Neo Genesis
The Wanderer
- 238
- Posts
- 19
- Years
- Age 33
- California
- Seen Sep 11, 2005
Okay i'm making the towns first followed by the routes and I finally got an inner set so I can do a few maps if you want.
Last edited:
i have made a CMS,Deto-Nate said:Yes bah! im gonna make a cms, gotta do it slightly different to all the other pokemon ones though, so that it has originality. gotta think think of some ideas!
Deto-Nate said:Well i aint got that much time to put into this. i gotta goto work and i have a social life of cruising in my car lol, but i will work on it as quick as i can to get it finished. and yeah you are on my team now Neo! you can add the woodland soldiers pic to ur sig if ya want! i like ur mappin, you can be my main mapper, try and do as many maps as you can or want to lol. add me to msn aswell if ya have it so i can chat to ya on that! any1 else wanna join the team? spriters etc... just ask. and the pokemon selector is easy to make, shouldnt be hard atall.
i have made a CMS,
you can use it if you want.
i can also modify it,
if you want to be original.
Yesterday 01:51 AM
I have added you to msn, and i dont mean to be rude, i dont want you to take this the wrong way, but i really want to focus on my game and make it the best it can be, so i want to focus on the maps for my game. But can i still use your battle system, i really sorry if i have let you down in anyway.
Oh, I'm not so sure about that, funnybunny still uses rm2k. There are people that still believe rm2k3 has it's advantages over rmxp, and some people just plain don't want to change. Rmxp is a bit more advanced and some people can't use it.Lone Eevee said:true but i think many more will convert to rmxp when this battle system is done.
Haha that's the life ^_^Deto-Nate said:and i have a social life of cruising in my car
what do you have in mind?Daegon_Kimeron
How about giving those maps a custom flair of some sort?
okay, here ya go:Deto-Nate said:yeah sure, sendme the script if ya dnt mind, if its good then i would love to use it. it would save me alot of time and effort.
#=================================
# Scene_Menu
#------------------------------------------------------------------
#=================================
class Scene_Menu
#-----------------------------------------------------------------
#menu_index
#help by Deke (x-rpg forum)
#-----------------------------------------------------------------
def initialize(menu_index = 0)
@menu_index = menu_index
end
#--------------------------------------------------------------------------
def main
@spriteset = Spriteset_Map.new
s1 = "Bag"
s2 = " "
s3 = "Save"
s4 = "Options"
s5 = "Exit"
s6 = "Pokemon"
s7 = "Pokedex"
if $menu == 3
commands = [s7, s6,s1, s2, s3, s4, s5]
y = 60
end
if $menu == 2
commands = [s6, s1, s2, s3, s4, s5]
y = 80
end
if $menu == 1
commands = [s1,s2,s3,s4,s5]
y = 100
end
if $game_system.save_disabled
commands.delete!("Save")
end
@command_window = Window_Command.new(160, commands)
@command_window.index = @menu_index
@command_window.x = 560 - @command_window.width / 2
@command_window.y = y
if $game_party.actors.size == 0
@command_window.disable_item(0)
@command_window.disable_item(1)
@command_window.disable_item(2)
@command_window.disable_item(3)
end
@my_window = HeroName.new
@playtime_window = Window_Time.new
@playtime_window.x = 0
@playtime_window.y = 0
@steps_window = Window_Steps.new
@steps_window.x = 800#160
@steps_window.y = 800#384
@gold_window = Window_Gold.new
@gold_window.x = 0
@gold_window.y = 600
@status_window = Window_MenuStatus.new
@status_window.x = 0
@status_window.y = 600
Graphics.transition
loop do
Graphics.update
Input.update
update
if $scene != self
break
end
end
Graphics.freeze
@my_window.dispose
@command_window.dispose
@playtime_window.dispose
@steps_window.dispose
@gold_window.dispose
@status_window.dispose
@spriteset.dispose
end
#--------------------------------------------------------------------------
def update
@my_window.update
@command_window.update
@playtime_window.update
@steps_window.update
@gold_window.update
@status_window.update
@spriteset.update
if @command_window.active
update_command
return
end
if @status_window.active
update_status
return
end
end
#--------------------------------------------------------------------------
def update_command
if Input.trigger?(Input::B)
$game_system.se_play($data_system.cancel_se)
$scene = Scene_Map.new
return
end
if Input.trigger?(Input::C)
if $game_party.actors.size == 0 and @command_window.index < 4
$game_system.se_play($data_system.buzzer_se)
return
end
case @command_window.commands[@command_window.index]
when "Bag" #Item System
$game_system.se_play($data_system.decision_se)
$scene = Scene_Item.new
when " " #Hero Name
$game_system.se_play($data_system.decision_se)
$scene = Scene_Map.new
when "Save" #Save
if $game_system.save_disabled
$game_system.se_play($data_system.buzzer_se)
return
end
$game_system.se_play($data_system.decision_se)
$scene = Scene_Save.new
when "Options" #option menu
$game_system.se_play($data_system.decision_se)
$scene = Scene_Map.new
when "Exit" #exit the menu
$game_system.se_play($data_system.decision_se)
$scene = Scene_Map.new
when "Pokemon"#pokemon selection system
$game_system.se_play($data_system.decision_se)
$scene = Scene_Map.new
when "Pokedex"
$game_system.se_play($data_system.decision_se)
$scene = Scene_Map.new
end # case
end # conditional
end # method
end # class
class HeroName < Window_Base
#--------------------------------------------------------------------------
# ● initialize
#--------------------------------------------------------------------------
def initialize
super(0, 0, 640,480)
self.opacity = 0
self.back_opacity = 0
self.contents = Bitmap.new(width-32, height-32)
self.contents.font.name = $fontface
self.contents.font.size = $fontsize
self.contents.font.color = text_color(8)
refresh
end
#--------------------------------------------------------------------------
# ● refresh
#--------------------------------------------------------------------------
def refresh
for i in 0...$game_party.actors.size
actor = $game_party.actors[i]
case $menu
when 1
self.contents.draw_text(484, 132, 120, 32, actor.name)
when 2
self.contents.draw_text(484, 132, 120, 32, actor.name)
when 3
self.contents.draw_text(484, 188, 120, 32, actor.name)
end
end # for
end # method
end # class
class Window_Time < Window_Base
#--------------------------------------------------------------------------
# ● initialize
#--------------------------------------------------------------------------
def initialize
super(0, 0, 160, 96)
self.contents = Bitmap.new(width - 32, height - 32)
self.contents.font.name = $fontface
self.contents.font.size = $fontsize
self.contents
refresh
end
#--------------------------------------------------------------------------
# ● refresh
#--------------------------------------------------------------------------
def refresh
self.contents.clear
self.contents.font.color = system_color
self.contents.draw_text(16, 0, 120, 32, "Local Time")
text = Time.new.strftime("%I:%M:%S %p ")
self.contents.font.color = normal_color
self.contents.draw_text(0 - 4, 32, 120, 32, text, 2)
end
#--------------------------------------------------------------------------
# ● update
#--------------------------------------------------------------------------
def update
super
refresh
end
end
#==============================================================================
# ■ Window_Command
#------------------------------------------------------------------------------
# 一般的なコマンド選択を行うウィンドウです。
#==============================================================================
class Window_Command < Window_Selectable
attr_reader :commands
#--------------------------------------------------------------------------
# ● def initialize
#--------------------------------------------------------------------------
def initialize(width, commands)
# コマンドの個数からウィンドウの高さを算出
super(0, 0, width, commands.size * 32 + 32)
@item_max = commands.size
@commands = commands
self.contents = Bitmap.new(width - 32, @item_max * 32)
self.contents.font.name = $fontface
self.contents.font.size = $fontsize
refresh
self.index = 0
end
#--------------------------------------------------------------------------
# ● refresh
#--------------------------------------------------------------------------
def refresh
self.contents.clear
for i in 0...@item_max
draw_item(i, normal_color)
end
end
#--------------------------------------------------------------------------
# ● draw item
#--------------------------------------------------------------------------
def draw_item(index, color)
self.contents.font.color = color
rect = Rect.new(4, 32 * index, self.contents.width - 8, 32)
self.contents.fill_rect(rect, Color.new(0, 0, 0, 0))
self.contents.draw_text(rect, @commands[index])
end
#--------------------------------------------------------------------------
# ● index
#--------------------------------------------------------------------------
def disable_item(index)
draw_item(index, disabled_color)
end
end
#===================================================
#===================================================
# ■ Memorize Location Script R2 - created by dubealex
#===================================================
# For more infos and update, visit:
# rmxp.dubealex.com
#
# -> Real/Screen coordinates fixed.
# -> Screen X/Y added.
#
# November 26, 2004
#===================================================
#===================================================
# ▼ CLASS Store_Location Begins
#===================================================
class Store_Location
attr_accessor :x
attr_accessor :y
attr_accessor :rx
attr_accessor :ry
attr_accessor :sx
attr_accessor :sy
attr_accessor :facing
attr_accessor :mapID
attr_accessor :mapName
attr_accessor :name
attr_accessor :keyname
attr_accessor :terrain
def initialize(x, y, rx, ry, sx, sy, facing, mapID, mapName, name, keyname, terrain)
@x= x
@y= y
@rx= rx
@ry= ry
@sx=sx
@sy=sy
@facing= facing
@mapID= mapID
@mapName= mapName
@name= name
@keyname= keyname
@terrain= terrain
end
end
#===================================================
# ▲ CLASS Store_Location Ends
#===================================================
#===================================================
# ▼ CLASS MemLocation Begins
#===================================================
class MemLocation
def initialize(keyname, name, event)
@name= name
@keyname= keyname
@event = event
if event <= 0
x= $game_player.x
y= $game_player.y
rx= $game_player.real_x
ry= $game_player.real_y
sx= $game_player.screen_x
sy=$game_player.screen_y
facing= $game_player.direction
mapID= $game_map.map_id
mapName= $game_map.name
terrain= $game_map.terrain_tag(x, y)
$MemLocation[@keyname] = Store_Location.new(x, y, rx, ry,sx,sy, facing, mapID, mapName, name, keyname, terrain)
self
else if event >= 0
x= $game_map.events[event].x
y= $game_map.events[event].y
rx= $game_map.events[event].real_x
ry= $game_map.events[event].real_y
sx= $game_map.events[event].screen_x
sy=$game_map.events[event].screen_y
facing= $game_map.events[event].direction
mapID= $game_map.map_id
mapName= $game_map.name
terrain= $game_map.terrain_tag(x, y)
$MemLocation[@keyname] = Store_Location.new(x, y, rx, ry,sx,sy, facing, mapID, mapName, name, keyname, terrain)
self
end
end
end
def [](name)
$MemLocation[keyname]
end
end
#===================================================
# ▲ CLASS MemLocation Ends
#===================================================
#===================================================
# ▼ CLASS RecallLocation Begins
#===================================================
class RecallLocation
def initialize(keyname, facing)
if $MemLocation.has_key?(keyname)
$game_map.setup($MemLocation[keyname].mapID)
$game_player.moveto($MemLocation[keyname].x, $MemLocation[keyname].y)
case facing
when -1
case $MemLocation[keyname].facing
when 2
$game_player.turn_down
when 4
$game_player.turn_left
when 6
$game_player.turn_right
when 8
$game_player.turn_up
end
when 2
$game_player.turn_down
when 4
$game_player.turn_left
when 6
$game_player.turn_right
when 8
$game_player.turn_up
end
Graphics.freeze
$game_temp.transition_processing = true
$game_map.autoplay
$scene = Scene_Map.new
$game_temp.transition_processing = false
Graphics.frame_reset
else
print "This location does not exist yet in memory."
print "Use 'Conditional Branches' in your event to bypass this error."
print "Read the full instruction manual on RMXP.DUBEALEX.COM"
end
end
end
#===================================================
# ▲ CLASS RecallLocation Ends
#===================================================
#===================================================
# ▼ CLASS Warp Begins
#===================================================
class Warp
def initialize(mapID, x, y, facing)
$game_map.setup(mapID)
$game_player.moveto(x, y)
case facing
when 2
$game_player.turn_down
when 4
$game_player.turn_left
when 6
$game_player.turn_right
when 8
$game_player.turn_up
end
Graphics.freeze
$game_temp.transition_processing = true
$game_map.autoplay
$scene = Scene_Map.new
$game_temp.transition_processing = false
Graphics.frame_reset
end
end
#===================================================
# ▲ CLASS Warp Ends
#===================================================
#===================================================
# ▼ CLASS RecallEvent Begins
#===================================================
class RecallEvent
def initialize(keyname, event)
if $MemLocation.has_key?(keyname)
$game_map.events[event].moveto($MemLocation[keyname].x, $MemLocation[keyname].y)
else
print "This location does not exist yet in memory."
print "Use 'Conditional Branches' in your event to bypass this error."
print "Read the full instruction manual on RMXP.DUBEALEX.COM"
end
end
end
#===================================================
# ▲ CLASS RecallEvent Ends
#===================================================
#===================================================
# ▼ CLASS Game_Map Additional Code Begins
#===================================================
class Game_Map
#Dubealex Addition (from XRXS) to show Map Name on screen
def name
$map_infos[@map_id]
end
end
#===================================================
# ▲ CLASS Game_Map Additional Code Ends
#===================================================
#===================================================
# ▼ CLASS Scene_Title Additional Code Begins
#===================================================
class Scene_Title
$MemLocation = Hash.new
#Dubealex Addition (from XRXS) to show Map Name on screen
$map_infos = load_data("Data/MapInfos.rxdata")
for key in $map_infos.keys
$map_infos[key] = $map_infos[key].name
end
end
#===================================================
# ▲ CLASS Scene_Title Additional Code Ends
#===================================================
Warp.new(MapID, X, Y, Face_Direction)
def text_color(n)
case n
when 0
return Color.new(96,96,96,255)
when 1
return Color.new(128, 128, 255, 255)
when 2
return Color.new(255, 128, 128, 255)
when 3
return Color.new(128, 255, 128, 255)
when 4
return Color.new(128, 255, 255, 255)
when 5
return Color.new(255, 128, 255, 255)
when 6
return Color.new(255, 255, 128, 255)
when 7
return Color.new(192, 192, 192, 255)
when 8
return Color.new(96, 96, 96, 255)
else
normal_color
end
end