Help & Request Thread

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I need a Pokémon-Textbox

Hello everybody! I hope this is the correct Subforum for my question. Did you have a Pokémon-Textbox that I can use with the RPG Maker XP? I've founded someone here, but I have deleted it and now I can't find it. The best would be the textbox from FireRed and LeafGreen. I really need this textbox for my game, please!
Thank You!
 
Hey guys, i have another question about my run script (on a previous page) is there a way to add in a switch, (ie you cant run until someone gives you the shoes) So, when i get the shoes the script is now active?
Thanks
Demonic Budha
 
could i have some gamemaker scripts for my new game called palkias revenge any scripts i dont really care which ones
 
Does anyone have Team rocket charset Rpgmaker2k3 and Pokemon frlg)
 
Ok, this is getting quite annoying. All of the links to your recources for RM2K3 are broken, PC x.x

I need a Pokemon Charset for RM2K3 =p

That annoys me too. My fisrst suggestion for anyone who is hosting one of these is to host it someplace stable, or, if it's just an image, at photobucket.
 
Is there any completed RM2k3 pokemon starter kit?
 
How about complete RMXP pokemon starter kit? I mean 100% completed with everything!
 
Hello, I've got a request. I need a Project, with just window smalling, like in Starter Kits, but, don't anything else - with standard CBS CMS etc. And, to work with 100J.dll . I will be very Pleased.
 
Hello, I've got a request. I need a Project, with just window smalling, like in Starter Kits, but, don't anything else - with standard CBS CMS etc. And, to work with 100J.dll . I will be very Pleased.

Well, the closest thing is my resolution demo on the first page. Unfortunately, "RGSS100J.dll" is only in illegal editions of RMXP.
 
I'm new :)

Ummm. I'm new at this so please don't make fun of me. How can I load tile sets on Sphere. Please help.:\
 
Well, the closest thing is my resolution demo on the first page. Unfortunately, "RGSS100J.dll" is only in illegal editions of RMXP.

No it's not illegal, its just version translated to Polish, by fans. I'm from Poland, and I'm using it, because I don't english as much... Will your demo work with RGSS100J.dll ? If not, can you make a version for me, that will work with RGSS100J.dll? I will be very pleased. I can't just download starter kit, because I want to change resolution, no CBS/CMS too.
 
Which would you suggest...

Which would you suggest to make a pokemon game sphere or game maker.:\Cause I would really like to make one. And also where can I get a pokemon tile set that works with sphere or game maker and how can I import pokemon sprites. Please help.
 
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No it's not illegal, its just version translated to Polish, by fans. I'm from Poland, and I'm using it, because I don't english as much... Will your demo work with RGSS100J.dll ? If not, can you make a version for me, that will work with RGSS100J.dll? I will be very pleased. I can't just download starter kit, because I want to change resolution, no CBS/CMS too.

Technically, it is illegal, but I see your point. My version should work, and if it doesn't, there are instructions on how to get it working in the project's thread.
 
I Need A tile Set

Can some one please help me I need A Pokemon tile set for ether Game Maker sphere or RPGMakerXP. Please help.:\
 
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Okay, I have this one "Capturing Script" and I can't figure out how to use it at all. If anyone reading this understands RGSS can you please tell me what I have to do to get it to work?

Code:
#==============================================================================
# ** Module Monster
#==============================================================================
module Monster
  # Just include the Monsters you want to have in the array, they'll be 
  # displayed in the order you place them in the array
  Database_Monster = [1, 2,3 ,4 ,5 ,6 ,7 ,8 ,9 ,10]
  # The variables are assigned to the actors in the array, means the first 
  # variable in the array is assigned to the first actor in the  
  # Database_Monster array
  Variables = [200, 201, 202, 203, 204, 205, 206, 207, 208, 209, 210]
  # Text that shows up if a character / monster is not available
  Not_Available = "Not Available"
  # Text that shows up if you want to release a monster
  Release = "Are you sure you want to release it?"
end
#==============================================================================
# ** Scene_Release
#==============================================================================

class Scene_Release
  #--------------------------------------------------------------------------
  # * Main Processing
  #--------------------------------------------------------------------------
  def main
    @bestiary_left = Window_Bestiary_Left.new
    @bestiary_right = Window_Bestiary_Right.new
    @dummy_window = Window_Base.new(170, 129, 300, 64)
    @dummy_window.contents = Bitmap.new(@dummy_window.width - 32, @dummy_window.height - 32)
    @dummy_window.contents.draw_text(4, 0, 250, 32, Monster::Release)
    @command_window = Window_Command.new(160,["Yes", "No"])
    @command_window.active = false
    @command_window.visible = false
    @command_window.x = 320 - @command_window.width / 2
    @command_window.y = 240 - @command_window.height / 2
    @command_window.z = 150
    @dummy_window.z = 150
    @dummy_window.visible = false
    refresh
    # Execute transition
    Graphics.transition
    # Main loop
    loop do
      # Update game screen
      Graphics.update
      # Update input information
      Input.update
      # Frame update
      update
      # Abort loop if screen is changed
      if $scene != self
        break
      end
    end
    # Prepare for transition
    Graphics.freeze
    # Dispose of windows
    @bestiary_left.dispose
    @bestiary_right.dispose
    @command_window.dispose
    @dummy_window.dispose
  end
  #--------------------------------------------------------------------------
  # * Refresh
  #--------------------------------------------------------------------------
  def refresh
    if @old_index != @bestiary_left.index
      @bestiary_right.refresh(@bestiary_left.index)
      @old_index = @bestiary_left.index
    end
  end
  #--------------------------------------------------------------------------
  # * Frame Update
  #--------------------------------------------------------------------------
  def update
    @command_window.update
    @bestiary_left.update
    refresh
    if @bestiary_left.active
      bestiary_update
    elsif @command_window.active
      command_update
    end
  end
  #--------------------------------------------------------------------------
  # * Frame Update (when bestiary window is active)
  #--------------------------------------------------------------------------
  def bestiary_update
    if Input.trigger?(Input::B)
      # Play cancel SE
      $game_system.se_play($data_system.cancel_se)
      # Switch to Map screen
      $scene = Scene_Map.new
      return
    end
    if Input.trigger?(Input::C)
      if $game_variables[Monster::Variables[@bestiary_left.index]] != 2
        # Play buzzer SE
        $game_system.se_play($data_system.buzzer_se)
        return
      end
      $game_system.se_play($data_system.decision_se)
      @bestiary_left.active = false
      @command_window.active = true
      @command_window.visible = true
      @dummy_window.visible = true
      @command_window.index = 0
      return
    end
  end
  #--------------------------------------------------------------------------
  # * Frame Update (when command window is active)
  #--------------------------------------------------------------------------
  def command_update
    if Input.trigger?(Input::B)
      # Play cancel SE
      $game_system.se_play($data_system.cancel_se)
      @bestiary_left.active = true
      @command_window.active = false
      @command_window.visible = false
      @dummy_window.visible = false
      @command_window.index = 0
      return
    end
    if Input.trigger?(Input::C)
      # Play decision SE
      $game_system.se_play($data_system.decision_se)
      case @command_window.index
      when 1
        @bestiary_left.active = true
        @command_window.active = false
        @command_window.visible = false
        @dummy_window.visible = false
        @command_window.index = 0
      when 0
        $game_variables[Monster::Variables[@bestiary_left.index]] = 0
        # Switch to Map screen
        $scene = Scene_Map.new
      end
    end
  end
end
#==============================================================================
# * Window_Bestiary_Left
#==============================================================================

class Window_Bestiary_Left < Window_Selectable
  #--------------------------------------------------------------------------
  # * Object Initialization
  #--------------------------------------------------------------------------
  def initialize
    super(0, 0, 210, 480)
    self.contents = Bitmap.new(width - 32, height - 32)
    @index = 0
    @item_max = Monster::Database_Monster.size
    refresh
  end
  #--------------------------------------------------------------------------
  # * Refresh
  #--------------------------------------------------------------------------
  def refresh
    self.contents.clear
    self.contents.font.color = Color.new(0, 0, 0)
    self.contents.draw_text(3, 1, 150, 32, "Monster Name:")
    self.contents.draw_text(5, -1, 150, 32, "Monster Name:")
    self.contents.draw_text(3, -1, 150, 32, "Monster Name:")
    self.contents.draw_text(5, 1, 150, 32, "Monster Name:")
    self.contents.font.color = normal_color
    self.contents.draw_text(4, 0, 150, 32, "Monster Name:")
    for i in 0...Monster::Database_Monster.size
      y = i * 32
      @name = $game_variables[Monster::Variables[i]] == 2 ? $game_actors[Monster::Database_Monster[i]].name : Monster::Not_Available
      self.contents.draw_text(4, y + 32, 150, 32, "#{@name}")
    end
  end
  #--------------------------------------------------------------------------
  # * Cursor Rectangle Update
  #--------------------------------------------------------------------------
  def update_cursor_rect
    self.cursor_rect.set(0, @index * 32 + 32, self.width - 32, 32)
  end
end
#==============================================================================
# * Window_Bestiary_Right
#==============================================================================

class Window_Bestiary_Right < Window_Base
  #--------------------------------------------------------------------------
  # * Object Initialization
  #--------------------------------------------------------------------------
  def initialize
    super(210, 0, 430, 480)
    self.contents = Bitmap.new(width - 32, height - 32)
    refresh
  end
  #--------------------------------------------------------------------------
  # * Refresh
  #--------------------------------------------------------------------------
  def refresh(index = 0)
    self.contents.clear
    @monster = $game_actors[Monster::Database_Monster[index]]
    self.contents.font.color = Color.new(0, 0, 0)
    self.contents.draw_text(3, 1, 200, 32, "Monster Description:")
    self.contents.draw_text(5, -1, 200, 32, "Monster Description:")
    self.contents.draw_text(3, -1, 200, 32, "Monster Description:")
    self.contents.draw_text(5, 1, 200, 32, "Monster Description:")
    self.contents.font.color = normal_color
    self.contents.draw_text(4, 0, 200, 32, "Monster Description:")
    if $game_variables[Monster::Variables[index]] == 2
      draw_actor_battler(@monster, 140, 256)
      draw_actor_hp(@monster, 4, 32)
      draw_actor_parameter(@monster, 204, 32, 4)
      draw_actor_sp(@monster, 4, 64)
      draw_actor_parameter(@monster, 204, 64, 5)
      draw_actor_parameter(@monster, 4, 96, 3)
      draw_actor_parameter(@monster, 204, 96, 6)
      draw_actor_level(@monster, 4, 160)
      self.contents.draw_text(52, 192, 150, 32, "#{@monster.now_exp} / #{@monster.next_exp}")
      self.contents.font.color = system_color
      self.contents.draw_text(4, 192, 120, 32, "Exp:")
    else
      self.contents.font.color = system_color
      self.contents.draw_text(4, 32, 32, 32, $data_system.words.hp)
      self.contents.draw_text(4, 64, 32, 32, $data_system.words.sp)
      self.contents.draw_text(204, 32, 120, 32, $data_system.words.dex)
      self.contents.draw_text(204, 64, 120, 32, $data_system.words.agi)
      self.contents.draw_text(4, 96, 120, 32, $data_system.words.str)
      self.contents.draw_text(204, 96, 120, 32, $data_system.words.int)
      self.contents.draw_text(4, 160, 120, 32, "Lv")
      self.contents.draw_text(4, 192, 120, 32, "Exp:")
    end
  end
end

#==============================================================================
# ** Game_Actor
#------------------------------------------------------------------------------
#  This class handles the actor. It's used within the Game_Actors class
#  ($game_actors) and refers to the Game_Party class ($game_party).
#==============================================================================
class Game_Actor < Game_Battler
  #--------------------------------------------------------------------------
  # * Get the current EXP
  #--------------------------------------------------------------------------
  def now_exp
    return @exp - @exp_list[@level]
  end
  #--------------------------------------------------------------------------
  # * Get the next level's EXP
  #--------------------------------------------------------------------------
  def next_exp
    return @exp_list[@level+1] > 0 ? @exp_list[@level+1] - @exp_list[@level] : 0
  end
end
#==============================================================================
# ** Window_Base
#==============================================================================

class Window_Base < Window
  #--------------------------------------------------------------------------
  # * Draw Battler
  #     actor : actor
  #     x     : draw spot x-coordinate
  #     y     : draw spot y-coordinate
  #--------------------------------------------------------------------------
  def draw_actor_battler(actor, x, y)
    bitmap = RPG::Cache.battler(actor.battler_name, actor.battler_hue)
    self.contents.blt(x, y, bitmap, Rect.new(0, 0, bitmap.width, bitmap.height))
  end
end


I think it has something to do with storing Pokemon (Actor/Enemy) data in Variables but I'm not sure. If anyone could help that'd be great because this script could help a lot of people making Pokemon Games in RMXP.
 
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