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Everything posted by Tenoukii
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Caterpillar: http://www.rmxpunlimited.net/forums/topic/1028-caterpillar-system/ And thanks! I'll try that and see if it be working :D
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Thats what i noticed, and by script calls i meant were it says: Instructions Add in a new script above main If you want to make an actor mandatory use .mandatory = true where actor is an instance of Game_Actor ex ($game_party.actors[0], $game_actors[2]) If you want to make an actor available use .unavailable = false where actor is an instance of Game_Actor ex ($game_party.actors[0], $game_actors[2]) That confused me a bit because I want to set the main character as a mandatory (so that the bug doesn't occur) and for the menu's: Oh. I did all that except the scope :sweatdrop: lol Thanks :D EDIT: Not a clue why theres a massive gap :S But i forgot one other question about Tricksters Caterpillar script! Is there a way to turn it on/off so that the party train is only there when I want it to be?
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Hello (: Question 1: Can someone please put the instructions for the script calls for this script: http://save-point.org/showthread.php?mode=linear&tid=2822&pid=1139#pid1139 in a way I understand? Its confusing and the only thing I do know is how to call the window! Question 2: I have items that can only be used from the menu, and only on the main character. How do I stop the window where you select the player to use the item on from opening for just those items? Is it even possible? lol Thankss
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Hello! (Wow... I'm posting rather alot!) But I've just edited the ship tileset to fit my needs, and now can't seem to fix the passabilty & priority settings (I have tried, but can't seem to get them right!) So could someone take a quick look and sort it out for me? (It's attached) Thanks!
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Hey (: I need a quick edit on a tileset (I've tried myself but I'm not having any luck) On the arches in the Bridge tileset, I would like to make one long arch, but its not a straight line. Screenshot: I just need it so that when I make this arch, it makes a straight line all the way through to the ends :) Thanks ^_^ I did it :D
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Ah! It's now working perfectly :D Muchos Gracias, you have been a great help ^_^
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#============================================================================== # ** Scene_Title #------------------------------------------------------------------------------ # This class performs title screen processing. #============================================================================== class Scene_Title #-------------------------------------------------------------------------- # * Main Processing #-------------------------------------------------------------------------- def main # If battle test if $BTEST battle_test return end # Load database $data_actors = load_data("Data/Actors.rxdata") $data_classes = load_data("Data/Classes.rxdata") $data_skills = load_data("Data/Skills.rxdata") $data_items = load_data("Data/Items.rxdata") $data_weapons = load_data("Data/Weapons.rxdata") $data_armors = load_data("Data/Armors.rxdata") $data_enemies = load_data("Data/Enemies.rxdata") $data_troops = load_data("Data/Troops.rxdata") $data_states = load_data("Data/States.rxdata") $data_animations = load_data("Data/Animations.rxdata") $data_tilesets = load_data("Data/Tilesets.rxdata") $data_common_events = load_data("Data/CommonEvents.rxdata") $data_system = load_data("Data/System.rxdata") # Make system object $game_system = Game_System.new # Make title graphic @sprite = Sprite.new @sprite.bitmap = RPG::Cache.title($data_system.title_name) # Make command window s1 = "New Game" s2 = "Continue" @command_window = Window_Horizontal_Command.new(0, 0, 1, [s1, s2]) @command_window.back_opacity = 160 # Continue enabled determinant # Check if at least one save file exists # If enabled, make @continue_enabled true; if disabled, make it false @continue_enabled = false for i in 0..3 if FileTest.exist?("Save#{i+1}.rxdata") @continue_enabled = true end end # If continue is enabled, move cursor to "Continue" # If disabled, display "Continue" text in gray if @continue_enabled @command_window.index = 1 else @command_window.disable_item(1) end # Play title BGM $game_system.bgm_play($data_system.title_bgm) # Stop playing ME and BGS Audio.me_stop Audio.bgs_stop # Execute transition Graphics.transition # Main loop loop do # Update game screen Graphics.update # Update input information Input.update # Frame update update # Abort loop if screen is changed if $scene != self break end end # Prepare for transition Graphics.freeze # Dispose of command window @command_window.dispose # Dispose of title graphic @sprite.bitmap.dispose @sprite.dispose end #-------------------------------------------------------------------------- # * Frame Update #-------------------------------------------------------------------------- def update # Update command window @command_window.update # If C button was pressed if Input.trigger?(Input::C) # Branch by command window cursor position case @command_window.index when 0 # New game command_new_game when 1 # Continue command_continue end end end #-------------------------------------------------------------------------- # * Command: New Game #-------------------------------------------------------------------------- def command_new_game # Play decision SE $game_system.se_play($data_system.decision_se) # Stop BGM Audio.bgm_stop # Reset frame count for measuring play time Graphics.frame_count = 0 # Make each type of game object $game_temp = Game_Temp.new $game_system = Game_System.new $game_switches = Game_Switches.new $game_variables = Game_Variables.new $game_self_switches = Game_SelfSwitches.new $game_screen = Game_Screen.new $game_actors = Game_Actors.new $game_party = Game_Party.new $game_troop = Game_Troop.new $game_map = Game_Map.new $game_player = Game_Player.new # Set up initial party $game_party.setup_starting_members # Set up initial map position $game_map.setup($data_system.start_map_id) # Move player to initial position $game_player.moveto($data_system.start_x, $data_system.start_y) # Refresh player $game_player.refresh # Run automatic change for BGM and BGS set with map $game_map.autoplay # Update map (run parallel process event) $game_map.update # Switch to map screen $scene = Scene_Map.new end #-------------------------------------------------------------------------- # * Command: Continue #-------------------------------------------------------------------------- def command_continue # If continue is disabled unless @continue_enabled # Play buzzer SE $game_system.se_play($data_system.buzzer_se) return end # Play decision SE $game_system.se_play($data_system.decision_se) # Switch to load screen $scene = Scene_Load.new end #-------------------------------------------------------------------------- # * Battle Test #-------------------------------------------------------------------------- def battle_test # Load database (for battle test) $data_actors = load_data("Data/BT_Actors.rxdata") $data_classes = load_data("Data/BT_Classes.rxdata") $data_skills = load_data("Data/BT_Skills.rxdata") $data_items = load_data("Data/BT_Items.rxdata") $data_weapons = load_data("Data/BT_Weapons.rxdata") $data_armors = load_data("Data/BT_Armors.rxdata") $data_enemies = load_data("Data/BT_Enemies.rxdata") $data_troops = load_data("Data/BT_Troops.rxdata") $data_states = load_data("Data/BT_States.rxdata") $data_animations = load_data("Data/BT_Animations.rxdata") $data_tilesets = load_data("Data/BT_Tilesets.rxdata") $data_common_events = load_data("Data/BT_CommonEvents.rxdata") $data_system = load_data("Data/BT_System.rxdata") # Reset frame count for measuring play time Graphics.frame_count = 0 # Make each game object $game_temp = Game_Temp.new $game_system = Game_System.new $game_switches = Game_Switches.new $game_variables = Game_Variables.new $game_self_switches = Game_SelfSwitches.new $game_screen = Game_Screen.new $game_actors = Game_Actors.new $game_party = Game_Party.new $game_troop = Game_Troop.new $game_map = Game_Map.new $game_player = Game_Player.new # Set up party for battle test $game_party.setup_battle_test_members # Set troop ID, can escape flag, and battleback $game_temp.battle_troop_id = $data_system.test_troop_id $game_temp.battle_can_escape = true $game_map.battleback_name = $data_system.battleback_name # Play battle start SE $game_system.se_play($data_system.battle_start_se) # Play battle BGM $game_system.bgm_play($game_system.battle_bgm) # Switch to battle screen $scene = Scene_Battle.new end end
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Yeah, I did that when I first put the script it. Here's screenshots of what's going on: The whole scroll down thing is quite cool, so I don't mind if that stays. But the Continue text obviously can't be invisible :D Thankyouu
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Yes :D That works perfectly thank you. So now, you can either rest and let someone else sort this (since you've been an amazing help and already exceeded expectations) or you can sort it, either way i'm not fussed, since it's nothing major that can wait a while. And yep... It's another timer problem :D You should already know that you select your time limit for the quest (if you don't, you now do), and because of that I have 4 different timers. I started by trying them all in the same Parallel event, just on different pages activated by different switches (no luck), then i tried seperate Parallel events (still on different switches). It was the same problem both times: The timer counted down 1 second and then just stopped. (I carried on since I was only there to test the Draw Point edits i've done). When I started a battle with Obstine, the timer started counting down again, but when I won and went back to the map, the timer went back to 4:59 (how it started) D: I hate timers! But it's a feature I would love to have, so any fixes are welcome! :D EDIT: I also resent the fact that nobody's commented on how amazing my Blue Crystalis logo is! Joking. But I am pretty proud of it considering it took 5 minutes. I'm also just about to put the new Title Screen in the Screenshot section :)
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Errm.. never mind that then xD Would I just remove options by deleting them from the Scene_Title script? EDIT: Okay! So I've deleted the option I wanted to delete (Shutdown) but now its turned the window into a scrolly one, showing like this: New Game ----------------------- (this one option takes up the whole box) (Pressing the down arrow scrolls down)(R+L Arrows do nothing here) Continue ----------------------- (this one option takes up the whole box) Also, you can't actually see the word 'Continue' (I just know its continue because I pressed it xD) Does the strange diagram make sense, or do you want some screenshots because I know i'm not great at explaining.
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D: I just got my ass kicked by him... And he's my own boss?!?! lmaoo What do you think of the music choice for it though :P I thought I'd use different music for each evented battle. I also need to add a new section of text into that battle to tell people to use the wierd Ice Orb (Teaches Cheyo Ice) because he's weak against ice. And finally, I've noticed a small glitch in the ATB script! (D: Shock horror!) When I use items it still comes up as arrows to select the player. But that's it really (: EDIT: I've made small changes to make it easier. just unzip (download from here: http://www.mediafire.com/?yvpbpl86b4ao5h8) and replace the original Data files (if you want too ofc)
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Ah! I missed out a small bit of the script :P Now thats fixed, just one last thing! How would i change the sizes of whatever needs to be changed so that it all fits in on one window? (I don't think that makes sense, but hopefully you understand what I mean xD)
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Haha... I new the chest would be the sneaky one that people can't find :P It's right at the top of the passage way, in the little recess. As for the NPC's... do you think a balloon icon to attract attention to that particular NPC would make you realise you had to talk to them? The first fight sorta stifled me a bit because its either easy or hard (in my view). His current HP is at 2000... any suggestions otherwise? And lastly.. if you are going to go again and finish playing the rest of it, I would recommend visiting the Draw Points (detailed above) before fighting Obstine. (And you have to interact with the little stick thing, not Terris [The NPC]) Thanks for trying :D EDIT: And it's also Cheyo who asks about the allegiance, lol. did i forget to change the UMS script call?
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Hmm... I'm trying to use your script while I take a stab at making my own (so I could see what it would look like, and to SS it for the project post), but I get this little message when I test play: Script 'Scene_Title' Line 41: NoMethodError occurred. undefined method 'back_opacity =' for nil:NilClass (Line 41 = @command_window.back_opacity = 160 ) And I have no idea what that means :D I've had those errors in the past and I just got frustrated trying to figure them out :P What does it mean, and whats the solution? ^_^
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Yep, it works perfectly (: and with the new transition I think it looks pretty fetch :P I've added a mini demo thingy to the projects page if your interested in trying it out and giving some feedback?
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If (in terms of difficulty) it would be beyond basic ( :P ) to do myself, it's a request. but if it's quite easy to do then just some instructions with room to make small modifications would suit me down to the ground (:
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Thats superr! Thanks so much! You shall be credited (obviously) :D
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Hey (: I want to try and move the selection box on the title screen so it looks like this: Obviously I want the windowskin around it, and the words not so far apart, but hopefully you get the idea. And also, this is my new Battle Transition!- Youtube Video ->Original Video What do you all think? Is it good, should I keep it, bin it or what? Thankss
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Erm... it doesn't really matter as long as its not somewhere wildly stupid and you can see which player's affected, so prehaps try and fit it in next to/above their name/hp meter? if not then just anywhere where it makes sense (:
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Ahh okay.. lol. This place makes my life so much easier :P Muchos Gracias Muchachas
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1. no, it didn't give a line number. the little box pops up with that message (copied exactly ^_^ ) after the first little "interactive cutscene" (no idea what else to call it :P ) and 2. I would like too... but i really don't get any of it :P I was just using Leon's thingy for adding menu options because it was one of the few that actually make it easy to understand and do :D I suppose i'm just better at the storying and eventing side of things. The scripts I added/changed are here: http://www.rpgrevolution.com/forums/index.php?showtopic=49653 (3rd post down) I really can't sit and C&P everything again (sorry! :D ) Thankss! EDIT: Fixed it! It turns out that the script call to add a new mission (from the event) wasn't written right! Thanks for the time :D
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That would be amazingly helpful if you could ^_^ and I would like to see the damage, but I can't see a way of it being done (unless theres some super special scripting technique that i'm clueless about... mind you, i'm clueless about all scripting "/) lol. Thanks!