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enigmaopoeia

Member
  • Content Count

    25
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About enigmaopoeia

  • Rank
    Member

Other

  • Referer
    Google

Profile Information

  • Gender
    I don't want it to change things between us

Engines

  • Prefered Engine
    RPG Maker XP
  • Engine Level
    Getting There
  • Class Title
    Eventer
  1. Thank you, Moonpearl, for your advice. In the end, I couldn't figure out which scripts are affecting this, so I'm going to keep with the three lines of text for now and just add any additional text boxes as I see fit.
  2. I am currently having a problem with RPG Maker XP with expanding the dialogue box. I usually never receive a problem like this before when I expanded the dialogue box with other games, but somehow this game doesn't want to budge for me. What I want is for the text box to expand from three lines of text to four lines of text. ^ This is the original size of the text box with three lines of text. Under "Window_Message", it is set to "super(20, 304, 600, 135)". ^ This is what happens when I try to expand the dialogue box. Somehow the y-position doesn't move at all for me and the height cuts off the down scrolling arrow. ^ This is a photoshopped example of what I would like to have done. I was wondering if there are other scripts that may have affected the "Window_Message" scripts, maybe that is why I cannot change the size of the dialogue box to what I please. Currently, I'm stumped. Any help on this would be greatly appreciated.
  3. Ah, there it is! I was looking everywhere in the "Scene_Battle_" scripts and somehow I gloss over that. Ah, now I'll learn to not change to much with RPG Maker XP's defaults scripts. Also thank you so much for helping me out. It worked out exactly as I wanted it!
  4. I have a question concerning removing commands in battle in RPG Maker XP. I used search engines to look for a script that handles it, but my results either come up with custom battle scripts for RPG Maker VX. Basically what I want to do is that this game I'm working on, Attack and Items are completely useless. The only commands that should be used in battle are Skills and Defend. I noticed that I was able to get the desired result by editing the "Scene_Battle 1" script to state under "* Main Processing": CODE # Make actor command window s2 = $data_system.words.skill s3 = $data_system.words.guard @actor_command_window = Window_Command.new(160, [s2, s3]) Thus in battle, I see: However, the Skills commands act as Attack and the Defend command act as Magic. Is there a way to change this so I can get Skills to bring up Skills and Defend to make my characters defend?
  5. I was able to figure out how to have party members have their own specific name for their SP. One solve is from Fomar0153 and another is from GubiD. Thank you, everyone, for your help.
  6. Thank you for the help, Metaclaw. I would prefer an actual menu that can turn subtitles on and off, but at this rate, I'll settle with an item and common events that does this.
  7. GAME DESCRIPTION: Since the success of the PC-9801 version of CORPSE-PARTY released in 1996; Japan would never see a new work within Makoto Kedouin's CORPSE-PARTY series until Team GrisGris released Corpse Party NewChapter for the mobile phones in 2006. During this ten year drought, fans took it upon themselves to create a prequel to CORPSE-PARTY involving two sisters who were only mentioned in passing. They decided to create their derivative work using RPG Tkool XP, a popular RPG creation tool at the time and successor to RPG Tkool 2003, in order to maintain the style that Makoto Kedouin used when he originally made CORPSE-PARTY using RPG Tkool Dante 98. They called this game CORPSE-PARTY ZERO, which was led by Noraenu and features illustrations by Sanmaru. This fan game was released on June 4th, 2007, just eight months after the release of the mobile version. With their initial goal to translate every Corpse Party fan game in existence, an American group called "Memories of Fear" translated this fan game and decided to release it on September 23rd, 2012. Now fans can finally live the prequel to CORPSE-PARTY that the Japanese community had been enjoying for over five years. CAST OF CHARACTERS: SCREENSHOTS: DOWNLOAD & INSTRUCTIONS: CREDITS: As far as we are concerned, this game should be complete with very few bugs and errors. Any questions or concerns about this fan game are greatly appreciated! Thanks for looking and I hope you enjoy this fan game!
  8. deathmoverz24, thank you so much! You actually fixed it! I inserted it into the game and it works like a charm. I will make sure to let my playtesters try it out to ensure it is working properly. But, as far as I know, it is fixed! Thank you again!! Also, I want to credit you in the game for fixing something that has me stumped for the longest time. Mind if I credit you as "deathmoverz24"?
  9. Because I am using a custom font which is included in the file [Perfect DOS VGA 437.ttf], after you install this font, the text should appear. The spirit is supposed to show up, so I don't know why he isn't. That is quite odd. o.O;; Sorry, I dunno how to help you on that.
  10. I have uploaded it to my server @ http://www.memoriesoffear.com/CORPSE-PARTY ZERO - Event Problem.exe
  11. I have uploaded the game with just the maps in question @ http://www.mediafire...clvtyn7a75cslr1 The map itself is called "Before Incinerator (Demolished)" and it is found under the "Demolishing" folder. Also the game has its own font which is included [Perfect DOS VGA 437.ttf], but I don't think it should be that much a problem since the problem is making sure the spirit rushes toward the Hero. There are two versions for you to see: Go to the northeast exit [Map: Before Incinerator (Demolished)] to see what I have done with the game so far. Go to the southeast exit [Map: 焼却炉横(崩壊)] to see how the trigger is supposed to look like. This is the Japanese version where he didn't bother with the poisonous tile.
  12. I have done exactly as how it is shown on the screenshots. And instead, the spirit does this. [REMOVED!] And when I walk toward him... [REMOVED!]
  13. I tried that and the spirit still just stands there instead of rushing toward the Hero. The creator didn't even bother with a poisonous tile and just changed it to the spirit. So, even when the spirit is gone, the poisonous tile acts like a normal floor that doesn't damage the player. I'm sorry, I don't know how to best explain this... I apologize, the Hero is supposed to talk to the spirit in order for it to heal them. It's not supposed to be an automatic event. I corrected this in my initial post. I don't know if I have done this correctly, so here are the screenshots: [REMOVED!] Somehow the spirit never shows up, even after all of the conditions are met. I tried changing Event #2 to Parallel Process, and when the Hero enters the room, the spirit heals her from afar. When it's supposed to run over to her and then heal her. Also do note that EV017 has another script on there for a Game Over if you touch the poisonous tiles, but it is unrelated to the spirit. Therefore I removed it from the image to not confuse the readers. So that is why it looks like I have "two conditional branches" for the same event.
  14. Thank you, deathmoverz24, for fixing this!! I am in the process of translating a Japanese RPG Maker XP fan game and I'm trying to fix the coding that was overlooked by the creator. I am still a novice to RPG Maker XP, but working on these fan games have taught me a lot of how things work. Two particular events are troubling me and I cannot figure out how to make them both work properly. Basically, this is how the events are supposed to work: The Hero enters a room with tons of poisonous tiles that will deplete their HP upon stepping on them. If the Hero has less than 10 HP, it is supposed to summon a spirit [Event A]. The spirit [Event A] appears on this one particular poisonous tile [Event B]. Upon appearing, the spirit [Event A] rushes toward the Hero. When the Hero talks to this spirit [Event A], it will heal them. After healing the Hero, the spirit [Event A] disappears. What the creator initially done is delete the poisonous tile, so it doesn't act like the other poisonous tiles, but the spirit works properly. I want to fix this so that the spirit and the poisonous tile both are working together. Whenever I try to fix this, I either make it where: 1.) The spirit stand in place instead of rushing toward the hero. Or 2.) The spirit never shows up, but the poisonous tile works properly. Here are screenshots of the coding so you can see. If anyone wants, I can also send them the game with just that particular map. I appreciate anyone who can help me out so that I can get a spirit and a poisonous tile to both work together in harmony.
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