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Help and Request Thread

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All of these I need for RPG Maker 2003.

I need this turned into a Chipset:

[PokeCommunity.com] Help and Request Thread


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) :


[PokeCommunity.com] Help and Request Thread
[PokeCommunity.com] Help and Request Thread



I also want this for a Chipset:
[PokeCommunity.com] Help and Request Thread


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

[PokeCommunity.com] Help and Request Thread

[PokeCommunity.com] Help and Request Thread

[PokeCommunity.com] Help and Request Thread


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
 
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.
 
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.
 
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
 
[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
 
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:
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.
 
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?
 
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
 
Dunsparce said:
Okay. Are you able to convert my 3 Chipsets to BMP or PNG images that can work without any discoloring?

ummm........ they are already PNG.
 
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!
 
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?
 
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