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Messages - Hadeki

1
Like a conditional branch based on a script? I don't exactly know how to do that...

EDIT: Oooooooooooooooh... I just figured it out. Thank you, nathmatt.
2
Okay, well... I want to display a picture for "Yes" and a different picture for "No" when selecting a choice in RPG Maker XP.
So far I have a parallel common event activated by a switch that changes the picture when the player presses the down arrow key (which works perfectly). I just can't seem to make the up arrow key work...

Spoiler: ShowHide


So when the yes choice is selected, then the switch "YES" in on; and when the no choice is selected, then the switch "NO" is on.
So when "Yes" is selected and the player presses down, then the "YES" switch turns off and the "NO" switch turns on (and then "No" is selected). Does that make sense? So I can make it work when the player presses down (no matter which choice is selected), but not when the player presses up.
3
RMXP Script Database / Re: [XP] Tons of Add-ons
April 13, 2009, 05:22:41 pm
Okay. It's fine. I have a Plan B.
4
RMXP Script Database / Re: [XP] Tons of Add-ons
April 12, 2009, 09:17:24 pm
Quote from: Doris on April 09, 2009, 04:36:56 am
I'm not entirely sure, but I think it could work. Best you simply try it with Mode 7 and see what happens.

Yes, it would be possible to replace dead actors with coffins rather than make them ghostlike. But I suggest you rather do that with a parallel process common event. Scripting it would complicate the caterpillar system a lot while an event would be very simple.


I did try it out (Map as Battleback with Mode 7) and I got this error:

     Script 'Neo Mode 7 Part 3' line 265: NoMethodError occurred.
     undefined method `spritesheet' for #<Scene_Battle:0x74039f0>

So... Yeah. My plan was to have the map as the battleback, and then have this rectangular overlay with a white background for the, like, stage for the monsters. But I never know how to get the stage to show up behind the monsters. The best I could do was have the map as the battleback, and then show the stage using the Sprite.new command or whatever it is, but that shows up over everything. So if I can fix the Map as Battleback with Mode 7, then I'd also like to know how to show the stage thing (which is technically a secondary battleback?).

Um... Using a parallel process event thing would most likely cause the graphics of the actors in the menu to be coffins as well. I think. I guess I could have a conditional branch stating that if the scene is the map, then the actors are coffins and then elsewhere (menu, shop, etc.) they'd be their regular selves. I'll try that and report back to you, unless you have a better idea.

There was something else, but I forgot. Oh well.
5
RMXP Script Database / Re: [XP] Tons of Add-ons
April 09, 2009, 01:45:48 am
Um... This is most likely impossible, but I have to know for sure; can the Map as Battleback feature work with Mode 7? I would really like it to, but I can't figure out how.
Also, for the caterpillar feature, instead of removing a character from the party or setting them as a "ghost", can there be a set character graphic for dead party members? Like, for each player who is dead, their place in the caterpillar is replaced by a coffin or something.
6
Script Requests / Re: Ride on Water
April 06, 2009, 04:23:34 pm
Oooh. I fiddled with that and when I tried to customize it I just seemed to ruin it.
What I'm looking for is a script that allows the player to enter water from anywhere, not just one location where a vehicle is set.
Also, with that script it seems like the vehicle can only exist on one map and I need it to exist where ever water is (world map, towns, caves).
So... I tried to create some events that make it so when the hero is facing the water and presses the "C" button, they mount a whale thing and begin riding it across water, but that would mean I have to create an event on each square along the edge of all water throughout my game... Which is not very efficient.
7
Script Requests / Re: Ride on Water
April 06, 2009, 12:59:46 am
I searched that site as best I could for a few hours and I found nothing I could use.
8
Script Requests / Ride on Water
April 05, 2009, 10:31:59 pm
I'm attempting to make it so the player can ride something across water. I can create a specific sprite myself, but I'm not sure how to go about making an event/script. I am planning to allow the player to mount something at any time, in any body of water (so terrain IDs may be very important) once they obtain a specific item.
Is there, like, a simple way to do this?

P.S.
I'm using XP, and Blizzard's caterpillar script (from Tons of Add-Ons) AND the Neo Mode 7 script.
9
Quote from: Aqua on April 05, 2009, 08:11:16 pm
Why not instead of changing the name of the map, you just duplicate the map and have 2 different names? :D


Ha ha. I agree. I did decide to do that.


BUT WAIT!
Shadow Link, you are a genius. Thank you. It works perfectly.
10
Okay. Thank you for your help. I just wanted to make sure there wasn't a super easy way to deal with it.
11
I did put it above main, and I remember changing the location name script a little bit to fit my game better.
Is that script the problem though? It seems like the script wouldn't really change anything as long as I changed the map's actual name.
Also, I may just make it so when a certain switch is turned on the player is transferred to a similar map with the new name. Should I just do that?
12
Waaaaait. Am I able to see the name of other maps? And can I change the name of more than one map during game play? It seems like this script is a lot more work than it should be.
But I'm not really a good scripter...

Also, I get this error when I try to test play my game:
"Script 'Window_Location' line 69: NameError occurred.
undefined method `main' for class `Scene_Title'"
13
I'm using the location name window thing by Juan. I think I got it from Chaos Project.

Spoiler: ShowHide
#==============================================================================
# ** Location Window
#------------------------------------------------------------------------------
# Juan 
# Version 1.4
# made 10/13/07
# Date last time updated 12/30/07
#==============================================================================
# Any bugs email me juanpena1111@yahoo.com
# Version History
#
# Version 1.0
# -> This script was first made.
# Version 1.1
# -> Fixed font bug
# Version 1.2
# -> Removed * in map name.
# Version 1.3
# -> You can now change the location name.
# Version 1.4
# -> Improed coding
#
# Compatibility:
# This script changes the windows steps window to display the map name. What  that means
# is this script will not work on some cms(custom menu systems) if they
# don't use the step window
#
# Features
# Displays the map name.
# Removed the * in map name.
# Less code than other location scripts
#
# Author's Notes
# Any bugs email me juanpena1111@yahoo.com
# Credit me and enjoy.
#
#
#==============================================================================
# ** Window_Location
#------------------------------------------------------------------------------
#  This window displays map location on the menu screen.
#==============================================================================

class Window_Location < Window_Base
  #--------------------------------------------------------------------------
  # * Object Initialization
  #--------------------------------------------------------------------------
  def initialize
    super(0, 0, 160, 96)
    self.contents = Bitmap.new(width - 32, height - 32)
    refresh
  end
  #--------------------------------------------------------------------------
  # * Refresh
  #--------------------------------------------------------------------------
  def refresh
    if $fontface != nil
    self.contents.font.name = $fontface
    elsif $defaultfonttype != nil
    self.contents.font.name = $defaultfonttype
    end
    self.contents.font.size = 21   
    self.contents.clear
    self.contents.font.color = system_color
    self.contents.draw_text(4, 0, 80, 32, " ")
    self.contents.font.color = normal_color
    if $game_map.name.include?('*')
    self.contents.draw_text(4, 32, 120, 32, $game_map.name.delete!('*'), 2)
    else
    self.contents.draw_text(4, 32, 120, 32, $game_map.name, 2)
    end
  end
end
14
I used your method and it gave me a wrong number of arguments error. I'm not sure how to apply the scripting you gave me though.
Would I set
     $game_variables[1] = load_data('Data/MapInfos.rxdata')
     $game_variables[1].keys.each {|key| $game_variables[1][key] = $game_variables[1][key].name}
as a parallel event and then
     $game_variables[1] = "Map new name"
as another event that starts when a certain switch is turned on?
15
I tried that script, Game Guy, and it didn't really work. Well, I may be using it in an incorrect way, I guess.
I have a conditional branch where if a certain switch is on, it calls the script you gave me. But the map's name stays the same when I turn the switch on.
P.S. I'm checking if the map name changes by using a script that shows the map name in the menu.

And... what, Reno?
16
I tried using a parallel process event that shuts off once the name changes, but I have no idea how to change the name...  :(
17
Yet another quick question.
How do I change the name of a map during gameplay? Well, what I want to do is change the name of a map once a certain switch is turned on.
18
It's fine. :up:
As long as I can make my game without running into problems when I try to add the script, then you can take your time. So far I don't think I NEED the script to continue making my game.
19
I do not have a deadline. I'm just casually making a game.
And I'm sorry to hear about your laptop. If you just want to give up on the script for me, then that's fine. I hate it when I lose things I was working on. It's really frustrating.
20
You're not dead are you, Fantasist?

:'(