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  #51    
Old June 17th, 2005 (01:32 AM).
Blizzy
me = Scripter.new("Noob")
 
Join Date: Jan 2005
Location: ~The Netherlands~
Age: 24
Gender:
Nature: Relaxed
Quote originally posted by Demonic Budha:
Hey me again.
according to the member list there isnt anyone name "rataime" on theses forums?
you have to look on rmxp.net forums for that
Quote originally posted by BlackCharizard:
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.
i already did that, but if you face left, it automaticly moves left.
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  #52    
Old June 17th, 2005 (02:19 AM).
Shinra
Beginning Trainer
 
Join Date: Jun 2005
Gender:
Hey there -virtual-,

I added the scripts from this post:
http://www.pokecommunity.com/showpost.php?p=1257385&postcount=5
and this one:
http://www.pokecommunity.com/showpost.php?p=1264077&postcount=27

I called the first script (On page 1) 'Game_Temp' (Without the ' '), and the second script 'Game_Temp 2'

Then I got this error after selecting "New Game" (In the Testing Window as usual):

Quote:
???? 'Game_Temp' ? 5 ??? SystemStackError ?????????
stack level too deep
Here is a picture by the way to help out in understanding:

Any ideas on what could be the problem?
Attached Images
File Type: jpg Clipboard01.jpg‎ (17.4 KB, 13 views) (Save to Dropbox)
  #53    
Old June 17th, 2005 (03:25 AM).
Alexandre's Avatar
Alexandre
 
Join Date: Mar 2005
Age: 20
Nature: Lonely
i think this is pretty simple, could you make me a script that shows the people in your party but in a class called Pokemon. And can you put it in the pokemon table?
  #54    
Old June 17th, 2005 (03:31 AM). Edited June 17th, 2005 by -virtual-.
Blizzy
me = Scripter.new("Noob")
 
Join Date: Jan 2005
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Age: 24
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Quote originally posted by agentalexandre12:
i think this is pretty simple, could you make me a script that shows the people in your party but in a class called Pokemon. And can you put it in the pokemon table?
just open the original rmxp menu, and check right menu
(with the people in it), i think that is what you want.

Quote originally posted by Shinra:
Hey there -virtual-,

I called the first script (On page 1) 'Game_Temp' (Without the ' '), and the second script 'Game_Temp 2'

Any ideas on what could be the problem?
yeah, i know what it is.
you need to merge the alias initialize_old initialize
from the menu and from the trainercard

it's all in the demo.

@to all:
i've made a demo with includes:
-menu
-trainercard
-pokedex (the script posted by jeff_pklight)
-choices in new window.
-module window (my module to create windows, but that doesn't matter)

some scripts have a * or **
* means it's added, and you can modify it.
** means it's added, but don't remove or add anything!
Enjoy
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  #55    
Old June 17th, 2005 (04:10 AM).
Datriot's Avatar
Datriot
Tachikama!!!
 
Join Date: Mar 2005
Location: UK, England, Leeds. Simple.
Age: 23
Nature: Sassy
That is some awesome scripts! I'll be using this for my game! Thanks!
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  #56    
Old June 17th, 2005 (04:51 AM).
Jeff_PKLight's Avatar
Jeff_PKLight
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Location: USA
Nature: Adamant
Wow, great way to put it all together -virtual-! Btw, does the reflection script work for characters beside the hero as well?
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  #57    
Old June 17th, 2005 (05:16 AM).
Blizzy
me = Scripter.new("Noob")
 
Join Date: Jan 2005
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Quote originally posted by Jeff_PKLight:
Wow, great way to put it all together -virtual-! Btw, does the reflection script work for characters beside the hero as well?
i have no idea. you should ask that to rataime
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  #58    
Old June 17th, 2005 (05:22 AM). Edited June 17th, 2005 by Alexandre.
Alexandre's Avatar
Alexandre
 
Join Date: Mar 2005
Age: 20
Nature: Lonely
hey i found the thing i was looking for, when i press esc it still shows the window but i can stilll move about.
  #59    
Old June 17th, 2005 (05:45 AM).
Demonic Budha's Avatar
Demonic Budha
semi-good RMXPer (not script)
 
Join Date: Jun 2005
Location: Taupo, NZ
Age: 28
Gender:
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thx to all who helped me find the reflection script.
now i have another request,
are you able to edit the reflection script so that the
reflection is rippled when reflected in water?

basiclly like on pokemon FR/LG

Thx in advance
Demonic Budha
  #60    
Old June 17th, 2005 (07:32 AM).
Datriot's Avatar
Datriot
Tachikama!!!
 
Join Date: Mar 2005
Location: UK, England, Leeds. Simple.
Age: 23
Nature: Sassy
Yeah, can I also make a request, could you make some contest style stats like on Pokemon?(eg. cool, beuty, etc.)
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  #61    
Old June 17th, 2005 (07:44 AM). Edited June 17th, 2005 by -virtual-.
Blizzy
me = Scripter.new("Noob")
 
Join Date: Jan 2005
Location: ~The Netherlands~
Age: 24
Gender:
Nature: Relaxed
Quote originally posted by Demonic Budha:
thx to all who helped me find the reflection script.
now i have another request,
are you able to edit the reflection script so that the
reflection is rippled when reflected in water?

basiclly like on pokemon FR/LG

Thx in advance
Demonic Budha
sorry, i don't know how to do that.

Quote originally posted by datriot:
Yeah, can I also make a request, could you make some contest style stats like on Pokemon?(eg. cool, beuty, etc.)
sure, that's easy, but i don't know all of the stats
here's what i have now...
Code:
class Game_Actor < Game_Battler
  alias setup_old setup
  attr_accessor   :cool
  attr_accessor   :beauty
  attr_accessor   :cute
  attr_accessor   :smart
  attr_accessor   :tough
  
  def setup(actor_id)
    @cool = 0
    @beauty = 0
    @cute = 0
    @smart = 0
    @tough = 0
    
    setup_old(actor_id)
  end
  
end
paste it in a new script.
it can be used via: $game_party.actors[0].skill
skill = cool, beauty, cute, smart, tough.
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  #62    
Old June 17th, 2005 (08:23 AM).
BlackCharizard's Avatar
BlackCharizard
Black Charizard
 
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Yeah, but that only sets the values for a certain character. The actual thing would be so much harder being that it would have to change for each level up and each pokeblock. Oh is there a script to like make sorta a mini-game cdome up, kinda like the contest or the pokeblock mixer? I want to put a minigame in my game that has kickboxing using hitmontop, chan, and lee. Wut the script would do, is ignore all the other key commands so I can set the keys for completely different things.
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  #63    
Old June 17th, 2005 (08:26 AM).
Neo Genesis
The Wanderer
 
Join Date: May 2005
Location: California
Age: 22
Gender:
Nature: Naive
I dont have a request but I need help. Can you tell me hot to put thisin my 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!
  #64    
Old June 17th, 2005 (08:37 AM). Edited June 17th, 2005 by BlackCharizard.
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BlackCharizard
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Does any1 know how to make clouds be reflected in the water like in R/S/E?

I tried using the reflection thing, but it doesn't work... I coppied the script completely and didnt change a thing and I changed the terrain type to 7...

Also the Mune*, pPokedex*, Objects** all give eroors.
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  #65    
Old June 17th, 2005 (08:46 AM).
Jeff_PKLight's Avatar
Jeff_PKLight
RMXP User
 
Join Date: Feb 2005
Location: USA
Nature: Adamant
Neo Genesis: LOL. :D I had that exact confusion with that script back then. I still don't understand the instructions...
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  #66    
Old June 17th, 2005 (08:58 AM).
MatiZ Master
...
 
Join Date: Aug 2004
Location: Poland
Age: 23
Gender:
Nature: Calm
yo, virtual
can you make a msg system like in rm2k (non tranparetnt windows and letter going one after one)? i hope that's not a big request :D
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  #67    
Old June 17th, 2005 (12:49 PM). Edited June 17th, 2005 by -virtual-.
Blizzy
me = Scripter.new("Noob")
 
Join Date: Jan 2005
Location: ~The Netherlands~
Age: 24
Gender:
Nature: Relaxed
Quote originally posted by Neo Genesis:
I dont have a request but I need help. Can you tell me hot to put thisin my game?
yes.
but i wouldn't use it, it's not that good.
for encounter rate, just use: in an event.
<>variable[1 - encounter] random 1 - 6
<>branch if variable[1 - encounter] = 6
<>variable[2 - monsterid] random 1 - 3
<> branch if variable [2 - monsterid] = 1
<> encounter monster 1
<> branch if variable [2 - monsterid] = 2
<>encounter monster 2
etc.
Quote originally posted by MatiZ Master:
yo, virtual
can you make a msg system like in rm2k (non tranparetnt windows and letter going one after one)? i hope that's not a big request :D
no it isn't, i'll get it done soon.
i editted the code on phylomortis a bit.
here is it:
Code:
class Window_Message < Window_Selectable
# ------------------------------------
  def initialize
    super(0, 304, 640, 160)
    self.contents = Bitmap.new(width - 32, height - 32)
    self.visible = false
    self.z = 9998
    self.contents.font.name = $fontface
    self.contents.font.size = $fontsize
    @update_text = true
    @fade_in = false
    @fade_out = false
    @contents_showing = false
    @cursor_width = 0
    self.active = false
    self.index = -1
  end
# ------------------------------------
  def dispose
    terminate_message
    $game_temp.message_window_showing = false
    if @input_number_window != nil
      @input_number_window.dispose
    end
    super
  end
# ------------------------------------
  def terminate_message
    self.active = false
    self.pause = false
    self.index = -1
    self.contents.clear
    @update_text = true
    @contents_showing = false
    if $game_temp.message_proc != nil
      $game_temp.message_proc.call
    end
    $game_temp.message_text = nil
    $game_temp.message_proc = nil
    $game_temp.choice_start = 99
    $game_temp.choice_max = 0
    $game_temp.choice_cancel_type = 0
    $game_temp.choice_proc = nil
    $game_temp.num_input_start = 99
    $game_temp.num_input_variable_id = 0
    $game_temp.num_input_digits_max = 0
    if @gold_window != nil
      @gold_window.dispose
      @gold_window = nil
    end
  end
# ------------------------------------
  def refresh
    self.contents.clear
    self.contents.font.color = normal_color
    @x = @y = 0
    @cursor_width = 0
    if $game_temp.choice_start == 0
      @x = 8
    end
    if $game_temp.message_text != nil
      @text = $game_temp.message_text
      begin
        last_text = @text.clone
        @text.gsub!(/\\[Vv]\[([0-9]+)\]/) { $game_variables[$1.to_i] }
      end until @text == last_text
      @text.gsub!(/\\[Nn]\[([0-9]+)\]/) do
        $game_actors[$1.to_i] != nil ? $game_actors[$1.to_i].name : ""
      end
      @text.gsub!(/\\\\/) { "\000" }
      @text.gsub!(/\\[Cc]\[([0-9]+)\]/) { "\001[#{$1}]" }
      @text.gsub!(/\\[Gg]/) { "\002" }
    end
  end
# ------------------------------------
  def reset_window
    if $game_temp.in_battle
      self.y = 16
    else
      case $game_system.message_position
      when 0
        self.y = 16
      when 1
        self.y = 160
      when 2
        self.y = 320
      end
    end
    if $game_system.message_frame == 0
      self.opacity = 255
    else
      self.opacity = 0
    end
    self.back_opacity = 255
  end
# ------------------------------------
  def update_text
    if @text != nil
      while ((c = @text.slice!(/./m)) != nil)
        if c == "\000"
          c = "\\"
        end
        if c == "\001"
          @text.sub!(/\[([0-9]+)\]/, "")
          color = $1.to_i
          if color >= 0 and color <= 7
            self.contents.font.color = text_color(color)
          end
        end
        if c == "\002"
          if @gold_window == nil
            @gold_window = Window_Gold.new
            @gold_window.x = 560 - @gold_window.width
            if $game_temp.in_battle
              @gold_window.y = 192
            else
              @gold_window.y = self.y >= 128 ? 32 : 384
            end
            @gold_window.opacity = self.opacity
            @gold_window.back_opacity = self.back_opacity
          end
          next
        end
        if c == "\n"
          if @y >= $game_temp.choice_start
            @cursor_width = [@cursor_width, @x].max
          end
          @y += 1
          @x = 0
          if @y >= $game_temp.choice_start
            @x = 8
          end
          next
        end
        self.contents.draw_text(4 + @x, 32 * @y, 40, 32, c)
        @x += self.contents.text_size(c).width
        #$game_system.se_play($data_system.decision_se)
        return
      end
    end
    if $game_temp.choice_max > 0
      @item_max = $game_temp.choice_max
      self.active = true
      self.index = 0
    end
    if $game_temp.num_input_variable_id > 0
      digits_max = $game_temp.num_input_digits_max
      number = $game_variables[$game_temp.num_input_variable_id]
      @input_number_window = Window_InputNumber.new(digits_max)
      @input_number_window.number = number
      @input_number_window.x = self.x + 8
      @input_number_window.y = self.y + $game_temp.num_input_start * 32
    end
    @update_text = false #?
  end
# ------------------------------------
  def update
    super
    if @fade_in
      self.contents_opacity = 255
      if @input_number_window != nil
        @input_number_window.contents_opacity = 255
      end
      if self.contents_opacity == 255
        @fade_in = false
      end
    end
    if @input_number_window != nil
      @input_number_window.update
      if Input.trigger?(Input::C)
        $game_system.se_play($data_system.decision_se)
        $game_variables[$game_temp.num_input_variable_id] =
          @input_number_window.number
        $game_map.need_refresh = true
        @input_number_window.dispose
        @input_number_window = nil
        terminate_message
      end
      return
    end
    if @contents_showing
      if @update_text
        update_text
        return
      end
      if $game_temp.choice_max == 0
        self.pause = true
      end
      if self.pause == true && Input.dir4 != 0
        terminate_message
      end
      if Input.trigger?(Input::B)
        if $game_temp.choice_max > 0 and $game_temp.choice_cancel_type > 0
          $game_system.se_play($data_system.cancel_se)
          $game_temp.choice_proc.call($game_temp.choice_cancel_type - 1)
          terminate_message
        end
        terminate_message if self.pause == true
      end
      if Input.trigger?(Input::C)
        if $game_temp.choice_max > 0
          $game_system.se_play($data_system.decision_se)
          $game_temp.choice_proc.call(self.index)
        end
        terminate_message
      end
      return
    end
    if @fade_out == false and $game_temp.message_text != nil
      @contents_showing = true
      $game_temp.message_window_showing = true
      reset_window
      refresh
      Graphics.frame_reset
      self.visible = true
      self.contents_opacity = 0
      if @input_number_window != nil
        @input_number_window.contents_opacity = 0
      end
      @fade_in = true
      return
    end
    if self.visible
      @fade_out = true
      self.opacity = 0
      if self.opacity == 0
        self.visible = false
        @fade_out = false
        $game_temp.message_window_showing = false
      end
      return
    end
  end
# ------------------------------------
  def update_cursor_rect
    if @index >= 0
      n = $game_temp.choice_start + @index
      self.cursor_rect.set(8, n * 32, @cursor_width, 32)
    else
      self.cursor_rect.empty
    end
  end
end
Quote originally posted by BlackCharizard:
Does any1 know how to make clouds be reflected in the water like in R/S/E?
it's possible, but i don't have any idea how.
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  #68    
Old June 17th, 2005 (12:59 PM).
Jeff_PKLight's Avatar
Jeff_PKLight
RMXP User
 
Join Date: Feb 2005
Location: USA
Nature: Adamant
Not sure if this has been noticed yet...

-virtual-, after you close the Trainercard, you can walk on objects and stuff. Do you know how to fix this?
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  #69    
Old June 17th, 2005 (01:03 PM).
Blizzy
me = Scripter.new("Noob")
 
Join Date: Jan 2005
Location: ~The Netherlands~
Age: 24
Gender:
Nature: Relaxed
Quote originally posted by Jeff_PKLight:
Not sure if this has been noticed yet...

-virtual-, after you close the Trainercard, you can walk on objects and stuff. Do you know how to fix this?
i don't have that. very strange... :\
and i don't have any idea how to fix it.
are you sure it's the trainercard that's bugging?
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  #70    
Old June 17th, 2005 (01:05 PM).
Jeff_PKLight's Avatar
Jeff_PKLight
RMXP User
 
Join Date: Feb 2005
Location: USA
Nature: Adamant
Yeah. I was just testing my game (along with my CBS), and after I ran into the wall (to test it), I opened up the Trainercard, closed it, and then I walked over any solid objects and events...
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~The River~

Current project

Pokemon Light Progress:

Light is starting over! I'll update this once I progress more in Light again.


:: Pokemon Light Links ::
:: Site :: :: Forums :: :: Thread ::
  #71    
Old June 17th, 2005 (01:05 PM).
Neo Genesis
The Wanderer
 
Join Date: May 2005
Location: California
Age: 22
Gender:
Nature: Naive
Quote:
yes.
but i wouldn't use it, it's not that good.
for encounter rate, just use: in an event.
<>variable[1 - encounter] random 1 - 6
<>branch if variable[1 - encounter] = 6
<>variable[2 - monsterid] random 1 - 3
<> branch if variable [2 - monsterid] = 1
<> encounter monster 1
<> branch if variable [2 - monsterid] = 2
<>encounter monster 2
etc.
Then what would you use to make random encounters? :\
__________________



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!
  #72    
Old June 17th, 2005 (01:16 PM).
Blizzy
me = Scripter.new("Noob")
 
Join Date: Jan 2005
Location: ~The Netherlands~
Age: 24
Gender:
Nature: Relaxed
Quote originally posted by Neo Genesis:
Then what would you use to make random encounters? :\
i would use the code above (if you read some better)
but i've made a picture with comments to see how it's done
just have a look here:

hopes this is more clear.
--edit--
i've noticed some spelling errors (in the comments)
but it doesn't really matter
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  #73    
Old June 17th, 2005 (01:23 PM).
Shinra
Beginning Trainer
 
Join Date: Jun 2005
Gender:
Quote originally posted by -virtual-:
yeah, i know what it is.
you need to merge the alias initialize_old initialize
from the menu and from the trainercard

it's all in the demo.

@to all:
i've made a demo with includes:
-menu
-trainercard
-pokedex (the script posted by jeff_pklight)
-choices in new window.
-module window (my module to create windows, but that doesn't matter)

some scripts have a * or **
* means it's added, and you can modify it.
** means it's added, but don't remove or add anything!
Enjoy
I didn't quite understand what you meant by merging, but since you provided a demo, I need not worry. Thanks for the help!
  #74    
Old June 17th, 2005 (01:31 PM). Edited June 17th, 2005 by Neo Genesis.
Neo Genesis
The Wanderer
 
Join Date: May 2005
Location: California
Age: 22
Gender:
Nature: Naive
You said you wouldn't use it Is there an easier way it looks confusing! Also do you have a script to show hp for both pokemon and since you are making a gold remake do you have a restored sprite of the main character ( I think his name is Hiro.)?
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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!
  #75    
Old June 17th, 2005 (02:34 PM). Edited June 17th, 2005 by BlackCharizard.
BlackCharizard's Avatar
BlackCharizard
Black Charizard
 
Join Date: May 2005
Location: STALKER!!
Age: 23
Gender:
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EDIT: Nevermind. I got it working. It was cause I had another trainercard window in my script. It's really cool how it works, but how come the bag doesn't move to the bag? Is this cause I have to set up a bag system of my own. (probably..) Anyway, what should I name the bag script? Also, the pokegear doesn't show. I was hoping to turn it into something new and better than the pokenav from Emerald. Also, the Trainer ID doesn't save after u exit. How could I save it. I think u wrote it before, but I cant find it on this thread. So, this leaves me with this:

- Does any1, maybe, have anything that is at least close to a pokemon bag script?
- Does any1 have a pokenav or pokegear script? (I dont expect these, but maybe...)
- What should I name a bag script or how would I make that menua open it?
- What would i name a pokegear script or how would I make the menu open it if I were to make one?
- How could i save the Trainer ID?
- Also, what about the shop window? Does any1 have a script for it, Or do you think it would just be easier to event it and make a windoe pop up. I think a window would be better.

Thanks!! Thank u virtual for all the help!! It's been very useful! If u need anything, chipstes, charsets, etc., just ask me!
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