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Help and Request Thread

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Not open for further replies.

Minorthreat0987

Pokemon Tellurium
462
Posts
18
Years
    • Seen Jan 28, 2021
    i have a question i dont knwo if i need to post thew scripts for you to help me but i havea a bag system that i want to work in the battle....right now if you click item in battle then click out it takes you to the menu not the battle.........can sumone tell me how to fix that but still making it work out of battle too? Thanks in advance

    Code:
    #==============================================================================
    # ■ Scene_Item
    #------------------------------------------------------------------------------
    #  アイテム画面の処理を行うクラスです。
    #==============================================================================
    
    class Scene_Item
      #--------------------------------------------------------------------------
      # ● メイン処理
      #--------------------------------------------------------------------------
      def main
        # ヘルプウィンドウ、アイテムウィンドウを作成
        @help_window = Window_Help.new
        @item_window = Window_Item.new
        @card = Sprite.new
        @card.bitmap = RPG::Cache.picture("bag")
        @card.zoom_x = 2
        @card.zoom_y = 2
        @help_window.windowskin = RPG::Cache.windowskin("infosys")
    
        # ヘルプウィンドウを関連付け
        @item_window.help_window = @help_window
        # ターゲットウィンドウを作成 (不可視・非アクティブに設定)
        @target_window = Window_Target.new
        @target_window.visible = false
        @target_window.active = false
        # トランジション実行
        Graphics.transition
        # メインループ
        loop do
          # ゲーム画面を更新
          Graphics.update
          # 入力情報を更新
          Input.update
          # フレーム更新
          update
          # 画面が切り替わったらループを中断
          if $scene != self
            break
          end
        end
        # トランジション準備
        Graphics.freeze
        # ウィンドウを解放
        @help_window.dispose
        @item_window.dispose
        @target_window.dispose
      end
      #--------------------------------------------------------------------------
      # ● フレーム更新
      #--------------------------------------------------------------------------
      def update
        # ウィンドウを更新
        @help_window.update
        @item_window.update
        @target_window.update
        # アイテムウィンドウがアクティブの場合: update_item を呼ぶ
        if @item_window.active
          update_item
          return
        end
        # ターゲットウィンドウがアクティブの場合: update_target を呼ぶ
        if @target_window.active
          update_target
          return
        end
      end
      #--------------------------------------------------------------------------
      # ● フレーム更新 (アイテムウィンドウがアクティブの場合)
      #--------------------------------------------------------------------------
      def update_item
        # B ボタンが押された場合
        if Input.trigger?(Input::B)
          # キャンセル SE を演奏
          $game_system.se_play($data_system.cancel_se)
          # メニュー画面に切り替え
          $scene = Scene_Menu.new(0)
          return
        end
        if Input.press?(Input::RIGHT)
          $game_system.se_play($data_system.decision_se)
          $scene = Scene_Item2.new
          return
        end
        if Input.press?(Input::LEFT)
          $game_system.se_play($data_system.decision_se)
          $scene = Scene_Item4.new
          return
        end
    
        
        # C ボタンが押された場合
        if Input.trigger?(Input::C)
          # アイテムウィンドウで現在選択されているデータを取得
          @item = @item_window.item
          # 使用アイテムではない場合
          unless @item.is_a?(RPG::Item)
            # ブザー SE を演奏
            $game_system.se_play($data_system.buzzer_se)
            return
          end
          # 使用できない場合
          unless $game_party.item_can_use?(@item.id)
            # ブザー SE を演奏
            $game_system.se_play($data_system.buzzer_se)
            return
          end
          # 決定 SE を演奏
          $game_system.se_play($data_system.decision_se)
          # 効果範囲が味方の場合
          if @item.scope >= 3
            # ターゲットウィンドウをアクティブ化
            @item_window.active = false
            @target_window.x = (@item_window.index + 1) % 2 * 304
            @target_window.visible = true
            @target_window.active = true
            # 効果範囲 (単体/全体) に応じてカーソル位置を設定
            if @item.scope == 4 || @item.scope == 10
              @target_window.index = -1
            else
              @target_window.index = 0
            end
          # 効果範囲が味方以外の場合
          else
            # コモンイベント ID が有効の場合
            if @item.common_event_id > 0
              # コモンイベント呼び出し予約
              $game_temp.common_event_id = @item.common_event_id
              # アイテムの使用時 SE を演奏
              $game_system.se_play(@item.menu_se)
              # 消耗品の場合
              if @item.consumable
                # 使用したアイテムを 1 減らす
                $game_party.lose_item(@item.id, 1)
                # アイテムウィンドウの項目を再描画
                @item_window.draw_item(@item_window.index)
              end
              # マップ画面に切り替え
              $scene = Scene_Map.new
              return
            end
          end
          return
        end
      end
      
      #--------------------------------------------------------------------------
      # ● フレーム更新 (ターゲットウィンドウがアクティブの場合)
      #--------------------------------------------------------------------------
      def update_target
        # B ボタンが押された場合
        if Input.trigger?(Input::B)
          # キャンセル SE を演奏
          $game_system.se_play($data_system.cancel_se)
          # アイテム切れなどで使用できなくなった場合
          unless $game_party.item_can_use?(@item.id)
            # アイテムウィンドウの内容を再作成
            @item_window.refresh
          end
          # ターゲットウィンドウを消去
          @item_window.active = true
          @target_window.visible = false
          @target_window.active = false
          return
        end
        # C ボタンが押された場合
        if Input.trigger?(Input::C)
          # アイテムを使い切った場合
          if $game_party.item_number(@item.id) == 0
            # ブザー SE を演奏
            $game_system.se_play($data_system.buzzer_se)
            return
          end
          # ターゲットが全体の場合
          if @target_window.index == -1
            # パーティ全体にアイテムの使用効果を適用
            used = false
            for i in $game_party.actors
              used |= i.item_effect(@item)
            end
          end
          # ターゲットが単体の場合
          if @target_window.index >= 0
            # ターゲットのアクターにアイテムの使用効果を適用
            target = $game_party.actors[@target_window.index]
            used = target.item_effect(@item)
          end
          # アイテムを使った場合
          if used
            # アイテムの使用時 SE を演奏
            $game_system.se_play(@item.menu_se)
            # 消耗品の場合
            if @item.consumable
              # 使用したアイテムを 1 減らす
              $game_party.lose_item(@item.id, 1)
              # アイテムウィンドウの項目を再描画
              @item_window.draw_item(@item_window.index)
            end
            # ターゲットウィンドウの内容を再作成
            @target_window.refresh
            # 全滅の場合
            if $game_party.all_dead?
              # ゲームオーバー画面に切り替え
              $scene = Scene_Gameover.new
              return
            end
            # コモンイベント ID が有効の場合
            if @item.common_event_id > 0
              # コモンイベント呼び出し予約
              $game_temp.common_event_id = @item.common_event_id
              # マップ画面に切り替え
              $scene = Scene_Map.new
              return
            end
          end
          # アイテムを使わなかった場合
          unless used
            # ブザー SE を演奏
            $game_system.se_play($data_system.buzzer_se)
          end
          return
        end
      end
    end

    Code:
    #==============================================================================
    # ■ Window_Item
    #------------------------------------------------------------------------------
    #  アイテム画面、バトル画面で、所持アイテムの一覧を表示するウィンドウです。
    #==============================================================================
    
    class Window_Item < Window_Selectable
      #--------------------------------------------------------------------------
      # ● オブジェクト初期化
      #--------------------------------------------------------------------------
      def initialize
        super(175, 12, 292, 200)
        @column_max = 1
        refresh
        self.index = 0
        self.opacity = 0
        self.back_opacity = 0
        # 戦闘中の場合はウィンドウを画面中央へ移動し、半透明にする
        if $game_temp.in_battle
          self.y = 0
          self.height = 0
          super(175, 12, 292, 195)
        @column_max = 1
        refresh
        self.index = 0
          
      end
    end
    
      #--------------------------------------------------------------------------
      # ● アイテムの取得
      #--------------------------------------------------------------------------
      def item
        return @data[self.index]
      end
      #--------------------------------------------------------------------------
      # ● リフレッシュ
      #--------------------------------------------------------------------------
      def refresh
        if self.contents != nil
          self.contents.dispose
          self.contents = nil
        end
        @data = []
        # アイテムを追加
        for i in 1...47
          if $game_party.item_number(i) > 0
            @data.push($data_items[i])
          end
        end
        # 戦闘中以外なら武器と防具も追加
        unless $game_temp.in_battle
          for i in 1...$data_weapons.size
            if $game_party.weapon_number(i) > 0
              @data.push($data_weapons[i])
            end
          end
          for i in 1...$data_armors.size
            if $game_party.armor_number(i) > 0
              @data.push($data_armors[i])
            end
          end
        end
      
        @item_max = @data.size
        if @item_max > 0
          self.contents = Bitmap.new(width-32, row_max * 32) 
          self.contents.font.name = $fontface
          self.contents.font.size = $fontsize
          for i in 0...@item_max
            draw_item(i)
          end
        end
      end
      def draw_item(index)
        item = @data[index]
        case item
        when RPG::Weapon
          number = $game_party.weapon_number(item.id)
        end
        if item.is_a?(RPG::Item) and
           $game_party.item_can_use?(item.id)
          self.contents.font.color = normal_color
        else
          self.contents.font.color = disabled_color
        end
        x = 12 + index % 2 * (0 + 0)
        y = index /-1 * -32
        rect = Rect.new(x, y, self.width / @column_max - 100,100)
        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)
        self.contents.draw_text(x + 200, y, 30, 32, ":", 1)
        self.contents.draw_text(x + 200, y, 40, 32, number.to_s, 2)
      end
      #--------------------------------------------------------------------------
      # ● ヘルプテキスト更新
      #--------------------------------------------------------------------------
      def update_help
        @help_window.set_text(self.item == nil ? "" : self.item.description)
      end
    end
     
    215
    Posts
    18
    Years
    • Seen Jan 12, 2024
    OverTheBelow said:
    I'm really puzzeled.

    Please can someone tell me how to let you through if you have atleast 1 pokemon, and not let you through when you don't?

    Thanks tons

    Please can somebody help...
     

    Budgie_boy

    A bold new journey awaits
    586
    Posts
    19
    Years
  • Create an event, call it whatever you like.
    Make a conditional branch saying:

    if "pokemon" = >0
    the proceed with movement
    else
    "other actions"

    This is a basic formula style NOT RGSS!
    the things in "" you need to make yourself!

    Hope this has helped.
     

    [_DarkDragon_]

    FireDance Trainer
    836
    Posts
    19
    Years
  • create a variable to hold a boolean value, when you are in a battle turn the variable to true and when you leave the battle turn it to false, then make a conditional branch for the bag system so that it returns to the battle if the variable is true or to the menu if it's not :)
     

    Blizzy

    me = Scripter.new("Noob")
    492
    Posts
    19
    Years
  • [_DarkDragon_] said:
    create a variable to hold a boolean value, when you are in a battle turn the variable to true and when you leave the battle turn it to false, then make a conditional branch for the bag system so that it returns to the battle if the variable is true or to the menu if it's not :)
    i think it's in the battle.
    because in the battle Scene_Item isn't called.
    it should be in something like Scene Battle, update_phase3_item_select
     

    Minorthreat0987

    Pokemon Tellurium
    462
    Posts
    18
    Years
    • Seen Jan 28, 2021
    does anybody have an idea about how to make a bag show how much of a certaint item you have.....i have my bag displaying a number but the number is Zero...all the tiem it never changes...any ideas on how to fix this?

    Thanks in advance
     

    Blizzy

    me = Scripter.new("Noob")
    492
    Posts
    19
    Years
  • [NoLeAfCloVeR0987] said:
    does anybody have an idea about how to make a bag show how much of a certaint item you have.....i have my bag displaying a number but the number is Zero...all the tiem it never changes...any ideas on how to fix this?

    Thanks in advance
    here's how i did it in my version
    Code:
        for i in 1...$data_items.size
          if $game_party.item_number(i) > 0
            item =  $data_items[i]
            # element id is the attribute in the database
            if item != nil and (item.element_set.include?(Element_ID))
              @data.push($data_items[i])
            end
          end
        end
    there should be something similiar in Window_Item, that should be replaced with this.
     

    Flameguru

    Pokemon: Metallic Silver
    517
    Posts
    18
    Years
    • Seen May 4, 2024
    is it this that u replace?

    Code:
    for i in 1...47
          if $game_party.item_number(i) > 0
            @data.push($data_items[i])
          end
        end
     

    Minorthreat0987

    Pokemon Tellurium
    462
    Posts
    18
    Years
    • Seen Jan 28, 2021
    Flameguru said:
    is it this that u replace?

    Code:
    for i in 1...47
          if $game_party.item_number(i) > 0
            @data.push($data_items[i])
          end
        end
    no its not that i figured it out....BTW that controles what goes into what poket of the bag.........

    to make it work you have to replace this
    Code:
    self.contents.draw_text(x + 28, y, 212, 32, item.name, 0)
        self.contents.draw_text(x + 200, y, 16, 32, "x", 2)
        self.contents.font.color = normal_color
        self.contents.draw_text(100, 0, 0, 0, number.to_s, 2)

    with this
    Code:
     self.contents.draw_text(x + 28, y, 212, 32, item.name, 0)
        self.contents.draw_text(x + 200, y, 30, 32, "x", 1)
        self.contents.draw_text(x + 200, y, 40, 32, number.to_s, 2)

    and replace this

    Code:
        when RPG::Item
          number = $game_party.weapon_number(item.id)

    with this
    Code:
        when RPG::Item
          number = $game_party.item_number(item.id)
     
    Last edited by a moderator:

    shadowmastermarcus

    Shadow Lord =P
    125
    Posts
    18
    Years
    • Seen Jul 31, 2007
    dan48, have the second pokemon "invisible" by right clicking it in Monster Group
    make a monster that has a blank graphic, now go to the attribute tab.
    on the left there is A B C D and E
    for evry attribute make E 0%
    now, back to that monster make its attribute resistances all E so if thw person attacks it, nothing happens.
    now in monster tab, put it in the monster group where you want the sending out thing.
    Make a new page down the bottom
    Trigger: [Pokemon] Hp = 0 +0% then
    force flee [pokemon]
    show message [Cooltrainer](or whatever)
    sends out (new name of pokemon)
    show hidden monster: The hidden one you hi at the start

    tell me if this is confusing
     

    Budgie_boy

    A bold new journey awaits
    586
    Posts
    19
    Years
  • Hi all, another question but easier this time.

    Is there a rule about the level of detail each requestee needs to make?

    If not, Could I make a rule, It will make it easier to answer the questions that people have...



    The rule:

    Those who post a question MUST include (when possible):
    A screenshot of the problem;
    what the steps were that made the problem;
    A good layout of text so that it is easy to understand;
    And what EXACTLY the screen says when the error occurs.


    It's jus that, I've looked over the whole thing and it's noobs who give bad detail who ask for help and it gets clogged up on this thread.
    Which means that people who have very important questions sometimes don't get their questions answered.
     
    245
    Posts
    19
    Years
    • Age 34
    • Seen Aug 5, 2022
    Hi I have a few questions all are related to RMXP

    1. How do I do random encounters on certain tiles with events or scrip
    2. How do I make the font appear
    3. Would it be possible for some one to either write or direct me to a place that has a bag system tutorial, A PKMN Battle System Tutorial and a Menu Tutorial

    before you say anything about the Starter Kit yes I did Download it and it has been wonderful thanks to the creator
     

    Flameguru

    Pokemon: Metallic Silver
    517
    Posts
    18
    Years
    • Seen May 4, 2024
    axlefoley, here are the answers to ur questions:
    1.) Make a conditional branch event
    2.) Put the RS font in the windows fonts folder
    3.) Use blizzy's starterkit and then PM me, and i can add you the bag system:D
     

    Minorthreat0987

    Pokemon Tellurium
    462
    Posts
    18
    Years
    • Seen Jan 28, 2021
    okay... i need to knwo how to change the font color in RMXP but only for the battles....liek when you get into a battle i want the font to be white but when you get out of battle i want the font back to the normal pokemon color (i am useing blizzys starter kit if that helps at all)
     

    Blizzy

    me = Scripter.new("Noob")
    492
    Posts
    19
    Years
  • axlefoley said:
    Hi I have a few questions all are related to RMXP

    1. How do I do random encounters on certain tiles with events or scrip
    2. How do I make the font appear
    3. Would it be possible for some one to either write or direct me to a place that has a bag system tutorial, A PKMN Battle System Tutorial and a Menu Tutorial

    before you say anything about the Starter Kit yes I did Download it and it has been wonderful thanks to the creator
    1. do this with events
    Code:
    <>variable [x:random] = rand(6)
    <>branch if var [x:random] == 3
      <> make encounter
    :end
    2.add this in the script editor:
    Code:
    Font.default_name = "Font_name"
    3. try GamingWorld for toturials

    [NoLeAfCloVeR0987] said:
    okay... i need to knwo how to change the font color in RMXP but only for the battles....liek when you get into a battle i want the font to be white but when you get out of battle i want the font back to the normal pokemon color (i am useing blizzys starter kit if that helps at all)
    in Window_Message def update add:
    Code:
    if $game_temp.in_battle
    self.contents.font.color = Color.new(r,g,b,a)
    else
    self.contents.font.color = normal_color
    end
     

    Minorthreat0987

    Pokemon Tellurium
    462
    Posts
    18
    Years
    • Seen Jan 28, 2021
    Blizzy i did that and i got an error that read

    "?????'Window_Message*' ? 210 ??? NameError ????????
    undifined local variable or method 'r' for #<Window_Message:0x70af0f0>"

    what in the world does that mean?
     
    2,273
    Posts
    18
    Years
  • I neeed help On RM2K3.

    I need to know how to get a smaller gamescreen so the graphics look better. (i want the graphics to look likt the graphics on the map editor.)

    How to make a background that works. i have amde various backgrounds and save in png format and other formats but it still won't work.
     
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