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Help and Request Thread

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Flameguru

Pokemon: Metallic Silver
  • 517
    Posts
    18
    Years
    • Seen Jun 13, 2024
    Ok, is this right? I added it to the very bottom of the script.or should i post wut you said into a Cal Script in an event..anyway..if it isnt, can you fix it and post it up? Thanks
    Code:
    #==============================================================================
    # ■ Sprite_Reflection
    # Based on Sprite_Mirror, Modified By: JmsPlDnl, rewritten entirely by Rataime
    #==============================================================================
    CATERPILLAR_COMPATIBLE = true
    
    class Game_Party
     attr_reader :characters
    end
    
    class Sprite_Reflection < RPG::Sprite
    
    attr_accessor :character
    
    def initialize(viewport=nil, character=nil,self_angle = 180)
      super(viewport)
      @character = character
      @self_angle=self_angle
      self.opacity=0
      @reflected=false
      @former=false
      @moving=false
      if $game_map.terrain_tag(@character.real_x/128,@character.real_y/128+1)==7
        @reflected=true
        @former=true
      end
      update
    end
    
    def update
      super
      if @tile_id != @character.tile_id or
         @character_name != @character.character_name or
         @character_hue != @character.character_hue
        @tile_id = @character.tile_id
        @character_name = @character.character_name
        @character_hue = @character.character_hue
        if @tile_id >= 384
          self.bitmap = RPG::Cache.tile($game_map.tileset_name,
            @tile_id, @character.character_hue)
          self.src_rect.set(0, 0, 32, 32)
          self.ox = 16
          self.oy = 32
        else
          self.bitmap = RPG::Cache.character(@character.character_name,
            @character.character_hue)
          @cw = bitmap.width / 4
          @ch = bitmap.height / 4
          self.ox = @cw / 2
          self.oy = @ch
        end
      end
      
      self.visible = (not @character.transparent)
      if @tile_id == 0
        sx = (@character.pattern) * @cw
        sy = (@character.direction - 2) / 2 * @ch
        if @character.direction== 6
              sy = ( 4- 2) / 2 * @ch
        end
        if @character.direction== 4
              sy = ( 6- 2) / 2 * @ch
       end
       if @character.direction != 4 and @character.direction != 6
             sy = (@character.direction - 2) / 2 * @ch
       end
      end
      
      self.x = @character.screen_x
      self.y = @character.screen_y-5
      @moving=!(@character.real_x%128==0 and @character.real_y%128==0)
      @[email protected]
      @rect=[sx, sy, @cw, @ch]
      if !(@moving)
        if $game_map.terrain_tag(@character.real_x/128,@character.real_y/128+1)==7 
          @reflected=true
          @former=true
        else
          @reflected=false  
          @former=false
        end
        
      else
          case @d
          
          when 2
          if $game_map.terrain_tag(@character.real_x/128,@character.real_y/128+2)==7
            @reflected=true
            if @former==false
              @offset = (@character.screen_y%32)*@ch/32
              @rect=[sx, sy, @cw, @offset]
              [email protected]_y-5
            end
          else
            @reflected=false  
          end
          
          when 4
          if $game_map.terrain_tag(@character.real_x/128,@character.real_y/128+1)!=7
            @offset = ((@character.screen_x-@cw/2)%32)*@cw/32
            @rect=[sx, sy, @offset, @ch]
            [email protected]_x
          else
            @reflected=true
            if @former==false
              @offset = ((@character.screen_x-@cw/2)%32)*@cw/32
              @rect=[sx+@offset, sy, @cw-@offset, @ch]
              [email protected]_x-@offset
            end
          end
          
          when 6
          if $game_map.terrain_tag(@character.real_x/128+1,@character.real_y/128+1)!=7
            @offset = ((@character.screen_x-@cw/2)%32)*@cw/32
            @rect=[sx+@offset, sy, @cw-@offset, @ch]
            [email protected]_x-@offset
          else
            @reflected=true
            if @former==false
              @offset = ((@character.screen_x-@cw/2)%32)*@cw/32
              @rect=[sx, sy, @offset, @ch]
              [email protected]_x
            end
          end
          
          when 8
          if $game_map.terrain_tag(@character.real_x/128,@character.real_y/128+2)==7
            @reflected=true
            if $game_map.terrain_tag(@character.real_x/128,@character.real_y/128+1)!=7
              @offset = (@character.screen_y%32)*@ch/32
              @rect=[sx, sy, @cw, @offset]
              [email protected]_y-5
            end
          else
            @reflected=false  
          end
          
          end
    
      end
      if @reflected
        self.opacity=128
      else
       @rect=[sx, sy, @cw, @ch]
       self.opacity=0
      end
      
      if $game_map.terrain_tag((@character.real_x+64)/128,@character.real_y/128+2)!=7
        if $game_map.terrain_tag((@character.real_x+64)/128,@character.real_y/128+2)!=7
          @rect[1]= @rect[1]+@ch/2
          @rect[3]= @rect[3]/2
          self.y = self.y - @ch/2
        else
          @reflected=false
        end
      end
      
      self.src_rect.set(@rect[0],@rect[1],@rect[2],@rect[3])
      
      @character.is_a?(Game_Player) ? self.z = 9 : self.z = 5
      self.blend_type = @character.blend_type
      self.bush_depth = @character.bush_depth
      if @character.animation_id != 0
        animation = $data_animations[@character.animation_id]
        animation(animation, true)
        @character.animation_id = 0
      end
    
      self.angle = @self_angle
    end
    end
    
    #===================================================
    # ▼ CLASS Sprite_Character edit
    #===================================================
    
    class Sprite_Character < RPG::Sprite
     alias reflect_initialize initialize
     
     def initialize(viewport, character = nil)
       @character = character
       @reflection = []
       super(viewport)
       if (character.is_a?(Game_Event) and character.list!=nil and character.list[0].code == 108 and character.list[0].parameters == ["r"])
        @reflection.push(Sprite_Reflection.new(viewport,@character))
       end
       if (character.is_a?(Game_Event) and character.list!=nil and character.list[0].code == 108 and character.list[0].parameters == ["hero_r"])
        @reflection.push(Sprite_Reflection.new(viewport,$game_player))
    #===================================================
    # ● Compatibility with fukuyama's caterpillar script
    #===================================================
    if CATERPILLAR_COMPATIBLE and $game_party.characters!=nil
    
     for member in $game_party.characters
       @reflection.push(Sprite_Reflection.new(viewport,member))
     end
    
    end
    #===================================================
    # ● End of the compatibility
    #===================================================
       end
       reflect_initialize(viewport, @character)
     end
     
     alias reflect_update update
     
     def update
      reflect_update
      if @reflection!=nil
        for reflect in @reflection
          reflect.update
        end
      end
     end
    if (character.is_a?(Game_Event) and character.list!=nil and character.list[0].code == 108 and character.list[0].parameters == ["hero_r"])
    @reflection.push(Sprite_Reflection.new(viewport,$g ame_player)) 
    end
    Btw...
    Code:
    if (character.is_a?(Game_Event) and character.list!=nil and character.list[0].code == 108 and character.list[0].parameters == ["hero_r"])
    @reflection.push(Sprite_Reflection.new(viewport,$g ame_player))
    <-----should the g be sepparated from the ame? You said it like this g ame...should it be game
     
    Last edited:

    Silon

    Amber for Ever!
  • 917
    Posts
    18
    Years
    • Seen Jul 30, 2016
    Well, it's not my choice to say, but the default RSE trees are 'kinda boring once you see them so much. So, I've decided to make my own! Feel free to use WITH credit. Do NOT alter in any way!
    Help and Request Thread
     

    Demonic Budha

    semi-good RMXPer (not script)
  • 192
    Posts
    19
    Years
    Hey guys/ladies
    Just got 2 quick Q's.
    1. Dose anyone have a Door animation, for when you walk out of a door. (and in)
    I though of a way to do it but lets just say that my skills with RMXP animation isnt that good.
    2. I am trying to implament the screen size change (resolution?) script into my game(from Enhanced Starter Kit(flame gurus)), but i get what i think are the nessasery scripts in the (window_base*, window_base**, resolution*) but when i put in the Resolution one and test i get an error on line eleven which is

    CENTER_X = ($width/2 - 16) * 4 # X coordinate in the center of the screen

    Which also means the line under it (which is for the Y axis) will also have the same problem.
    I will post the script in a Notepad file (as not to make unessacery scrolling)
    Also a pic of the error
     
    Last edited:

    pokemon programer

    Head of TerraByte Software
  • 55
    Posts
    18
    Years
    I get an error when I try to run the game
    in Resolution on line 53 failed to create bitmap
    here is what I have there
    @tilemap.tileset = RPG::Cache.tileset($game_map.tileset_name)
    It worked last night and I didn't edit the script ,or could someone tell me how to remove the resolution completely.
     
    Last edited:

    MR.GLITCH_KING

    ~ThaEmbacy~
  • 143
    Posts
    18
    Years
    • Seen Jul 3, 2008
    can someone plz tell me how to change the font color in the enhanced starterkit or the regular starterkit , i changed the windowskin but the font dosent look good in it if u can help thanks
    i would want it to look like white in the front and black as the shadow think plz and thank u
     

    pokemon500

    wanna learn how to use rpg
  • 180
    Posts
    18
    Years
    ok how do you make a hero go inside the house for xp and go into another map plz and ty
     

    MR.GLITCH_KING

    ~ThaEmbacy~
  • 143
    Posts
    18
    Years
    • Seen Jul 3, 2008
    Tyler said:
    Theres a Tutorial in the Tuts section.
    um i dont think so the pokemon:changing the font was the only thing that had to do with the font and it is just changing the words not font color
     

    Dragetre

    Creator of PCA
  • 7
    Posts
    18
    Years
    I was told by....

    I recently asked a guy where I could get some remade maps of Johto made by Gridiron (if anyone knows him) or some remade maps of Johto that somebody else has made. If this is the wrong section to ask, I'm sorry; for the guy that told me said to go to this specific area in these forums.

    I'm trying to get the maps for a game I'm making, and I'm mainly needing the maps of the inside areas such as Tohjo Falls, Mt. Mortar, Mt. Silver, Ice Path, Dragons Den, etc.

    Again, sorry if this is the wrong area...

    -Dragetre.
     

    exteradude

    Guest
  • 0
    Posts
    Where can i get the starter kit with actual words in it?
    I have two, but both have no message system.
     

    exteradude

    Guest
  • 0
    Posts
    No, anyway, I have no idea what you're talking about.
     

    Demonic Budha

    semi-good RMXPer (not script)
  • 192
    Posts
    19
    Years
    dose anyone find out how to use the programme before comming on here and attempting to make a game and just asking insted of looking????
     
  • 2,405
    Posts
    20
    Years
    Dragetre said:
    I recently asked a guy where I could get some remade maps of Johto made by Gridiron (if anyone knows him) or some remade maps of Johto that somebody else has made. If this is the wrong section to ask, I'm sorry; for the guy that told me said to go to this specific area in these forums.

    I'm trying to get the maps for a game I'm making, and I'm mainly needing the maps of the inside areas such as Tohjo Falls, Mt. Mortar, Mt. Silver, Ice Path, Dragons Den, etc.

    Again, sorry if this is the wrong area...

    -Dragetre.
    Requests go in the Help and Requests thread.
    I have merged your post into the appropriate section.
     
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