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  #26    
Old June 15th, 2005 (8:43 AM).
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funnybunny funnybunny is offline
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Quote originally posted by -virtual-:
yeah sure, just go to main, and change $fontsize
no that is not what I mean, I want the same fontsize but a lower resolution font

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  #27    
Old June 15th, 2005 (9:46 AM). Edited June 15th, 2005 by -virtual-.
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Quote originally posted by funnybunny:
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)

Attached Images
File Type: png Screenshot.PNG‎ (17.7 KB, 33 views) (Save to Dropbox)
File Type: png instructions.PNG‎ (4.9 KB, 36 views) (Save to Dropbox)
Attached Files
File Type: zip Icons.zip‎ (6.9 KB, 25 views) (Save to Dropbox)
File Type: zip Pictures.zip‎ (15.2 KB, 25 views) (Save to Dropbox)
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  #28    
Old June 15th, 2005 (7:47 PM). Edited June 15th, 2005 by BlackCharizard.
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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!!

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  #29    
Old June 15th, 2005 (8:14 PM).
Neo Genesis Neo Genesis is offline
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Can you make the hero look like the one in firered/leafgreen?

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  #30    
Old June 15th, 2005 (8:40 PM).
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BlackCharizard BlackCharizard is offline
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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.

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  #31    
Old June 15th, 2005 (10:54 PM). Edited June 16th, 2005 by Alexandre.
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Alexandre Alexandre is offline
 
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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

  #32    
Old June 16th, 2005 (4:08 AM).
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Ravecat Ravecat is offline
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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

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  #33    
Old June 16th, 2005 (4:49 AM).
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Demonic Budha Demonic Budha is offline
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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)

  #34    
Old June 16th, 2005 (4:53 AM).
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freakboy freakboy is offline
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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:

  #35    
Old June 16th, 2005 (5:08 AM). Edited June 16th, 2005 by Demonic Budha.
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Demonic Budha Demonic Budha is offline
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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

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File Type: jpg IDcard.JPG‎ (155.8 KB, 20 views) (Save to Dropbox)
  #36    
Old June 16th, 2005 (5:43 AM).
Blizzy Blizzy is offline
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Quote originally posted by BlackCharizard:
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

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  #37    
Old June 16th, 2005 (7:18 AM). Edited June 16th, 2005 by BlackCharizard.
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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!!

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  #38    
Old June 16th, 2005 (7:44 AM).
Neo Genesis Neo Genesis is offline
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Can you make a basic menu with the trainer card and pokedex in it?

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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!
  #39    
Old June 16th, 2005 (9:49 AM).
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Datriot Datriot is offline
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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?

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  #40    
Old June 16th, 2005 (9:57 AM).
Blizzy Blizzy is offline
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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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  #41    
Old June 16th, 2005 (10:10 AM).
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Here's a pokedex script (sorry if I can't post scripts here -virtual-...)

Chrono_Cry made it.
Replace Scene_Menu with this (this menu is by Chrono_Cry)

Code:
#==============================================================================
# ■ Scene_Menu
#------------------------------------------------------------------------------
#==============================================================================

class Scene_Menu #Pokmon Menu - Version 1 #Developed By Chrono Cry and Scaboon (Same person lol) #Changes can easily be made to the scripts and i shall inform you step by step how to. def initialize(menu_index = 0) @menu_index = menu_index end #Here is the main line of command it basically makes everything happen def main # These are the chocies that appear on the menu s1 = "Pokdex" s2 = "Pokmon" s3 = "Bag" s4 = "Tora" s5 = "Save" s6 = "Exit" @spriteset = Spriteset_Map.new @command_window = Window_Command.new(140, [s1, s2, s3, s4, s5, s6]) # This arranges the order of the selection @command_window.index = @menu_index # ----------------------------------------- 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 # -------------------------------- if $game_system.save_disabled # ---------------------------- @command_window.disable_item(4) end # プレイ時間ウィンドウを作成 Graphics.transition # メインループ loop do # ゲーム画面を更新 Graphics.update # 入力情報を更新 Input.update # フレーム更新 update # 画面が切り替わったらループを中断 if $scene != self break end end # トランジション準備 Graphics.freeze # ウィンドウを解放 @spriteset.dispose @command_window.dispose end #-------------------------------------------------------------------------- # ● フレーム更新 #-------------------------------------------------------------------------- def update # ウィンドウを更新 @spriteset.update @command_window.update # コマンドウィンドウがアクティブの場合: update_command を呼ぶ if @command_window.active update_command return end # ステータスウィンドウがアクティブの場合: update_status を呼ぶ if @status_window.active update_status return end end #-------------------------------------------------------------------------- # ● フレーム更新 (コマンドウィンドウがアクティブの場合) #-------------------------------------------------------------------------- def update_command # B ボタンが押された場合 if Input.trigger?(Input::B) # キャンセル SE を演奏 $game_system.se_play($data_system.cancel_se) # マップ画面に切り替え $scene = Scene_Map.new return end # C ボタンが押された場合 if Input.trigger?(Input::C) # パーティ人数が 0 人で、セーブ、ゲーム終了以外のコマンドの場合 if $game_party.actors.size == 0 and @command_window.index < 4 # ブザー SE を演奏 $game_system.se_play($data_system.buzzer_se) return end # コマンドウィンドウのカーソル位置で分岐 case @command_window.index # The selection below is what happens when a selection is made when 0 # Opens up pokedex scene you have to make this yourself i suggest the biestary script # 決定 SE を演奏 $game_system.se_play($data_system.decision_se) # アイテム画面に切り替え $scene = Scene_MonsterBook.new when 1 # This opens up the pokemon scene you will need to make this yourself # 決定 SE を演奏 $game_system.se_play($data_system.decision_se) # ゲーム終了画面に切り替え $scene = Scene_Pokemon.new when 2 # This opens up the item screen # 決定 SE を演奏 $game_system.se_play($data_system.decision_se) # ステータスウィンドウをアクティブにする $scene = Scene_Item.new when 3 # This opens up status screen i recommend you mess around with Window_Status to get what you want it to look like # 決定 SE を演奏 $game_system.se_play($data_system.decision_se) # ステータスウィンドウをアクティブにする $scene = Scene_Status.new when 4 # This brings up save menu # セーブ禁止の場合 if $game_system.save_disabled # ブザー SE を演奏 $game_system.se_play($data_system.buzzer_se) return end # 決定 SE を演奏 $game_system.se_play($data_system.decision_se) # セーブ画面に切り替え $scene = Scene_Save.new when 5 # This brings up exit choice # 決定 SE を演奏 $game_system.se_play($data_system.decision_se) # ゲーム終了画面に切り替え $scene = Scene_End.new end return end end #-------------------------------------------------------------------------- # ● フレーム更新 (ステータスウィンドウがアクティブの場合) #-------------------------------------------------------------------------- def update_status # B ボタンが押された場合 if Input.trigger?(Input::B) # キャンセル SE を演奏 $game_system.se_play($data_system.cancel_se) # コマンドウィンドウをアクティブにする @command_window.active = true @status_window.active = false @status_window.index = -1 return end # C ボタンが押された場合 if Input.trigger?(Input::C) # コマンドウィンドウのカーソル位置で分岐 case @command_window.index when 1 # スキル # このアクターの行動制限が 2 以上の場合 if $game_party.actors[@status_window.index].restriction >= 2 # ブザー SE を演奏 $game_system.se_play($data_system.buzzer_se) return end # 決定 SE を演奏 $game_system.se_play($data_system.decision_se) # スキル画面に切り替え $scene = Scene_Skill.new(@status_window.index) when 2 # 装備 # 決定 SE を演奏 $game_system.se_play($data_system.decision_se) # 装備画面に切り替え $scene = Scene_Equip.new(@status_window.index) when 3 # ステータス # 決定 SE を演奏 $game_system.se_play($data_system.decision_se) # ステータス画面に切り替え $scene = Scene_Status.new(@status_window.index) end return end end end

Replace Window_Command with this:

Code:
#==============================================================================
# ■ Window_Command edited by Chrono Cry
#------------------------------------------------------------------------------
class Window_Command < Window_Selectable
 #--------------------------------------------------------------------------
 #--------------------------------------------------------------------------
 def initialize(width, commands)
   # This defines the position of the command bar
   super(500, 0, width, commands.size * 32 + 32)
   @item_max = commands.size
   @commands = commands
   self.contents = Bitmap.new(width - 32, @item_max * 32)
   self.contents.font.name = $fontface
   self.contents.font.size = $fontsize
   refresh
   self.index = 0
 end
 #--------------------------------------------------------------------------
 #--------------------------------------------------------------------------
 def refresh
   self.contents.clear
   for i in 0...@item_max
     draw_item(i, normal_color)
   end
 end
 #--------------------------------------------------------------------------
 #--------------------------------------------------------------------------
 def draw_item(index, color)
   self.contents.font.color = color
   rect = Rect.new(4, 32 * index, self.contents.width - 8, 32)
   self.contents.fill_rect(rect, Color.new(0, 0, 0, 0))
   self.contents.draw_text(rect, @commands[index])
 end
 #--------------------------------------------------------------------------
 #--------------------------------------------------------------------------
 def disable_item(index)
   draw_item(index, disabled_color)
 end
end

Then create a new script, ex. Pokedex, above Main in the Script Editor.

Code:
# Originally released by: momomo?
# Removal of comments and fix: Matte

module Enemy_Book_Config DROP_ITEM_NEED_ANALYZE = false EVA_NAME = "Evasion" SHOW_COMPLETE_TYPE = 3 end

class Game_Temp attr_accessor :enemy_book_data alias temp_enemy_book_data_initialize initialize def initialize temp_enemy_book_data_initialize @enemy_book_data = Data_MonsterBook.new end end

class Game_Party attr_accessor :enemy_info #-------------------------------------------------------------------------- alias book_info_initialize initialize def initialize book_info_initialize @enemy_info = {} end #-------------------------------------------------------------------------- def add_enemy_info(enemy_id, type = 0) case type when 0 if @enemy_info[enemy_id] == 2 return false end @enemy_info[enemy_id] = 1 when 1 @enemy_info[enemy_id] = 2 when -1 @enemy_info[enemy_id] = 0 end end #-------------------------------------------------------------------------- def enemy_book_max return $game_temp.enemy_book_data.id_data.size - 1 end #-------------------------------------------------------------------------- def enemy_book_now now_enemy_info = @enemy_info.keys no_add = $game_temp.enemy_book_data.no_add_element new_enemy_info = [] for i in now_enemy_info enemy = $data_enemies[i] next if enemy.name == "" if enemy.element_ranks[no_add] == 1 next end new_enemy_info.push(enemy.id) end return new_enemy_info.size end #-------------------------------------------------------------------------- def enemy_book_complete_percentage e_max = enemy_book_max.to_f e_now = enemy_book_now.to_f comp = e_now / e_max * 100 return comp.truncate end end

class Interpreter def enemy_book_max return $game_party.enemy_book_max end def enemy_book_now return $game_party.enemy_book_now end def enemy_book_comp return $game_party.enemy_book_complete_percentage end end

class Scene_Battle alias add_enemy_info_start_phase5 start_phase5 def start_phase5 for enemy in $game_troop.enemies unless enemy.hidden $game_party.add_enemy_info(enemy.id, 0) end end add_enemy_info_start_phase5 end end

class Window_Base < Window

def initialize(x, y, width, height) super() self.contents = Bitmap.new(width - 32, height - 32) self.contents.font.name = $fontface @windowskin_name = $game_system.windowskin_name self.windowskin = RPG::Cache.windowskin(@windowskin_name) self.x = x self.y = y self.width = width self.height = height self.z = 100 end #-------------------------------------------------------------------------- def draw_enemy_drop_item(enemy, x, y) self.contents.font.color = normal_color self.contents.font.name = $fontface treasures = [] if enemy.item_id > 0 treasures.push($data_items[enemy.item_id]) end if enemy.weapon_id > 0 treasures.push($data_weapons[enemy.weapon_id]) end if enemy.armor_id > 0 treasures.push($data_armors[enemy.armor_id]) end if treasures.size > 0 item = treasures[0] bitmap = RPG::Cache.icon(item.icon_name) opacity = 255 self.contents.blt(x, y + 4, bitmap, Rect.new(0, 0, 24, 24), opacity) name = treasures[0].name else self.contents.font.color = disabled_color self.contents.font.name = $fontface name = "No Item" end self.contents.draw_text(x+28, y, 212, 32, name) end #-------------------------------------------------------------------------- def draw_enemy_book_id(enemy, x, y) self.contents.font.color = normal_color self.contents.font.name = $fontface id = $game_temp.enemy_book_data.id_data.index(enemy.id) self.contents.draw_text(x, y, 32, 32, id.to_s) end #-------------------------------------------------------------------------- def draw_enemy_name(enemy, x, y) self.contents.font.color = normal_color self.contents.font.name = $fontface self.contents.draw_text(x, y, 152, 32, enemy.name) end #-------------------------------------------------------------------------- def draw_enemy_graphic(enemy, x, y, opacity = 255) bitmap = RPG::Cache.battler(enemy.battler_name, enemy.battler_hue) cw = bitmap.width ch = bitmap.height src_rect = Rect.new(0, 0, cw, ch) x = x + (cw / 2 - x) if cw / 2 > x self.contents.blt(x - cw / 2, y - ch, bitmap, src_rect, opacity) end #-------------------------------------------------------------------------- def draw_enemy_exp(enemy, x, y) self.contents.font.color = system_color self.contents.font.name = $fontface self.contents.draw_text(x, y, 120, 32, "EXP") self.contents.font.color = normal_color self.contents.font.name = $fontface self.contents.draw_text(x + 120, y, 36, 32, enemy.exp.to_s, 2) end #-------------------------------------------------------------------------- def draw_enemy_gold(enemy, x, y) self.contents.font.color = system_color self.contents.font.name = $fontface self.contents.draw_text(x, y, 120, 32, $data_system.words.gold) self.contents.font.color = normal_color self.contents.font.name = $fontface self.contents.draw_text(x + 120, y, 36, 32, enemy.gold.to_s, 2) end end

class Game_Enemy_Book < Game_Enemy #-------------------------------------------------------------------------- def initialize(enemy_id) super(2, 1) @enemy_id = enemy_id enemy = $data_enemies[@enemy_id] @battler_name = enemy.battler_name @battler_hue = enemy.battler_hue @hp = maxhp @sp = maxsp end end

class Data_MonsterBook attr_reader :id_data #-------------------------------------------------------------------------- def initialize @id_data = enemy_book_id_set end #-------------------------------------------------------------------------- def no_add_element no_add = 0 for i in 1...$data_system.elements.size if $data_system.elements[i] =~ /Monster Book/ no_add = i break end end return no_add end #-------------------------------------------------------------------------- def enemy_book_id_set data = [0] no_add = no_add_element for i in 1...$data_enemies.size enemy = $data_enemies[i] next if enemy.name == "" if enemy.element_ranks[no_add] == 1 next end data.push(enemy.id) end return data end end

class Window_MonsterBook < Window_Selectable attr_reader :data #-------------------------------------------------------------------------- def initialize(index=0) super(0, 64, 640, 416) @column_max = 2 @book_data = $game_temp.enemy_book_data @data = @book_data.id_data.dup @data.shift @item_max = @data.size self.index = 0 refresh if @item_max > 0 end #-------------------------------------------------------------------------- def data_set data = $game_party.enemy_info.keys data.sort! newdata = [] for i in data next if $game_party.enemy_info[i] == 0 if book_id(i) != nil newdata.push(i) end end return newdata end #-------------------------------------------------------------------------- def show?(id) if $game_party.enemy_info[id] == 0 or $game_party.enemy_info[id] == nil return false else return true end end #-------------------------------------------------------------------------- def book_id(id) return @book_data.index(id) end #-------------------------------------------------------------------------- def item return @data[self.index] end #-------------------------------------------------------------------------- def refresh if self.contents != nil self.contents.dispose self.contents = nil end self.contents = Bitmap.new(width - 32, row_max * 32) if @item_max > 0 for i in 0...@item_max draw_item(i) end end end #-------------------------------------------------------------------------- def draw_item(index) enemy = $data_enemies[@data[index]] return if enemy == nil x = 4 + index % 2 * (288 + 32) y = index / 2 * 32 rect = Rect.new(x, y, self.width / @column_max - 32, 32) self.contents.fill_rect(rect, Color.new(0, 0, 0, 0)) self.contents.font.color = normal_color self.contents.font.name = $fontface draw_enemy_book_id(enemy, x, y) if show?(enemy.id) self.contents.draw_text(x + 28+16, y, 212, 32, enemy.name, 0) else self.contents.draw_text(x + 28+16, y, 212, 32, "-----", 0) return end if analyze?(@data[index]) self.contents.font.color = text_color(3) self.contents.font.name = $fontface self.contents.draw_text(x + 256, y, 24, 32, "Cancel", 2) end end #-------------------------------------------------------------------------- def analyze?(enemy_id) if $game_party.enemy_info[enemy_id] == 2 return true else return false end end end

class Window_MonsterBook_Info < Window_Base include Enemy_Book_Config #-------------------------------------------------------------------------- def initialize super(0, 0+64, 640, 480-64) self.contents = Bitmap.new(width - 32, height - 32) end #-------------------------------------------------------------------------- def refresh(enemy_id) self.contents.clear self.contents.font.name = $fontface self.contents.font.size = 22 enemy = Game_Enemy_Book.new(enemy_id) draw_enemy_graphic(enemy, 96, 240+48+64, 200) draw_enemy_book_id(enemy, 4, 0) draw_enemy_name(enemy, 48, 0) draw_actor_hp(enemy, 288, 0) draw_actor_sp(enemy, 288+160, 0) draw_actor_parameter(enemy, 288 , 32, 0) self.contents.font.color = system_color self.contents.draw_text(288+160, 32, 120, 32, EVA_NAME) self.contents.font.color = normal_color self.contents.draw_text(288+160 + 120, 32, 36, 32, enemy.eva.to_s, 2) draw_actor_parameter(enemy, 288 , 64, 3) draw_actor_parameter(enemy, 288+160, 64, 4) draw_actor_parameter(enemy, 288 , 96, 5) draw_actor_parameter(enemy, 288+160, 96, 6) draw_actor_parameter(enemy, 288 , 128, 1) draw_actor_parameter(enemy, 288+160, 128, 2) draw_enemy_exp(enemy, 288, 160) draw_enemy_gold(enemy, 288+160, 160) if analyze?(enemy.id) or !DROP_ITEM_NEED_ANALYZE self.contents.draw_text(288, 192, 96, 32, "Drop Item") draw_enemy_drop_item(enemy, 288+96+4, 192) self.contents.font.color = normal_color end end #-------------------------------------------------------------------------- def analyze?(enemy_id) if $game_party.enemy_info[enemy_id] == 2 return true else return false end end end

class Scene_MonsterBook include Enemy_Book_Config #-------------------------------------------------------------------------- def main $game_temp.enemy_book_data = Data_MonsterBook.new @title_window = Window_Base.new(0, 0, 640, 64) @title_window.contents = Bitmap.new(640 - 32, 64 - 32) @title_window.contents.draw_text(4, 0, 320, 32, "Monster Book", 0) if SHOW_COMPLETE_TYPE != 0 case SHOW_COMPLETE_TYPE when 1 e_now = $game_party.enemy_book_now e_max = $game_party.enemy_book_max text = e_now.to_s + "/" + e_max.to_s when 2 comp = $game_party.enemy_book_complete_percentage text = comp.to_s + "%" when 3 e_now = $game_party.enemy_book_now e_max = $game_party.enemy_book_max comp = $game_party.enemy_book_complete_percentage text = e_now.to_s + "/" + e_max.to_s + " " + comp.to_s + "%" end if text != nil @title_window.contents.draw_text(320, 0, 288, 32, text, 2) end end @main_window = Window_MonsterBook.new @main_window.active = true @info_window = Window_MonsterBook_Info.new @info_window.z = 110 @info_window.visible = false @info_window.active = false @visible_index = 0 Graphics.transition loop do Graphics.update Input.update update if $scene != self break end end Graphics.freeze @main_window.dispose @info_window.dispose @title_window.dispose end #-------------------------------------------------------------------------- def update @main_window.update @info_window.update if @info_window.active update_info return end if @main_window.active update_main return end end #-------------------------------------------------------------------------- def update_main 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 @main_window.item == nil or @main_window.show?(@main_window.item) == false $game_system.se_play($data_system.buzzer_se) return end $game_system.se_play($data_system.decision_se) @main_window.active = false @info_window.active = true @info_window.visible = true @visible_index = @main_window.index @info_window.refresh(@main_window.item) return end end #-------------------------------------------------------------------------- def update_info if Input.trigger?(Input::B) $game_system.se_play($data_system.cancel_se) @main_window.active = true @info_window.active = false @info_window.visible = false return end if Input.trigger?(Input::C) return end if Input.trigger?(Input::L) $game_system.se_play($data_system.decision_se) loop_end = false while loop_end == false if @visible_index != 0 @visible_index -= 1 else @visible_index = @main_window.data.size - 1 end loop_end = true if @main_window.show?(@main_window.data[@visible_index]) end id = @main_window.data[@visible_index] @info_window.refresh(id) return end if Input.trigger?(Input::R) $game_system.se_play($data_system.decision_se) loop_end = false while loop_end == false if @visible_index != @main_window.data.size - 1 @visible_index += 1 else @visible_index = 0 end loop_end = true if @main_window.show?(@main_window.data[@visible_index]) end id = @main_window.data[@visible_index] @info_window.refresh(id) return end end end

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  #42    
Old June 16th, 2005 (10:17 AM). Edited June 16th, 2005 by Datriot.
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Datriot Datriot is offline
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That's a very good script! Thanks!

EDIT:Help! Your menu works fine apart from the Pokemon and Poke'dex menus, whenever I type them in it comes up with some error, and I have created the script that you make above main, what's the problem?

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  #43    
Old June 16th, 2005 (10:51 AM). Edited June 16th, 2005 by BlackCharizard.
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Virtual, I sorta think I know what 2 do to make it move. U have to put something like
press left
if facing left
then move_left
then like if not face left (or something)
then turn_left

So then you only turn unless u are already facing in that direction. I can figure it out, but I dont know where to put it, cause there are different script areas where there's a lot of moving things. Do you know hwich part it is that has the Hero's movement? Also do u know where the key commands are in the scripts. Thabnks for All that and thanks in advance for all the help!! It's great to know that someone is so dedicated to helping people!!

Oh and Jeff, How do we set the pokedex to a specific number of pokes. Oh and when I try it, I just get an unknown error at the start that has a bunch ? marks. Might be better to PM me.

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  #44    
Old June 16th, 2005 (12:00 PM).
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Jeff_PKLight Jeff_PKLight is offline
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I think something's wrong with Chrono Cry's menu. Just use -virtual-'s and when you see this:

Code:
when  "Pokedex"
       $game_system.se_play($data_system.decision_se)
       $scene = Scene_Map.new

Change it to this:

Code:
when "Pokedex"  # Opens up pokedex scene you have to make this yourself i suggest the biestary script
       # 決定  SE を演奏
       $game_system.se_play($data_system.decision_se)
       # アイテム画面に切り替え
       $scene = Scene_Monsterbook.new

It should work now...

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  #45    
Old June 16th, 2005 (4:58 PM).
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Demonic Budha Demonic Budha is offline
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Hey me again.
according to the member list there isnt anyone name "rataime" on theses forums?

  #46    
Old June 16th, 2005 (7:57 PM).
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Krazy_Meerkat Krazy_Meerkat is offline
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I get an error saying:

Quote originally posted by Error:
????? 'PokeMenu*' ? 170 ??? NameError ????????

Uninitialized constant Scene_Menu:cene_Monsterbook

I couldn't work it out.. Can you help me? Line 170 is when
Quote:
"Pokedex" # Opens up pokedex scene you have to make this yourself i suggest the biestary script
# 決定 SE を演奏
$game_system.se_play($data_system.decision_se)
# アイテム画面に切り替え
$scene = Scene_Monsterbook.new
Much appreciated :D

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  #47    
Old June 16th, 2005 (8:30 PM).
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BlackCharizard BlackCharizard is offline
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Well, jeff wrote that one incorrectly. He mean to type "when 1" although he put pokedex, but thats cause at the beginning of the script it tellls the game that 1 = pokedex. aanyway, you were supposed to put

Code:
when 1 # Opens up pokedex scene you have to make this yourself i suggest the biestary script
# 決定 SE を演奏
$game_system.se_play($data_system.decision_se)
# アイテム画面に切り替え
$scene = Scene_Monsterbook.new
Anyway, that still desn't work. I get the same unknown error. Hmmm... I've chhecked a few things, and now am completely stumped. Dont know wuts wrong...

Also, In Game_Player, you can find a code that tells how to move your character that looks like this:

Code:
  #--------------------------------------------------------------------------
  # ● フレーム更新
  #--------------------------------------------------------------------------
  def update
    # ローカル変数に移動中かどうかを記憶
    last_moving = moving?
    # 移動中、イベント実行中、移動ルート強制中、
    # メッセージウィンドウ表示中のいずれでもない場合
    unless moving? or $game_system.map_interpreter.running? or
           @move_route_forcing or $game_temp.message_window_showing
      # 方向ボタンが押されていれば、その方向へプレイヤーを移動

case Input.dir4 when 2 move_down when 4 move_left when 6 move_right when 8 move_up end end

Anyway, that is what must be edited to allow your charatcer to turn and stay in the same tile unless u r already facing ni the direction indicated. U know liike in R/S/E/FR/LG where u tap the directional button and the guy/girl turns slightly, THAT!
Anyway, I've come up with this: (NOTE: THIS IS NOT A REAL WORKIN SCRIPT!!)

Code:
  #--------------------------------------------------------------------------
  # ● フレーム更新
  #--------------------------------------------------------------------------
  def update
    # ローカル変数に移動中かどうかを記憶
    last_moving = moving?
    # 移動中、イベント実行中、移動ルート強制中、
    # メッセージウィンドウ表示中のいずれでもない場合
    unless moving? or $game_system.map_interpreter.running? or
           @move_route_forcing or $game_temp.message_window_showing
      # 方向ボタンが押されていれば、その方向へプレイヤーを移動

case Input.dir4 when 2 hero facing_down move_down when 4 hero facing_left move_left when 6 hero facing_right move_right when 8 hero facing_up move_up

when 2 turn_down when 4 turn_left when 6 turn_right when 8 turn_up end end

If anywone knows what I did wrong, please tell me. I think it something else, not "facing_up, down, left, right" I think kits another word, not facing, but I dont know wut. Thanks!
Oh, and Virtual, If u dont want this here, I will edit it out of my post, If u tell me!

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  #48    
Old June 16th, 2005 (8:42 PM). Edited June 16th, 2005 by Krazy_Meerkat.
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I think it should be more like this:

Code:
  #--------------------------------------------------------------------------
  # ● フレーム更新
  #--------------------------------------------------------------------------
  def update
    # ローカル変数に移動中かどうかを記憶
    last_moving = moving?
    # 移動中、イベント実行中、移動ルート強制中、
    # メッセージウィンドウ表示中のいずれでもない場合
    unless moving? or $game_system.map_interpreter.running? or
           @move_route_forcing or $game_temp.message_window_showing
      # 方向ボタンが押されていれば、その方向へプレイヤーを移動

case Input.dir4 when 2 if hero facing_down move_down else turn_down end when 4 if hero facing_left move_left else turn_left end when 6 if hero facing_right move_right else turn_right end when 8 if hero facing_up move_up else turn_up end end end

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  #49    
Old June 16th, 2005 (10:39 PM).
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Ravecat Ravecat is offline
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What about mine? (too short)

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  #50    
Old June 17th, 2005 (1:14 AM).
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Krazy_Meerkat Krazy_Meerkat is offline
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Your question was already answered:

Quote originally posted by freakboy:
oh that's easy.. just change the super in Window_Message at the top in this:
super(72, 304, 496, 94)

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