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Hodgeelmf

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Everything posted by Hodgeelmf

  1. The simplest way to manage the currency name dynamically (if using the default menu) would be to create a global variable, probably in an empty script directly above Main. For simplicity, something like $currency = 'Rupees' would suffice. Then change line 25 of Window_Gold from: self.contents.draw_text(124-cx, 0, cx, 32, $data_system.words.gold, 2) to self.contents.draw_text(124-cx, 0, cx, 32, $currency, 2). Then, whenever you need to change currency, use the script event command and change $currency to whatever string you would like. If you are using a custom menu script, then you can actually change $data_system.words.gold, but you would need to change it to the appropriate currency every time you load the game as well, since you can't change database information permanently during play. If you want to have different currency amounts in every world, you have to do a lot more work. You would need to create a hash with keys and values for your currencies and amounts. Then you would need to Marshal the hash object specially in Scene_Save, and load it in Scene_Load. Are you wanting the simple or the complex method?
  2. If I understand what you are wanting correctly, I think I can help you with a script I wrote for another user. This would be more of a workaround than a multi-priority tile like you were requesting, but I think it could get you the effect you want, albeit with a little clunkier execution than priorities. Script for movement restriction (edited for left and right restriction Place this script above main in the script editor. The steps to making it functional: Create a common event Set conditional branch looking for a switch (001, or whichever number you desire Under false, add three commands: Add set move route command: ALWAYS ON TOP ON Add script command restrict_movement Add switch operation to turn ON the condition switch 4. Under true, add three commands: Add set move route command: ALWAYS ON TOP OFF Add script command unrestrict_movement Add switch operation to turn OFF the condition switch 5. Anytime you want the player to climb, use an on touch event which is under the player (on the first high priority tile). 6. Set a condition for the player's direction face (at the bottom, facing up; at the top, facing down) 7. Call the common event 8. Tweak these steps as needed (you may need to force the character to take the final step down or up depending on the way you set up the rope) The first difficulty I foresee with this setup is dismounting the rope. It may take some modification to get the process smooth, but I think at least this approach can give you what you want.
  3. There really isn't any way to do this without rewriting the window script. The problem is in how they have designed the creation of windows. They use quite a bit of space for blt functions from the windowskin to the created window. Then, the text box is created within the borders of the already padded window. I ran into this when I started designing the windowskin option for my CMS. I wish there were a better answer for that. Your workaround is by no means cheesy; I've done the same thing in the past. Hope this helps!
  4. If I understood what you were wanting, the script I created below should do what you want. Copy this script and insert it above Main in the script dialogue box (press F11 in the main editor). All you have to do to restrict your character's movement is enter restrict in the script command of an event's third page. To turn off the restriction, enter unrestrict in the script command. Do you know how you want to free the player's restriction. Keep in mind that you won't be able to turn up or down, so if the player needs to select an object of some sort, it will need to be on the same level as him. I hope this is what you were looking for, and I tried to make it as easy to use as possible. Let me know if you have any questions.
  5. If I understand the problem aldrinbulajr had, it involved a glitch occasioned by showing choices without message text immediately preceding. I have fixed that bug and added a command (\nc) to keep choices from displaying with preceding text if one desires (perhaps to give unspoken options like "hit him, run, cry." Note - the \nc command has to be placed in the text of one of the choices, NOT in the main message text. I hope the revision is useful. Eventually, there are some other additions that I think would be fun, but I have little time to implement them currently.
  6. Greetings, I apologize that my response has taken a little while. I have fixed the bug when changin from windowskin mode back to bubble (it was a dumb mistake I made). I have also added a simple way to turn off the bonce function. Just enter the following in the event editor script command: $game_system.message_bubble_bounce = BUBBLE_BOUNCE_OFF To turn the bounce back on, enter: $game_system.message_bubble_bounce = BUBBLE_BOUNCE_ON I have added this to the documentation and the version log as well. The updated script is posted below, and I will also replace it at the top.
  7. This thread's a little old now I guess, but in response to Kailia's original message, I updated my Message Script (the one referenced at the top of the post) so it should not be broken any longer. All of the specifics requested by Kailia are present except for the "'say', 'yell', and 'though'" which I don't quite understand. That includes the "5-8" lines of message text (though admitedly it takes a bit more work) which can actually show as much text as you can put out there.
  8. no1lives4ever, I agree with the above that there are only two ways to do this with the point and click aspects of the editor. Another, albeit a much more difficult one to set up, method for random npcs in a city map would require a bit of scripting knowledge. I have never come accross this, but I just thought of it reading this thread. There are multiple event pathfinding scripts on the web, most of which function fairly well. Using one of these, you could set movement for npcs in your map based on finding paths to different locations on the map (ie a shop, bank, inn, etc). Admittedly, this would be more time consuming than using random route generation. The advantage would be a more realistic, on-the-go type of feel to the citizens. As well, you could then have, for example, women going to several shops, then to a house, then fading out at a doorway. This means multiple destinations without having to manually configure the routes. This does have potential to cause lag, but using SDK and compatible scripts tends to help reduce lag with more efficient refreshing and the like. A further advantage of a system like this is you could somewhat randomize who appears on the map each time you enter it. This would be done by using an auto run event when you enter the map and setting, say, 10 event placements from a potential 15 by random selection and process of elimination. This could also be done more efficiently by scripting, but it does not have to be. This way, your city would have a feel of change and randomness. Who knows, maybe each city could have some npcs who only appear under certain conditions but are rewarding to the long-sufffering gamer. I realize that this might be more complicated an answer than you are looking for, but I just thought of it and wanted to pass it along. I would actually love to work on a user-friendly script for making this happen, but I am in classes full-time right now and cannot guarantee the time. I think others might be willing to give it a go. Anyway, I hope this is a helpful idea for you. Keep on!
  9. Thanks, Epic! I've added some screenshots and the script.
  10. [Edit] ***July 19, 2013 Update*** Fixed a bug with displaying choices when no previous text was displayed (Please note that I designed this script to append choices to their preceding text). You can now use the command \nc in choice text in order to make the script write choices separate from previous text. This is not a toggle; it needs to be done in each instance where you would like choices separate. If enough people would find a toggle useful, I could add it, but I suspect that it is more desirable in most instances to keep them together. ********************************** I wrote this script in August 2011 and posted it. I got some positive reviews, but it was pointed out to me that the script as posted was broken. I finally decided to rework some things and add some new features to make this better. Hopefully the improvements will make it easier to use. Custom Messages Features Bubble graphic container for text Dynamic container sizing to match text Write speed control Message format controls (bold, colors, etc.) Face graphic support (inside message box as welll as to the left outside) Icon insertion in text Gold window display in lower right corner of screen Also added Windowskin use (have not yet added number input for Windowskin) Compatibility Probably not SDK compatible Will conflict with other message scripts Untested with battle systems Usability With the revisions, you are able to use the script without the bubble or pointer images. It is designed to correct Message Mode values if you are missing these graphics It should be user friendly if you read the instructions. I created several global methods to make certain functions easier to call in the Event Script box. If you do not have scripting knowledge you should still be able to utilize the functions of the script by reading the instructions and dissecting the events in the demo. Bubble Graphic Multiple Messages Full Screen Message Face Graphics The Script - Set to Windowskin Here If you would like to use the script with the bubble image, either download both attached images or the demo itself. I hope you enjoy this! Please let me know of bugs or issues you run into. Message_Demo.zip
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