corpsegirl
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Content Count
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Joined
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Last visited
About corpsegirl
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Rank
Newbie
- Birthday 02/01/1983
Other
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Referer
google
Profile Information
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Gender
Female
Engines
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Prefered Engine
RPG Maker XP
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Engine Level
Getting There
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Class Title
Programmer / Scripter
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Other Skills
everything but music and graphics
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Project(s)
doesn't matter
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I didn't make this. IT is made to be compatible with the AMS class Interpreter #-------------------------------------------------- alias trebor_dial_command_101 command_101 def command_101 bool= trebor_dial_command_101 $game_temp.message_text.gsub!(/\\[Dd]ial_pnj_ID\[([0-9]+)\]/) do $data_pnj[$1.to_i] != nil ? $game_temp.message_text=load_dial($data_pnj[$1.to_i]) : "" end $game_temp.message_text.gsub!(/\\[Dd]ial_story_ID\[([0-9]+)\]/) do $data_story[$1.to_i] != nil ? $game_temp.message_text=load_dial($data_story[$1.to_i]) : "" end if bool !=nil return bool end end #--------------------------------------------------- def load_dial(str) #str le message à transmettre type string @str=str.dup # Enregistrement de la chaine originale @old_str=str.dup @command_array=[] @command_size=[] @command_trie=[] @com=[] @str=clear_com(@str) last_str=@old_str if str.size>=40 nb = 40 nb_ligne=(str.size/nb).ceil if nb_ligne>=4 last_str="Message trop long" else for i in 1..nb_ligne deb_int=(nb*(i-1)) fin_int=(nb*i) temp=@str[deb_int..fin_int] id_sp=temp.rindex(" ") if id_sp!=nil id=id_sp+(deb_int) else id =fin_int end str_g=@str[0..id] str_d=@str[(id+1)..(@str.size-1)] str_d==nil ? str_d="" : str_d=str_d @str=str_g+"\n"+str_d end for i in 0..@com.size-1 deb_com=@com[i][1] nb_nl=@str[0..deb_com].count("\n") deb_com>1? str_fg=@str[0..deb_com+nb_nl-1] : str_fg="" deb_com>0? str_fd=@str[deb_com+nb_nl..@str.size] : str_fd=@str str_fg==nil ? str_fg="" : str_fg=str_fg str_fd==nil ? str_fd="" : str_fd=str_fd @str=str_fg+@com[i][0]+str_fd end last_str=@str end end return last_str # renvoie la chaine non nettoyée, découpée ou non end #--------------------------------- def clear_com(str) begin last_text = str.clone str.gsub!(/\\[Vv]\[([0-9]+)\]/) { $game_variables[$1.to_i] } end until str == last_text str.gsub!(/\\[Nn]\[([0-9]+)\]/) do $game_actors[$1.to_i] != nil ? $game_actors[$1.to_i].name : "" end str.gsub!(/\\[Mm]\[([0-9]+)\]/) do $data_enemies[$1.to_i] != nil ? $data_enemies[$1.to_i].name : "" end str.gsub!(/\\[Pp]rice\[([0-9]+)\]/) do $data_items[$1.to_i] != nil ? $data_items[$1.to_i].price : "" end str.gsub!(/\\[Cc]lass\[([0-9]+)\]/) do $data_classes[$data_actors[$1.to_i].class_id] != nil ? $data_classes[$data_actors[$1.to_i].class_id].name : "" end str.gsub!(/\\[Mm]ap/) do $game_map.name != nil ? $game_map.name : "" end count_command(/\\[%]/,str) count_command(/\\[Ff]\[(.*?)\]/,str) count_command(/\\[Nn]ame\[(.*?)\]/,str) count_command(/\\[Pp]\[([-1,0-9]+)\]/,str) count_command(Regexp.new('/\\[Cc]\[([0123456789ABCDEF#]+)\]/'),str) count_command(/\\[Gg]/,str) count_command(/\\[ss]\[([0-9]+)\]/,str) count_command(/\\[Aa]\[(.*?)\]/,str) count_command(/\\[Cc]\[([0-9]+)\]/,str) count_command(/\\[Tt]\[(.*?)\]/,str) count_command(/\\[.]/,str) count_command(/\\[|]/,str) count_command(/\\[>]/,str) count_command(/\\[<]/,str) count_command(/\\[!]/,str) count_command(/\\[~]/,str) count_command(/\\[Ee]\[([0-9]+)\]/,str) count_command(/\\[ii]/,str) count_command(/\\[Oo]\[([0-9]+)\]/,str) count_command(/\\[Hh]\[([0-9]+)\]/,str) count_command(/\\[bb]\[([0-9]+)\]/,str) count_command(/\\[Rr]\[(.*?)\]/,str) @command_trie=@command_array.sort {|x,y| x <=> y } for i in 0..@command_trie.size-1 deb_com=@command_trie[i] j=@command_size[@command_array.index(deb_com)] fin_com=deb_com+j-1 str_com=@old_str[deb_com..fin_com] if str_com[-1,1]!="]" str_com.chop! end @com.push([str_com,deb_com]) end return str end #----------------------------------------------------- def count_command(reg,str) it = 0 for i in 0..@old_str.size if @old_str.index(reg,it) !=nil id=@old_str.index(reg,it) it=id+1 @command_array.push(id) last_str_size=str.size str.sub!(reg, "") diff=last_str_size-str.size @command_size.push(diff) end end end #----------------------------------------------------- end #========================================================================== class Scene_Title alias dial_main main def main dial_main #$data_pnj =create_data("text/pnj.txt") $data_story = create_data("text/story.txt") end #-------------------------------------------------------------------------- def create_data(filename) data =nil if FileTest.exist?(filename) filestr= IO.readlines(filename) data=[] it = 0 for line in filestr phrase = line.split('\244') if phrase.length>1 data.push(phrase[1].chomp) it+=1 else if phrase[0][0,1] !='#' and it>=1 data[it-1]+=phrase[0].chomp else next end end end end return data end #-------------------------------------------------------------------------- end There hasn't been support for this in ages. I get errors when I use it but it might be me and not an issue with the script itself. No one else seemed ot have any errors where I found it. Again, it hasn't bee touched in ages that I know of.
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I rather like this. Its simple enough for me to figure out how and why it works. Thank you so much for sharing it. I hope you don't mind my picking it apart on my own time. I've been playing with altering it to my own needs a bit. I was wondering if there is a way to start the game with it off then turn it on for the rest of the game. I don't really know how to turn scripts on and off.
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When makign these things put them after any of the other methods that you can find if you search the script for #new .
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The AMS lacked support for showing a skill name so I added this small script underneath the others. Allows you to show a skill name using \s[skill number] example \s[1] gives you the name of the first skill. Its pretty simple to add features to show any name in the game. #Corpsegirl's Show Skill Name Feature @now_text.gsub!(/\\[ss]\[([0-9]+)\]/) do $data_skills[$1.to_i] != nil ? $data_skills[$1.to_i].name : "" end #End new command
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corpsegirl started following Pause all events
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Thank you so much for the script.
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thanks muchly. Would you mind pointing me in the right direction here as well? $game_variables[61] = @enemy_id.str From what I have read that should get the str of an enemy but I am not sure where to insert the ID of the enemy I want to pull that data from. I tried placing a [1] in various spots but that didn't seem to work. I'm still new to messing with this and don't understand all the commands built into the game are.
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Not sure how to call the current event's ID with a script command. I want to do something like $game_variables[???] = event_id (this event)
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Just need ot pause all the events on the screen from moving while another event is active. Not really sure how to easily accomplish this.
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I know some people still use the SDK but I'm not sure how to adjust functions using it too well. The SDK sounds like a good idea to keep things from being incompatible.
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Hello. Took care of your 2 reports for ya. If you find anything else or need anything else please let us know. I not a strict person so dont worry about your mistakes to much lol
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All that dialog and so much to read through to fix it when using purely events. I think one of these existed back in the early days but god knows I can't find it and with the loss of my computer for the last 4 years I wouldn't know how or where to look or even if it still exists.
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I know some basics for ruby but I am not sure where to find everything in RMXP or how to go about altering its scripts. I remember reading somewhere that the game system has many hidden scripts and even simple edits to its preexisting scripts can cause massive issues. I am looking first to edit the battle to hit, damage, and other algorithms. Any advice would be helpful.