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Help and Request Thread

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Dunsparce

The Land Snake Pokemon
1,248
Posts
18
Years
    • Seen Jan 1, 2023
    All of these I need for RPG Maker 2003.

    I need this turned into a Chipset:

    ecruteakcity7gt.png


    And I want this to be two Chipsets. One is with all the Icy stuff and the Vase, Statue, and Japanese inspired objects and building to be in another (Note: DO NOT USE THE RED AND BLUE ROOFED BUILDINGS IN THE SECOND CHIPSET) :


    completejohto4yhk5tj.png
    PokemonCenter.png



    I also want this for a Chipset:
    dojo.png


    I need these Horrible Chipsets I Edited Reformatted to work in RPG Maker 2003 because when I change their format, they get discolored:

    Japan.png

    Mart2.png

    untitled.png


    A Chipset for Seafoam Islands AND Icefall Cave (Including the sliding Ice and the Cracking Ice)
    -A FR/LG Gym Interior Chipset
    -A route chipset with the Tanoby Ruin Exterior
    -An Interior Chipset of the Tanoby Ruins
    -A FR/LG Trainer Tower Exterior Chipset
    -A FR/LG Trainer Tower Interior Chipset
    -A Chipset for the houses that connect towns (You know, like the ones that lead out of Fushia and Safferon)
    -A Silph CO. Interior Chipset
    -A Pokemon Tower Interior Chipset
    -A Sevii Island Towns Chipset.
    -A Chipset for the Minigame house Interior
    -A Cerulean Cave Chipset.
    -A Victory Road Chipset Both
    -A Chipset for the all Routes in front of the Pokemon Luege HQ and Victory Road
    -A Pewter City Museum Interior Chipset
    -A Battle Arena Interior Chipset
     

    Demonic Budha

    semi-good RMXPer (not script)
    192
    Posts
    18
    Years
  • A Chipset for Seafoam Islands AND Icefall Cave (Including the sliding Ice and the Cracking Ice)
    -A FR/LG Gym Interior Chipset
    -A route chipset with the Tanoby Ruin Exterior
    -An Interior Chipset of the Tanoby Ruins
    -A FR/LG Trainer Tower Exterior Chipset
    -A FR/LG Trainer Tower Interior Chipset
    -A Chipset for the houses that connect towns (You know, like the ones that lead out of Fushia and Safferon)
    -A Silph CO. Interior Chipset
    -A Pokemon Tower Interior Chipset
    -A Sevii Island Towns Chipset.
    -A Chipset for the Minigame house Interior
    -A Cerulean Cave Chipset.
    -A Victory Road Chipset Both
    -A Chipset for the all Routes in front of the Pokemon Luege HQ and Victory Road
    -A Pewter City Museum Interior Chipset
    -A Battle Arena Interior Chipset


    Do you need these or are you listing what you have in the pics.
     

    Dunsparce

    The Land Snake Pokemon
    1,248
    Posts
    18
    Years
    • Seen Jan 1, 2023
    Demonic Budha said:
    Do you need these or are you listing what you have in the pics.

    What I want.

    I mostly want the Seafoam Islands/Ice Fall Cave, Battle Arena Interior, and both interior and exterior of Tanoby Ruins.

    The ones with Pictures are my top priorities, too.
     

    Demonic Budha

    semi-good RMXPer (not script)
    192
    Posts
    18
    Years
  • At the moment i am working on the seafoam Is, and Diglett cave.
    If you want while im getting the cave i can get the rest of that stuff too.
    But i dont know the size and stuff for RM2K3 so ill post them in RMXP
    format into the resource thread (as like my dojo tiles) and possibly someone else can convert them for you.

    If ya like.
     
    245
    Posts
    19
    Years
    • Age 34
    • Seen Aug 5, 2022
    Blizzy said:
    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


    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


    I meant the fonts are white how do I change the colour of them sorry for not being clear
     

    Blizzy

    me = Scripter.new("Noob")
    492
    Posts
    19
    Years
  • [NoLeAfCloVeR0987] said:
    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?
    you should replace the r,g,b,a with numbers!
    axlefoley said:
    I meant the fonts are white how do I change the colour of them sorry for not being clear
    try
    Code:
    self.contents.font.color = Color.new(red, green, blue, alpha)
    replace the words in the ( ) by numbers
     

    Minorthreat0987

    Pokemon Tellurium
    462
    Posts
    18
    Years
    • Seen Jan 28, 2021
    can someone help me figure out why this script will only work if you have a item....like if you bag is empty it doesnt work you get an error and it closes the game

    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, 3, 292, 209)
        @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
          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::Item
          number = $game_party.item_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))
        opacity = self.contents.font.color == normal_color ? 255 : 128
        self.contents.draw_text(x + 10, 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)
      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

    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_Help3.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")
        
        @icon = Sprite.new
        @icon.bitmap = RPG::Cache.icon(@item_window.item.icon_name)
        @icon.x = 15
        @icon.y = 245
        @icon.z = 99999
        @icon.zoom_x = 2
        @icon.zoom_y = 2
    
        # 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
        @icon.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
        @icon.update
        @icon.bitmap = RPG::Cache.icon(@item_window.item.icon_name)
        # 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
    the error reads as below (first pic)

    then when i start a new game i get the seconf error pic.
     
    Last edited:
    245
    Posts
    19
    Years
    • Age 34
    • Seen Aug 5, 2022
    Blizzy said:
    you should replace the r,g,b,a with numbers!

    try
    Code:
    self.contents.font.color = Color.new(red, green, blue, alpha)
    replace the words in the ( ) by numbers

    where should I put that what part of which script
     

    Budgie_boy

    A bold new journey awaits
    586
    Posts
    19
    Years
  • Hi all (again), 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.
     

    Dunsparce

    The Land Snake Pokemon
    1,248
    Posts
    18
    Years
    • Seen Jan 1, 2023
    Demonic Budha said:
    At the moment i am working on the seafoam Is, and Diglett cave.
    If you want while im getting the cave i can get the rest of that stuff too.
    But i dont know the size and stuff for RM2K3 so ill post them in RMXP
    format into the resource thread (as like my dojo tiles) and possibly someone else can convert them for you.

    If ya like.

    Okay. Are you able to convert my 3 Chipsets to BMP or PNG images that can work without any discoloring?
     
    29
    Posts
    18
    Years
    • Seen Apr 11, 2009
    ummm i'm not totally sure i can post this but can anybody post some code lyoko char sets
    mm only reason i'm not sure i can ask that is because well the rules don't make much sence to me
     
    7
    Posts
    18
    Years
    • Seen Jan 13, 2006
    Hello everybody!
    I have a problem; I haven't found any pok?dex or bag system to use in my game!
    Have you got a script for those two things or just for one of them???
    Thank you in advance for your reply!
     
    7
    Posts
    18
    Years
    • Seen Jan 13, 2006
    I'm using RMXP, and I already have the starter kit, but those two things aren't there!
    Anyway, I, finally, have a bag system.
    Now I need a map system. How can the map show my position?
    Is there a script for this?
     

    Dunsparce

    The Land Snake Pokemon
    1,248
    Posts
    18
    Years
    • Seen Jan 1, 2023
    Demonic Budha said:
    ummm........ they are already PNG.

    Yes, but RM2K3 won't let me use them. So far the only format it's worked as is 256 Color Bitmap, but changing them to that makes it dicolored. for some reason 24 Color Bitmap and 16 Color Bitmap just won't work >_<
     
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