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Help and Request Thread

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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:
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!
[PokeCommunity.com] Help and Request Thread
 
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:
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:
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
 
ok how do you make a hero go inside the house for xp and go into another map plz and ty
 
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
 
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.
 
Where can i get the starter kit with actual words in it?
I have two, but both have no message system.
 
No, anyway, I have no idea what you're talking about.
 
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????
 
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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