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Help and Request Thread

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Maybe open the sprite in Paint and edit it?
 
@Ruyin:

I can't really do much without taking a look at the script you're using, but to show only items with PDEF 1, you'll need use this:

$data_items[item_id].pdef_f

Sorry for the late reply... I had some tests to do this week.
 
i need help

i kno "stupid noob" but im sick of walking on top of tables and such
 
I suppose you're using Rpg Maker.

Press F9, go to Tilesets tab.
You'll see your tileset with circles. That means the tile is passable. If you click the circle, it will become an X, meaning the tile is unpassable.

=)

Next time try to be more clear in your request. People barely help, and making that kind of post will not help you at all...
 
I suggest you look for scripts of that kind, since you can't do it with default ones/database...
 
I've ripped this one myself.

No credit needed.

"image removed"

~Azura.
 
Got a question of a scripter/ anyone how knows how.
Ive been trying to make a Surf Script, ive got it so that you and
do the usual, "would you like to surf" and it changes the icon and you can move on the water, however, i then cant get out of the water, as the place for the scrpt to be is where the script to get in the water is. Ive tryed to do it with local switches, but that dosent seem to de working. My script is in the pic.
Any help would be greatly appriciated, Thx
[PokeCommunity.com] Help and Request Thread
 
Thanks Azura that will help alot :)
Edit: Sorry to ask but im using Blizzys Starter Kit and i'm having Problems,
When i enter a map the Screen is not centred on the Character, so i can
not see the character unless i move him and re adjust his position.
This is annoying because it is messing up certain puzzles.
Is their any script to keep the character centred?
 
Insert a new script above Main and put this:

Code:
#==============================================================================
# ■ Game_Player
#------------------------------------------------------------------------------
#  remade to be compatible with change sreen size script
#==============================================================================

class Game_Player < Game_Character
#--------------------------------------------------------------------------
# ● define constant
#--------------------------------------------------------------------------
CENTER_X = ($width/2 - 16) * 4    # X coordinate in the center of the screen
CENTER_Y = ($height/2 - 16) * 4   # Y coordinate in the center of the screen
end

#==============================================================================
# ■ Spriteset_Map //[email protected]
#------------------------------------------------------------------------------
# remade to be compatible with change sreen size script
#==============================================================================

class Spriteset_Map
#--------------------------------------------------------------------------
# ● Initialize
#--------------------------------------------------------------------------
def initialize
 @viewport2 = Viewport.new(0, 0, $width, $height)
 @viewport3 = Viewport.new(0, 0, $width, $height)
 @viewport4 = Viewport.new(640, 0, $width-640, 480)
 @viewport5 = Viewport.new(0, 480, 640, $height-480)
 @viewport6 = Viewport.new(640, 480, $width-640, $height-480)
 @viewport1 = Viewport.new(0, 0, $width, $height)

 @viewport2.z = 200
 @viewport3.z = 5000

 @tilemap = Tilemap.new(@viewport1)
 @tilemap.tileset = RPG::Cache.tileset($game_map.tileset_name)
 for i in 0..6
   autotile_name = $game_map.autotile_names[i]
   @tilemap.autotiles[i] = RPG::Cache.autotile(autotile_name)
 end
 @tilemap.map_data = $game_map.data
 @tilemap.priorities = $game_map.priorities

 @panorama = Plane.new(@viewport1)
 @panorama.z = -1000

 @fog = Plane.new(@viewport1)
 @fog.z = 3000

 @character_sprites = []
  for i in $game_map.events.keys.sort
    sprite = Sprite_Character.new(@viewport1, $game_map.events[i])
    @character_sprites.push(sprite)
  end
  @character_sprites.push(Sprite_Character.new(@viewport1, $game_player))
 
 @weather = RPG::Weather.new(@viewport1)

 @picture_sprites = []
 for i in 1..50
   @picture_sprites.push(Sprite_Picture.new(@viewport2, $game_screen.pictures[i]))
 end

 @timer_sprite = Sprite_Timer.new

 @tilemap2 = Tilemap.new(@viewport4)
 @tilemap2.tileset = RPG::Cache.tileset($game_map.tileset_name)
 @tilemap3 = Tilemap.new(@viewport5)
 @tilemap3.tileset = RPG::Cache.tileset($game_map.tileset_name)
 @tilemap4 = Tilemap.new(@viewport6)
 @tilemap4.tileset = RPG::Cache.tileset($game_map.tileset_name)
 
 for i in 0..6
   autotile_name = $game_map.autotile_names[i]
   @tilemap2.autotiles[i] = RPG::Cache.autotile(autotile_name)
   @tilemap3.autotiles[i] = RPG::Cache.autotile(autotile_name)
   @tilemap4.autotiles[i] = RPG::Cache.autotile(autotile_name)
 end
 
 @tilemap2.map_data = $game_map.data
 @tilemap3.map_data = $game_map.data
 @tilemap4.map_data = $game_map.data
 
 update
end
#--------------------------------------------------------------------------
# ● Dispose the sprite
#--------------------------------------------------------------------------
def dispose

 @tilemap.tileset.dispose
 @tilemap2.tileset.dispose
 @tilemap3.tileset.dispose
 @tilemap4.tileset.dispose

 for i in 0..6
   @tilemap.autotiles[i].dispose
   @tilemap2.autotiles[i].dispose
   @tilemap3.autotiles[i].dispose
   @tilemap4.autotiles[i].dispose
 end

 @tilemap.dispose
 @tilemap2.dispose
 @tilemap3.dispose
 @tilemap4.dispose
 
 @panorama.dispose
 @fog.dispose

  for sprite in @character_sprites
    sprite.dispose
  end

 @weather.dispose

 for sprite in @picture_sprites
   sprite.dispose
 end

 @timer_sprite.dispose
 @viewport1.dispose
 @viewport2.dispose
 @viewport3.dispose
 
 @viewport4.dispose
 @viewport5.dispose
 @viewport6.dispose
end
#--------------------------------------------------------------------------
# ● Update the sprite
#--------------------------------------------------------------------------
def update

 if @panorama_name != $game_map.panorama_name or
    @panorama_hue != $game_map.panorama_hue
   @panorama_name = $game_map.panorama_name
   @panorama_hue = $game_map.panorama_hue
   if @panorama.bitmap != nil
     @panorama.bitmap.dispose
     @panorama.bitmap = nil
   end
   if @panorama_name != ""
     @panorama.bitmap = RPG::Cache.panorama(@panorama_name, @panorama_hue)
   end
   Graphics.frame_reset
 end

 if @fog_name != $game_map.fog_name or @fog_hue != $game_map.fog_hue
   @fog_name = $game_map.fog_name
   @fog_hue = $game_map.fog_hue
   if @fog.bitmap != nil
     @fog.bitmap.dispose
     @fog.bitmap = nil
   end
   if @fog_name != ""
     @fog.bitmap = RPG::Cache.fog(@fog_name, @fog_hue)
   end
   Graphics.frame_reset
 end

 @tilemap.ox = $game_map.display_x / 4
 @tilemap.oy = $game_map.display_y / 4
 @tilemap.update
 
 #if @tilemap.ox > $game_map.width * 32 - $width
   #@tilemap.ox = $game_map.width * 32 - $width
 #end
 #if @tilemap.oy > $game_map.width * 32 - $height
   #@tilemap.oy = $game_map.height * 32 - $height
 #end
 
 @tilemap2.ox = @tilemap.ox + 640
 @tilemap2.oy = @tilemap.oy
 @tilemap2.update

 @tilemap3.ox = @tilemap.ox
 @tilemap3.oy = @tilemap.oy + 480
 @tilemap3.update

 @tilemap4.ox = @tilemap.ox + 640
 @tilemap4.oy = @tilemap.oy + 480
 @tilemap4.update
 
 @panorama.ox = $game_map.display_x / 8
 @panorama.oy = $game_map.display_y / 8

 @fog.zoom_x = $game_map.fog_zoom / 100.0
 @fog.zoom_y = $game_map.fog_zoom / 100.0
 @fog.opacity = $game_map.fog_opacity
 @fog.blend_type = $game_map.fog_blend_type
 @fog.ox = $game_map.display_x / 4 + $game_map.fog_ox
 @fog.oy = $game_map.display_y / 4 + $game_map.fog_oy
 @fog.tone = $game_map.fog_tone

 for sprite in @character_sprites
   sprite.update
 end

 @weather.type = $game_screen.weather_type
 @weather.max = $game_screen.weather_max
 @weather.ox = $game_map.display_x / 4
 @weather.oy = $game_map.display_y / 4
 @weather.update

 for sprite in @picture_sprites
   sprite.update
 end

 @timer_sprite.update

 @viewport1.tone = $game_screen.tone
 @viewport1.ox = $game_screen.shake
 @viewport3.color = $game_screen.flash_color
 @viewport1.update
 @viewport3.update
end
end
class Game_Map
  #--------------------------------------------------------------------------
# ● Scroll the map down
#     distance : Distance to scroll in real units (4 = 1 pixel). 
#--------------------------------------------------------------------------
def scroll_down(distance)
  @display_y = [@display_y + distance, (self.height - ($height / 32.0)) * 128].min
end
#--------------------------------------------------------------------------
# ● Scroll the map left
#     distance : Distance to scroll in real units (4 = 1 pixel).
#--------------------------------------------------------------------------
def scroll_left(distance)
  @display_x = [@display_x - distance, 0].max
end
#--------------------------------------------------------------------------
# ● Scroll the map right
#     distance : Distance to scroll in real units (4 = 1 pixel).
#--------------------------------------------------------------------------
def scroll_right(distance)
  @display_x = [@display_x + distance, (self.width - ($width / 32.0)) * 128].min
end
#--------------------------------------------------------------------------
# ● Scroll the map up
#     distance : Distance to scroll in real units (4 = 1 pixel).
#--------------------------------------------------------------------------
def scroll_up(distance)
  @display_y = [@display_y - distance, 0].max
end
end

That should do it =)
 
Hey guys, I'm using the Zenith Tactical Battle System to make a Pokemon game, and the battle are defined by events. For example if I wanted to have Arshes in my battle I would make the event name actor1. Since I'm making a Pokemon game I won't know what you have in your party, so I need a script that changes the name of the event to actor and then the number of the I.D of the actor that is first in your party. I know it's confusing but I'm sure one of you will be able to help.
 
Azura that didn't make any difference, does the script need to be named
specifically?
This screen is whats happening if it helps;
[PokeCommunity.com] Help and Request Thread

Also does anyone have a RMXP Pokemon Cave preferably with ladders and such
the one that came with the Gym is incomplete :/
Also i need the Route houses if you know what i mean, the places with the lookouts on top i don't know
how to explain it >_>
 
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Last edited:
Azura that didn't make any difference, does the script need to be named
specifically?
This screen is whats happening if it helps;
[PokeCommunity.com] Help and Request Thread

You will have to make the map bigger(and place the your pkmn center in the middle of it) until the screen is in the center again. Not sure what else you could do.
 
ok well I was using the starter kit v1.5 and I saw that if you had a map size of 20 x 15 the character would be way off the map so I opened the scripts and did so math to center it and heres how to fix the error or what ever you call it.
Go to Game_Player*
find:
max_x = ($game_map.width - 20) * 128
max_y = ($game_map.height - 15) * 128

and replace it with:
max_x = ($game_map.width - 15) * 128
max_y = ($game_map.height - 10) * 128

I found that out because with the screen size of 480 by 320 it only shows 15 blocks across and 10 down and if the screen size was 640 by 480 there was 20 blocks across and 15 down. ok so hope this helps :D

heres the fix for your problem Rm2k3Guy.
 
I'd like to know how I can make an overworld sprite disappear.
I'm trying to make a game where the player kills "enemies" that are just different sprites.
I hope it's not too complex for this thread, as it's a simple action.
Thanks in advance
 
Does anybody have a working link to blizzy's starter kit, or can anyone send it to me because the link on the forums do not work
 
Last edited:
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