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Everything posted by enigmaopoeia
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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.
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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.
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[SOLVED!] Removing specific commands in battle
enigmaopoeia replied to enigmaopoeia's question in Support
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! -
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?
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[Solved!] Need help with changing party's stats in battle
enigmaopoeia replied to enigmaopoeia's question in Support
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. -
[Solved!] Need help with changing party's stats in battle
enigmaopoeia replied to enigmaopoeia's question in Support
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. -
Thank you, everyone, for your help!
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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!
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[RMXP] Problem with two events not working (Solved!)
enigmaopoeia replied to enigmaopoeia's question in Support
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"? -
[RMXP] Problem with two events not working (Solved!)
enigmaopoeia replied to enigmaopoeia's question in Support
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. -
[RMXP] Problem with two events not working (Solved!)
enigmaopoeia replied to enigmaopoeia's question in Support
I have uploaded it to my server @ http://www.memoriesoffear.com/CORPSE-PARTY ZERO - Event Problem.exe -
[RMXP] Problem with two events not working (Solved!)
enigmaopoeia replied to enigmaopoeia's question in Support
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. -
[RMXP] Problem with two events not working (Solved!)
enigmaopoeia replied to enigmaopoeia's question in Support
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!] -
[RMXP] Problem with two events not working (Solved!)
enigmaopoeia replied to enigmaopoeia's question in Support
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. -
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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GAME DESCRIPTION: On December 17th, 1992, a Japanese group called ASCII released a program titled RPG Tkool Dante 98 for the Japanese exclusive home system known as NEC PC-9801 which allowed people to develop their own role-playing games. They further promoted their tool by publishing a monthly magazine titled LOGIN Sofcom where amateur developers could submit their creations. On April 22nd, 1996, an adventure game called CORPSE-PARTY was published in the Spring 1996 edition of LOGIN Sofcom No.6. It was made by a 22-year-old college student by the name of Makoto Kedouin, who typically stylizes his surname as Kedwin. On February 26th, 1997, Kedwin won second place in the Second Annual ASCII ENTERTAINMENT competition, netting him 5 million yen [$61,675.00 USD]. It'd be nine years before the world saw CORPSE-PARTY again. On October 3rd, 2006, a retelling of the Corpse Party story was released for the mobile phone under the title Corpse Party NewChapter. This new version would later be ported to the PC as Corpse Party BloodCovered and once again to the PSP as Corpse Party BloodCovered ...Repeated Fear. During this time, an anonymous member of a Japanese message board took it upon himself to faithfully recreate the original PC-98 version of CORPSE-PARTY in RPG Tkool XP as CORPSE PARTY -Rebuilded-. Fast forward to April 22nd, 2012, an American group called "Memories of Fear" translated his RPG Tkool XP recreation of CORPSE PARTY and released it to the public as CORPSE PARTY -Rebuilt-. After 16 years, the English-speaking community can get a chance to experience the classic version of CORPSE-PARTY for the very first time. 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!
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Thank you, Jon Bon and Marked, I will be posting this game and I'll take into account everything said.
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Jon Bon, I want to say thank you, you have been of a great help in my last topic where I was bugtesting this game. It came out perfectly. Some things to note about this game: This is a freeware RPG Maker XP game, it is not a commercial game. This RPG Maker XP game is actually a fan remake of a freeware RPG Maker Dante 98 game. This game was made by an anonymous member of a Japanese message board. We do not have permission from the original creator. However it is hard to contact them because they are anonymous. Everyone accountable have been properly credited in both the game and the Readme.txt. We have properly stated in the Readme.txt what changes we have made. I can provide a link to the game if any of the staff wants to take a look at it to see if we are allowed to post it on this forum. However, if this would be a problem, I totally understand and I thank you for your time.
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My friend and I are working on translating a couple of Japanese RPG Maker games. We have already completed one thus far and we're about to start our second project. I have a question that I did not see this asked anywhere on the forum. What is the guideline for this forum regarding posting fan translations? Basically, I want to post our completed project on this forum so people can download it. However, we did not make the RPG Maker game. We translated the dialogue from Japanese to English, we also did a lot of bug fixing that was present in the Japanese version, and we have enhanced the game in some areas. Are we allowed to post this project? Or would it be against forum rules? Thanks in advance to anyone who can answer our question.
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[RMXP] Problems with buffing skills constantly missing (SOLVED!)
enigmaopoeia replied to enigmaopoeia's question in Support
Okay, I finally figured it out! In one of my scripts under Script Editor, they had this code: if RX_T.get_num_from_element(skill.element_set, "腕力c") != 0 target.rx_chg_str += RX_T.get_num_from_element(skill.element_set, "腕力c") rx_param_change = true end if RX_T.get_num_from_element(skill.element_set, "器用さc") != 0 target.rx_chg_dex += RX_T.get_num_from_element(skill.element_set, "器用さc") rx_param_change = true end if RX_T.get_num_from_element(skill.element_set, "素早さc") != 0 target.rx_chg_agi += RX_T.get_num_from_element(skill.element_set, "素早さc") rx_param_change = true end if RX_T.get_num_from_element(skill.element_set, "魔力c") != 0 target.rx_chg_int += RX_T.get_num_from_element(skill.element_set, "魔力c") rx_param_change = true end if RX_T.get_num_from_element(skill.element_set, "攻撃力c") != 0 target.rx_chg_atk += RX_T.get_num_from_element(skill.element_set, "攻撃力c") rx_param_change = true end if RX_T.get_num_from_element(skill.element_set, "物理防御c") != 0 target.rx_chg_pdef += RX_T.get_num_from_element(skill.element_set, "物理防御c") rx_param_change = true end if RX_T.get_num_from_element(skill.element_set, "魔法防御c") != 0 target.rx_chg_mdef += RX_T.get_num_from_element(skill.element_set, "魔法防御c") rx_param_change = true However, I had translated the skill.element_set under System, for example "魔力c" was "Magic" for "Magic +10" and "Magic -10". Therefore it didn't recognize the translated words, thus it register as a kept "Miss". After I revert them back to their original Japanese, the buffs now register without missing! Whew! Thanks, Jon Bon and deathmoverz24! -
[RMXP] Problems with buffing skills constantly missing (SOLVED!)
enigmaopoeia replied to enigmaopoeia's question in Support
That sounded like a great suggestion and I have done that, however the skill still misses. The left [American] shows that after I cast the buff it misses. But the right [Japanese] goes though perfectly. I might need to look through the Script Editor and see that maybe there is a change between the battle scripts that cause "Miss" to appear. -
[RMXP] Problems with buffing skills constantly missing (SOLVED!)
enigmaopoeia replied to enigmaopoeia's question in Support
I am also willing to send the game to someone if they want to take a stab at it. I have a save at the boss battle, so they can see what I am talking about. I have not touched the graphic files at all because, thankfully, they are already written in English. And the "Miss" is text-based as far as I know. That's odd because when I cast Strength +10, I do see a difference in the amount of damage they deal afterward. I dunno if they put it under Element because there are no weapons/armor in this game. -
[RMXP] Problems with buffing skills constantly missing (SOLVED!)
enigmaopoeia posted a question in Support
EDIT: I have finally figured out the problem. Thanks everyone! My friend and I are translating a Japanese RPG Maker XP fan game into English and while playtesting, I noticed something odd when it comes to battles in this game. Whenever I use a buff skill, it will constantly say "Miss", even though the buff was successful. I went back to the Japanese version and after I cast a buff skill, it goes through with no message stating "Miss". If anyone can pin-point the reason why it constantly state "Miss"? I double-checked the coding from the Japanese and English translated versions, and found nothing different. Could be something I have overlooked. Here are a screenshot of my buff skill taken exactly from the Japanese version just translated: I can provide more screenshots if needed. I thank anyone who can help me out with this. -
Thank you for the response, bigace. Unless I am mistaken, this isn't quite what I am looking for. I want character dialogue to be aligned to the right, but when the character grabs an item or do an action, I want the text to be centered.
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EDIT: I got what I needed, thanks for the help, everyone!