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taking script requests

Jeff_PKLight

RMXP User
535
Posts
19
Years
  • Here's a pokedex script (sorry if I can't post scripts here -virtual-...)

    Chrono_Cry made it.
    Replace Scene_Menu with this (this menu is by Chrono_Cry)
    Code:
    #==============================================================================
    # ■ Scene_Menu
    #------------------------------------------------------------------------------
    #==============================================================================
    
    class Scene_Menu
     #Pok?mon Menu - Version 1
     #Developed By Chrono Cry and Scaboon (Same person lol)
     #Changes can easily be made to the scripts and i shall inform you step by step how to.
     def initialize(menu_index = 0)
       @menu_index = menu_index
     end
     #Here is the main line of command it basically makes everything happen
     def main
       # These are the chocies that appear on the menu
       s1 = "Pok?dex"
       s2 = "Pok?mon"
       s3 = "Bag"
       s4 = "Tora"
       s5 = "Save"
       s6 = "Exit"
       @spriteset = Spriteset_Map.new
       @command_window = Window_Command.new(140, [s1, s2, s3, s4, s5, s6]) # This arranges the order of the selection
       @command_window.index = @menu_index
       # -----------------------------------------
       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
       # --------------------------------
       if $game_system.save_disabled
         # ----------------------------
         @command_window.disable_item(4)
       end
       # プレイ時間ウィンドウを作成
       Graphics.transition
       # メインループ
       loop do
         # ゲーム画面を更新
         Graphics.update
         # 入力情報を更新
         Input.update
         # フレーム更新
         update
         # 画面が切り替わったらループを中断
         if $scene != self
           break
         end
       end
       # トランジション準備
       Graphics.freeze
       # ウィンドウを解放
       @spriteset.dispose
       @command_window.dispose
     end
     #--------------------------------------------------------------------------
     # ● フレーム更新
     #--------------------------------------------------------------------------
     def update
       # ウィンドウを更新
       @spriteset.update
       @command_window.update
       # コマンドウィンドウがアクティブの場合: update_command を呼ぶ
       if @command_window.active
         update_command
         return
       end
       # ステータスウィンドウがアクティブの場合: update_status を呼ぶ
       if @status_window.active
         update_status
         return
       end
     end
     #--------------------------------------------------------------------------
     # ● フレーム更新 (コマンドウィンドウがアクティブの場合)
     #--------------------------------------------------------------------------
     def update_command
       # B ボタンが押された場合
       if Input.trigger?(Input::B)
         # キャンセル SE を演奏
         $game_system.se_play($data_system.cancel_se)
         # マップ画面に切り替え
         $scene = Scene_Map.new
         return
       end
       # C ボタンが押された場合
       if Input.trigger?(Input::C)
         # パーティ人数が 0 人で、セーブ、ゲーム終了以外のコマンドの場合
         if $game_party.actors.size == 0 and @command_window.index < 4
           # ブザー SE を演奏
           $game_system.se_play($data_system.buzzer_se)
           return
         end
         # コマンドウィンドウのカーソル位置で分岐
         case @command_window.index
         # The selection below is what happens when a selection is made
         when 0  # Opens up pokedex scene you have to make this yourself i suggest the biestary script
           # 決定  SE を演奏
           $game_system.se_play($data_system.decision_se)
           # アイテム画面に切り替え
           $scene = Scene_MonsterBook.new
         when 1  # This opens up the pokemon scene you will need to make this yourself
           # 決定 SE を演奏
           $game_system.se_play($data_system.decision_se)
           # ゲーム終了画面に切り替え
           $scene = Scene_Pokemon.new
         when 2  # This opens up the item screen
           # 決定 SE を演奏
           $game_system.se_play($data_system.decision_se)
           # ステータスウィンドウをアクティブにする
           $scene = Scene_Item.new
         when 3  # This opens up status screen i recommend you mess around with Window_Status to get what you want it to look like
           # 決定 SE を演奏
           $game_system.se_play($data_system.decision_se)
           # ステータスウィンドウをアクティブにする
           $scene = Scene_Status.new
         when 4  # This brings up save menu
           # セーブ禁止の場合
           if $game_system.save_disabled
             # ブザー SE を演奏
             $game_system.se_play($data_system.buzzer_se)
             return
           end
           # 決定 SE を演奏
           $game_system.se_play($data_system.decision_se)
           # セーブ画面に切り替え
           $scene = Scene_Save.new
         when 5  # This brings up exit choice
           # 決定 SE を演奏
           $game_system.se_play($data_system.decision_se)
           # ゲーム終了画面に切り替え
           $scene = Scene_End.new
         end
         return
       end
     end
     #--------------------------------------------------------------------------
     # ● フレーム更新 (ステータスウィンドウがアクティブの場合)
     #--------------------------------------------------------------------------
     def update_status
       # B ボタンが押された場合
       if Input.trigger?(Input::B)
         # キャンセル SE を演奏
         $game_system.se_play($data_system.cancel_se)
         # コマンドウィンドウをアクティブにする
         @command_window.active = true
         @status_window.active = false
         @status_window.index = -1
         return
       end
       # C ボタンが押された場合
       if Input.trigger?(Input::C)
         # コマンドウィンドウのカーソル位置で分岐
         case @command_window.index
         when 1  # スキル
           # このアクターの行動制限が 2 以上の場合
           if $game_party.actors[@status_window.index].restriction >= 2
             # ブザー SE を演奏
             $game_system.se_play($data_system.buzzer_se)
             return
           end
           # 決定 SE を演奏
           $game_system.se_play($data_system.decision_se)
           # スキル画面に切り替え
           $scene = Scene_Skill.new(@status_window.index)
         when 2  # 装備
           # 決定 SE を演奏
           $game_system.se_play($data_system.decision_se)
           # 装備画面に切り替え
           $scene = Scene_Equip.new(@status_window.index)
         when 3  # ステータス
           # 決定 SE を演奏
           $game_system.se_play($data_system.decision_se)
           # ステータス画面に切り替え
           $scene = Scene_Status.new(@status_window.index)
         end
         return
       end
     end
    end

    Replace Window_Command with this:
    Code:
    #==============================================================================
    # ■ Window_Command edited by Chrono Cry
    #------------------------------------------------------------------------------
    class Window_Command < Window_Selectable
     #--------------------------------------------------------------------------
     #--------------------------------------------------------------------------
     def initialize(width, commands)
       # This defines the position of the command bar
       super(500, 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
     #--------------------------------------------------------------------------
     #--------------------------------------------------------------------------
     def refresh
       self.contents.clear
       for i in 0...@item_max
         draw_item(i, normal_color)
       end
     end
     #--------------------------------------------------------------------------
     #--------------------------------------------------------------------------
     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
     #--------------------------------------------------------------------------
     #--------------------------------------------------------------------------
     def disable_item(index)
       draw_item(index, disabled_color)
     end
    end

    Then create a new script, ex. Pokedex, above Main in the Script Editor.
    Code:
    # Originally released by: momomo?
    # Removal of comments and fix: Matte
    
    
    module Enemy_Book_Config
    DROP_ITEM_NEED_ANALYZE = false 
    EVA_NAME = "Evasion" 
    SHOW_COMPLETE_TYPE = 3  
    end
    
    class Game_Temp
    attr_accessor :enemy_book_data
    alias temp_enemy_book_data_initialize initialize
    def initialize
      temp_enemy_book_data_initialize
      @enemy_book_data = Data_MonsterBook.new
    end
    end
    
    class Game_Party
    attr_accessor :enemy_info 
    #--------------------------------------------------------------------------
    alias book_info_initialize initialize
    def initialize
      book_info_initialize
      @enemy_info = {}
    end
    #--------------------------------------------------------------------------
    def add_enemy_info(enemy_id, type = 0)
      case type
      when 0
        if @enemy_info[enemy_id] == 2
          return false
        end
        @enemy_info[enemy_id] = 1
      when 1
        @enemy_info[enemy_id] = 2
      when -1
        @enemy_info[enemy_id] = 0
      end
    end
    #--------------------------------------------------------------------------
    def enemy_book_max
      return $game_temp.enemy_book_data.id_data.size - 1
    end
    #--------------------------------------------------------------------------
    def enemy_book_now
      now_enemy_info = @enemy_info.keys
      no_add = $game_temp.enemy_book_data.no_add_element
      new_enemy_info = []
      for i in now_enemy_info
        enemy = $data_enemies[i]
        next if enemy.name == ""
        if enemy.element_ranks[no_add] == 1
          next
        end
        new_enemy_info.push(enemy.id)
      end
      return new_enemy_info.size
    end
    #--------------------------------------------------------------------------
    def enemy_book_complete_percentage
      e_max = enemy_book_max.to_f
      e_now = enemy_book_now.to_f
      comp = e_now / e_max * 100
      return comp.truncate
    end
    end
    
    class Interpreter
    def enemy_book_max
      return $game_party.enemy_book_max
    end
    def enemy_book_now
      return $game_party.enemy_book_now
    end
    def enemy_book_comp
      return $game_party.enemy_book_complete_percentage
    end
    end
    
    class Scene_Battle
    alias add_enemy_info_start_phase5 start_phase5
    def start_phase5
      for enemy in $game_troop.enemies
        unless enemy.hidden
          $game_party.add_enemy_info(enemy.id, 0)
        end
      end
      add_enemy_info_start_phase5
    end
    end
    
    class Window_Base < Window
    
     def initialize(x, y, width, height)
      super()
      self.contents = Bitmap.new(width - 32, height - 32)
      self.contents.font.name = $fontface
      @windowskin_name = $game_system.windowskin_name
      self.windowskin = RPG::Cache.windowskin(@windowskin_name)
      self.x = x
      self.y = y
      self.width = width
      self.height = height
      self.z = 100
    end
    #--------------------------------------------------------------------------
    def draw_enemy_drop_item(enemy, x, y)
      self.contents.font.color = normal_color
      self.contents.font.name = $fontface
      treasures = []
      if enemy.item_id > 0
        treasures.push($data_items[enemy.item_id])
      end
      if enemy.weapon_id > 0
        treasures.push($data_weapons[enemy.weapon_id])
      end
      if enemy.armor_id > 0
        treasures.push($data_armors[enemy.armor_id])
      end
      if treasures.size > 0
        item = treasures[0]
        bitmap = RPG::Cache.icon(item.icon_name)
        opacity = 255
        self.contents.blt(x, y + 4, bitmap, Rect.new(0, 0, 24, 24), opacity)
        name = treasures[0].name
      else
        self.contents.font.color = disabled_color
        self.contents.font.name = $fontface
        name = "No Item"
      end
      self.contents.draw_text(x+28, y, 212, 32, name)
    end
    #--------------------------------------------------------------------------
    def draw_enemy_book_id(enemy, x, y)
      self.contents.font.color = normal_color
      self.contents.font.name = $fontface
      id = $game_temp.enemy_book_data.id_data.index(enemy.id)
      self.contents.draw_text(x, y, 32, 32, id.to_s)
    end
    #--------------------------------------------------------------------------
    def draw_enemy_name(enemy, x, y)
      self.contents.font.color = normal_color
      self.contents.font.name = $fontface
      self.contents.draw_text(x, y, 152, 32, enemy.name)
    end
    #--------------------------------------------------------------------------
    def draw_enemy_graphic(enemy, x, y, opacity = 255)
      bitmap = RPG::Cache.battler(enemy.battler_name, enemy.battler_hue)
      cw = bitmap.width
      ch = bitmap.height
      src_rect = Rect.new(0, 0, cw, ch)
      x = x + (cw / 2 - x) if cw / 2 > x
      self.contents.blt(x - cw / 2, y - ch, bitmap, src_rect, opacity)
    end
    #--------------------------------------------------------------------------
    def draw_enemy_exp(enemy, x, y)
      self.contents.font.color = system_color
      self.contents.font.name = $fontface
      self.contents.draw_text(x, y, 120, 32, "EXP")
      self.contents.font.color = normal_color
      self.contents.font.name = $fontface
      self.contents.draw_text(x + 120, y, 36, 32, enemy.exp.to_s, 2)
    end
    #--------------------------------------------------------------------------
    def draw_enemy_gold(enemy, x, y)
      self.contents.font.color = system_color
      self.contents.font.name = $fontface
      self.contents.draw_text(x, y, 120, 32, $data_system.words.gold)
      self.contents.font.color = normal_color
      self.contents.font.name = $fontface
      self.contents.draw_text(x + 120, y, 36, 32, enemy.gold.to_s, 2)
    end
    end
    
    class Game_Enemy_Book < Game_Enemy
    #--------------------------------------------------------------------------
    def initialize(enemy_id)
      super(2, 1)
      @enemy_id = enemy_id
      enemy = $data_enemies[@enemy_id]
      @battler_name = enemy.battler_name
      @battler_hue = enemy.battler_hue
      @hp = maxhp
      @sp = maxsp
    end
    end
    
    class Data_MonsterBook
    attr_reader :id_data
    #--------------------------------------------------------------------------
    def initialize
      @id_data = enemy_book_id_set
    end
    #--------------------------------------------------------------------------
    def no_add_element
      no_add = 0
      for i in 1...$data_system.elements.size
        if $data_system.elements[i] =~ /Monster Book/
          no_add = i
          break
        end
      end
      return no_add
    end
    #--------------------------------------------------------------------------
    def enemy_book_id_set
      data = [0]
      no_add = no_add_element
      for i in 1...$data_enemies.size
        enemy = $data_enemies[i]
        next if enemy.name == ""
        if enemy.element_ranks[no_add] == 1
          next
        end
        data.push(enemy.id)
      end
      return data
    end
    end
    
    
    class Window_MonsterBook < Window_Selectable
    attr_reader   :data
    #--------------------------------------------------------------------------
    def initialize(index=0)
      super(0, 64, 640, 416)
      @column_max = 2
      @book_data = $game_temp.enemy_book_data
      @data = @book_data.id_data.dup
      @data.shift
      @item_max = @data.size
      self.index = 0
      refresh if @item_max > 0
    end
    #--------------------------------------------------------------------------
    def data_set
      data = $game_party.enemy_info.keys
      data.sort!
      newdata = []
      for i in data
        next if $game_party.enemy_info[i] == 0
        if book_id(i) != nil
          newdata.push(i)
        end
      end
      return newdata
    end
    #--------------------------------------------------------------------------
    def show?(id)
      if $game_party.enemy_info[id] == 0 or $game_party.enemy_info[id] == nil
        return false
      else
        return true
      end
    end
    #--------------------------------------------------------------------------
    def book_id(id)
      return @book_data.index(id)
    end
    #--------------------------------------------------------------------------
    def item
      return @data[self.index]
    end
    #--------------------------------------------------------------------------
    def refresh
      if self.contents != nil
        self.contents.dispose
        self.contents = nil
      end
      self.contents = Bitmap.new(width - 32, row_max * 32)
      if @item_max > 0
        for i in 0...@item_max
         draw_item(i)
        end
      end
    end
    #--------------------------------------------------------------------------
    def draw_item(index)
      enemy = $data_enemies[@data[index]]
      return if enemy == nil
      x = 4 + index % 2 * (288 + 32)
      y = index / 2 * 32
      rect = Rect.new(x, y, self.width / @column_max - 32, 32)
      self.contents.fill_rect(rect, Color.new(0, 0, 0, 0))
      self.contents.font.color = normal_color
      self.contents.font.name = $fontface
      draw_enemy_book_id(enemy, x, y)
      if show?(enemy.id)
        self.contents.draw_text(x + 28+16, y, 212, 32, enemy.name, 0)
      else
        self.contents.draw_text(x + 28+16, y, 212, 32, "-----", 0)
        return
      end
      if analyze?(@data[index])
        self.contents.font.color = text_color(3)
        self.contents.font.name = $fontface
        self.contents.draw_text(x + 256, y, 24, 32, "Cancel", 2)
      end
    end
    #--------------------------------------------------------------------------
    def analyze?(enemy_id)
      if $game_party.enemy_info[enemy_id] == 2
        return true
      else
        return false
      end
    end
    end
    
    
    class Window_MonsterBook_Info < Window_Base
    include Enemy_Book_Config
    #--------------------------------------------------------------------------
    def initialize
      super(0, 0+64, 640, 480-64)
      self.contents = Bitmap.new(width - 32, height - 32)
    end
    #--------------------------------------------------------------------------
    def refresh(enemy_id)
      self.contents.clear
      self.contents.font.name = $fontface
      self.contents.font.size = 22
      enemy = Game_Enemy_Book.new(enemy_id)
      draw_enemy_graphic(enemy, 96, 240+48+64, 200)
      draw_enemy_book_id(enemy, 4, 0)
      draw_enemy_name(enemy, 48, 0)
      draw_actor_hp(enemy, 288, 0)
      draw_actor_sp(enemy, 288+160, 0)
      draw_actor_parameter(enemy, 288    ,  32, 0)
      self.contents.font.color = system_color
      self.contents.draw_text(288+160, 32, 120, 32, EVA_NAME)
      self.contents.font.color = normal_color
      self.contents.draw_text(288+160 + 120, 32, 36, 32, enemy.eva.to_s, 2)
      draw_actor_parameter(enemy, 288    ,  64, 3)
      draw_actor_parameter(enemy, 288+160,  64, 4)
      draw_actor_parameter(enemy, 288    ,  96, 5)
      draw_actor_parameter(enemy, 288+160,  96, 6)
      draw_actor_parameter(enemy, 288    , 128, 1)
      draw_actor_parameter(enemy, 288+160, 128, 2)
      draw_enemy_exp(enemy, 288, 160)
      draw_enemy_gold(enemy, 288+160, 160)
      if analyze?(enemy.id) or !DROP_ITEM_NEED_ANALYZE
        self.contents.draw_text(288, 192, 96, 32, "Drop Item")
        draw_enemy_drop_item(enemy, 288+96+4, 192)
        self.contents.font.color = normal_color
      end
    end
    #--------------------------------------------------------------------------
    def analyze?(enemy_id)
      if $game_party.enemy_info[enemy_id] == 2
        return true
      else
        return false
      end
    end
    end
    
    
    class Scene_MonsterBook
    include Enemy_Book_Config
    #--------------------------------------------------------------------------
    def main
      $game_temp.enemy_book_data = Data_MonsterBook.new
      @title_window = Window_Base.new(0, 0, 640, 64)
      @title_window.contents = Bitmap.new(640 - 32, 64 - 32)
      @title_window.contents.draw_text(4, 0, 320, 32, "Monster Book", 0)
      if SHOW_COMPLETE_TYPE != 0
        case SHOW_COMPLETE_TYPE
        when 1
          e_now = $game_party.enemy_book_now
          e_max = $game_party.enemy_book_max
          text = e_now.to_s + "/" + e_max.to_s
        when 2
          comp = $game_party.enemy_book_complete_percentage
          text = comp.to_s + "%"
        when 3
          e_now = $game_party.enemy_book_now
          e_max = $game_party.enemy_book_max
          comp = $game_party.enemy_book_complete_percentage
          text = e_now.to_s + "/" + e_max.to_s + " " + comp.to_s + "%"
        end
        if text != nil
          @title_window.contents.draw_text(320, 0, 288, 32,  text, 2)
        end
      end
      @main_window = Window_MonsterBook.new
      @main_window.active = true
      @info_window = Window_MonsterBook_Info.new
      @info_window.z = 110
      @info_window.visible = false
      @info_window.active = false
      @visible_index = 0
      Graphics.transition
      loop do
        Graphics.update
        Input.update
        update
        if $scene != self
          break
        end
      end
      Graphics.freeze
      @main_window.dispose
      @info_window.dispose
      @title_window.dispose
    end
    #--------------------------------------------------------------------------
    def update
      @main_window.update
      @info_window.update
      if @info_window.active
        update_info
        return
      end
      if @main_window.active
        update_main
        return
      end
    end
    #--------------------------------------------------------------------------
    def update_main
      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 @main_window.item == nil or @main_window.show?(@main_window.item) == false
          $game_system.se_play($data_system.buzzer_se)
          return
        end
        $game_system.se_play($data_system.decision_se)
        @main_window.active = false
        @info_window.active = true
        @info_window.visible = true
        @visible_index = @main_window.index
        @info_window.refresh(@main_window.item)
        return
      end
    end
    #--------------------------------------------------------------------------
    def update_info
      if Input.trigger?(Input::B)
        $game_system.se_play($data_system.cancel_se)
        @main_window.active = true
        @info_window.active = false
        @info_window.visible = false
        return
      end
      if Input.trigger?(Input::C)
        return
      end
      if Input.trigger?(Input::L)
        $game_system.se_play($data_system.decision_se)
        loop_end = false
        while loop_end == false
          if @visible_index != 0
            @visible_index -= 1
          else
            @visible_index = @main_window.data.size - 1
          end
          loop_end = true if @main_window.show?(@main_window.data[@visible_index])
        end
        id = @main_window.data[@visible_index]
        @info_window.refresh(id)
        return
      end
      if Input.trigger?(Input::R)
        $game_system.se_play($data_system.decision_se)
        loop_end = false
        while loop_end == false
          if @visible_index != @main_window.data.size - 1
            @visible_index += 1
          else
            @visible_index = 0
          end
          loop_end = true if @main_window.show?(@main_window.data[@visible_index])
        end
        id = @main_window.data[@visible_index]
        @info_window.refresh(id)
        return
      end
    end
    end
     

    Datriot

    Tachikama!!!
    2,203
    Posts
    19
    Years
  • That's a very good script! Thanks!

    EDIT:Help! Your menu works fine apart from the Pokemon and Poke'dex menus, whenever I type them in it comes up with some error, and I have created the script that you make above main, what's the problem? :(
     
    Last edited:

    BlackCharizard

    Black Charizard
    148
    Posts
    18
    Years
  • Virtual, I sorta think I know what 2 do to make it move. U have to put something like
    press left
    if facing left
    then move_left
    then like if not face left (or something)
    then turn_left

    So then you only turn unless u are already facing in that direction. I can figure it out, but I dont know where to put it, cause there are different script areas where there's a lot of moving things. Do you know hwich part it is that has the Hero's movement? Also do u know where the key commands are in the scripts. Thabnks for All that and thanks in advance for all the help!! It's great to know that someone is so dedicated to helping people!!

    Oh and Jeff, How do we set the pokedex to a specific number of pokes. Oh and when I try it, I just get an unknown error at the start that has a bunch ? marks. Might be better to PM me.
     
    Last edited:

    Jeff_PKLight

    RMXP User
    535
    Posts
    19
    Years
  • I think something's wrong with Chrono Cry's menu. Just use -virtual-'s and when you see this:

    Code:
    when  "Pokedex"
           $game_system.se_play($data_system.decision_se)
           $scene = Scene_Map.new

    Change it to this:

    Code:
    when "Pokedex"  # Opens up pokedex scene you have to make this yourself i suggest the biestary script
           # 決定  SE を演奏
           $game_system.se_play($data_system.decision_se)
           # アイテム画面に切り替え
           $scene = Scene_Monsterbook.new

    It should work now...
     
    1,279
    Posts
    20
    Years
  • I get an error saying:
    Error said:
    ????? 'PokeMenu*' ? 170 ??? NameError ????????

    Uninitialized constant Scene_Menu::Scene_Monsterbook
    I couldn't work it out.. Can you help me? Line 170 is when
    "Pokedex" # Opens up pokedex scene you have to make this yourself i suggest the biestary script
    # 決定 SE を演奏
    $game_system.se_play($data_system.decision_se)
    # アイテム画面に切り替え
    $scene = Scene_Monsterbook.new
    Much appreciated :D
     

    BlackCharizard

    Black Charizard
    148
    Posts
    18
    Years
  • Well, jeff wrote that one incorrectly. He mean to type "when 1" although he put pokedex, but thats cause at the beginning of the script it tellls the game that 1 = pokedex. aanyway, you were supposed to put
    Code:
    when 1 # Opens up pokedex scene you have to make this yourself i suggest the biestary script
    # 決定 SE を演奏
    $game_system.se_play($data_system.decision_se)
    # アイテム画面に切り替え
    $scene = Scene_Monsterbook.new
    Anyway, that still desn't work. I get the same unknown error. Hmmm... I've chhecked a few things, and now am completely stumped. Dont know wuts wrong...

    Also, In Game_Player, you can find a code that tells how to move your character that looks like this:
    Code:
      #--------------------------------------------------------------------------
      # ● フレーム更新
      #--------------------------------------------------------------------------
      def update
        # ローカル変数に移動中かどうかを記憶
        last_moving = moving?
        # 移動中、イベント実行中、移動ルート強制中、
        # メッセージウィンドウ表示中のいずれでもない場合
        unless moving? or $game_system.map_interpreter.running? or
               @move_route_forcing or $game_temp.message_window_showing
          # 方向ボタンが押されていれば、その方向へプレイヤーを移動
    
          case Input.dir4
          when 2
            move_down
          when 4
            move_left
          when 6
            move_right
          when 8
            move_up
          end
        end

    Anyway, that is what must be edited to allow your charatcer to turn and stay in the same tile unless u r already facing ni the direction indicated. U know liike in R/S/E/FR/LG where u tap the directional button and the guy/girl turns slightly, THAT!
    Anyway, I've come up with this: (NOTE: THIS IS NOT A REAL WORKIN SCRIPT!!)
    Code:
      #--------------------------------------------------------------------------
      # ● フレーム更新
      #--------------------------------------------------------------------------
      def update
        # ローカル変数に移動中かどうかを記憶
        last_moving = moving?
        # 移動中、イベント実行中、移動ルート強制中、
        # メッセージウィンドウ表示中のいずれでもない場合
        unless moving? or $game_system.map_interpreter.running? or
               @move_route_forcing or $game_temp.message_window_showing
          # 方向ボタンが押されていれば、その方向へプレイヤーを移動
    
          case Input.dir4
          when 2
            hero facing_down
             move_down
          when 4
            hero facing_left
             move_left
          when 6
            hero facing_right
             move_right
          when 8
            hero facing_up
             move_up
             
          when 2
            turn_down
          when 4
            turn_left
          when 6
            turn_right
          when 8
            turn_up
          end
        end
    If anywone knows what I did wrong, please tell me. I think it something else, not "facing_up, down, left, right" I think kits another word, not facing, but I dont know wut. Thanks!
    Oh, and Virtual, If u dont want this here, I will edit it out of my post, If u tell me!
     
    1,279
    Posts
    20
    Years
  • I think it should be more like this:
    Code:
      #--------------------------------------------------------------------------
      # ● フレーム更新
      #--------------------------------------------------------------------------
      def update
        # ローカル変数に移動中かどうかを記憶
        last_moving = moving?
        # 移動中、イベント実行中、移動ルート強制中、
        # メッセージウィンドウ表示中のいずれでもない場合
        unless moving? or $game_system.map_interpreter.running? or
               @move_route_forcing or $game_temp.message_window_showing
          # 方向ボタンが押されていれば、その方向へプレイヤーを移動
    
          case Input.dir4
          when 2
            if hero facing_down
             move_down
            else
             turn_down
            end
          when 4
            if hero facing_left
             move_left
            else
             turn_left
            end
          when 6
            if hero facing_right
             move_right
            else
             turn_right
            end
          when 8
            if hero facing_up
             move_up
            else
             turn_up
            end
          end
        end
     
    Last edited:

    Blizzy

    me = Scripter.new("Noob")
    492
    Posts
    19
    Years
  • Demonic Budha said:
    Hey me again.
    according to the member list there isnt anyone name "rataime" on theses forums?
    you have to look on rmxp.net forums for that
    BlackCharizard said:
    Virtual, I sorta think I know what 2 do to make it move. U have to put something like
    press left
    if facing left
    then move_left
    then like if not face left (or something)
    then turn_left.
    i already did that, but if you face left, it automaticly moves left.
     
    15
    Posts
    18
    Years
    • Seen May 29, 2007
    Hey there -virtual-,

    I added the scripts from this post:
    http://www.pokecommunity.com/showpost.php?p=1257385&postcount=5
    and this one:
    http://www.pokecommunity.com/showpost.php?p=1264077&postcount=27

    I called the first script (On page 1) 'Game_Temp' (Without the ' '), and the second script 'Game_Temp 2'

    Then I got this error after selecting "New Game" (In the Testing Window as usual):

    ???? 'Game_Temp' ? 5 ??? SystemStackError ?????????
    stack level too deep

    Here is a picture by the way to help out in understanding:

    Any ideas on what could be the problem?
     
    401
    Posts
    19
    Years
    • Age 29
    • Seen Dec 4, 2016
    i think this is pretty simple, could you make me a script that shows the people in your party but in a class called Pokemon. And can you put it in the pokemon table?
     

    Blizzy

    me = Scripter.new("Noob")
    492
    Posts
    19
    Years
  • agentalexandre12 said:
    i think this is pretty simple, could you make me a script that shows the people in your party but in a class called Pokemon. And can you put it in the pokemon table?
    just open the original rmxp menu, and check right menu
    (with the people in it), i think that is what you want.

    Shinra said:
    Hey there -virtual-,

    I called the first script (On page 1) 'Game_Temp' (Without the ' '), and the second script 'Game_Temp 2'

    Any ideas on what could be the problem?
    yeah, i know what it is.
    you need to merge the alias initialize_old initialize
    from the menu and from the trainercard

    it's all in the demo.

    @to all:
    i've made a demo with includes:
    -menu
    -trainercard
    -pokedex (the script posted by jeff_pklight)
    -choices in new window.
    -module window (my module to create windows, but that doesn't matter)

    some scripts have a * or **
    * means it's added, and you can modify it.
    ** means it's added, but don't remove or add anything!
    Enjoy :)
     
    Last edited:

    Jeff_PKLight

    RMXP User
    535
    Posts
    19
    Years
  • Wow, great way to put it all together -virtual-! :) Btw, does the reflection script work for characters beside the hero as well?
     

    Blizzy

    me = Scripter.new("Noob")
    492
    Posts
    19
    Years
  • Jeff_PKLight said:
    Wow, great way to put it all together -virtual-! :) Btw, does the reflection script work for characters beside the hero as well?
    i have no idea. you should ask that to rataime
     
    401
    Posts
    19
    Years
    • Age 29
    • Seen Dec 4, 2016
    hey i found the thing i was looking for, when i press esc it still shows the window but i can stilll move about.
     
    Last edited:

    Demonic Budha

    semi-good RMXPer (not script)
    192
    Posts
    18
    Years
  • thx to all who helped me find the reflection script.
    now i have another request,
    are you able to edit the reflection script so that the
    reflection is rippled when reflected in water?

    basiclly like on pokemon FR/LG

    Thx in advance
    Demonic Budha
     
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