• Our software update is now concluded. You will need to reset your password to log in. In order to do this, you will have to click "Log in" in the top right corner and then "Forgot your password?".
  • Welcome to PokéCommunity! Register now and join one of the best fan communities on the 'net to talk Pokémon and more! We are not affiliated with The Pokémon Company or Nintendo.

Help and Request Thread

Status
Not open for further replies.

~Azura

Alright, purple is good.
  • 512
    Posts
    18
    Years
    • Seen Jun 21, 2012
    @Ruyin:

    I can't really do much without taking a look at the script you're using, but to show only items with PDEF 1, you'll need use this:

    $data_items[item_id].pdef_f

    Sorry for the late reply... I had some tests to do this week.
     

    XxNick_360xX

    Guest
  • 0
    Posts
    i need help

    i kno "stupid noob" but im sick of walking on top of tables and such
     

    ~Azura

    Alright, purple is good.
  • 512
    Posts
    18
    Years
    • Seen Jun 21, 2012
    I suppose you're using Rpg Maker.

    Press F9, go to Tilesets tab.
    You'll see your tileset with circles. That means the tile is passable. If you click the circle, it will become an X, meaning the tile is unpassable.

    =)

    Next time try to be more clear in your request. People barely help, and making that kind of post will not help you at all...
     

    ~Azura

    Alright, purple is good.
  • 512
    Posts
    18
    Years
    • Seen Jun 21, 2012
    I suggest you look for scripts of that kind, since you can't do it with default ones/database...
     

    Demonic Budha

    semi-good RMXPer (not script)
  • 192
    Posts
    18
    Years
    Got a question of a scripter/ anyone how knows how.
    Ive been trying to make a Surf Script, ive got it so that you and
    do the usual, "would you like to surf" and it changes the icon and you can move on the water, however, i then cant get out of the water, as the place for the scrpt to be is where the script to get in the water is. Ive tryed to do it with local switches, but that dosent seem to de working. My script is in the pic.
    Any help would be greatly appriciated, Thx
    Help and Request Thread
     

    Rm2k3Guy

    Lord of shadows
  • 289
    Posts
    19
    Years
    Thanks Azura that will help alot :)
    Edit: Sorry to ask but im using Blizzys Starter Kit and i'm having Problems,
    When i enter a map the Screen is not centred on the Character, so i can
    not see the character unless i move him and re adjust his position.
    This is annoying because it is messing up certain puzzles.
    Is their any script to keep the character centred?
     

    ~Azura

    Alright, purple is good.
  • 512
    Posts
    18
    Years
    • Seen Jun 21, 2012
    Insert a new script above Main and put this:

    Code:
    #==============================================================================
    # ■ Game_Player
    #------------------------------------------------------------------------------
    #  remade to be compatible with change sreen size script
    #==============================================================================
    
    class Game_Player < Game_Character
    #--------------------------------------------------------------------------
    # ● define constant
    #--------------------------------------------------------------------------
    CENTER_X = ($width/2 - 16) * 4    # X coordinate in the center of the screen
    CENTER_Y = ($height/2 - 16) * 4   # Y coordinate in the center of the screen
    end
    
    #==============================================================================
    # ■ Spriteset_Map //[email protected]
    #------------------------------------------------------------------------------
    # remade to be compatible with change sreen size script
    #==============================================================================
    
    class Spriteset_Map
    #--------------------------------------------------------------------------
    # ● Initialize
    #--------------------------------------------------------------------------
    def initialize
     @viewport2 = Viewport.new(0, 0, $width, $height)
     @viewport3 = Viewport.new(0, 0, $width, $height)
     @viewport4 = Viewport.new(640, 0, $width-640, 480)
     @viewport5 = Viewport.new(0, 480, 640, $height-480)
     @viewport6 = Viewport.new(640, 480, $width-640, $height-480)
     @viewport1 = Viewport.new(0, 0, $width, $height)
    
     @viewport2.z = 200
     @viewport3.z = 5000
    
     @tilemap = Tilemap.new(@viewport1)
     @tilemap.tileset = RPG::Cache.tileset($game_map.tileset_name)
     for i in 0..6
       autotile_name = $game_map.autotile_names[i]
       @tilemap.autotiles[i] = RPG::Cache.autotile(autotile_name)
     end
     @tilemap.map_data = $game_map.data
     @tilemap.priorities = $game_map.priorities
    
     @panorama = Plane.new(@viewport1)
     @panorama.z = -1000
    
     @fog = Plane.new(@viewport1)
     @fog.z = 3000
    
     @character_sprites = []
      for i in $game_map.events.keys.sort
        sprite = Sprite_Character.new(@viewport1, $game_map.events[i])
        @character_sprites.push(sprite)
      end
      @character_sprites.push(Sprite_Character.new(@viewport1, $game_player))
     
     @weather = RPG::Weather.new(@viewport1)
    
     @picture_sprites = []
     for i in 1..50
       @picture_sprites.push(Sprite_Picture.new(@viewport2, $game_screen.pictures[i]))
     end
    
     @timer_sprite = Sprite_Timer.new
    
     @tilemap2 = Tilemap.new(@viewport4)
     @tilemap2.tileset = RPG::Cache.tileset($game_map.tileset_name)
     @tilemap3 = Tilemap.new(@viewport5)
     @tilemap3.tileset = RPG::Cache.tileset($game_map.tileset_name)
     @tilemap4 = Tilemap.new(@viewport6)
     @tilemap4.tileset = RPG::Cache.tileset($game_map.tileset_name)
     
     for i in 0..6
       autotile_name = $game_map.autotile_names[i]
       @tilemap2.autotiles[i] = RPG::Cache.autotile(autotile_name)
       @tilemap3.autotiles[i] = RPG::Cache.autotile(autotile_name)
       @tilemap4.autotiles[i] = RPG::Cache.autotile(autotile_name)
     end
     
     @tilemap2.map_data = $game_map.data
     @tilemap3.map_data = $game_map.data
     @tilemap4.map_data = $game_map.data
     
     update
    end
    #--------------------------------------------------------------------------
    # ● Dispose the sprite
    #--------------------------------------------------------------------------
    def dispose
    
     @tilemap.tileset.dispose
     @tilemap2.tileset.dispose
     @tilemap3.tileset.dispose
     @tilemap4.tileset.dispose
    
     for i in 0..6
       @tilemap.autotiles[i].dispose
       @tilemap2.autotiles[i].dispose
       @tilemap3.autotiles[i].dispose
       @tilemap4.autotiles[i].dispose
     end
    
     @tilemap.dispose
     @tilemap2.dispose
     @tilemap3.dispose
     @tilemap4.dispose
     
     @panorama.dispose
     @fog.dispose
    
      for sprite in @character_sprites
        sprite.dispose
      end
    
     @weather.dispose
    
     for sprite in @picture_sprites
       sprite.dispose
     end
    
     @timer_sprite.dispose
     @viewport1.dispose
     @viewport2.dispose
     @viewport3.dispose
     
     @viewport4.dispose
     @viewport5.dispose
     @viewport6.dispose
    end
    #--------------------------------------------------------------------------
    # ● Update the sprite
    #--------------------------------------------------------------------------
    def update
    
     if @panorama_name != $game_map.panorama_name or
        @panorama_hue != $game_map.panorama_hue
       @panorama_name = $game_map.panorama_name
       @panorama_hue = $game_map.panorama_hue
       if @panorama.bitmap != nil
         @panorama.bitmap.dispose
         @panorama.bitmap = nil
       end
       if @panorama_name != ""
         @panorama.bitmap = RPG::Cache.panorama(@panorama_name, @panorama_hue)
       end
       Graphics.frame_reset
     end
    
     if @fog_name != $game_map.fog_name or @fog_hue != $game_map.fog_hue
       @fog_name = $game_map.fog_name
       @fog_hue = $game_map.fog_hue
       if @fog.bitmap != nil
         @fog.bitmap.dispose
         @fog.bitmap = nil
       end
       if @fog_name != ""
         @fog.bitmap = RPG::Cache.fog(@fog_name, @fog_hue)
       end
       Graphics.frame_reset
     end
    
     @tilemap.ox = $game_map.display_x / 4
     @tilemap.oy = $game_map.display_y / 4
     @tilemap.update
     
     #if @tilemap.ox > $game_map.width * 32 - $width
       #@tilemap.ox = $game_map.width * 32 - $width
     #end
     #if @tilemap.oy > $game_map.width * 32 - $height
       #@tilemap.oy = $game_map.height * 32 - $height
     #end
     
     @tilemap2.ox = @tilemap.ox + 640
     @tilemap2.oy = @tilemap.oy
     @tilemap2.update
    
     @tilemap3.ox = @tilemap.ox
     @tilemap3.oy = @tilemap.oy + 480
     @tilemap3.update
    
     @tilemap4.ox = @tilemap.ox + 640
     @tilemap4.oy = @tilemap.oy + 480
     @tilemap4.update
     
     @panorama.ox = $game_map.display_x / 8
     @panorama.oy = $game_map.display_y / 8
    
     @fog.zoom_x = $game_map.fog_zoom / 100.0
     @fog.zoom_y = $game_map.fog_zoom / 100.0
     @fog.opacity = $game_map.fog_opacity
     @fog.blend_type = $game_map.fog_blend_type
     @fog.ox = $game_map.display_x / 4 + $game_map.fog_ox
     @fog.oy = $game_map.display_y / 4 + $game_map.fog_oy
     @fog.tone = $game_map.fog_tone
    
     for sprite in @character_sprites
       sprite.update
     end
    
     @weather.type = $game_screen.weather_type
     @weather.max = $game_screen.weather_max
     @weather.ox = $game_map.display_x / 4
     @weather.oy = $game_map.display_y / 4
     @weather.update
    
     for sprite in @picture_sprites
       sprite.update
     end
    
     @timer_sprite.update
    
     @viewport1.tone = $game_screen.tone
     @viewport1.ox = $game_screen.shake
     @viewport3.color = $game_screen.flash_color
     @viewport1.update
     @viewport3.update
    end
    end
    class Game_Map
      #--------------------------------------------------------------------------
    # ● Scroll the map down
    #     distance : Distance to scroll in real units (4 = 1 pixel). 
    #--------------------------------------------------------------------------
    def scroll_down(distance)
      @display_y = [@display_y + distance, (self.height - ($height / 32.0)) * 128].min
    end
    #--------------------------------------------------------------------------
    # ● Scroll the map left
    #     distance : Distance to scroll in real units (4 = 1 pixel).
    #--------------------------------------------------------------------------
    def scroll_left(distance)
      @display_x = [@display_x - distance, 0].max
    end
    #--------------------------------------------------------------------------
    # ● Scroll the map right
    #     distance : Distance to scroll in real units (4 = 1 pixel).
    #--------------------------------------------------------------------------
    def scroll_right(distance)
      @display_x = [@display_x + distance, (self.width - ($width / 32.0)) * 128].min
    end
    #--------------------------------------------------------------------------
    # ● Scroll the map up
    #     distance : Distance to scroll in real units (4 = 1 pixel).
    #--------------------------------------------------------------------------
    def scroll_up(distance)
      @display_y = [@display_y - distance, 0].max
    end
    end

    That should do it =)
     

    Ruyin

    Skilled RMXP Mapper
  • 73
    Posts
    17
    Years
    Hey guys, I'm using the Zenith Tactical Battle System to make a Pokemon game, and the battle are defined by events. For example if I wanted to have Arshes in my battle I would make the event name actor1. Since I'm making a Pokemon game I won't know what you have in your party, so I need a script that changes the name of the event to actor and then the number of the I.D of the actor that is first in your party. I know it's confusing but I'm sure one of you will be able to help.
     

    Rm2k3Guy

    Lord of shadows
  • 289
    Posts
    19
    Years
    Azura that didn't make any difference, does the script need to be named
    specifically?
    This screen is whats happening if it helps;
    Help and Request Thread

    Also does anyone have a RMXP Pokemon Cave preferably with ladders and such
    the one that came with the Gym is incomplete :/
    Also i need the Route houses if you know what i mean, the places with the lookouts on top i don't know
    how to explain it >_>
     
    Last edited:

    Demonic Budha

    semi-good RMXPer (not script)
  • 192
    Posts
    18
    Years
    Last edited:

    RM2K3kid

    Insane..
  • 740
    Posts
    20
    Years
    Azura that didn't make any difference, does the script need to be named
    specifically?
    This screen is whats happening if it helps;
    Help and Request Thread

    You will have to make the map bigger(and place the your pkmn center in the middle of it) until the screen is in the center again. Not sure what else you could do.
     

    Minorthreat0987

    Pokemon Tellurium
  • 462
    Posts
    18
    Years
    • Seen Jan 28, 2021
    ok well I was using the starter kit v1.5 and I saw that if you had a map size of 20 x 15 the character would be way off the map so I opened the scripts and did so math to center it and heres how to fix the error or what ever you call it.
    Go to Game_Player*
    find:
    max_x = ($game_map.width - 20) * 128
    max_y = ($game_map.height - 15) * 128

    and replace it with:
    max_x = ($game_map.width - 15) * 128
    max_y = ($game_map.height - 10) * 128

    I found that out because with the screen size of 480 by 320 it only shows 15 blocks across and 10 down and if the screen size was 640 by 480 there was 20 blocks across and 15 down. ok so hope this helps :D

    heres the fix for your problem Rm2k3Guy.
     
  • 3
    Posts
    17
    Years
    • Seen Jan 27, 2008
    Does anybody have a working link to blizzy's starter kit, or can anyone send it to me because the link on the forums do not work
     
    Last edited:
    Status
    Not open for further replies.
    Back
    Top