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- Brisbane, Australia
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How i can put clouds in a map???
Very thanks for all
>.> LINK REMOVED. Never mind, figure it out yourself. It's an RMXP basic for god sake
Last edited:
How i can put clouds in a map???
Very thanks for all
Earlier on ,about a month or two ago, I stated a prolem abou tiling. there are at least three things i wanna know now.One is does anyone know how to align these tiles correctly?Two is does anyone know where the indoor/rest of the tiles are at for DPPt. 3 is does anyone know where I can find HGSS tiles?
I was wondering if someone could help me to adapt some scripts to Poccil's starter kit, since they wont work. Credit will be given and a thread will becreated to post the new scripts. If you are willing to help, Pm me so i can send you the scripts:
Spoiler:# ? Light Effects
#================================
# ?By: Near Fantastica
# Date: 28.06.05
# Version: 3
#================================
#==========INSTRUCTIONS==========
#The first Comment event command in an event should read "Light Effects". The
#comment event command immediately following it should read "Ground", "Fire",
#"Lamppost", "LeftLantern", or "RightLantern".
#================================
class Spriteset_Map
#--------------------------------------------------------------
alias les_spriteset_map_initalize initialize
alias les_spriteset_map_dispose dispose
alias les_spriteset_map_update update
#--------------------------------------------------------------
def initialize
@light_effects = []
setup_lights
les_spriteset_map_initalize
update
end
#--------------------------------------------------------------
def dispose
les_spriteset_map_dispose
for effect in @light_effects
effect.light.dispose
end
@light_effects = []
end
#--------------------------------------------------------------
def update
les_spriteset_map_update
update_light_effects
end
#--------------------------------------------------------------
def setup_lights
for event in $game_map.events.values
next if event.list == nil
for i in 0...event.list.size
if event.list.code == 108 and event.list.parameters == ["Light Effects"]
type = event.list[i+1].parameters.to_s
case type.upcase!
when "GROUND"
light_effects = Light_Effect.new(event,type)
light_effects.light.zoom_x = 200 / 100.0
light_effects.light.zoom_y = 200 / 100.0
light_effects.light.opacity = 51
@light_effects.push(light_effects)
when "FIRE"
light_effects = Light_Effect.new(event,type)
light_effects.light.zoom_x = 300 / 100.0
light_effects.light.zoom_y = 300 / 100.0
light_effects.light.opacity = 85
@light_effects.push(light_effects)
when "LAMPPOST"
light_effects = Light_Effect.new(event,"LEFT LAMP POST")
light_effects.light.opacity = 51
@light_effects.push(light_effects)
light_effects = Light_Effect.new(event,"RIGHT LAMP POST")
light_effects.light.opacity = 51
@light_effects.push(light_effects)
when "LEFTLANTERN"
light_effects = Light_Effect.new(event,type)
light_effects.light.opacity = 150
@light_effects.push(light_effects)
when "RIGHTLANTERN"
light_effects = Light_Effect.new(event,type)
light_effects.light.opacity = 150
@light_effects.push(light_effects)
end
end
end
end
for effect in @light_effects
case effect.type
when "GROUND"
effect.light.x = (effect.event.real_x - 200 - $game_map.display_x) / 4
effect.light.y = (effect.event.real_y - 200 - $game_map.display_y) / 4
when "FIRE"
effect.light.x = (effect.event.real_x - 300 - $game_map.display_x) / 4
effect.light.y = (effect.event.real_y - 300 - $game_map.display_y) / 4
when "LEFT LAMP POST"
effect.light.x = (-0.25 * $game_map.display_x) + (effect.event.x * 32) - 5
effect.light.y = (-0.25 * $game_map.display_y) + (effect.event.y * 32) - 15
when "RIGHT LAMP POST"
effect.light.x = (-0.25 * $game_map.display_x) + (effect.event.x * 32) - 25
effect.light.y = (-0.25 * $game_map.display_y) + (effect.event.y * 32) - 15
when "LEFTLANTERN"
effect.light.x = (-0.25 * $game_map.display_x) + (effect.event.x * 32) - 20
effect.light.y = (-0.25 * $game_map.display_y) + (effect.event.y * 32) - 5
when "RIGHTLANTERN"
effect.light.x = (-0.25 * $game_map.display_x) + (effect.event.x * 32) - 10
effect.light.y = (-0.25 * $game_map.display_y) + (effect.event.y * 32) - 5
end
end
end
#--------------------------------------------------------------
def update_light_effects
for effect in @light_effects
next if not in_range?(effect.event)
case effect.type
when "GROUND"
effect.light.x = (effect.event.real_x - 200 - $game_map.display_x) / 4
effect.light.y = (effect.event.real_y - 200 - $game_map.display_y) / 4
when "FIRE"
effect.light.x = (effect.event.real_x - 300 - $game_map.display_x) / 4
effect.light.y = (effect.event.real_y - 300 - $game_map.display_y) / 4
when "LEFT LAMP POST"
effect.light.x = (-0.25 * $game_map.display_x) + (effect.event.x * 32) - 5
effect.light.y = (-0.25 * $game_map.display_y) + (effect.event.y * 32) - 15
when "RIGHT LAMP POST"
effect.light.x = (-0.25 * $game_map.display_x) + (effect.event.x * 32) - 25
effect.light.y = (-0.25 * $game_map.display_y) + (effect.event.y * 32) - 15
when "LEFTLANTERN"
effect.light.x = (-0.25 * $game_map.display_x) + (effect.event.x * 32) - 20
effect.light.y = (-0.25 * $game_map.display_y) + (effect.event.y * 32) - 5
when "RIGHTLANTERN"
effect.light.x = (-0.25 * $game_map.display_x) + (effect.event.x * 32) - 10
effect.light.y = (-0.25 * $game_map.display_y) + (effect.event.y * 32) - 5
end
end
end
#--------------------------------------------------------------
def in_range?(object)
screne_x = $game_map.display_x
screne_x -= 256
screne_y = $game_map.display_y
screne_y -= 256
screne_width = $game_map.display_x
screne_width += 2816
screne_height = $game_map.display_y
screne_height += 2176
return false if object.real_x <= screne_x
return false if object.real_x >= screne_width
return false if object.real_y <= screne_y
return false if object.real_y >= screne_height
return true
end
end
#================================
# ? Light Effects Class
#================================
class Light_Effect
#--------------------------------------------------------------
attr_accessor :light
attr_accessor :event
attr_accessor :type
#--------------------------------------------------------------
def initialize(event, type)
@light = Sprite.new
@light.bitmap = RPG::Cache.picture("LE.PNG")
@light.visible = true
@light.z = 1000
@event = event
@type = type
end
end
Spoiler:#===============================================================================
# Achievements Script
#===============================================================================
# Created By: Game_guy
# Date: April 19th, 2009
#===============================================================================
=begin
This is an achievements script. This is pretty much a system like off the
Xbox360. This is really easy to use its pretty much a simple plug and play!
You don't need to set anything up in the script at all!
Q: If I dont need to setup achievemnts in the script, where do I set them up?
A: Simple! Its all in teh database. With this script the achievements are
items. You make an Item in the database with an Achievement Name and
Description.
Q: That sounds easy! But how do I turn on/give achievemnts?
A: Easy! use this in a script call and enter this in
$achieve.gain_item(item_id)
Q: So how do I view achievements?
A: $scene = Scene_Achievements.new
Q: How do we setup the achievements score?
A: Set the price in the item. That is the score.
=end
module GameGuy
Print = true # Message box comes up and says the achievement you unlocked
ScoreName = "GamerScore: " # The word you want the score to be called.
ScoreVariable = 1 # The variable that the score stays in.
ItemStorageUsed = false # set it true if you use my item storage script
end
class Window_Score < Window_Base
def initialize
super(0, 0, 320, 96)
self.contents = Bitmap.new(width - 32, height - 32)
refresh
end
def refresh
self.contents.clear
self.contents.font.color = system_color
self.contents.draw_text(4, 0, 120, 32, GameGuy::ScoreName.to_s)
self.contents.font.color = normal_color
self.contents.draw_text(4, 32, 120, 32, $game_variables[GameGuy::ScoreVariable].to_s)
end
end
class Achievements
def initialize
@items = {}
@weapons = {}
@armors = {}
end
def item_number(item_id)
return @items.include?(item_id) ? @items[item_id] : 0
end
def weapon_number(weapon_id)
return @weapons.include?(weapon_id) ? @weapons[weapon_id] : 0
end
def armor_number(armor_id)
return @armors.include?(armor_id) ? @armors[armor_id] : 0
end
def gain_item(item_id)
if item_id > 0
@items[item_id] = [[item_number(item_id) + 1, 0].max, 99].min
print $data_items[item_id].name + " Unlocked" if GameGuy::Print == true
$game_variables[GameGuy::ScoreVariable] += $data_items[item_id].price
end
end
def gain_weapon(weapon_id)
if weapon_id > 0
@weapons[weapon_id] = [[weapon_number(weapon_id) + 1, 0].max, 99].min
end
end
def gain_armor(armor_id)
if armor_id > 0
@armors[armor_id] = [[armor_number(armor_id) + 1, 0].max, 99].min
end
end
def lose_item(item_id, n)
gain_item(item_id, -n)
end
def lose_weapon(weapon_id, n)
gain_weapon(weapon_id, -n)
end
def lose_armor(armor_id, n)
gain_armor(armor_id, -n)
end
def item_can_use?(item_id)
# If item quantity is 0
if item_number(item_id) == 0
# Unusable
return false
end
# Get usable time
occasion = $data_items[item_id].occasion
# If in battle
if $game_temp.in_battle
# If useable time is 0 (normal) or 1 (only battle) it's usable
return (occasion == 0 or occasion == 1)
end
# If useable time is 0 (normal) or 2 (only menu) it's usable
return (occasion == 0 or occasion == 2)
end
end
class Scene_Title
alias re_new_game command_new_game
def command_new_game
$achieve = Achievements.new
re_new_game
end
end
class Window_Achievements < Window_Selectable
def initialize
super(0, 64, 320, 416)
@column_max = 1
refresh
self.index = 0
# If in battle, move window to center of screen
# and make it semi-transparent
if $game_temp.in_battle
self.y = 64
self.height = 256
self.back_opacity = 160
end
end
def item
return @data[self.index]
end
def refresh
if self.contents != nil
self.contents.dispose
self.contents = nil
end
@data = []
# Add item
for i in 1...$data_items.size
if $achieve.item_number(i) > 0
@data.push($data_items)
end
end
# Also add weapons and items if outside of battle
unless $game_temp.in_battle
for i in 1...$data_weapons.size
if $achieve.weapon_number(i) > 0
@data.push($data_weapons)
end
end
for i in 1...$data_armors.size
if $achieve.armor_number(i) > 0
@data.push($data_armors)
end
end
end
# If item count is not 0, make a bit map and draw all items
@item_max = @data.size
if @item_max > 0
self.contents = Bitmap.new(width - 32, row_max * 32)
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 = $achieve.item_number(item.id)
when RPG::Weapon
number = $achieve.weapon_number(item.id)
when RPG::Armor
number = $achieve.armor_number(item.id)
end
if item.is_a?(RPG::Item)
self.contents.font.color = normal_color
end
x = 4 + index % @column_max * (288 + 32)
y = index / @column_max * 32
rect = Rect.new(x, y, self.width / @column_max - 32, 32)
self.contents.fill_rect(rect, Color.new(0, 0, 0, 0))
bitmap = RPG::Cache.icon(item.icon_name)
opacity = self.contents.font.color == normal_color ? 255 : 128
self.contents.blt(x, y + 4, bitmap, Rect.new(0, 0, 24, 24), opacity)
self.contents.draw_text(x + 28, y, 212, 32, item.name, 0)
end
def update_help
@help_window.set_text(self.item == nil ? "" : self.item.description)
end
end
class Scene_Achievements
def main
@help_window = Window_Help.new
@achieve_window = Window_Achievements.new
@achieve_window.help_window = @help_window
@score_window = Window_Score.new
@score_window.x = 320
@score_window.y = 384
Graphics.transition
loop do
Graphics.update
Input.update
update
if $scene != self
break
end
end
Graphics.freeze
@help_window.dispose
@achieve_window.dispose
@score_window.dispose
end
def update
@help_window.update
@achieve_window.update
if Input.trigger?(Input::B)
$game_system.se_play($data_system.cancel_se)
$scene = Scene_Menu.new(0)
return
end
end
end
class Scene_Save < Scene_File
def write_save_data(file)
# Make character data for drawing save file
characters = []
for i in 0...$game_party.actors.size
actor = $game_party.actors
characters.push([actor.character_name, actor.character_hue])
end
# Write character data for drawing save file
Marshal.dump(characters, file)
# Wrire frame count for measuring play time
Marshal.dump(Graphics.frame_count, file)
# Increase save count by 1
$game_system.save_count += 1
# Save magic number
# (A random value will be written each time saving with editor)
$game_system.magic_number = $data_system.magic_number
# Write each type of game object
Marshal.dump($game_system, file)
Marshal.dump($game_switches, file)
Marshal.dump($game_variables, file)
Marshal.dump($game_self_switches, file)
Marshal.dump($game_screen, file)
Marshal.dump($game_actors, file)
Marshal.dump($game_party, file)
Marshal.dump($game_troop, file)
Marshal.dump($game_map, file)
Marshal.dump($game_player, file)
Marshal.dump($achievements, file)
Marshal.dump($game_chest, file) if GameGuy::ItemStorageUsed
end
end
class Scene_Load < Scene_File
def read_save_data(file)
# Read character data for drawing save file
characters = Marshal.load(file)
# Read frame count for measuring play time
Graphics.frame_count = Marshal.load(file)
# Read each type of game object
$game_system = Marshal.load(file)
$game_switches = Marshal.load(file)
$game_variables = Marshal.load(file)
$game_self_switches = Marshal.load(file)
$game_screen = Marshal.load(file)
$game_actors = Marshal.load(file)
$game_party = Marshal.load(file)
$game_troop = Marshal.load(file)
$game_map = Marshal.load(file)
$game_player = Marshal.load(file)
$achievements = Marshal.load(file)
$game_chest = Marshal.load(file) if GameGuy::ItemStorageUsed
# If magic number is different from when saving
# (if editing was added with editor)
if $game_system.magic_number != $data_system.magic_number
# Load map
$game_map.setup($game_map.map_id)
$game_player.center($game_player.x, $game_player.y)
end
# Refresh party members
$game_party.refresh
end
end
Well, I seem to have a rather disturbing problem...The Day and Night system of the Starter kit does not work with the maps i make but it works on the test map present in the starter kit...Is there any kinda switch to trigger this or something?
That achievement system could be real handy in my game. I hope you post the script here.
We are looking for that script compatible with Poccil's Starter kit , and I also provided one that could only be used on normal RPG games, but couldnt be used on Poccil's kit:disappoin. BTW I found out how to use the light effects:DAre you looking for an achievement system? Because I have one.
It depends entirely on what you want your achievement system to do. You can either go down the route your script suggests (giving bonus items, presumably after a difficult side quest), go for the typical system used by the consoles (i.e. get an achievement notification but nothing else out of it, e.g. catch 10 Pokémon, beat Elite Four, capture legendary X, etc.), or do something else entirely.We are looking for that script compatible with Poccil's Starter kit , and I also provided one that could only be used on normal RPG games, but couldnt be used on Poccil's kit:disappoin. BTW I found out how to use the light effects:D