Batesymon
Tuesday!
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- Posts
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- Age 31
- In a crummy world full of plot holes and spelling
- Seen Mar 20, 2006
I'll ask it again. Has anyone got those Charsets?Batesymon said:Has anyone got any charsets from the show "House"?
I'll ask it again. Has anyone got those Charsets?Batesymon said:Has anyone got any charsets from the show "House"?
can i ask you people againMasaXGPMat said:ok i need help
how do i put the pokedex option, pokemon party, and make the bag option work on the menu and how to have more than 1 pokemon and use more than 1 pokemon in battle eg: i send out pikachu and it faints now i need to send out my second,and also when someone helps me out with the pokedex and pokemon party can they help me with the stats page but you can do bit at a time.
Latias Tamer said:um i need major help. i just downloaded RPG MAKER XP and i am trying to make a pokemon game but all i can do is make some weird rpg. also i put some random stuff that came with it on the map but all the trees and tents have a square white backgoround look;
http://img406.imageshack.us/my.php?image=rgfyuj3rd.png
Var Oper: [10-11] set 40
Branch if Var [0010 - enemy HP] is 0
Message: Enemy Pokemon fainted!!!
Else Handler
Loop
Branch if switch [0005- which turn] is ON
Call event: Your Turn
Brach if Var [0010 - enemy HP] is 0
Message: Enemy Pokemon fainted!!!
Else Handler
Call event: Their turn
Brach if Var [0010 - your HP] is 0
Message: Your Pokemon fainted!!!
Else handler
End
End
Else handler
End
End loop
End
Blizzy said:i'm working on this ^^
i have it so, when you press A,
you go to the map, and F1 it goes to your menu.
i changed:Code:code
into:Code:code
Code:code
Var Oper: [10-11] set 40
Branch if Var [0010 - enemy HP] is 0
Message: Enemy Pokemon fainted!!!
Else Handler
Loop
Branch if switch [0005- which turn] is ON
Call event: Your Turn
Brach if Var [0010 - enemy HP] is 0
Message: Enemy Pokemon fainted!!!
Else Handler
Call event: Their turn
Brach if Var [0010 - your HP] is 0
Message: Your Pokemon fainted!!!
Else handler
End
End
Else handler
End
End loop
End
i think you should make it like this:Cursed said:I hate to bug anyone, but can anyone help with my CBS? I can't get the following code to execute:
# create a loop
#> hero turn
#> check for enemy hp
#> if 0, summon other enemy / end battle
#> enemy turn
#> check for hero hp
#> if 0, summon other pokemon / return to center
if var hero.speed [is bigger then ] var enemy.speed
# hero attack
else
# enemy attack
end
Blizzy said:i'm working on this ^^
i have it so, when you press A,
you go to the map, and F1 it goes to your menu.
Code:# when you press the key on the map, the menu opens. # it should be key [A] by default class Scene_Map alias update_old update def update # the key that's pressed to go to this menu if Input.trigger?(Input::Z) #$game_system.se_play($data_system.pokeselect_se) $scene = Scene_BudgieItem.new end update_old end end class Scene_BudgieItem #--------------------------------------------------------------------------------------------- # Customised menu by budgie # This is meant to work with the Keyboard script for Starter Kit #--------------------------------------------------------------------------------------------- def main s1 = "Items" s2 = "TMs/HMs" s3 = "Key Items" s4 = "Accessories" s5 = "Berry Pouch" s6 = "Powder Pouch" # put the menu-commands in a variable commands = [s1,s2,s3,s4,s5,s6] # and execute the menu @command_window = Window_Command.new(240,commands) @command_window.x = 16 @command_window.y = 16 @command_window.z = 999999 @spriteset = Spriteset_Map.new # loops the scene, so graphics, input and the method 'update' are updated. Graphics.transition loop do Graphics.update Input.update update if $scene != self break end # end of if statement end # end of loop Graphics.freeze @command_window.dispose @spriteset.dispose end # end of method['main'] # update method def update @command_window.update @spriteset.update # checks if key [C] is pressed if Input.trigger?(Input::C) $game_variables[3] = (@command_window.index + 1) end # end of if statement # checks if key [X] is pressed if Input.trigger?(Input::B) $game_variables[3] = 0 $scene = Scene_Map.new end # end of if statement end # end of method['update'] end # end of class
i changed:
into:Code:if Input.trigger?(Input::C) case @command_window.index when 0 $game_system.se_play($data_system.decision_se) $game_variables [3] = 1 when 1 $game_system.se_play($data_system.decision_se) $game_variables [3] = 2 when 2 $game_system.se_play($data_system.decision_se) $game_variables [3] = 3 when 3 $game_system.se_play($data_system.decision_se) $game_variables [3] = 4 when 4 $game_system.se_play($data_system.decision_se) $game_variables [3] = 5 when 5 $game_system.se_play($data_system.decision_se) $game_variables [3] = 6 when 6 $game_system.se_play($data_system.decision_se) $game_variables [3] = 7 end end
if you want the with this code:Code:# checks if key [C] is pressed if Input.trigger?(Input::C) $game_variables[3] = (@command_window.index + 1) end # end of if statement
it should be:Code:case @command_window.index
Code:case @command_window.commands[@command_window.index]