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  • really? you aren't like the other?
    oh, doesn't seem so, so forget what I told^^

    ok so.....I would be glad to join your team but actualy I have so much work, I'm tiling for 4 people I think, then yet my own hack.......
    and anyway I don't really want to tile for other after what happened, I was acused of theft for my own tiles! can you imagine? someone stole my tile, improved it and then posted it, but I didn't know it so I could say nothing early enough, then when I posted it for someones game he told I stole it!
    and don't want that it happens again so I will keep my tiles secret till I post them with my hack updates, like this next time I have the proofs that they are mine!
    and as I said, I anyway don't have enough time
    Pretty good, working on something that will be an unimaginable feat in Pkmn Essentials if I can finish repairing it and making it look pretty. So far no other Pokemon game up to today has it. (hint: Pokemon Black and Pokemon White have it)
    Thank you for help me.
    I´´m going to do my RMXP Pokemon´´s game.
    I created a lot of map (350) with zone of the regions of: Sinnoh, Kanto, Johto, Oranges Island and Hoenn.
    All of the legendaries are catch with diferent event of the Pokemon´´s films.
    sorry, BB code isn't allowed.

    #===============================================================================
    # Achievements Script
    #===============================================================================
    # Created By: Game_guy
    # Date: April 19th, 2009
    #===============================================================================
    =begin
    This is an achievements script. This is pretty much a system like off the
    Xbox360. This is really easy to use its pretty much a simple plug and play!
    You don't need to set anything up in the script at all!
    Q: If I dont need to setup achievemnts in the script, where do I set them up?
    A: Simple! Its all in teh database. With this script the achievements are
    items. You make an Item in the database with an Achievement Name and
    Description.

    Q: That sounds easy! But how do I turn on/give achievemnts?
    A: Easy! use this in a script call and enter this in
    $achieve.gain_item(item_id)

    Q: So how do I view achievements?
    A: $scene = Scene_Achievements.new
    Q: How do we setup the achievements score?
    A: Set the price in the item. That is the score.
    =end
    module GameGuy
    Print = true # Message box comes up and says the achievement you unlocked
    ScoreName = "Points: " # The word you want the score to be called.
    ScoreVariable = 1 # The variable that the score stays in.
    ItemStorageUsed = false # set it true if you use my item storage script
    end
    class Window_Score < Window_Base
    def initialize
    super(0, 0, 320, 96)
    self.contents = Bitmap.new(width - 32, height - 32)
    refresh
    end
    def refresh
    self.contents.clear
    self.contents.font.color = system_color
    self.contents.draw_text(4, 0, 120, 32, GameGuy::ScoreName.to_s)
    self.contents.font.color = normal_color
    self.contents.draw_text(4, 32, 120, 32, $game_variables[GameGuy::ScoreVariable].to_s)
    end
    end
    class Achievements
    def initialize
    @items = {}
    @weapons = {}
    @armors = {}
    end
    def item_number(item_id)
    return @items.include?(item_id) ? @items[item_id] : 0
    end
    def weapon_number(weapon_id)
    return @weapons.include?(weapon_id) ? @weapons[weapon_id] : 0
    end
    def armor_number(armor_id)
    return @armors.include?(armor_id) ? @armors[armor_id] : 0
    end
    def gain_item(item_id)
    if item_id > 0
    @items[item_id] = [[item_number(item_id) + 1, 0].max, 99].min
    print $data_items[item_id].name + " Achieved!" if GameGuy::Print == true
    $game_variables[GameGuy::ScoreVariable] += $data_items[item_id].price
    end
    end
    def gain_weapon(weapon_id)
    if weapon_id > 0
    @weapons[weapon_id] = [[weapon_number(weapon_id) + 1, 0].max, 99].min
    end
    end
    def gain_armor(armor_id)
    if armor_id > 0
    @armors[armor_id] = [[armor_number(armor_id) + 1, 0].max, 99].min
    end
    end
    def lose_item(item_id, n)
    gain_item(item_id, -n)
    end
    def lose_weapon(weapon_id, n)
    gain_weapon(weapon_id, -n)
    end
    def lose_armor(armor_id, n)
    gain_armor(armor_id, -n)
    end
    def item_can_use?(item_id)
    # If item quantity is 0
    if item_number(item_id) == 0
    # Unusable
    return false
    end
    # Get usable time
    occasion = $data_items[item_id].occasion
    # If in battle
    if $game_temp.in_battle
    # If useable time is 0 (normal) or 1 (only battle) it's usable
    return (occasion == 0 or occasion == 1)
    end
    # If useable time is 0 (normal) or 2 (only menu) it's usable
    return (occasion == 0 or occasion == 2)
    end
    end
    class Scene_Title
    alias re_new_game command_new_game
    def command_new_game
    $achieve = Achievements.new
    re_new_game
    end
    end

    class Window_Achievements < Window_Selectable
    def initialize
    super(0, 64, 320, 416)
    @column_max = 1
    refresh
    self.index = 0
    # If in battle, move window to center of screen
    # and make it semi-transparent
    if $game_temp.in_battle
    self.y = 64
    self.height = 256
    self.back_opacity = 160
    end
    end
    def item
    return @data[self.index]
    end
    def refresh
    if self.contents != nil
    self.contents.dispose
    self.contents = nil
    end
    @data = []
    # Add item
    for i in 1...$data_items.size
    if $achieve.item_number(i) > 0
    @data.push($data_items)
    end
    end
    # Also add weapons and items if outside of battle
    unless $game_temp.in_battle
    for i in 1...$data_weapons.size
    if $achieve.weapon_number(i) > 0
    @data.push($data_weapons)
    end
    end
    for i in 1...$data_armors.size
    if $achieve.armor_number(i) > 0
    @data.push($data_armors)
    end
    end
    end
    # If item count is not 0, make a bit map and draw all items
    @item_max = @data.size
    if @item_max > 0
    self.contents = Bitmap.new(width - 32, row_max * 32)
    for i in 0...@item_max
    draw_item(i)
    end
    end
    end
    def draw_item(index)
    item = @data[index]
    case item
    when RPG::Item
    number = $achieve.item_number(item.id)
    when RPG::Weapon
    number = $achieve.weapon_number(item.id)
    when RPG::Armor
    number = $achieve.armor_number(item.id)
    end
    if item.is_a?(RPG::Item)
    self.contents.font.color = normal_color
    end
    x = 4 + index % @column_max * (288 + 32)
    y = index / @column_max * 32
    rect = Rect.new(x, y, self.width / @column_max - 32, 32)
    self.contents.fill_rect(rect, Color.new(0, 0, 0, 0))
    bitmap = RPG::Cache.icon(item.icon_name)
    opacity = self.contents.font.color == normal_color ? 255 : 128
    self.contents.blt(x, y + 4, bitmap, Rect.new(0, 0, 24, 24), opacity)
    self.contents.draw_text(x + 28, y, 212, 32, item.name, 0)
    end
    def update_help
    @help_window.set_text(self.item == nil ? "" : self.item.description)
    end
    end
    class Scene_Achievements
    def main
    @help_window = Window_Help.new
    @achieve_window = Window_Achievements.new
    @achieve_window.help_window = @help_window
    @score_window = Window_Score.new
    @score_window.x = 320
    @score_window.y = 384
    Graphics.transition
    loop do
    Graphics.update
    Input.update
    update
    if $scene != self
    break
    end
    end
    Graphics.freeze
    @help_window.dispose
    @achieve_window.dispose
    @score_window.dispose
    end
    def update
    @help_window.update
    @achieve_window.update
    if Input.trigger?(Input::B)
    $game_system.se_play($data_system.cancel_se)
    $scene = Scene_Menu.new(0)
    return
    end
    end
    end
    class Scene_Save < Scene_File
    def write_save_data(file)
    # Make character data for drawing save file
    characters = []
    for i in 0...$game_party.actors.size
    actor = $game_party.actors
    characters.push([actor.character_name, actor.character_hue])
    end
    # Write character data for drawing save file
    Marshal.dump(characters, file)
    # Wrire frame count for measuring play time
    Marshal.dump(Graphics.frame_count, file)
    # Increase save count by 1
    $game_system.save_count += 1
    # Save magic number
    # (A random value will be written each time saving with editor)
    $game_system.magic_number = $data_system.magic_number
    # Write each type of game object
    Marshal.dump($game_system, file)
    Marshal.dump($game_switches, file)
    Marshal.dump($game_variables, file)
    Marshal.dump($game_self_switches, file)
    Marshal.dump($game_screen, file)
    Marshal.dump($game_actors, file)
    Marshal.dump($game_party, file)
    Marshal.dump($game_troop, file)
    Marshal.dump($game_map, file)
    Marshal.dump($game_player, file)
    Marshal.dump($achievements, file)
    Marshal.dump($game_chest, file) if GameGuy::ItemStorageUsed
    end
    end
    class Scene_Load < Scene_File
    def read_save_data(file)
    # Read character data for drawing save file
    characters = Marshal.load(file)
    # Read frame count for measuring play time
    Graphics.frame_count = Marshal.load(file)
    # Read each type of game object
    $game_system = Marshal.load(file)
    $game_switches = Marshal.load(file)
    $game_variables = Marshal.load(file)
    $game_self_switches = Marshal.load(file)
    $game_screen = Marshal.load(file)
    $game_actors = Marshal.load(file)
    $game_party = Marshal.load(file)
    $game_troop = Marshal.load(file)
    $game_map = Marshal.load(file)
    $game_player = Marshal.load(file)
    $achievements = Marshal.load(file)
    $game_chest = Marshal.load(file) if GameGuy::ItemStorageUsed
    # If magic number is different from when saving
    # (if editing was added with editor)
    if $game_system.magic_number != $data_system.magic_number
    # Load map
    $game_map.setup($game_map.map_id)
    $game_player.center($game_player.x, $game_player.y)
    end
    # Refresh party members
    $game_party.refresh
    end
    end
    Hi, I did what you told me to do, and I get this error on line 120:

    " alias re_new_game command_new_game"
    That is line 120 ^
    When i finish the translation, i make my game.
    OK?
    Please, sent me PB5, please, please.
    I need it to end the translation
    WHY I DON´T MAKE HOENN AND ORANGE ZONE?
    i HAVE A HISTORY TO THEM.
    SENT ME PB5, PLEASE, TO CONTINUE CREATING NEW TRAINERS AND LEADERS
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