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Help and Request Thread

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  • 226
    Posts
    18
    Years
    • Age 32
    • Seen Mar 27, 2014
    you guys can try link deleted (have all rpg makers for download)

    ~ edit by blizzy
    contained link to rmxp which is illigal
     
    Last edited by a moderator:
  • 425
    Posts
    18
    Years
    • Seen Oct 19, 2006
    [NoLeAfCloVeR0987] said:
    okay Dan heres what i have found ill tell you who to give credit to

    all of these i downloaded at twinkledragon.com (BTW I THINK THAT WHERE I GOT THEM IM NOT TO SURE)(i think theres a link in the recource thread)

    ::EDIT::
    OKAY WELL I REMEMBER NOW THAT THOSE DIDTN COME FROM TWINKELDRAGON.COM SO I AM TRYING TO REMEMBER WHERE THEY CAME FROM BUT FOR THE TIME BEING.....the folder i downloaded said "Chris's Pokemon Char sets" so idk ill try and remember or refind them and tell you who to give credit to

    Thankyou! Tankyou! Thank you so much!!!

    I think you should put this in the rescources thread. Alot of people dont have these and it would help them alot. Thanks again.


    Also I need a chipset for the boat, you know in the games the cruise. Does anyone have it? Can you please post it if you do?
     
    Last edited:

    Demonic Budha

    semi-good RMXPer (not script)
  • 192
    Posts
    18
    Years
    I have a problem.
    I put in an advance message script and now when i put in
    a Show choice command in an event the choices dont even appear on the page.
    I will put on the script and also a pic of what happens.
    I would like the box of choices to do as it use to and appear in a seperate window just above the other one.

    Thx for your help


    Code:
    #===================================================
    # ■ AMS - Advanced Message Script - R4 [Update #2]
    #===================================================
    # For more infos and update, visit:
    # www.dubealex.com (Creation Asylum)
    #
    # Edited, Fixed and Enhanced by: Dubealex
    # Original Script Core by: XRXS Scripter (Jap Dudes)
    # HTML Hexadecimal color feature from: Phylomorphis 
    #
    # Special Thanks:
    # Rabu: For enabling the Show Face feature in an encrypted project
    #
    # To found all my new features, search the following:  #NEW
    # To configure the button to skip the dialog, search:  #SKIP_TEXT_CODE
    #
    # May 18, 2005
    #===================================================
    
    LETTER_BY_LETTER_MODE = true   #Set the letter by letter mode ON/OFF          
    
    #===================================================
    # ▼ CLASS AMS Begins
    #===================================================
    class AMS
      
      attr_accessor :name_box_x_offset
      attr_accessor :name_box_y_offset 
      attr_accessor :font_type
      attr_accessor :name_font_type
      attr_accessor :font_size
      attr_accessor :name_font_size
      attr_accessor :message_box_opacity 
      attr_accessor :name_box_skin
      attr_accessor :name_box_text_color
      attr_accessor :message_box_text_color
      attr_accessor :message_box_skin
      attr_accessor :name_box_width
      attr_accessor :name_box_height
      attr_accessor :message_width
      attr_accessor :message_height
      attr_accessor :message_x
      attr_accessor :message_y_bottom
      attr_accessor :message_y_middle
      attr_accessor :message_y_top
      attr_accessor :event_message_x_ofset
      attr_accessor :event_message_y_ofset
       
    def initialize
       
      @name_box_x_offset = 0         
      @name_box_y_offset = -10    
      @name_box_width = 8             
      @name_box_height = 26        
      
      @font_type = "Tahoma"           
      @name_font_type = "Tahoma" 
      @font_size = 22                      
      @name_font_size = 22            
      @name_box_text_color=0        
      @message_box_text_color=0   
      
      @message_box_opacity = 160            
      @message_box_skin = "001-Blue01"   
      @name_box_skin = "001-Blue01"         
      @message_width = 480          
      @message_height = 100         
      @message_x = 80                
      @message_y_bottom = 304    
      @message_y_middle = 160    
      @message_y_top = 16          
      
      @event_message_x_ofset = 0   
      @event_message_y_ofset = 48   
      
    end
    end
    #===================================================
    # ▲ CLASS AMS Ends
    #===================================================
    
    
    #===================================================
    # ▼ Class Window_Message Begins
    #===================================================
    class Window_Message < Window_Selectable   
    
    alias xrxs9_initialize initialize
    
    def initialize
    
    @alex_skip = false
    
    xrxs9_initialize
    
    if $soundname_on_speak == nil then
       $soundname_on_speak = ""
    end
    
    $gaiji_file = "./Graphics/Gaiji/sample.png"
    
    if FileTest.exist?($gaiji_file)
       @gaiji_cache = Bitmap.new($gaiji_file)
    else
       @gaigi_cache = nil
    end
    @opacity_text_buf = Bitmap.new(32, 32)
    end
    
    
    #--------------------------------------------------------------------------
    
    alias xrxs9_terminate_message terminate_message
    
    def terminate_message
      
    if @name_window_frame != nil
       @name_window_frame.dispose
       @name_window_frame = nil
    end
    
    if @name_window_text  != nil
       @name_window_text.dispose
       @name_window_text  = nil
    end
    xrxs9_terminate_message
    end
    
    #--------------------------------------------------------------------------
    
    def refresh
      
    self.contents.clear
    self.contents.font.color = text_color($ams.message_box_text_color)
    self.contents.font.name = $ams.font_type
    self.contents.font.size = $ams.font_size
    self.windowskin = RPG::Cache.windowskin($ams.message_box_skin)
    @x = @y = @max_x = @max_y = @indent = @lines = 0
    @face_indent = 0
    @opacity = 255
    @cursor_width = 0
    @write_speed = 0
    @write_wait = 0
    @mid_stop = false
    @face_file = nil
    @popchar = -2
    
    if $game_temp.choice_start == 0
       @x = 8
    end
    
    if $game_temp.message_text != nil
       @now_text = $game_temp.message_text
       if (/\A\\[Ff]\[(.+?)\]/.match(@now_text))!=nil then
          @face_file = $1 + ".png"
          @x = @face_indent = 128
         if FileTest.exist?("Graphics/Pictures/" + $1 + ".png")
           self.contents.blt(16, 16, RPG::Cache.picture(@face_file), Rect.new(0, 0, 96, 96))
         end
         @now_text.gsub!(/\\[Ff]\[(.*?)\]/) { "" }
       end
    
       begin
       last_text = @now_text.clone
       @now_text.gsub!(/\\[Vv]\[([IiWwAaSs]?)([0-9]+)\]/) { convart_value($1, $2.to_i) }
       end until @now_text == last_text
       @now_text.gsub!(/\\[Nn]\[([0-9]+)\]/) do
         $game_actors[$1.to_i] != nil ? $game_actors[$1.to_i].name : ""
        end
       
       #NEW
       #Dubealex's Stop Skip Text ON-OFF
       @now_text.gsub!(/\\[%]/) { "\100" }
       #End new command
        
       #NEW
       #Dubealex's Show Monster Name Feature
        @now_text.gsub!(/\\[Mm]\[([0-9]+)\]/) do
        $data_enemies[$1.to_i] != nil ? $data_enemies[$1.to_i].name : ""
        end
        #End new command
        
       #NEW
       #Dubealex's Show Item Price Feature
        @now_text.gsub!(/\\[Pp]rice\[([0-9]+)\]/) do
        $data_items[$1.to_i] != nil ? $data_items[$1.to_i].price : ""
        end
        #End new command
        
       #NEW
       #Dubealex's Show Hero Class Name Feature
        @now_text.gsub!(/\\[Cc]lass\[([0-9]+)\]/) do
        $data_classes[$data_actors[$1.to_i].class_id] != nil ? $data_classes[$data_actors[$1.to_i].class_id].name : ""
        end
        #End new command
        
       #NEW
       #Dubealex's Show Current Map Name Feature
        @now_text.gsub!(/\\[Mm]ap/) do
        $game_map.name    != nil ? $game_map.name    : ""
        end
        #End new command
        
       #NEW
       #Dubealex's Choose Name Box Text Color
        @now_text.gsub!(/\\[Zz]\[([0-9]+)\]/) do
        $ams.name_box_text_color=$1.to_i
        @now_text.sub!(/\\[Zz]\[([0-9]+)\]/) { "" }
        end
        #End new command
        
       name_window_set = false
       if (/\\[Nn]ame\[(.+?)\]/.match(@now_text)) != nil
         name_window_set = true
         name_text = $1
         @now_text.sub!(/\\[Nn]ame\[(.*?)\]/) { "" }
       end
    
       if (/\\[Pp]\[([-1,0-9]+)\]/.match(@now_text))!=nil then
         @popchar = $1.to_i
         if @popchar == -1
           @x = @indent = 48
           @y = 4
         end
         @now_text.gsub!(/\\[Pp]\[([-1,0-9]+)\]/) { "" }
       end
    
       @max_choice_x = 0
       if @popchar >= 0
         @text_save = @now_text.clone
         @max_x = 0
         @max_y = 4
         for i in 0..3
           line = @now_text.split(/\n/)[3-i]
           @max_y -= 1 if line == nil and @max_y <= 4-i
           next if line == nil
           line.gsub!(/\\\w\[(\w+)\]/) { "" }
           cx = contents.text_size(line).width
           @max_x = cx if cx > @max_x
           if i >= $game_temp.choice_start
             @max_choice_x = cx if cx > @max_choice_x
           end
         end
         self.width = @max_x + 32 + @face_indent
         self.height = (@max_y - 1) * 32 + 64
         @max_choice_x -= 68
         @max_choice_x -= @face_indent*216/128
       else
         @max_x = self.width - 32 - @face_indent
         for i in 0..3
           line = @now_text.split(/\n/)[i]
           next if line == nil
           line.gsub!(/\\\w\[(\w+)\]/) { "" }
           cx = contents.text_size(line).width
           if i >= $game_temp.choice_start
             @max_choice_x = cx if cx > @max_choice_x
           end
         end
         @max_choice_x += 8
       end
       @cursor_width = 0
       @now_text.gsub!(/\\\\/) { "\000" }
       @now_text.gsub!(/\\[Cc]\[([0123456789ABCDEF#]+)\]/) { "\001[#{$1}]" }
       @now_text.gsub!(/\\[Gg]/) { "\002" }
       @now_text.gsub!(/\\[Ss]\[([0-9]+)\]/) { "\003[#{$1}]" }
       @now_text.gsub!(/\\[Aa]\[(.*?)\]/) { "\004[#{$1}]" }
       
        #NEW 
        #Dubealex's Permanent Color Change
        @now_text.gsub!(/\\[Cc]olor\[([0-9]+)\]/) do
          $ams.message_box_text_color= $1.to_i
         @now_text.sub!(/\\[Cc]\[([0-9]+)\]/) { "" }
          end
        #End of new command
        
        #NEW 
        #Dubealex's Font Change Feature
         @now_text.gsub(/\\[Tt]\[(.*?)\]/) do
          buftxt = $1.to_s
          $ams.font_type = buftxt
          @now_text.sub!(/\\[Tt]\[(.*?)\]/) { "" }
          end
        #End of new command
        
       @now_text.gsub!(/\\[.]/) { "\005" }
       @now_text.gsub!(/\\[|]/) { "\006" }
       @now_text.gsub!(/\\[>]/) { "\016" }
       @now_text.gsub!(/\\[<]/) { "\017" }
       @now_text.gsub!(/\\[!]/) { "\020" }
       @now_text.gsub!(/\\[~]/) { "\021" }
       @now_text.gsub!(/\\[Ee]\[([0-9]+)\]/) { "\022[#{$1}]" }
       @now_text.gsub!(/\\[Ii]/) { "\023" }
       @now_text.gsub!(/\\[Oo]\[([0-9]+)\]/) { "\024[#{$1}]" }
       @now_text.gsub!(/\\[Hh]\[([0-9]+)\]/) { "\025[#{$1}]" }
       @now_text.gsub!(/\\[Bb]\[([0-9]+)\]/) { "\026[#{$1}]" }
       @now_text.gsub!(/\\[Rr]\[(.*?)\]/) { "\027[#{$1}]" }
       
       reset_window
       
       if name_window_set
         color=$ams.name_box_text_color
         off_x =  $ams.name_box_x_offset
         off_y =  $ams.name_box_y_offset
         space = 2
         x = self.x + off_x - space / 2
         y = self.y + off_y - space / 2
         w = self.contents.text_size(name_text).width + $ams.name_box_width + space
         h = $ams.name_box_height + space
         @name_window_frame = Window_Frame.new(x, y, w, h)
         @name_window_frame.z = self.z + 1
         x = self.x + off_x + 4
         y = self.y + off_y
         @name_window_text  = Air_Text.new(x, y, name_text, color)
         @name_window_text.z = self.z + 2
       end
    end
    
    reset_window
    
    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
    end
    
    #--------------------------------------------------------------------------
    
    def update
      
    super
    
    if @fade_in
       self.contents_opacity += 24
       if @input_number_window != nil
         @input_number_window.contents_opacity += 24
       end
       if self.contents_opacity == 255
         @fade_in = false
       end
       return
    end
    @now_text = nil if @now_text == "" 
    
    if @now_text != nil and @mid_stop == false
       if @write_wait > 0
         @write_wait -= 1
         return
       end
       text_not_skip = LETTER_BY_LETTER_MODE
       while true
         @max_x = @x if @max_x < @x
         @max_y = @y if @max_y < @y
         if (c = @now_text.slice!(/./m)) != nil
           if c == "\000"
             c = "\\"
           end
           
           if c == "\001"
             @now_text.sub!(/\[([0123456789ABCDEF#]+)\]/, "")
             temp_color = $1
             color = temp_color.to_i
             leading_x = temp_color.to_s.slice!(/./m)
             if leading_x == "#"
               self.contents.font.color = hex_color(temp_color)
               next
             end
             if color >= 0 and color <= 7
               self.contents.font.color = text_color(color)
             end
             next
           end
    
           if c == "\002"
             if @gold_window == nil and @popchar <= 0
               @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
             c = ""
           end
    
           if c == "\003"
             @now_text.sub!(/\[([0-9]+)\]/, "")
             speed = $1.to_i
             if speed >= 0 and speed <= 19
               @write_speed = speed
             end
             c = ""
           end
    
           if c == "\004"
             @now_text.sub!(/\[(.*?)\]/, "")
             buftxt = $1.dup.to_s
             if buftxt.match(/\//) == nil and buftxt != "" then
               $soundname_on_speak = "Audio/SE/" + buftxt
             else
               $soundname_on_speak = buftxt.dup
             end
             c = ""
           elsif c == "\004" 
             c = ""
           end
           
           if c == "\005"
             @write_wait += 5
             c = ""
           end
           
           if c == "\006"
             @write_wait += 20
             c = ""
           end
           
           if c == "\016"
             text_not_skip = false
             c = ""
           end
           
           if c == "\017"
             text_not_skip = true
             c = ""
           end
           
           if c == "\020"
             @mid_stop = true
             c = ""
           end
           
           if c == "\021"
             terminate_message
             return
           end
           
           if c == "\023"
             @indent = @x
             c = ""
           end
    
           if c == "\024"
             @now_text.sub!(/\[([0-9]+)\]/, "")
             @opacity = $1.to_i
             color = self.contents.font.color
             self.contents.font.name = $ams.font_type
             self.contents.font.size = $ams.font_size
             self.contents.font.color = Color.new(color.red, color.green, color.blue, color.alpha * @opacity / 255)
             c = ""
           end
    
           if c == "\025"
             @now_text.sub!(/\[([0-9]+)\]/, "")
             self.contents.font.size = [[$1.to_i, 6].max, 32].min
             c = ""
           end
    
           if c == "\026"
             @now_text.sub!(/\[([0-9]+)\]/, "")
             @x += $1.to_i
             c = ""
           end
           
           if c == "\027"
             @now_text.sub!(/\[(.*?)\]/, "")
             @x += ruby_draw_text(self.contents, @x, @y * line_height + (line_height - self.contents.font.size), $1, @opacity)
             if $soundname_on_speak != ""
               Audio.se_play($soundname_on_speak)
             end
           c = ""
           end
    
           if c == "\030"
             @now_text.sub!(/\[(.*?)\]/, "")
             self.contents.blt(@x , @y * line_height + 8, RPG::Cache.icon($1), Rect.new(0, 0, 24, 24))
             if $soundname_on_speak != ""
               Audio.se_play($soundname_on_speak)
             end
             @x += 24
             c = ""
           end
    
           if c == "\n"
             @lines += 1
             @y += 1
             @x = 0 + @indent + @face_indent
             if @lines >= $game_temp.choice_start
               @x = 8 + @indent + @face_indent
               @cursor_width = @max_choice_x
             end
             c = ""
           end
           
           if c == "\022"
             @now_text.sub!(/\[([0-9]+)\]/, "")
             @x += gaiji_draw(4 + @x, @y * line_height + (line_height - self.contents.font.size), $1.to_i)
             c = ""
           end
           
           #NEW
           #Dubealex's Text Skip On/OFF Command
            if c == "\100"
               if @alex_skip==false
                  @alex_skip=true
               else
                 @alex_skip=false
               end
              c = ""
            end  
            #end of new command
                                        
           if c != ""
             self.contents.draw_text(0+@x, 32 * @y, 40, 32, c)
             @x += self.contents.text_size(c).width
             if $soundname_on_speak != "" then
               Audio.se_play($soundname_on_speak)
             end
           end
           
    #SKIP_TEXT_CODE
    
    # B = Escape, 0 (On The NumPad), X 
    # C = Enter, Space Bar and C
    # A = Shift, Z 
    
       if Input.press?(Input::C) # <-- Change the value on that line
         if @alex_skip==false      
         text_not_skip = false
         end
           end
         else
           text_not_skip = true
           break
         end
         
         if text_not_skip
           break
         end
       end
       @write_wait += @write_speed
       return
    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 $game_temp.choice_max == 0
         self.pause = true
       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
       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
         if @mid_stop
           @mid_stop = false
           return
         else
           terminate_message
         end
       end
       return
    end
    
    if @fade_out == false and $game_temp.message_text != nil
       @contents_showing = true
       $game_temp.message_window_showing = true
       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 -= 48
       if self.opacity == 0
         self.visible = false
         @fade_out = false
         $game_temp.message_window_showing = false
       end
       return
    end
    end
    
    #--------------------------------------------------------------------------
    
    def get_character(parameter)
    
    case parameter
    when 0  
       return $game_player
    else 
       events = $game_map.events
       return events == nil ? nil : events[parameter]
    end
    end
    
    #--------------------------------------------------------------------------
    
    def reset_window
    
    #MESSAGE_SIZE
    #MESSAGE_POSITION
    
    if @popchar >= 0
       events = $game_map.events
       if events != nil
         character = get_character(@popchar)
         x = [[character.screen_x -  $ams.event_message_x_ofset - self.width / 2, 4].max, 636 - self.width].min
         y = [[character.screen_y - $ams.event_message_y_ofset - self.height, 4].max, 476 - self.height].min
         self.x = x
         self.y = y
       end
    elsif @popchar == -1
       self.x = -4
       self.y = -4
       self.width = 648
       self.height = 488
    else
       if $game_temp.in_battle
         self.y = 16
       else
         case $game_system.message_position
         when 0  
           self.y = $ams.message_y_top
         when 1  
           self.y = $ams.message_y_middle
         when 2  
           self.y = $ams.message_y_bottom
         end
         self.x = $ams.message_x
         if @face_file == nil
           self.width = $ams.message_width
           self.x = $ams.message_x
         else
           if self.width <= 600
             self.width = 600
             self.x -=60
            end 
         end
         self.height = $ams.message_height
       end
    end
    self.contents = Bitmap.new(self.width - 32, self.height - 32)
    self.contents.font.color = text_color($ams.message_box_text_color)
    self.contents.font.name = $ams.font_type
      self.contents.font.size = $ams.font_size
    if @face_file != nil
       self.contents.blt(16, 16, RPG::Cache.picture(@face_file), Rect.new(0, 0, 96, 96))
    end
    if @popchar == -1
       self.opacity = 255
       self.back_opacity = 0
    elsif $game_system.message_frame == 0
       self.opacity = 255
       self.back_opacity = $ams.message_box_opacity
    else
       self.opacity = 0
       self.back_opacity = $ams.message_box_opacity
    end
    end
    
    #--------------------------------------------------------------------------
    
    def gaiji_draw(x, y, num)
    
    if @gaiji_cache == nil
       return 0
    else
       if @gaiji_cache.width < num * 24
         return 0
       end
    
       if self.contents.font.size >= 20 and self.contents.font.size <= 24
         size = 24
       else
         size = self.contents.font.size * 100 * 24 / 2200
       end
    
       self.contents.stretch_blt(Rect.new(x, y, size, size), @gaiji_cache, Rect.new(num * 24, 0, 24, 24))
    
       if $soundname_on_speak != "" then
         Audio.se_play($soundname_on_speak)
       end
       return size
    end
    end
    
    #--------------------------------------------------------------------------
    
    def line_height
    return 32
    
    if self.contents.font.size >= 20 and self.contents.font.size <= 24
       return 32
    else
       return self.contents.font.size * 15 / 10
    end
    end
    
    #--------------------------------------------------------------------------
    
    def ruby_draw_text(target, x, y, str,opacity)
    
    sizeback = target.font.size
    target.font.size * 3 / 2 > 32 ? rubysize = 32 - target.font.size : rubysize = target.font.size / 2
    rubysize = [rubysize, 6].max
    opacity = [[opacity, 0].max, 255].min
    split_s = str.split(/,/)
    split_s[0] == nil ? split_s[0] = "" : nil
    split_s[1] == nil ? split_s[1] = "" : nil
    
    height = sizeback + rubysize
    width  = target.text_size(split_s[0]).width
    
    target.font.size = rubysize
    ruby_width = target.text_size(split_s[1]).width
    target.font.size = sizeback
    
    buf_width = [target.text_size(split_s[0]).width, ruby_width].max
    
    width - ruby_width != 0 ? sub_x = (width - ruby_width) / 2 : sub_x = 0
    
    if opacity == 255
       target.font.size = rubysize
       target.draw_text(x + sub_x, y - target.font.size, target.text_size(split_s[1]).width, target.font.size, split_s[1])
       target.font.size = sizeback
       target.draw_text(x, y, width, target.font.size, split_s[0])
       return width
    else
       if @opacity_text_buf.width < buf_width or @opacity_text_buf.height < height
         @opacity_text_buf.dispose
         @opacity_text_buf = Bitmap.new(buf_width, height)
       else
         @opacity_text_buf.clear
       end
       @opacity_text_buf.font.size = rubysize
       @opacity_text_buf.draw_text(0 , 0, buf_width, rubysize, split_s[1], 1)
       @opacity_text_buf.font.size = sizeback
       @opacity_text_buf.draw_text(0 , rubysize, buf_width, sizeback, split_s[0], 1)
       if sub_x >= 0
         target.blt(x, y - rubysize, @opacity_text_buf, Rect.new(0, 0, buf_width, height), opacity)
       else
         target.blt(x + sub_x, y - rubysize, @opacity_text_buf, Rect.new(0, 0, buf_width, height), opacity)
       end
       return width
    end
    end
    
    #--------------------------------------------------------------------------
    
    def convart_value(option, index)
    option == nil ? option = "" : nil
    option.downcase!
    
    case option
    when "i"
       unless $data_items[index].name == nil
         r = sprintf("\030[%s]%s", $data_items[index].icon_name, $data_items[index].name)
       end
    when "w"
       unless $data_weapons[index].name == nil
         r = sprintf("\030[%s]%s", $data_weapons[index].icon_name, $data_weapons[index].name)
       end
    when "a"
       unless $data_armors[index].name == nil
         r = sprintf("\030[%s]%s", $data_armors[index].icon_name, $data_armors[index].name)
       end
    when "s"
       unless $data_skills[index].name == nil
         r = sprintf("\030[%s]%s", $data_skills[index].icon_name, $data_skills[index].name)
       end
    else
       r = $game_variables[index]
    end
    
    r == nil ? r = "" : nil
    return r
    end
    
    #--------------------------------------------------------------------------
    
    def dispose
    terminate_message
    
    if @gaiji_cache != nil
       unless @gaiji_cache.disposed?
         @gaiji_cache.dispose
       end
    end
    
    unless @opacity_text_buf.disposed?
       @opacity_text_buf.dispose
    end
    
    $game_temp.message_window_showing = false
    if @input_number_window != nil
       @input_number_window.dispose
    end
    super
    end
    
    #--------------------------------------------------------------------------
    
    def update_cursor_rect
    if @index >= 0
       n = $game_temp.choice_start + @index
       self.cursor_rect.set(8 + @indent + @face_indent, n * 32, @cursor_width, 32)
    else
       self.cursor_rect.empty
    end
    end
    end
    #=========================================
    # ▲ CLASS Window_Message Ends
    #=========================================
    
    
    #=========================================
    # ▼ Class Window_Frame Begins
    #=========================================
    class Window_Frame < Window_Base
    
    def initialize(x, y, width, height)
    super(x, y, width, height)
    self.windowskin = RPG::Cache.windowskin($ams.name_box_skin)
    self.contents = nil
    end
    
    #--------------------------------------------------------------------------
    
    def dispose
    super
    end
    end
    #=========================================
    # ▲ CLASS Window_Frame Ends
    #=========================================
    
    
    #=========================================
    # ▼ CLASS Game_Map Additional Code Begins
    #=========================================
    class Game_Map
    
    #Dubealex's Addition (from XRXS) to show Map Name on screen
    def name
      $map_infos[@map_id]
    end
    end
    #=========================================
    # ▲ CLASS Game_Map Additional Code Ends
    #=========================================
    
    
    #=========================================
    # ▼ CLASS Scene_Title Additional Code Begins
    #=========================================
    class Scene_Title
    
    #Dubealex's Addition (from XRXS) to show Map Name on screen
      $map_infos = load_data("Data/MapInfos.rxdata")
      for key in $map_infos.keys
        $map_infos[key] = $map_infos[key].name
      end
      
      #Dubealex's addition to save data from the AMS in the save files
      $ams = AMS.new
      
    end
    #=========================================
    # ▲ CLASS Scene_Title Additional Code Ends
    #=========================================
    
    
    #=========================================
    # ▼ CLASS Window_Base Additional Code Begins
    #=========================================
    class Window_Base < Window
    
    #Dubealex Addition (from Phylomorphis) to use HTML Hex Code Colors
    def hex_color(string)
       red = 0
       green = 0
       blue = 0
       if string.size != 6
         print("Hex strings must be six characters long.")
         print("White text will be used.")
         return Color.new(255, 255, 255, 255)
       end
       for i in 1..6
         s = string.slice!(/./m)
         if s == "#"
           print("Hex color string may not contain the \"#\" character.")
           print("White text will be used.")
           return Color.new(255, 255, 255, 255)
         end
         value = hex_convert(s)
         if value == -1
           print("Error converting hex value.")
           print("White text will be used.")
           return Color.new(255, 255, 255, 255)
         end
         case i
         when 1
           red += value * 16
         when 2
           red += value
         when 3
           green += value * 16
         when 4
           green += value
         when 5
           blue += value * 16
         when 6
           blue += value
         end
       end
       return Color.new(red, green, blue, 255)
    end
    
    #--------------------------------------------------------------------------
    
    def hex_convert(character)
       case character
        when "0"
          return 0
       when "1"
          return 1
       when "2"
          return 2
       when "3"
          return 3
       when "4"
          return 4
       when "5"
          return 5
       when "6"
          return 6
       when "7"
          return 7
       when "8"
          return 8
       when "9"
          return 9
       when "A"
          return 10
       when "B"
          return 11
       when "C"
          return 12
       when "D"
          return 13
       when "E"
          return 14
       when "F"
          return 15
        end
       return -1
    end
    end
    #=========================================
    # ▲ CLASS Window_Base Additional Code Ends
    #=========================================
    
    
    #=========================================
    # ▼ Class Air_Text Begins 
    #=========================================
    class Air_Text < Window_Base
    
    def initialize(x, y, designate_text, color=0)
      
    super(x-16, y-16, 32 + designate_text.size * 12, 56)
    self.opacity      = 0
    self.back_opacity = 0
    self.contents = Bitmap.new(self.width - 32, self.height - 32)
    w = self.contents.width
    h = self.contents.height
    self.contents.font.name = $ams.name_font_type
    self.contents.font.size = $ams.name_font_size
    self.contents.font.color = text_color(color)
    self.contents.draw_text(0, 0, w, h, designate_text)
    end
    
    #--------------------------------------------------------------------------
    
    def dispose
    self.contents.clear
    super
    end
    end 
    #==========================================
    # ▲ CLASS Air_Text  Ends
    #==========================================
    
    
    #===================================================
    # ▼ CLASS Scene_Save Additional Code Begins
    #===================================================
    class Scene_Save < Scene_File
      
      alias ams_original_write_save_data write_save_data
      
      def write_save_data(file)
        ams_original_write_save_data(file)
        Marshal.dump($ams, file)
      end
      
    end
    #===================================================
    # ▲ CLASS Scene_Save Additional Code Ends
    #=================================================== 
    
    
    #===================================================
    # ▼ CLASS Scene_Load Additional Code Begins
    #===================================================
    class Scene_Load < Scene_File
      
      alias ams_original_read_save_data read_save_data
      
      def read_save_data(file)
        ams_original_read_save_data(file)
        $ams      = Marshal.load(file)
      end
      
    end
    #===================================================
    # ▲ CLASS Scene_Load Additional Code Ends
    #===================================================
     
  • 433
    Posts
    18
    Years
    • Age 34
    • Seen Apr 11, 2009
    can someone tell me how can i use the things i've loaded into my material database in the pokemon starter kit
    ????
     

    Demonic Budha

    semi-good RMXPer (not script)
  • 192
    Posts
    18
    Years
    this is what i get for trying to use scripting when i know nothing about it.
    I also have another problem aswell now.

    ????? Scene_Map ? 153 ??? NoMethodError ????????
    undefined method 'Moving?' for nil:NilClas

    which is this bit of the script


    Code:
      # B ボタンが押された場合
        if Input.trigger?(Input::B)
          # イベント実行中かメニュー禁止中でなければ
          unless $game_system.map_interpreter.running? or
                 $game_system.menu_disabled
            # メニュー呼び出しフラグと SE 演奏フラグをセット
            $game_temp.menu_calling = true
            $game_temp.menu_beep = true
          end
        end
        # デバッグモードが ON かつ F9 キーが押されている場合
        if $DEBUG and Input.press?(Input::F9)
          # デバッグ呼び出しフラグをセット
          $game_temp.debug_calling = true
        end
        # プレイヤーの移動中ではない場合
            unless $game_player.moving?
          # 各種画面の呼び出しを実行
          if $game_temp.battle_calling
            call_battle
          elsif $game_temp.shop_calling
            call_shop
          elsif $game_temp.name_calling
            call_name
          elsif $game_temp.menu_calling
            call_menu
          elsif $game_temp.save_calling
            call_save
          elsif $game_temp.debug_calling
            call_debug
          end
        end
      end

    Thx to anyone that can help with this problem (aswell as my last one)
    DMC BDA
     

    Minorthreat0987

    Pokemon Tellurium
  • 462
    Posts
    18
    Years
    • Seen Jan 28, 2021
    okay well first go to database (its the 21st icon to the left) then click on that.next go to tileset (the 11th from the left in the database menu) then click array size and up it by how ever many tilesets you put in. then go to the black spots and click "Tileset file and find the tileset you want.
     

    Flameguru

    Pokemon: Metallic Silver
  • 517
    Posts
    18
    Years
    • Seen May 30, 2024
    ok, i have looked everywhere and i know there out there. Can some1 post a Day-Night system....if no1 can i'll make my own but i just want to speed up the process...So plz post one soon....also if u post one, tell me who made it so i can put them in creds, u will get creds too:D
     
  • 433
    Posts
    18
    Years
    • Age 34
    • Seen Apr 11, 2009
    hi, i have problem with my game. My character is walking on the builds and water and all. How can i make it stop???
     

    Shugo

    Trainer
  • 35
    Posts
    18
    Years
    Flameguru said:
    ok, i have looked everywhere and i know there out there. Can some1 post a Day-Night system....if no1 can i'll make my own but i just want to speed up the process...So plz post one soon....also if u post one, tell me who made it so i can put them in creds, u will get creds too:D

    well, you obviously didnt look every where..XDD
    look in the Game Development tutorials:classic: :rambo: :D
     

    Minorthreat0987

    Pokemon Tellurium
  • 462
    Posts
    18
    Years
    • Seen Jan 28, 2021
    Nusegi said:
    hi, i have problem with my game. My character is walking on the builds and water and all. How can i make it stop???

    Okay remember the tileset page i told you to go to to use your tileset?
    well on that page under passabiliy (the um top choice over to the right) change everything that yuo dont want your character to walk thru to "x" instead of "o"
     
  • 425
    Posts
    18
    Years
    • Seen Oct 19, 2006
    Does anyone know how to make Signs come down on the top of the screen. Ones that say Route 1, or City, or something like that on RMXP.
     
  • 433
    Posts
    18
    Years
    • Age 34
    • Seen Apr 11, 2009
    One more question, how can i change the image in the part that says start game. and how can i make the text visible and how can i make the black parts of the screen be unwalkable???
     
  • 92
    Posts
    18
    Years
    • Seen Dec 4, 2008
    Do not double-post a thread before 24 hours of the post before... A rule...

    Anyways, the title screen question. Go to the Database, and click on one of the last links. There should be a button on it for the Title Screen. You can change it there, that's all... (though you'll need the picture uploaded before you can change it to the one you want)

    What do you mean with text visible? In the title screen? It's possible that it not works, if that's true, then go to the Script Menu, and go to Main (the last one)
    If I'm correct there's some sort of $font thing or something. After the = sign, there is a weird code. Change that to Ariel or any font you wish.
    If that's finished, go to Window_Message and change all the $font.name = ???things to Ariel or any you want (not the whole $font thing, only the ???)
    Do the same for Window_Title or something like that, untill you get the result you want (just play with it a little)
    That should do it.

    Black screen on maps you mean, huh? Go to Database, and click on Tileset and search for the exact tileset you want to change the black thing. Then, when you find the right square with the black screen in it, click on the Passage button (or something that means the same, you may have a different version of RPGXP)
    Now you only have to click once on the exact square, so the "O" changes into "X".

    You won't be able to pass it anymore.
     
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