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General Game Dev Help and Requests

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Peekimon

Me = cat-aholic, Meowr
  • 1,671
    Posts
    19
    Years
    Thanks, Esai, for your help. I found the code and I'll show it here to help others with the same problem:
    To fix the "Enter Hero Name" Problem:
    Replace the actual Window_NameInput with:
    Code:
    #==============================================================================
    # ■ Window_NameInput
    #------------------------------------------------------------------------------
    #  名前入力画面で、文字を選択するウィンドウです。
    #==============================================================================
    
    class Window_NameInput < Window_Base
    CHARACTER_TABLE =
    [
     "A","B","C","D","E",
     "F","G","H","I","J",
     "K","L","M","N","O",
     "P","Q","R","S","T",
     "U","V","W","X","Y",
     "Z","","","","",
     "","","","","",
     "1", "2" ,"3", "4" ,"5",
     "6","7","8","9","0",
     "a", "b", "c", "d","e",
     "f","g","h","i","j",
     "k","l","m","n","o",
     "p","q","r","s","t",
     "u","v","w","x","y",
     "z","","","","",
     "","","","","",
     "!","@","#","$","%",
     "^","&","*","(",")",
     "?","?","?","?","?",
     "?","?","?","?","?",
     "?","?","?","?","?",
     "?","?","?","?","?",
     "","","","","",
     "?","?","?","?","?",
     "-","+","=","/","|",
     ";",":","'","_","?",
     ",",".","<",">","~",
     "`","[","]","{","}",
     "","","","","",
     "","","","","",
     "","","","","",
     "","","","","",
     "","","","","",
     "","","","","",
     "","","","","",
     "","","","","",
    ]
    #--------------------------------------------------------------------------
    # ● オブジェクト初期化
    #--------------------------------------------------------------------------
    def initialize
      super(0, 128, 640, 352)
      self.contents = Bitmap.new(width - 32, height - 32)
      self.contents.font.name = "Arial"
      @index = 0
      refresh
      update_cursor_rect
    end
    #--------------------------------------------------------------------------
    # ● 文字の取得
    #--------------------------------------------------------------------------
    def character
      return CHARACTER_TABLE[@index]
    end
    #--------------------------------------------------------------------------
    # ● リフレッシュ
    #--------------------------------------------------------------------------
    def refresh
      self.contents.clear
      for i in 0..179
        x = 4 + i / 5 / 9 * 152 + i % 5 * 28
        y = i / 5 % 9 * 32
        self.contents.draw_text(x, y, 28, 32, CHARACTER_TABLE[i], 1)
      end
      self.contents.draw_text(544, 9 * 32, 64, 32, "Confirm", 1)
    end
    #--------------------------------------------------------------------------
    # ● カーソルの矩形更新
    #--------------------------------------------------------------------------
    def update_cursor_rect
      # カーソル位置が [決定] の場合
      if @index >= 180
        self.cursor_rect.set(544, 9 * 32, 64, 32)
      # カーソル位置が [決定] 以外の場合
      else
        x = 4 + @index / 5 / 9 * 152 + @index % 5 * 28
        y = @index / 5 % 9 * 32
        self.cursor_rect.set(x, y, 28, 32)
      end
    end
    #--------------------------------------------------------------------------
    # ● フレーム更新
    #--------------------------------------------------------------------------
    def update
      super
      # カーソル位置が [決定] の場合
      if @index >= 180
        # カーソル下
        if Input.trigger?(Input::DOWN)
          $game_system.se_play($data_system.cursor_se)
          @index -= 180
        end
        # カーソル上
        if Input.repeat?(Input::UP)
          $game_system.se_play($data_system.cursor_se)
          @index -= 180 - 40
        end
      # カーソル位置が [決定] 以外の場合
      else
        # 方向ボタンの右が押された場合
        if Input.repeat?(Input::RIGHT)
          # 押下状態がリピートでない場合か、
          # カーソル位置が右端ではない場合
          if Input.trigger?(Input::RIGHT) or
             @index / 45 < 3 or @index % 5 < 4
            # カーソルを右に移動
            $game_system.se_play($data_system.cursor_se)
            if @index % 5 < 4
              @index += 1
            else
              @index += 45 - 4
            end
            if @index >= 180
              @index -= 180
            end
          end
        end
        # 方向ボタンの左が押された場合
        if Input.repeat?(Input::LEFT)
          # 押下状態がリピートでない場合か、
          # カーソル位置が左端ではない場合
          if Input.trigger?(Input::LEFT) or
             @index / 45 > 0 or @index % 5 > 0
            # カーソルを左に移動
            $game_system.se_play($data_system.cursor_se)
            if @index % 5 > 0
              @index -= 1
            else
              @index -= 45 - 4
            end
            if @index < 0
              @index += 180
            end
          end
        end
        # 方向ボタンの下が押された場合
        if Input.repeat?(Input::DOWN)
          # カーソルを下に移動
          $game_system.se_play($data_system.cursor_se)
          if @index % 45 < 40
            @index += 5
          else
            @index += 180 - 40
          end
        end
        # 方向ボタンの上が押された場合
        if Input.repeat?(Input::UP)
          # 押下状態がリピートでない場合か、
          # カーソル位置が上端ではない場合
          if Input.trigger?(Input::UP) or @index % 45 >= 5
            # カーソルを上に移動
            $game_system.se_play($data_system.cursor_se)
            if @index % 45 >= 5
              @index -= 5
            else
              @index += 180
            end
          end
        end
        # L ボタンか R ボタンが押された場合
        if Input.repeat?(Input::L) or Input.repeat?(Input::R)
          # ひらがな / カタカナ 移動
          $game_system.se_play($data_system.cursor_se)
          if @index / 45 < 2
            @index += 90
          else
            @index -= 90
          end
        end
      end
      update_cursor_rect
    end
    end

    I did not create this code. Someone on RMXP.net did!
    It worked! I tried it!
     

    FireFox

    Dialga Fangirl
  • 58
    Posts
    19
    Years
    • Age 37
    • UK
    • Seen Feb 24, 2018
    I created this post in a seperate thread and was told to post here so here goes...

    I'm creating my own RPG based on the legend of zelda, and i was wondering if someone could do me some sprites of Link, Zelda and Vaati (all from the Zelda: Minish Cap game). I'm using RM2K. Thanks for your help in advance.

    -FireFox
     

    jasonresno

    [fight through it]
  • 1,663
    Posts
    19
    Years
    Another question, I've been getting used to the system pretty nicely. The next thing I wanted to do was place an NPC for the character to talk to. Any ideas?
     
  • 2,405
    Posts
    20
    Years
    FireFox said:
    I created this post in a seperate thread and was told to post here so here goes...

    I'm creating my own RPG based on the legend of zelda, and i was wondering if someone could do me some sprites of Link, Zelda and Vaati (all from the Zelda: Minish Cap game). I'm using RM2K. Thanks for your help in advance.

    -FireFox
    You can get alot of resources for Minish Cap here:
    https://www.rpgfreeze.com/forums/viewtopic.php?t=617
     

    rm2kdude

    Advanced Pixel-Artist
  • 358
    Posts
    19
    Years
    • Age 35
    • usa
    • Seen Oct 30, 2022
    Tutorial by me

    Tutorial Name Pokemon IDentifyer
    description-Used to Identify whitch Pokemon is in whitch slot and who is sent Out first in da battle if theres 2 the second to da top will be sent out to oh and by the way this will also work for a pokedex.


    Variables needed
    Pokemon
    Pokemon party
    Pokemon slot1
    Pokemon slot 2
    Pokemon slot 3
    Pokemon slot 4
    Pokemon slot 5

    now go to ur commen events and name 1 of them Pokemon identifyer
    now go in ur variable management click the one called Pokemon and inside da management find the one that lets u choose another variable and pick pokemon party
    Now do the same thing but for slots1,2,3,4,5
    Now the rest is just plain and simple
    First how many pokemon are in ur game 2 whos the first Pokemon hmm you figure it out.
    now make a comment and put Pokemon slot 1
    Now make a fork with the variable pokemon -NO ELS CASE
    now inside it make another fork with the variable Pokemon slot1
    and have an els case.
    Now inside slot 1 your going to need to make 3 hundred some forks for EACH slot and there in da els cases so no worries

    Should look like this if you don't get it noobs

    Fork-Variable Pokemon
    Fork varaible Pokemon slot 1
    Fork varaible Pokemon slot 1 equel 1
    Show or a message saying Go..Pokemons name
    els
    case Repeate as many times as nessasary.

    Now this could work for Pokedex,Pokemon Menu(not da cms)
    Oh well hope this helps.
     

    jasonresno

    [fight through it]
  • 1,663
    Posts
    19
    Years
    jasonresno said:
    Another question, I've been getting used to the system pretty nicely. The next thing I wanted to do was place an NPC for the character to talk to. Any ideas?
    Any answers? Is this possible?
     

    Sorye HK

    Looking around here and there
  • 3,363
    Posts
    20
    Years
    • Seen Dec 1, 2021
    Right click on the tile that you want the NPC to show. Click on make event and the event box should appear. Then double click on the charset, change it to your suiting, go to commands, message, then input the message that you want that NPC to say.
    Remember to have that event on "action key" so that the message appears properly.
     

    Sorye HK

    Looking around here and there
  • 3,363
    Posts
    20
    Years
    • Seen Dec 1, 2021
    I don't remember properly but I think it was c[x] with x being a number between 1 and 7.
     

    Esai

    &#9829;&#9829;&#9829; With Bubbleicious &#9829;&#9
  • 1,434
    Posts
    19
    Years
    yea but to change the colours made by them involves modifying the ruby again >.< i did it before but that game got deleted >.< yea well I'm looking for it ^_^

    Okay its in Window_Base, look for

    RPG Maker XP said:
    def text_color(n)
    case n
    when 0
    return Color.new(255, 255, 255, 255)
    when 1
    return Color.new(128, 128, 255, 255)
    when 2
    return Color.new(255, 128, 128, 255)
    when 3
    return Color.new(128, 255, 128, 255)
    when 4
    return Color.new(128, 255, 255, 255)
    when 5
    return Color.new(255, 128, 255, 255)
    when 6
    return Color.new(255, 255, 128, 255)
    when 7
    return Color.new(192, 192, 192, 255)
    else
    normal_color
    end
    end
    #--------------------------------------------------------------------------
    # ● 通常文字色の取得
    #--------------------------------------------------------------------------
    def normal_color
    return Color.new(255, 255, 255, 255)
    end
    #--------------------------------------------------------------------------
    # ● 無効文字色の取得
    #--------------------------------------------------------------------------
    def disabled_color
    return Color.new(255, 255, 255, 128)
    end
    #--------------------------------------------------------------------------
    # ● システム文字色の取得
    #--------------------------------------------------------------------------
    def system_color
    return Color.new(192, 224, 255, 255)
    end
    #--------------------------------------------------------------------------
    # ● ピンチ文字色の取得
    #--------------------------------------------------------------------------
    def crisis_color
    return Color.new(255, 255, 64, 255)
    end
    #--------------------------------------------------------------------------
    # ● 戦闘不能文字色の取得
    #--------------------------------------------------------------------------
    def knockout_color
    return Color.new(255, 64, 0)
    end

    to change the normal color its "def normal_color" and change the colours in (Red, Green, Blue, Opacity) format. I think... And when 0-7 is the colours using as daegon said \c[x].

    Hope that helps all problems!

    Edit forgot to add:

    (0, 0, 0, 255) is black and (255, 255, 255), 255 is white ^_^
     
    Last edited:

    freakboy

    Nubbie
  • 84
    Posts
    20
    Years
    if you change
    Code:
    when 0
    return Color.new(255, 255, 255, 255)
    for
    Code:
    when 0
    return Color.new(96, 96, 96, 255)
    you'll have the original black pokemon color in rmxp :D

    you can also change it in def color, that's the main color in the title screen.
    Code:
      def normal_color
        return Color.new(96, 96, 96, 255)
      end

    in the attachment is a window skin
    that could be easy for the black font.
     

    Jeff_PKLight

    RMXP User
  • 535
    Posts
    19
    Years
    Freakboy, thanks. It wasn't quite what I wanted, but oh well. I'll just change bits of it.

    EDIT: How do you make it so the white message box background isn't translucent or transparent? I went to the resource manager and made the blues transparent and translucent but it just makes the white message box translucent.... I think it's with the script. Any ideas what is going wrong?
     
    Last edited:

    jasonresno

    [fight through it]
  • 1,663
    Posts
    19
    Years
    Daegon_Kimeron said:
    Right click on the tile that you want the NPC to show. Click on make event and the event box should appear. Then double click on the charset, change it to your suiting, go to commands, message, then input the message that you want that NPC to say.
    Remember to have that event on "action key" so that the message appears properly.
    Thanks much
     

    Blizzy

    me = Scripter.new("Noob")
  • 492
    Posts
    19
    Years
    Jeff_PKLight said:
    Freakboy, thanks. It wasn't quite what I wanted, but oh well. I'll just change bits of it.

    EDIT: How do you make it so the white message box background isn't translucent or transparent? I went to the resource manager and made the blues transparent and translucent but it just makes the white message box translucent.... I think it's with the script. Any ideas what is going wrong?

    overwrite the original def reset_window with this one
    at line 170 - 189
    Code:
      def reset_window
        if $game_temp.in_battle
          self.y = 16
        else
          case $game_system.message_position
          when 0  # 上
            self.y = 16
          when 1  # 中
            self.y = 160
          when 2  # 下
            self.y = 304
          end
        end
        if $game_system.message_frame == 0
          self.opacity = 255
        else
          self.opacity = 255
        end
        self.back_opacity = 255
      end

    and for the color...
    this is for disabled color (grey/black)
    Code:
    def disabled_color
    return Color.new(96, 96, 96, 96)
    end
     

    Jeff_PKLight

    RMXP User
  • 535
    Posts
    19
    Years
    I got the first part, Virtual....but, where do I place the second part of the script? Thanks in advance!
     

    KARR

    Master Nerd
  • 176
    Posts
    19
    Years
    I think this has been asked before... :
    1. How do I change the font? The e accent aigue displays as a accented N.
    2. The whole player's health and whatnot thing. How do I get rid of that?
    3. Does anyone have the charsets of the members of TR from FRLG? I would like them... please!

    Please!
     
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