.character_hue]) end # セーブファイル描画用のキャラクターデータを書き込む Marshal.dump(characters, file) # プレイ時間計測用のフレームカウントを書き込む Marshal.dump(Graphics.frame_count, file) # セーブ回数を 1 増やす $game_system.save_count += 1 # マジックナンバーを保存する # (エディタで保存するたびにランダムな値に書き換えられる) $game_system.magic_number = $data_system.magic_number # 各種ゲームオブジェクトを書き込む Marshal.dump($game_system, file) Marshal.dump($game_switches, file) Marshal.dump($game_variables, file) Marshal.dump($game_self_switches, file) Marshal.dump($game_screen, file) Marshal.dump($game_actors, file) Marshal.dump($game_party, file) Marshal.dump($game_troop, file) Marshal.dump($game_map, file) Marshal.dump($game_player, file) Marshal.dump($menu, file) end end

#============================================================================== # ■ Scene_Load #------------------------------------------------------------------------------ #  ロード画面の処理を行うクラスです。 #==============================================================================

class Scene_Load < Scene_File #-------------------------------------------------------------------------- # ● オブジェクト初期化 #-------------------------------------------------------------------------- def initialize # テンポラリオブジェクトを再作成 $game_temp = Game_Temp.new # タイムスタンプが最新のファイルを選択 $game_temp.last_file_index = 0 latest_time = Time.at(0) for i in 0..3 filename = make_filename(i) if FileTest.exist?(filename) file = File.open(filename, "r") if file.mtime > latest_time latest_time = file.mtime $game_temp.last_file_index = i end file.close end end super("Which file do you wish to load from?") end #-------------------------------------------------------------------------- # ● 決定時の処理 #-------------------------------------------------------------------------- def on_decision(filename) # ファイルが存在しない場合 unless FileTest.exist?(filename) # ブザー SE を演奏 $game_system.se_play($data_system.buzzer_se) return end # ロード SE を演奏 $game_system.se_play($data_system.load_se) # セーブデータの書き込み file = File.open(filename, "rb") read_save_data(file) file.close # BGM、BGS を復帰 $game_system.bgm_play($game_system.playing_bgm) $game_system.bgs_play($game_system.playing_bgs) # マップを更新 (並列イベント実行) $game_map.update # マップ画面に切り替え $scene = Scene_Map.new end #-------------------------------------------------------------------------- # ● キャンセル時の処理 #-------------------------------------------------------------------------- def on_cancel # キャンセル SE を演奏 $game_system.se_play($data_system.cancel_se) # タイトル画面に切り替え $scene = Scene_Title.new end #-------------------------------------------------------------------------- # ● セーブデータの読み込み # file : 読み込み用ファイルオブジェクト (オープン済み) #-------------------------------------------------------------------------- def read_save_data(file) # セーブファイル描画用のキャラクターデータを読み込む characters = Marshal.load(file) # プレイ時間計測用のフレームカウントを読み込む Graphics.frame_count = Marshal.load(file) # 各種ゲームオブジェクトを読み込む $game_system = Marshal.load(file) $game_switches = Marshal.load(file) $game_variables = Marshal.load(file) $game_self_switches = Marshal.load(file) $game_screen = Marshal.load(file) $game_actors = Marshal.load(file) $game_party = Marshal.load(file) $game_troop = Marshal.load(file) $game_map = Marshal.load(file) $game_player = Marshal.load(file) $menu = Marshal.load(file) # マジックナンバーがセーブ時と異なる場合 # (エディタで編集が加えられている場合) if $game_system.magic_number != $data_system.magic_number # マップをリロード $game_map.setup($game_map.map_id) $game_player.center($game_player.x, $game_player.y) end # パーティメンバーをリフレッシュ $game_party.refresh end end

#============================================================================== # ■ Window_SaveFile #------------------------------------------------------------------------------ #  セーブ画面およびロード画面で表示する、セーブファイルのウィンドウです。 #==============================================================================

class Window_SaveFile < Window_Base #-------------------------------------------------------------------------- # ● 公開インスタンス変数 #-------------------------------------------------------------------------- attr_reader :filename # ファイル名 attr_reader :selected # 選択状態 #-------------------------------------------------------------------------- # ● オブジェクト初期化 # file_index : セーブファイルのインデックス (0~3) # filename : ファイル名 #-------------------------------------------------------------------------- def initialize(file_index, filename) super(0, 64 + file_index % 4 * 104, 640, 104) self.contents = Bitmap.new(width - 32, height - 32) self.contents.font.name = $fontface self.contents.font.size = $fontsize self.opacity = 255 self.back_opacity = 255 @file_index = file_index @filename = "[email protected]_index + 1}.rxdata" @time_stamp = Time.at(0) @file_exist = FileTest.exist?(@filename) if @file_exist file = File.open(@filename, "r") @time_stamp = file.mtime @characters = Marshal.load(file) @frame_count = Marshal.load(file) @game_system = Marshal.load(file) @game_switches = Marshal.load(file) @game_variables = Marshal.load(file) @menu = Marshal.load(file) @total_sec = @frame_count / Graphics.frame_rate file.close end refresh @selected = false end #-------------------------------------------------------------------------- # ● リフレッシュ #-------------------------------------------------------------------------- def refresh self.contents.clear # ファイル番号を描画 self.contents.font.color = normal_color name = "File [email protected]_index + 1}" self.contents.draw_text(4, 0, 600, 32, name) @name_width = contents.text_size(name).width # セーブファイルが存在する場合 if @file_exist # キャラクターを描画 for i in 0...@characters.size bitmap = RPG::Cache.character(@characters[i][0], @characters[i][1]) cw = bitmap.rect.width / 4 ch = bitmap.rect.height / 4 src_rect = Rect.new(0, 0, cw, ch) x = 300 - @characters.size * 32 + i * 64 - cw / 2 self.contents.blt(x, 68 - ch, bitmap, src_rect) end # プレイ時間を描画 hour = @total_sec / 60 / 60 min = @total_sec / 60 % 60 sec = @total_sec % 60 time_string = sprintf("%02d:%02d:%02d", hour, min, sec) self.contents.font.color = normal_color self.contents.draw_text(4, 8, 600, 32, time_string, 2) # タイムスタンプを描画 self.contents.font.color = normal_color time_string = @time_stamp.strftime("%Y/%m/%d %H:%M") self.contents.draw_text(4, 40, 600, 32, time_string, 2) end end #-------------------------------------------------------------------------- # ● 選択状態の設定 # selected : 新しい選択状態 (true=選択 false=非選択) #-------------------------------------------------------------------------- def selected=(selected) @selected = selected update_cursor_rect end #-------------------------------------------------------------------------- # ● カーソルの矩形更新 #-------------------------------------------------------------------------- def update_cursor_rect if @selected self.cursor_rect.set(0, 0, @name_width + 8, 32) else self.cursor_rect.empty end end end

Quote originally posted by Peekimon:
Matt... uh, virtual already made that one... Look up.
peekimon, please spare me your enthusiasm(good spelled?)
i made this thread so people can request it.
ps. i'm not mad at you

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  #17    
Old June 14th, 2005 (8:29 AM).
Peekimon's Avatar
Peekimon Peekimon is offline
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Quote:
peekimon, please spare me your enthusiasm(good spelled?)
i made this thread so people can request it.
ps. i'm not mad at you

Ooh, sorry ;

Although, I have nothing to request. I'd like to say, that your RGSS Coding is superb! Keep it up!

  #18    
Old June 14th, 2005 (9:58 AM).
Blizzy Blizzy is offline
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Quote originally posted by Peekimon:
Ooh, sorry ;

Although, I have nothing to request. I'd like to say, that your RGSS Coding is superb! Keep it up!

i'm getting better and better
if no one has any request, i'll be making a trainercard
but i don't have the resources for that one.

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  #19    
Old June 14th, 2005 (10:54 AM).
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Jeff_PKLight Jeff_PKLight is offline
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Join Date: Feb 2005
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Well... there is one thing I would like to ask. Like many pokemon games, how do you make the options thing, like right after the press start screen at the beginning of the game?

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  #20    
Old June 14th, 2005 (4:56 PM).
Neo Genesis Neo Genesis is offline
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do you have the dbs and cms script you made for esai's game?

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New Djinn, New Heros, New Lighthouses, New Adepts, New Psynergy, The same bad guys. Coming soon Golden Sun Scars of Time! Will you journey with the heros? Or walk in the path of Saturos and Miniradi?Note game will progress very slowly and might be cancled to continue pokemon lost era.


My little brother is Sykora yay!
  #21    
Old June 15th, 2005 (5:37 AM).
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Alexandre Alexandre is offline
 
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here are the resources for the trainer card:

Attached Images
File Type: png idcard.png‎ (25.0 KB, 45 views) (Save to Dropbox)
  #22    
Old June 15th, 2005 (6:16 AM).
Blizzy Blizzy is offline
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Quote originally posted by agentalexandre12:
here are the resources for the trainer card:
thanks! i really needed that.
i'll add the ruby trainersprites with it.

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  #23    
Old June 15th, 2005 (7:24 AM).
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funnybunny funnybunny is offline
Advanced RM2k(3) Coder
 
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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)

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  #24    
Old June 15th, 2005 (8:33 AM).
Blizzy Blizzy is offline
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Quote originally posted by funnybunny:
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

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  #25    
Old June 15th, 2005 (8:35 AM).
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Alexandre Alexandre is offline
 
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if u are making a trainer could u do one with hiro as the trainer?

 
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