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-   Archive January 2006 to April 2008 (https://www.pokecommunity.com/forumdisplay.php?f=177)
-   -   Help & Request Thread (https://www.pokecommunity.com/showthread.php?t=80029)

Dawson February 14th, 2007 7:56 AM

Help & Request Thread
 
It's been over a year now and well over 1,000 posts, so time for a new thread.

Rules and information by Avatar and Dawson.

What is allowed in this thread:
  • Requesting for somebody to post a chip/charset or other resources that can be ripped straight from games.
  • Requesting a tutorial or where to find them
  • Asking how to to perform 'simple' actions
  • Asking where to get certain programs to help with your game making ie Sprite Converter
  • Asking for help when your code isn't working correctly

What isn't allowed in this thread:
  • Requesting somebody to custom make a chip/charset for you
  • Asking how to make a CBS, CMS, Pokedex etc
  • Asking for someone to give you one of the above
  • Asking for someone to make a script just for you
  • Requesting warez
  • Asking for someone to post their own code

When you're asking for help, make sure you include the following:
  • A screenshot demonstrating the problem
  • Steps taken up till the problem
  • A thorough and comprehensive layout of text so that it is easy to understand
  • And what EXACTLY the screen says when the error occurs

NO asking for custom stuff. Your requests will never get replied to and just clutter the thread.


External Links

RPG Maker XP
RPG Maker 2000/2003
Sphere
Game Maker

Maverick February 14th, 2007 10:55 AM

I have a question relating to Blizzy's starter kit, in a way. I used the script in the starter kit to resize the screen to 480 x 320 pixels. But after I did it started messing up with my pictures' display. Like, the charset and any tile with a priority of 1 or more will be displayed OVER the picture, and I don't know why. Like this:

http://img240.imageshack.us/img240/4404/oold7.png

Anyone know how to fix this and stop it from happening? I'm using event commands by the way, I don't know RGSS.

Rm2k3Guy February 16th, 2007 3:08 PM

I have tried to get my surfing system to work but to no Avail.
Does anyone know of either a Script or a Way to do this with Events.
This is seriously stopping me doing my Water Routes.

Editted by Dawson
It's easy enough to do, just make an event at the edge of land where surfing is possible, have the surfing question be asked and then just change the charset to something more befitting of surfing, and reverse it for when you get back onto land.

Dawson i know how to do the part you editted into my post but, i put Phasing on so moving on the water is possible, but if i turn it off i can't move on the water but if i leave it on i can move anywhere.
Is their a option to make an event unpassable even with phasing on?

Answer by Demonic Buddha
All you have to do is make sure that the tiles connecting to the water (ie, little banks) are no passable, then change the water tile to passable, that way all you have to do is make a event that says.

Code:

Conditional Brach, When Sprite Facing Down(what ever direction)
Show Message, Would you like to Surf?
Show Choice,
Yes
Move Event, Player
Begin Phazing Mode.
Move Down(same direction as before)
Change Sprite, (mine changes to the usual surf sprite)
Play BGM, Surf (thats the surf music)
Move Event, Player
Phazing off.
<>
no
<>
End
<>


That way, when the player gets to the edge, the cant move over the object (little Cliff) and when they face the water (have to change the direction obviosly) they will phaze through the cliff ending up on the water, with correct sprite, and music. But you have to remember to make it so that the water tiles are passable, But if you have water that has no boundry garding it, then get an invisiable white tile, make it non passable and put that over the water (in another layer) that way the player cant pass without phazing either. This pic shows my script, but before you ask me, i still dont know of an easy way to get outa the water.
http://i80.photobucket.com/albums/j168/demonic_budha/Poke%20Communtiy%20Album/Script.jpg

Vampire://Krimm February 16th, 2007 3:14 PM

Does anyone have a D/P Tile set handy on them? Thanks in advance.

Editted by Dawson
As far as I'm aware, there are no D/P ROMs available as of right now, which means ripping graphics from those games are difficult. And any graphics that are ripped will be from screenshots and such, so the quality wouldn't be all that great, and there'd be a rather limited amount of tiles.

Vavavoom ♣ February 17th, 2007 9:03 AM

Hey people,

In RPG maker XP, to talk to a person, I just need to write the text and press a key on the keyboard? If so, which key?


Editted by Dawson
On the charset event, go to the Event Command list and choose "Show text." Then just type in the message they want to say in game. Make sure the event trigger is the Action Key (which are C, space bar and enter) and then it'll work.

强有力 February 18th, 2007 5:29 AM

Does anyone have the maps of all the D/P towns.? I really need them.

GymLeaderLance99 February 18th, 2007 4:21 PM

I'm just curious with this one: is there a way to make a Yu-Gi-Oh!-style game with RM2K3? Like, would it be possible to make some sort of event coding that would allow deck-shuffling, card drawing, etc., like the GBA games?

Editted by Dawson
It should be possible with the use of variables and random numbers. Shouldn't be too too hard to do as long as you don't get confused by the variable numbers. And keeping a set deck size would make it easier too.

Vavavoom ♣ February 18th, 2007 5:54 PM

Hey,

I don't know how to put a music in a town in RPG maker Xp... I need help:(

Editted by Dawson
Two methods, both simple.
- Right click on the map file in the bottom left of the screen, go to "Map Properties" and check the box next to "Auto-Change BGM." Then just choose the music file from the list.
-Make an Autostart event, go to the second tab on the Event Command list and choose "Play BGM."

Minorthreat0987 February 21st, 2007 1:13 PM

any one know if theres a way that i can make the grass animation show on the tall grass tiles without puting an event on each and every tall grass tile becasue that would cause a huge amount of lag? i was thinking script based, but it didnt work so..Please

thank.

~Minor

nickwarr_182 February 21st, 2007 4:36 PM

A script to go faster?
 
I need help with getting a car to go faster than the main character.

help would be appreciated.

O.G. Duke February 22nd, 2007 11:32 PM

Where can I get Blizzy starter kit or Extradude starter kit?

Answer by ~Azura
For Blizzy's Starter Kit, go here:
http://www.pkmncommunity.com/showthread.php?t=77924

Maverick February 23rd, 2007 5:17 AM

You know when you're using Key Input processes in RMXP, does anyone have or know where there's a list of which numbers are linked with which keys? Or at least, what is the number for the Action Key and Cancel key?

Answer by ~Azura
Down: 2
Left: 4
Right: 6
Up: 8
A: 11
B: 12 <- Cancel Key
C: 13 <- Action Key
X: 14
Y: 15
Z: 16
L: 17
R: 18

Yuoaman February 23rd, 2007 5:33 PM

How do I make the message box larger, so all the text fits in this?
http://i32.photobucket.com/albums/d39/yuoaman/screenie001.jpg

And how do I make two events overlap? So that once you recieve an item from someone, the message they say changes?

Please and Thank you.

~Azura February 23rd, 2007 8:27 PM

For your message issue, I suppose you're using some kind of custom script. If it's so, please, post what's the script, so I can help.

Quote:

Originally Posted by yuoaman
And how do I make two events overlap? So that once you recieve an item from someone, the message they say changes?

There are many ways to do it, and I'll post one of them.

1. Create a new event and, in Event Commands, select Conditional Branch

http://img406.imageshack.us/img406/5209/t1kv5.png

2. Then, go to Tab 4 and make arrangements like these:

http://img406.imageshack.us/img406/4557/t2yw9.png

The rest is pretty much self explanative. You put a message if the player has the item, and other message if the playes hasn't got the item.

Mooshykris February 24th, 2007 8:16 PM

I know it's possible to take screenshots of your game. Is it possible to make videos of your game, like in previews for upcoming games?

~Azura February 25th, 2007 4:02 AM

http://www.google.com.br/search?q=record+video+desktop

A world of possibilities there.

Neo-Dragon February 25th, 2007 4:34 AM

Use Snagit - made by Sony (I think). Awesome program for getting video. The quaility is great.

Shadez February 25th, 2007 5:03 AM

does anybody know how to make an online game with rmxp or just how to make one i mean just an online game not a mmorpg

~Azura February 25th, 2007 5:31 AM

Knowing what Netplay is the start point for anyone willing to make an online game.
Just Google it, as I'm not sure if I can put the link here. (I don't know if Netplay's site is a forum or what lol)

Shadez February 25th, 2007 8:31 AM

thank you i will go look for it then

Yuoaman February 25th, 2007 11:55 AM

Quote:

Originally Posted by ~Azura (Post 2392788)
For your message issue, I suppose you're using some kind of custom script. If it's so, please, post what's the script, so I can help.

\

To my knowledge there isn't a custom script, but that is most likely because I am not the one who originally started the game, I'm just continuing it. But, there may be, so if you can tell me where I might find the custom script, I will show it to you.

~Azura February 25th, 2007 12:09 PM

If you press F11 you'll come up with the Scripts Editor screen. The list on the left shows the scripts you currently have. You DO have a custom script there. It's probably one of the last ones, something related to Window_Message.

Yuoaman February 26th, 2007 4:44 PM

Exactly what do you want from the script, I can't tell which part you want, could you post something that could be related to it? So I know which section to take.

~Azura February 26th, 2007 5:01 PM

Like I said, there should be something related to Window_Message

You can do this:

1. Try Control+Shift+F to look in all sections and search for "Window_Message" (that will come up with many results, so it's not recomended)

2. Print Screen/Write down all scripts you have(Hard work, but is the best option)

3. Start a new project and just put your maps in it (Recommended++ lol)

Seriously, since the game wasn't yours, you should consider starting it in a new project, and just paste the maps in it. Then, slowly add new scripts, so you'll know exactly where/how/when/why something happened.

Yuoaman February 26th, 2007 5:14 PM

def initialize
super(80, 304, 480, 128)
self.contents = Bitmap.new(width - 32, height - 32)
self.contents.font.name = "Comic Sans MS" # "Message" window font
self.contents.font.size = 24
self.visible = false
self.z = 9998
@fade_in = false
@fade_out = false
@contents_showing = false
@cursor_width = 0
self.active = false
self.index = -1
Might be this, or...............this.

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

def initialize

@name_box_x_offset = 0 #Choose the X axis offset of the name bos. default= 0
@name_box_y_offset = -10 #Choose the Y axis offset of the name bos. default= -10
@name_box_width = 8 #Choose the width of the Name Box. default= 8
@name_box_height = 26 #Choose the height of the Name Box. default= 26

@font_type = "Tahoma" #Choose the Font Name (Case Sensitive) for message box
@name_font_type = "Tahoma" #Choose the Font Name (Case Sensitive) for Name Box
@font_size = 22 #Choose the default Font Size for message box text
@name_font_size = 22 #Choose the deafault Font Size for Name Box text
@name_box_text_color=0 #Choose the Text Color of the Name Box
@message_box_text_color=8 #Choose the Text Color of the Message Box

@message_box_opacity = 260 #Choose the opacity of the message window. Default=160
@message_box_skin = "Poke System" #Choose the WindowSkin for the Message Box
@name_box_skin = "001-Blue01" #Choose the WindowSkin for the Name Box

@message_width = 150 #480 #Choose the width size of the message box. Default=480
@message_height = 100#160 #Choose the height size of the message box. Default=160
@message_x = 260 #80 #Choose the X position of the message box. Default=80
@message_y_bottom = 164 #304 #Choose the Y bottom position of the message box. Default=304
@message_y_middle = 160 #Choose the Y middle position of the message box. Default=160
@message_y_top = 16 #Choose the Y top position of the message box. Default=16

~Azura February 26th, 2007 5:28 PM

Yup, you got it.

It's the second one. I think it's Advanced Message Script (AMS), from Dubealex.
Change the:

Code:

@message_width = 150
@message_height = 100


For something bigger, like the default values:

Code:

@message_width = 480
@message_height = 160


That will probably do the trick. Change the values if you want something more pokemon-like.

Yuoaman February 27th, 2007 5:53 PM

I did that but for some reason it won't save the new script...

~Azura February 27th, 2007 7:07 PM

Quote:

Originally Posted by yuoaman
I did that but for some reason it won't save the new script...

What do you mean by that? Click "Apply" or "Ok"

dotFallen March 4th, 2007 10:58 AM

RPG2003 works but when I run RMXP the loading image of RMXP never goes away and after a couple minutes it says RMXP not working. Anyone have a solution or am I screwed?

The Dash March 4th, 2007 3:43 PM

Try changing the compatability mode to XP.

NeoBlade March 5th, 2007 4:49 PM

CMS Bugs
 
With my pokemon cms in rm2k3 I have 3 little problems when i call my menu and cursor "script":
- When i want to quit with esc (i've set it to open and close with esc) it won't quit
- When i've closed the menu with "exit", i can't open the menu again(menu image is the standard R/S/E menu)
- And when i open it, close it, and then press up/down, my cursor script appears :S

this is my menu script:
http://img87.imageshack.us/img87/5428/menuscriptea1.png

and this is my cursor script(please save image to see the actual script, didn't know how to keep it's real size while uploading XD):
http://img69.imageshack.us/img69/2340/cursorscriptwh9.png

I hope someone can find the reason why my menu is having this bugs.
(ps: only been working with rm2k3 for a week now, so maybe i've just done something completely wrong, but i hope anyone can tell what XD.)

Vavavoom ♣ March 5th, 2007 4:57 PM

Hi,

I have a big problem tiling graphics for my game. Is there someone here that knows how too?

foofatron March 5th, 2007 5:14 PM

What kind of tiling problem?If your trying to insert D/P acual tiles the you have to have a speacil system thing.If its not that whats the problem.

Vavavoom ♣ March 5th, 2007 5:43 PM

Hehe... Do I tile stuff in the program Paint..?

NeoBlade March 6th, 2007 4:08 AM

Can someone please answer my problems with the 3 bugs :( ?

dotFallen March 6th, 2007 12:40 PM

Alright sorry for posting a while after the answer but thanks.

DarkPegasus March 6th, 2007 1:56 PM

Does anybody have an screenshot, or picture of a ranger base(station)? I don't care for the quality, and if possible whole. Thanx

dotFallen March 6th, 2007 4:43 PM

anyone have cries from d/p?

The Dash March 6th, 2007 5:03 PM

Quote:

Originally Posted by vavavant (Post 2403658)
Hehe... Do I tile stuff in the program Paint..?

Yes. (I don't know how to extend that to 25 characters :o)

cardfreak March 6th, 2007 6:33 PM

Whenever I try to access RMXP on my computer, it always says this: "Failed to receive a trial from the NTiles server." So, What gives? I need steps to get out of this.

The Dash March 7th, 2007 11:14 AM

Warez version or Legal Version?

dotFallen March 7th, 2007 12:20 PM

Hey guys thought it was loading but it didnt. I still cant get it to run. Oh well guess I won't be making that chulip game. Guess I'll go straight to my other project muhahahaha

Minorthreat0987 March 8th, 2007 7:25 PM

Hey, i need pokemon cries. but i need then in wave format because believe it or not im working on something in rm2k and it only supports wave files, i have them in mp3 formate but does anyone have them in wave format or know how i can convert the ones i have into wave formate. please help....

The Dash March 9th, 2007 1:21 AM

Google is your friend..
Www.goldwave.com is a great program for audio conversion, but I'm sure there is one that can do it in batch.

Crazy Weavile March 10th, 2007 6:42 PM

1 Attachment(s)
'Kay. First, I apologize for the thread. I wasn't aware this was for technical problems too, but that seems to be the case.

I need help! A power surge rebooted my PC... but it also corrupted the mapinfos file of my fangame! The maps themselves seem undamaged, but I need help finding a way to recover the mapinfos file or convert them to using a new one!

mario12 March 10th, 2007 9:39 PM

Does anyone have a Gold Running Charset?

RM2K3kid March 11th, 2007 3:21 AM

Quote:

Originally Posted by Crazy Weavile (Post 2408520)
'Kay. First, I apologize for the thread. I wasn't aware this was for technical problems too, but that seems to be the case.

I need help! A power surge rebooted my PC... but it also corrupted the mapinfos file of my fangame! The maps themselves seem undamaged, but I need help finding a way to recover the mapinfos file or convert them to using a new one!

Start a new project, make the same amount of maps that are currently in your corrupt project(doesnt matter about the size or tileset etc). Save it and close RMXP, go into the new projects data folder and copy the MapInfos.rxdata file and paste it into your corrupt project's data folder overwriting the corrupt MapInfos file. By using this method you will have to rename all your maps to the way they were since that was all stored in the MapInfos file. I hope that works for you.

Shiny Umbreon March 14th, 2007 5:20 PM

I'd like to know something about RMXP. How do I put something before the title screen with "New Game", etc?

For example, if I want to put a screen that says "2007 Nintendo", then it changes to the title of the game, then to "Made with RMXP", then the title screen appears and says "Press Enter", so you see the thing with "New Game", etc. only after you press enter.

I've seen those kind of things in many games, but I have no idea on how to do that.

Dudedude March 15th, 2007 3:12 AM

Um...Ok.

I am looking for two things:
1. A guide on how to use that mmorpg game maker software(to make pokemon games)
I think it is called Eclipse.
2.The codings for the pokemon systems for that software.

Pls and Thank you?!

The Dash March 15th, 2007 2:51 PM

There are no publicly released codes for Eclipse or any other MMORPG maker software that add Pokémon functionality to my knowledge, I suggest you get yourself a copy of Visual Basic and learn it, then code the systems yourself.

Dudedude March 15th, 2007 5:42 PM

Visual BAsic? Whats that? And if itss a book, I will never get it.I live in Singapore.

Absolitude March 15th, 2007 5:53 PM

Eh, sorry Dude. I guess you wouldn't be able to make an awesome Pokemon mmorpg without getting to know the coding yourself, and doing it yourself. Because the community there doesn't really like people who make Pokemon games. But if you had a pretty big team, and weren't a noob at the stuff. They might help you out. Visual Basic is a programming language, it is used to make stuff like games on computers. But C++ another programming language is more used because more people like it. And just to make sure that i don't get a warning because idon't know if this is exactly ok, dose anyone know where i can find d/p looking games? When they will come out? How to make them? How complicated the scripting might be? How large of a team would i need to make a game?

~Azura March 15th, 2007 6:19 PM

As said thousand times before, DP looking games are not close to be started/finished because the lack of resources available, which is due to the lack of DS emulators available.
How good the game will be doesn't depend on your team's size, but the ability and devotion you have with the game.

Dudedude March 15th, 2007 8:24 PM

ok...is there somewhere I can download the Visual Basic?

Cause Mooshykris is working on one of my gaming plots.But this game, I wanna try out myself.

Anyone willing to help pls pm me!

RM2K3kid March 16th, 2007 7:05 AM

I can link you to it directly but that would be pointless. I suggest you use google or some other search engine. I did a search for 'Visual Basic' and the first site gave me a link to the program(the first site was Visual Basic's home page...). try that. I found Visual Basic rather simple to learn.

Vavavoom ♣ March 16th, 2007 8:19 AM

I have a problem people. You when we enter in a certain place in Pokemon Games? It says on top left of the screen ex: Azalea Town. How do we put that in a RPG Maker XP Pokemon game?

Dudedude March 17th, 2007 5:51 AM

Um....I have given up the idea of a MMORPG(no longer original) but anyone know where I can go for a guide to Pokemon Game making in RMXP?!?

The Dash March 17th, 2007 6:38 AM

Go find Blizzy's Starter Kit and work on from there.You will need to learn RGSS to make a decent game in RMXP.
Alternatavely you can use events and common events. Go check out the Tutorial section there are some tutorials in there.

Dudedude March 17th, 2007 6:46 AM

Ok...and pls tell me wad RGSS is in English?

The Dash March 17th, 2007 6:52 AM

RGSS is the scripting language that you use to code in RMXP It is also refered to as Ruby in some cases.

Dudedude March 17th, 2007 7:06 AM

Oh!That!
Oh and Dash..I mean, The Dash..could you pm me the link to Blizzy's Starter Kit thread?

The Dash March 17th, 2007 7:14 AM

Go look in Game Dev resources.

ProtrainerEon March 18th, 2007 9:07 AM

Well, I use Game Maker version 6.1. If anyone is really good at this and/or has AIM or AOL, please contact me. I need help tremendously! :D Thanks.

~Pro~

Gregora March 18th, 2007 11:39 AM

Okay, I got a little problem. When I playtest the game, there's an error on line 53 of the resolution script.

Here's the section of script that RMXP is spazzing about:

@tilemap.tileset = RPG::Cache.tileset($game_map.tileset_name)

Any help would be appreciated. Thanks.

Shiny Umbreon March 18th, 2007 2:04 PM

Quote:

Originally Posted by vavavant (Post 2414361)
I have a problem people. You when we enter in a certain place in Pokemon Games? It says on top left of the screen ex: Azalea Town. How do we put that in a RPG Maker XP Pokemon game?

That's done easily. After entering the map, with the same event, put a picture of the thing and remove it after a few frames.

SOmething like this:

Quote:

<>Teleport: Azalea Town
<>Show Picture: 1, 'Azalea Town' (The window), Upper-Left Pixel (4,0) (100%,100%), 255, Normal
<>Wait: 20 Frames
<>Erase Picture: 1

~Azura March 18th, 2007 3:18 PM

@Gregora: can you give the specific error message that pops up?

WHALESDUDE March 18th, 2007 3:48 PM

Another Recouring problem x___x Just wondering how to get the text to appear. It's not showing up anymore o.o

Demosthenes2k7 March 26th, 2007 8:07 AM

how do I use A-text to change the text in the intro?

The Dash March 26th, 2007 8:51 AM

You don't. This is the games Development forums, go ask in the Emulation forums, delete your post before you look like a big dumb dumby head.

Demosthenes2k7 March 26th, 2007 9:12 AM

I can't delete my post genius

强有力 March 26th, 2007 9:24 AM

You can genius.... go into edit and select delete post!

The Dash March 26th, 2007 12:15 PM

Haha, ZING.
No need to insult me by the way Demos >:[

WHALESDUDE March 27th, 2007 2:28 PM

.__. I guess everyone forgot about lil old me. Does anyone know how to fix the text, or no? O.o

The Dash March 27th, 2007 2:52 PM

It would help if I knew what program you are using..

LegosJedi March 28th, 2007 3:37 AM

Is there anyway to make variables created in a script available to events?

WHALESDUDE March 28th, 2007 9:23 AM

Oh, my bad Dash. I'm using RMXP ;3 Hehe

The Dash March 28th, 2007 10:46 AM

What do you mean by the text isn't appearing? Is it just the Text or the text box as well? Check and see if you have any custom scripts that could be causing this. Also, does it occur in other RMXP games as well? If so then it could be a problem with your installation.

~Azura March 28th, 2007 7:14 PM

Quote:

Originally Posted by LegosJedi (Post 2425386)
Is there anyway to make variables created in a script available to events?

Yep. "Event variables" (the ones like 0001, 0043, etc...) are actually RGSS variables, so you can use the following to call them:

Code:

$game_variables[var_id]


So if you created this little code here:

Code:

@my_name = "Azura"


And want it to be available to your event, just make something like this:

Code:

$game_variables[1] = @my_name


Then, "event" variable 0001 will contain "@my_name"'s value. You can use any number, not only 1... but I guess you got it already.

~Azura.

RM2K3kid March 29th, 2007 8:46 AM

Quote:

Originally Posted by WHALESDUDE (Post 2417016)
Another Recouring problem x___x Just wondering how to get the text to appear. It's not showing up anymore o.o

Quote:

Originally Posted by The Dash (Post 2425561)
What do you mean by the text isn't appearing? Is it just the Text or the text box as well? Check and see if you have any custom scripts that could be causing this. Also, does it occur in other RMXP games as well? If so then it could be a problem with your installation.

I think I know what he means.. is the background of your text box white? if so, then its simple. RMXP's default font is white.. it blends right in with the text box background.

Two ways of fixing it.
Without editing scripts just put \c[x] in front of the message. x is a number between 0 and 7. example '\c[3]Hello, welcome to my palace.' That would display a green tinted font and that is only if the colours haven't been edited in the scripts.

With editing the scripts, just go into the Script Editor (Press F11) then go to Window_Base. Now go to line 64 or the line that says..

Code:

  def normal_color
    return Color.new(255, 255, 255, 255)
  end


and change it to something like this...

Code:

  def normal_color
    return Color.new(0, 0, 0, 255)
  end


That would change the colour of your default font to black.

If its not to do with the text box background, please disregard all of that.

LegosJedi March 30th, 2007 4:35 AM

Thanks, Azura! Now, is it possible to call the variables by their name? Like, if Event Variable is named var1, is it possible to call an event like $game_variable['var1'] instead of using the id number?

.-'Infernal Hylian'-. March 30th, 2007 6:34 AM

should be possable if you use call script...

~Azura March 30th, 2007 8:20 AM

No, you can't, because $game_variables is an array, so it's indexed by numbers. But why do you want to call it by name?

LegosJedi March 31st, 2007 3:12 AM

Cause I think it would be easier, when coding, to give each variable in an array a key, and remember that key, instead of by number. I use PHP, and since you can do that in PHP, I was wondering if you could do that in Ruby, too. Oh well.

~Azura March 31st, 2007 7:29 AM

I see... you could do it if the variables were stored in a hash, but not in an array.

Omega Latios March 31st, 2007 8:40 AM

Intro Help
 
I have to do an intro cutscene for my game before you start to move with the hero... but I don't know how to do it! Can someone help me?

Glitchfinder March 31st, 2007 8:59 AM

Quote:

Originally Posted by Omega Latios (Post 2428214)
I have to do an intro cutscene for my game before you start to move with the hero... but I don't know how to do it! Can someone help me?

All you have to do is use autostart events. For example, you start with your hero in a certain map, and an autostart event (anywhere in the map, I use the top left corner) causes the hero to move (the Move Event... command[ 2nd page]), pops up messages (1st page), and causes events to interact with you. You can even make a battle cut scene using the Start Combat... and Forced Action... commands. (3rd page). Then, if you aren't ever ygoing to use the map again, just use the Erase Event command, or, if you are going to use it again, activate a local switch and make a new (blank) page on the event that is activated by the local switch.

Omega Latios March 31st, 2007 9:09 AM

But the cutscene doesn't show the hero, but the villain... does that work for it, too?

Shiny Umbreon March 31st, 2007 6:26 PM

Quote:

Originally Posted by Omega Latios (Post 2428255)
But the cutscene doesn't show the hero, but the villain... does that work for it, too?

Then you have two choices:
*Have your hero have the villain's sprite until you start playing.
*Make the villain an event and have your hero in a transparent sprite. It's better if it's on top of a block where you can't move.

I have a question:

Is it possible to change the window's size? I mean you see double what you would, not double the size of what you see.

~Azura March 31st, 2007 7:38 PM

Quote:

Originally Posted by Omega Latios (Post 2428255)
But the cutscene doesn't show the hero, but the villain... does that work for it, too?

You can move any event using Move Event command. Also, you can set visibility for hero (or any other event) On/Off anytime, specially useful for cutscenes.


Quote:

Is it possible to change the window's size? I mean you see double what you would, not double the size of what you see.
Like, instead of having a 640x480 window, you'd have a 1280x960? Yes. If so, I'll post the script.

~Azura.

Shiny Umbreon April 1st, 2007 7:04 AM

Quote:

Originally Posted by ~Azura (Post 2428938)
Like, instead of having a 640x480 window, you'd have a 1280x960? Yes. If so, I'll post the script.

~Azura.

Kind of like that, but not just to make everything look bigger. I want the player to see more space that what he normally would.

Innagadadavida April 3rd, 2007 7:04 PM

I've been searching the forums and the net. I can't seem to find a program that allows me to change the Pokemon sprites in Red and Blue. I have pokemap, but that only allows for map editing. Does anybody know if said program even exists?

~Azura April 3rd, 2007 7:23 PM

Try the Rom Hacking forums to ask about... rom hacks.

http://www.pkmncommunity.com/forumdisplay.php?f=37

:)

The Dash April 4th, 2007 4:20 AM

Quote:

Originally Posted by Shiny Umbreon (Post 2429530)
Kind of like that, but not just to make everything look bigger. I want the player to see more space that what he normally would.

I'm pretty sure that's what the script would do. Blizzy changed the size of the window in the Pokémon Starter Kit and all it did was restrict view space.

Shiny Umbreon April 4th, 2007 4:49 PM

Quote:

Originally Posted by The Dash (Post 2432707)
I'm pretty sure that's what the script would do. Blizzy changed the size of the window in the Pokémon Starter Kit and all it did was restrict view space.

Cool. So what's that script, please?

~Azura April 4th, 2007 7:15 PM

Code:

#================================================================
#BEGIN CLASS
#================================================================
#Script made by Squall [email protected]
#================================================================
begin
class Win32API
  #==============================================================
  #CONSTANTS
  #==============================================================
  SCREEN_WIDTH = 640
  SCREEN_HEIGHT = 480
  GAME_INI_FILE = ".\\Game.ini"        # define "Game.ini" file
  HWND_TOPMOST = 0                      # window always active
  HWND_TOP = 0                        # window active when used only
  SWP_NOMOVE  = 0                      # window pos and sizes can be changed
  #==============================================================
  #Win32API.GetPrivateProfileString
  #==============================================================
  #Checks your game's title in Game.ini
  def Win32API.GetPrivateProfileString(section, key)
    val = "\0"*256
    gps = Win32API.new('kernel32', 'GetPrivateProfileString',%w(p p p p l p), 'l')
    gps.call(section, key, "", val, 256, GAME_INI_FILE)
    val.delete!("\0")
    return val
  end
  #==============================================================
  #Win32API.FindWindow
  #==============================================================
  #Finds the RGSS Window
  def Win32API.FindWindow(class_name, title)
    fw = Win32API.new('user32', 'FindWindow', %(p, p), 'i')
    hWnd = fw.call(class_name, title)
    return hWnd
  end
  #==============================================================
  #Win32API.SetWindowPos
  #==============================================================
  #Changes Window position and size
  def Win32API.SetWindowPos(w, h)
    title =  Win32API.GetPrivateProfileString("Game", "Title")
    hWnd = Win32API.FindWindow("RGSS Player", title)
    swp = Win32API.new('user32', 'SetWindowPos', %(l, l, i, i, i, i, i), 'i')
    win = swp.call(hWnd, HWND_TOP, 0, 0, w + 6, h + 32, 0)
    #the line below makes the window on top of all others
    win = swp.call(hWnd, HWND_TOPMOST, 0, 0, w + 6, h + 32, SWP_NOMOVE)
    return win
  end
  #==============================================================
  #Win32API.client_size
  #==============================================================
  #Checks the Window's width and height
  def Win32API.client_size
    title =  Win32API.GetPrivateProfileString("Game", "Title")
    hWnd = Win32API.FindWindow("RGSS Player", title)
    rect = [0, 0, 0, 0].pack('l4')
    Win32API.new('user32', 'GetClientRect', %w(l p), 'i').call(hWnd, rect)
    width, height = rect.unpack('l4')[2..3]
    return width, height
  end
#================================================================
#END CLASS
#================================================================
end

  #==============================================================
  #Win32API.client_size
  #==============================================================
  #The width and height variables set the screen size.
  win = Win32API.SetWindowPos(SCREEN_WIDTH, SCREEN_HEIGHT)
  if(win == 0)
    p "Size change has failed!"
  end
end


You may have to add the fixes for this script but I can't find them anymore. Anyway, it will work the way it is.

~Azura.

Shiny Umbreon April 5th, 2007 1:58 PM

1 Attachment(s)
OK. I used the script to change the size of the window to 960 x 720, and I changed the font to x1.5 as well, but the space between lines remains the same and looks bad, and I don't know how to change that. Please help me, it looks like this:

~Azura April 5th, 2007 3:30 PM

You'll have many fixes to do with that script, but this will do the trick for the menu, I guess:

(Haven't tested)

In Window_Command, search for this line (or something close to this):

Code:

rect = Rect.new(12, 32 * index, self.contents.width - 8, 32)


The 32 * index is where you need to change. Specifically the 32. If you want the lines more separated, put a higher value, such as 40 or something.

Well, I forgot something that you'll need to edit too:

In Window_Selectable:

Code:

y = @index / @column_max * 32 - self.oy


Change that 32 for the same number you put in the other edit.

~Azura.

Shiny Umbreon April 5th, 2007 8:52 PM

I had to make lots of fixes to the message window. Now it works perfectly and the title window too. Thanks for the script.

WHALESDUDE April 6th, 2007 6:19 AM

Quote:

Quote:
Originally Posted by WHALESDUDE View Post
Another Recouring problem x___x Just wondering how to get the text to appear. It's not showing up anymore o.o
Quote:
Originally Posted by The Dash View Post
What do you mean by the text isn't appearing? Is it just the Text or the text box as well? Check and see if you have any custom scripts that could be causing this. Also, does it occur in other RMXP games as well? If so then it could be a problem with your installation.
I think I know what he means.. is the background of your text box white? if so, then its simple. RMXP's default font is white.. it blends right in with the text box background.

Two ways of fixing it.
Without editing scripts just put \c[x] in front of the message. x is a number between 0 and 7. example '\c[3]Hello, welcome to my palace.' That would display a green tinted font and that is only if the colours haven't been edited in the scripts.

With editing the scripts, just go into the Script Editor (Press F11) then go to Window_Base. Now go to line 64 or the line that says..

Code:

def normal_color
return Color.new(255, 255, 255, 255)
end

and change it to something like this...

Code:

def normal_color
return Color.new(0, 0, 0, 255)
end

That would change the colour of your default font to black.

If its not to do with the text box background, please disregard all of that.
Oh, that's useful information on some other projects of mine actually x3, But um... I changed it but to no avail. It still won't funtion. I'm guessing it has something to do with the text file itself?

~Azura April 6th, 2007 12:52 PM

To begin with, have you already tried to change the windowskin to check if the problem is the font color? Also, have you triple checked if you have the specified the correct name for the font? Have you check if you have the font file in your Fonts folder?


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