Help and Request Thread

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I need help with this script in RMXP

Ok well heres the picture of the error i need fixed(below)

[PokeCommunity.com] Help and Request Thread

and heres the script that makes this the level up box appear(BTW i didnt write the script, i got it off of the forums at rmxp.net..credit goes to "illustrationism")
Code:
#================================================
# ====Create a new script above main and put all that code in it. ======
#================================================
#
#
#
#
#
# Window_BattleStatus
#
#?????? XRXS_BP10. LEVEL UP!?\?͏㏸?\???E?B???h?E plus! ??????
# by ???? ?ݓy
#
# ?v?FXRXS.RGSS???ǃJ?X?^?}?C?Y
#
#
#Script found at https://f26.aaa.livedoor.jp/~xxms/RPGXP_XRXS_BP10.htm
#Modified by Sutebe-san
#
#
#==============================================================================
# ? ?J?X?^?}?C?Y?|?C???g
#==============================================================================
class Scene_Battle
LEVEL_UP_SE = "" # ???x???A?b?vSE?B""?Ŗ????B
LEVEL_UP_ME = "Audio/ME/PkmRS-LevelUp" # ???x???A?b?vME
end
class Window_SkillLearning < Window_Base
SKILLLEARN_SE = "Audio/SE/106-Heal02" # ?X?L???K??SE?B
end
#==============================================================================
# ?? Window_LevelUpWindow
#------------------------------------------------------------------------------
# ?@?o?g???I?????A???x???A?b?v?????ꍇ?ɃX?e?[?^?X??\??????E?B???h?E?ł??B
#==============================================================================
class Window_LevelUpWindow < Window_Base
#--------------------------------------------------------------------------
# ?? ?I?u?W?F?N?g??????
#--------------------------------------------------------------------------
def initialize(x, y, actor, last_lv, up_hp, up_sp, up_str, up_dex, up_agi, up_int)
# super(x, y, 160, 192)
super(x-x, y-64, 160, 192+64)

self.contents = Bitmap.new(width - 32, height - 32)
self.visible = false
self.back_opacity = 400
refresh(actor, last_lv, up_hp, up_sp, up_str, up_dex, up_agi, up_int)
end
#--------------------------------------------------------------------------
# ?? ???t???b?V??
#--------------------------------------------------------------------------
def refresh(actor, last_lv, up_hp, up_sp, up_str, up_dex, up_agi, up_int)
self.contents.clear
self.contents.font.color = system_color
self.contents.font.size = 20
self.contents.font.name = $fontface
self.contents.draw_text( 20, 0, 160, 24, "LEVEL UP!!")
self.contents.font.size = 20
self.contents.font.name = $fontface
self.contents.draw_text( 0, 28+64, 160, 24, $data_system.words.hp)
self.contents.draw_text( 0, 50+64, 160, 24, $data_system.words.sp)
self.contents.font.size = 20
self.contents.font.name = $fontface
self.contents.draw_text( 0, 0+64, 80, 24, "Level")
self.contents.draw_text( 0, 72+64, 80, 24, $data_system.words.str[0,3])
self.contents.draw_text( 0, 94+64, 80, 24, $data_system.words.dex[0,3])
self.contents.draw_text( 0, 116+64, 80, 24, $data_system.words.agi[0,3])
self.contents.draw_text( 0, 138+64, 80, 24, $data_system.words.int[0,3])
self.contents.draw_text(76, 0+64, 128, 24, "=")
self.contents.draw_text(76, 28+64, 128, 24, "=")
self.contents.draw_text(76, 50+64, 128, 24, "=")
self.contents.draw_text(76, 72+64, 128, 24, "=")
self.contents.draw_text(76, 94+64, 128, 24, "=")
self.contents.draw_text(76, 116+64, 128, 24, "=")
self.contents.draw_text(76, 138+64, 128, 24, "=")
self.contents.font.size = 20
self.contents.font.color = normal_color
self.contents.draw_text( 0, 0+64, 72, 24, "+" + (actor.level-last_lv).to_s, 2)
self.contents.draw_text( 0, 28+64, 72, 24, "+" + up_hp.to_s, 2)
self.contents.draw_text( 0, 50+64, 72, 24, "+" + up_sp.to_s, 2)
self.contents.draw_text( 0, 72+64, 72, 24, "+" + up_str.to_s, 2)
self.contents.draw_text( 0, 94+64, 72, 24, "+" + up_dex.to_s, 2)
self.contents.draw_text( 0, 116+64, 72, 24, "+" + up_agi.to_s, 2)
self.contents.draw_text( 0, 138+64, 72, 24, "+" + up_int.to_s, 2)
self.contents.font.size = 20
self.contents.font.name = $fontface
self.contents.draw_text( 0, 0+64, 128, 24, actor.level.to_s, 2)
self.contents.draw_text( 0, 26+64, 128, 24, actor.maxhp.to_s, 2)
self.contents.draw_text( -40, 26, 128, 24, actor.name, 2)
self.contents.draw_text( 0, 48+64, 128, 24, actor.maxsp.to_s, 2)
self.contents.draw_text( 0, 70+64, 128, 24, actor.str.to_s, 2)
self.contents.draw_text( 0, 92+64, 128, 24, actor.dex.to_s, 2)
self.contents.draw_text( 0, 114+64, 128, 24, actor.agi.to_s, 2)
self.contents.draw_text( 0, 136+64, 128, 24, actor.int.to_s, 2)
end
end
#==============================================================================
# ?? Window_SkillLearning
#------------------------------------------------------------------------------
# ?@???x???A?b?v???ȂǂɃX?L?????K???????ꍇ?ɂ????\??????E?B???h?E?ł??B
#==============================================================================
class Window_SkillLearning < Window_Base
#--------------------------------------------------------------------------
# ?? ???J?C???X?^???X?ϐ?
#--------------------------------------------------------------------------
attr_reader :learned # ?X?L?????K?????????ǂ???
#--------------------------------------------------------------------------
# ?? ?I?u?W?F?N?g??????
#--------------------------------------------------------------------------
def initialize(class_id, last_lv, now_lv)
super(160, 64-32, 320, 64)

self.contents = Bitmap.new(width - 32, height - 28) # ?킴?Ɓ???\??
self.visible = false
self.back_opacity = 160
@learned = false
refresh(class_id, last_lv, now_lv)
end
#--------------------------------------------------------------------------
# ?? ???t???b?V??
#--------------------------------------------------------------------------
def refresh(class_id, last_lv, now_lv)
for i in 0...$data_classes[class_id].learnings.size
learn_lv = $data_classes[class_id].learnings[i].level
# ????̃??x???A?b?v?͈͂ŏK??????X?L???̏ꍇ
if learn_lv > last_lv and learn_lv <= now_lv
@learned = true
# SE?̍Đ?
if SKILLLEARN_SE != ""
Audio.se_play(SKILLLEARN_SE)
end
# ?e?`??
skill_name = $data_skills[$data_classes[class_id].learnings[i].skill_id].name
self.contents.clear
self.contents.font.name = $fontface
self.contents.draw_text(0,0,448,32, skill_name + " learned !!")
self.visible = true
# ???C?????[?v
loop do
# ?Q?[????ʂ??X?V
Graphics.update
# ???͏????X?V
Input.update
# ?t???[???X?V
update
# ??ʂ??؂?ւ?????烋?[?v?𒆒f
if @learned == false
break
end
end
# ???C?????[?v?????܂?
end
end
end
#--------------------------------------------------------------------------
# ?? ?t???[???X?V
#--------------------------------------------------------------------------
def update
# C ?{?^?????????ꂽ?ꍇ
if Input.trigger?(Input::C)
@learned = false
self.visible = false
end
end
end
#==============================================================================
# ?? Window_BattleStatus
#==============================================================================
class Window_BattleStatus < Window_Base
#--------------------------------------------------------------------------
# ?? ?lj??E???J?C???X?^???X?ϐ?
#--------------------------------------------------------------------------
attr_accessor :level_up_flags # LEVEL UP!?\??
end
#==============================================================================
# ?? Scene_Battle
#==============================================================================
class Scene_Battle
#--------------------------------------------------------------------------
# ?? ?A?t?^?[?o?g???t?F?[?Y?J?n
#--------------------------------------------------------------------------
alias xrxs_bp10_start_phase5 start_phase5
def start_phase5
xrxs_bp10_start_phase5
# ?l?? EXP???擾
@exp_gained = battle_exp
# EXP ?l??????????
for i in 0...$game_party.actors.size
actor = $game_party.actors[i]
if actor.cant_get_exp? == false
last_level = actor.level
actor.exp -= @exp_gained
if actor.level < last_level
@status_window.level_up_flags[i] = false
end
end
end
# ?ݒ?
@exp_gain_actor = -1
# ???U???g?E?B???h?E??\??
@result_window.visible = true
end
#--------------------------------------------------------------------------
# ?? ?t???[???X?V (?A?t?^?[?o?g???t?F?[?Y)
#--------------------------------------------------------------------------
alias xrxs_bp10_update_phase5 update_phase5
def update_phase5
@level_up_phase_done = false if @level_up_phase_done != true
# C ?{?^?????????ꂽ?ꍇ
if Input.trigger?(Input::C)
# ?E?B???h?E??‚??Ď??̃A?N?^?[??
@levelup_window.visible = false if @levelup_window != nil
@status_window.level_up_flags[@exp_gain_actor] = false
@level_up_phase_done = phase5_next_levelup
end
if @level_up_phase_done
if @phase5_wait_count < 2
# ???U???g?E?B???h?E??visible=true?ł??s?Ž???
@result_window.opacity = 0
@result_window.back_opacity = 0
@result_window.contents_opacity = 0
end
# ?Ăі߂?
xrxs_bp10_update_phase5
# ???x???A?b?v???Ă???ꍇ?͋????o?g???I??
battle_end(0) if @levelup_window != nil and @phase5_wait_count <= 0
end
end
#--------------------------------------------------------------------------
# ?? ???̃A?N?^?[?̃??x???A?b?v?\????
#--------------------------------------------------------------------------
def phase5_next_levelup
begin
# ???̃A?N?^?[??
@exp_gain_actor += 1
# ?Ō?̃A?N?^?[?̏ꍇ
if @exp_gain_actor >= $game_party.actors.size
# ?A?t?^?[?o?g???t?F?[?Y?J?n
return true
end
actor = $game_party.actors[@exp_gain_actor]
if actor.cant_get_exp? == false
# ???݂̔\?͒l??ێ?
last_level = actor.level
last_maxhp = actor.maxhp
last_maxsp = actor.maxsp
last_str = actor.str
last_dex = actor.dex
last_agi = actor.agi
last_int = actor.int
# ?퓬?o???l?̍Ď擾
actor.exp += @exp_gained
# ????
if actor.level > last_level
# ???x???A?b?v?????ꍇ
@status_window.level_up(@exp_gain_actor)
# ???U???g?E?B???h?E??????
@result_window.visible = false
# SE?̍Đ?
if LEVEL_UP_SE != ""
Audio.se_play(LEVEL_UP_SE)
end
# ME?̍Đ?
if LEVEL_UP_ME != ""
Audio.me_stop
Audio.me_play(LEVEL_UP_ME)
end
# LEVEL-UP?E?B???h?E?̐ݒ?
actors_size = [$game_party.actors.size, 4].max
x_shift = 160 + (640 - 160*actors_size)/(actors_size - 1)
x = x_shift * @exp_gain_actor
y = 128
@levelup_window = Window_LevelUpWindow.new(x, y, actor, last_level,
actor.maxhp - last_maxhp, actor.maxsp - last_maxsp, actor.str - last_str,
actor.dex - last_dex, actor.agi - last_agi, actor.int - last_int)
@levelup_window.visible = true
# ?X?e?[?^?X?E?B???h?E?????t???b?V??
@status_window.refresh
# ?X?L???K???E?B???h?E?̐ݒ?
@skilllearning_window = Window_SkillLearning.new(actor.class_id, last_level, actor.level)
# ?E?F?C?g?J?E???g??ݒ?
@phase5_wait_count = 40
return false
end
end
end until false
end

def battle_exp
bexp = 0
# ???[?v
for enemy in $game_troop.enemies
# ?G?l?~?[???B???ԂłȂ??ꍇ
unless enemy.hidden
# ?l????lj?
bexp += enemy.exp
end
end
return bexp
end

end

i am using Blizzy's starter kitt so i am not sure if the error has to do with the script i posted or a script in Blizzy's Kitt.....so this prolly would have to be answered by Blizzy i dont know...but

thanks in advance if some one can help me

~Pokemon563~
 
can u explain what the error is?

if the error has to do with the layering
(eevee above the window)
you should add:
Code:
self.z = 9999999
 
Blizzy said:
can u explain what the error is?

if the error has to do with the layering
(eevee above the window)
you should add:
Code:
self.z = 9999999
yea thats the error i was talking about.....where do i put that coad anywhere in the script?
::Edit::
Nevermind i figured it out Thank you so much Blizzy
 
Last edited:
Tigt the Bandit said:
Hey, I'm looking for Game Boy Color Pokemon game resources, from Gold/Silver/Crystal. I already know about PokemonElite2000, I was hoping there would be other sites.

Thanks.


Just in case it was lost on the previous page.
 
where do u download RPG maker 2003? i want to start to make a game!
 
On RM2k3, two problems:
1. Error with name input.
2. How do I show the hero's name in text? (Like /n[001] in RMXP.)

*Edit* Never mind.
1. Was just buggy version of RM2k3.
2. Was using it wrong. \n[1] not /n[1].
 
Last edited:
I still need a reformatted Advance Johto Chipset that works in RPG Maker 2003!!!

I also need chipsets of these for 2003:

Sevii Islands Chipsets (Even the "Routes" and the Memorial Pillar and the Trainer Tower and the Dotted Hole and the Tanoby Ruins, ect.)

FR/LG Gym Inside Chipsets

Seafom Islands/Icefall Cave Chipsets (Including the sliding ice and the cracking Ice)

Trainer Tower (Inside including the roof) Chipset

A FR/LG Style Traditional Japanese Building Chipeset (From the XP Chipset including Tin Tower/ Burned Tower/ Strange Bell Thing)

Inside Chipset for the Japanse-Style Buildings

One or more of these would do.
 
Uh yeah, I'd like to request some sprites. Nothing big, just the anims for a few Pokemon.
I've seen so many custom Pokemon sprites that I feel I must ask;
Can someone make the walking sprites and stuff for the following Pokemon?

Sandshrew
Sandslash *
Larvitar

*I'd perfer the Sandslash ones first, or at all, since that'll be the main one I'm using.

A very big thanks to anyone who can help.
 
Last edited:
How do you make an hp bar show for the enemy during a battle. Please if someone knows could they answer. I really need this answered. Also an hp bar for your party member to.
 
ok so i just downloaded RM2K3 and it looks great! but i have one problem, when i put down terrain and stuff its from a game that looks like final fantasy or something like that. how do i get pokemon stuff so i can make a game? i downloaded a chipset and tried to import it didnt work. can some1 help me? TY!
 
The Pokemon Regal demo has a huge set of sprites and stuff.
It has a HP bar for your party member, but I don't remember seeing one for the enemy.
Sorry, my help is pretty useless.
 
i really need some1 to answer my question so i can start to make a sweet game!
 
Are you sure I can use that? Is the demo an open source or just a play demo because then I cant. Please does someone know how to do this.
How do you make an hp bar show for the enemy during a battle. Please if someone knows could they answer. I really need this answered. Also an hp bar for your party member to.
 
does anyone at all want to answer my question? its kinda urgent
 
Thank you!

Blizzy said:
i think you should try a parrallell proces, or an autostart event.
anyway, here's the syntax for moving in rgss.
Code:
$game_player.move_up
$game_player.move_down
$game_player.move_left
$game_player.move_right

**edit sorry for double posting, i noticed it too late**

This is for the player, what I meant was for an NPC to move.

It's just at mid-point through the game you get to pallet town and as soon as you get to the middle of town you see Ash coming out of his house, walking towards you. He stops and says "..." to you then goes down to Prof. Oaks lab to get his first pok?mon.
At this point as he enters the Lab and dissappears.
If you go into Prof. Oaks lab you'll see exactly the same thing that happened in Red/Green/Blue.
 
Budgie_boy said:
This is for the player, what I meant was for an NPC to move.

It's just at mid-point through the game you get to pallet town and as soon as you get to the middle of town you see Ash coming out of his house, walking towards you. He stops and says "..." to you then goes down to Prof. Oaks lab to get his first pok?mon.
At this point as he enters the Lab and dissappears.
If you go into Prof. Oaks lab you'll see exactly the same thing that happened in Red/Green/Blue.
i'm not sure how it's programmed, but you can try
Code:
$game_map.events(event_id).move_.....

i haven't done this myself, but i suggest using a autostart event triggered by a switch
 
Blizzy I have a problem. The battle backrounds I am putting in my game dont work and dont show. Its annoying! How do I fix this. And everytime I anint using the overworld tileset there is no battle backround. How do I fix this. Please could you tell me.

Edit###Figured out.
 
Last edited:
Hey blizzy, i have rpg maker 2003 and when i try to import a chip set, i see the display image of it but when i click import, it says invalid image size. the images are 288x256. i dont know if thats the right size or not but how do u downsize it? its the chipset that iu downloaded from here on the resource thread! i really need to know so i can start on my new game!
 
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