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corpsegirl

Member
  • Content Count

    11
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About corpsegirl

  • Rank
    Newbie
  • Birthday 02/01/1983

Other

  • Referer
    google

Profile Information

  • Gender
    Female

Engines

  • Prefered Engine
    RPG Maker XP
  • Engine Level
    Getting There
  • Class Title
    Programmer / Scripter
  • Other Skills
    everything but music and graphics
  • Project(s)
    doesn't matter
  1. Happy Birthday Stranger!

  2. 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.
  3. 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.
  4. When makign these things put them after any of the other methods that you can find if you search the script for #new .
  5. 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
  6. Thank you so much for the script.
  7. 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.
  8. 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)
  9. corpsegirl

    Pause all events

    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.
  10. 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.
  11. 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

  12. 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.
  13. 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.
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