KITTEN2021'S PROFILE
It has been a very long time since I have been on this website or hosted any games on it. Last message I left was sometime back in 2011, so obviously I have been on a lengthy hiatus. I apologize, but I am aiming to begin fresh and new with nothing tying me down or back due to what I previously had so all my previous games have been deleted from the site.
I will leave nothing on this website, except for very small things - updates every great once in a blue moon, etc. - and make no promises to anyone.
Please refer to the game titled Eriscadia for any further information.
I will leave nothing on this website, except for very small things - updates every great once in a blue moon, etc. - and make no promises to anyone.
Please refer to the game titled Eriscadia for any further information.
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[Chara]Chara Testing - Helpful advice
OK guys, I've been breaking off and messing around with my own Chara's and trying to see what I could get made.
Please be honest... How does she look?

Please try to guess what she is supposed to be so I can see if my design is actually working. :)
EDIT:
Forgot to mention, I haven't went and made the side or back views yet because I wanted to see what everyone thought first and if I was actually going about her design right - encase changes were needed to be made.
Please be honest... How does she look?

Please try to guess what she is supposed to be so I can see if my design is actually working. :)
EDIT:
Forgot to mention, I haven't went and made the side or back views yet because I wanted to see what everyone thought first and if I was actually going about her design right - encase changes were needed to be made.
[Scripting]Location box in AlphaWhelp's script
author=GreatRedSpirit
To move the Gold Window look for this line:
@gold_window = Window_Gold.new(0, 360)
The two numbers are the X and Y position of the window. Change those to move the window itself.
Oooh, I was looking in the wrong script entirely... I know I've said it multiple times, but thank you again! :)
I'm lost with RM2K3 DBS
Couldn't that be done with variables or a conditional branch = if Self Switch A, B, etc. is ON then:
Or am I reading into this the wrong way???
Or am I reading into this the wrong way???
I'm lost with RM2K3 DBS
OK, the post is a little confusing to me, but...
What I think your trying to get accomplished is having Hero X attack using different set skills that equal 1 attack skill.
Why couldn't this be done with skills being "pinged"? In other words, when you select one skill, it pings in the system, but doesn't get used; it instead waits for you to select X other skill x1 or x2 or what have you and then it uses the final skill - what ever it be in the end.
Of course, I'm not too good at this myself, but it sounds like you would first need to make a script that allows you to select multiple skills and have them pinged in the background. Then, the rest would just be done in the skill itself, as far as I remember how RM2k3 works.
(Or do I have this idea of yours totally confused?)
What I think your trying to get accomplished is having Hero X attack using different set skills that equal 1 attack skill.
Why couldn't this be done with skills being "pinged"? In other words, when you select one skill, it pings in the system, but doesn't get used; it instead waits for you to select X other skill x1 or x2 or what have you and then it uses the final skill - what ever it be in the end.
Of course, I'm not too good at this myself, but it sounds like you would first need to make a script that allows you to select multiple skills and have them pinged in the background. Then, the rest would just be done in the skill itself, as far as I remember how RM2k3 works.
(Or do I have this idea of yours totally confused?)
[Scripting]Location box in AlphaWhelp's script
author=GreatRedSpirit
Comment out (put a # in front of lines) all lines that reference "@lieu_window". That's the location window at the bottom of the status window.
First off, thanks for all the help and patience, GRS. ^.^
I am now getting a SyntaxError at Line 239 (the last "End" in the script); even after doing as you said...
EDIT:
Never mind! I just figured out what I did wrong this time... I had also placed a # in front of everything from Line 63 - 74. The instant I removed those and did what you said to do, it now runs and works awesomely! :D
Thank you so very much, GRS... I appreciate it. :3
EDIT2:
Um... Can I ask you one last thing? I'm trying to move the gold window, is it really done in the "Window_Gold" script? I've tried changing things in there, but all I change is how wide it is or where the text shows up at. Can you point me to the right script and then I'll just play with it until I figure it out?
[Scripting]Location box in AlphaWhelp's script
OK, I wasn't aware that this other script I had was actually doing this... I think I found it, but when I tried to place open/closing quotes ("") in this area to have it excluded it gave me a Syntax error when I ran the game to test it...
This window "problem" ranges from Line 76 - Line 97...
class Window_MenuStatus < Window_Selectable
#--------------------------------------------------------------------------
# * Object Initialization
# x : window X coordinate
# y : window Y coordinate
#--------------------------------------------------------------------------
def initialize(x, y)
super(x, y, 360, 360)
refresh
self.active = false
self.index = -1
end
#--------------------------------------------------------------------------
# * Refresh
#--------------------------------------------------------------------------
def refresh
self.contents.clear
@item_max = $game_party.members.size
@column_max = $game_party.members.size
for actor in $game_party.members
draw_actor_face(actor, actor.index * 115 +2, 2, 92 )
x = actor . index * 115 + WLH / 2
y = 96 + WLH / 2
draw_actor_name (actor, x - 10, y + 0)
draw_actor_class(actor, x - 10, y + 30)
draw_actor_level(actor, x - 10, y + 45)
draw_actor_state(actor, x - 10, y + 60)
if actor . index % 2 == 0
draw_actor_hp(actor, x - 10, y + 125, width - 270)
draw_actor_mp(actor, x - 10, y + 145, width - 270)
else
draw_actor_hp(actor, x - 10, y + 125, width - 270)
draw_actor_mp(actor, x - 10, y + 145, width - 270)
end
end
end
#--------------------------------------------------------------------------
# * Update cursor
#--------------------------------------------------------------------------
def update_cursor
if @index < 0 # No cursor
self.cursor_rect.empty
elsif @index < @item_max # Normal
self.cursor_rect.set(@index * 115, 0, 96, 103)
elsif @index >= 100 # Self
self.cursor_rect.set( (@index - 100) * 96, 0, 96, 96)
else # All
self.cursor_rect.set(0, 0, 96, @item_max * 96)
end
end
end
#==============================================================================
# ** Window_Location
#==============================================================================
class Window_Lieu < Window_Base
def initialize(x, y)
super(x, y, 360, WLH+32)
self.contents = Bitmap.new(width - 32, height - 32)
refresh
end
def refresh
self.contents.clear
$maps = load_data("Data/MapInfos.rvdata")
@map_id = $game_map.map_id
@map_name = $maps.name
self.contents.font.color = system_color
self.contents.font.color = normal_color
self.contents.draw_text(-10, -3, 360, 32, @map_name, 1)
end
end
#==============================================================================
# ** Scene_Menu
#==============================================================================
class Scene_Menu < Scene_Base
#--------------------------------------------------------------------------
# * Object Initialization
# menu_index : command cursor's initial position
#--------------------------------------------------------------------------
def initialize(menu_index = 0)
@menu_index = menu_index
end
#--------------------------------------------------------------------------
# * Start processing
#--------------------------------------------------------------------------
def start
super
create_menu_background
create_command_window
@lieu_window = Window_Lieu.new(184, 360)
@gold_window = Window_Gold.new(0, 360)
@status_window = Window_MenuStatus.new(184, 0)
end
#--------------------------------------------------------------------------
# * Termination Processing
#--------------------------------------------------------------------------
def terminate
super
dispose_menu_background
@command_window.dispose
@gold_window.dispose
@lieu_window.dispose
@status_window.dispose
end
#--------------------------------------------------------------------------
# * Frame Update
#--------------------------------------------------------------------------
def update
super
update_menu_background
@command_window.update
@gold_window.update
@lieu_window.update
@status_window.update
if @command_window.active
update_command_selection
elsif @status_window.active
update_actor_selection
end
end
#--------------------------------------------------------------------------
# * Create Command Window
#--------------------------------------------------------------------------
def create_command_window
s1 = Vocab::item
s2 = Vocab::skill
s3 = Vocab::equip
s4 = Vocab::status
s5 = Vocab::save
s6 = Vocab::game_end
@command_window = Window_Command.new(184, )
@command_window.index = @menu_index
if $game_party.members.size == 0 # If number of party members is 0
@command_window.draw_item(0, false) # Disable item
@command_window.draw_item(1, false) # Disable skill
@command_window.draw_item(2, false) # Disable equipment
@command_window.draw_item(3, false) # Disable status
end
if $game_system.save_disabled # If save is forbidden
@command_window.draw_item(4, false) # Disable save
end
end
#--------------------------------------------------------------------------
# * Update Command Selection
#--------------------------------------------------------------------------
def update_command_selection
if Input.trigger?(Input::B)
Sound.play_cancel
$scene = Scene_Map.new
elsif Input.trigger?(Input::C)
if $game_party.members.size == 0 and @command_window.index < 4
Sound.play_buzzer
return
elsif $game_system.save_disabled and @command_window.index == 4
Sound.play_buzzer
return
end
Sound.play_decision
case @command_window.index
when 0 # Item
$scene = Scene_Item.new
when 1,2,3 # Skill, equipment, status
start_actor_selection
when 4 # Save
$scene = Scene_File.new(true, false, false)
when 5 # End Game
$scene = Scene_End.new
end
end
end
#--------------------------------------------------------------------------
# * Start Actor Selection
#--------------------------------------------------------------------------
def start_actor_selection
@command_window.active = false
@status_window.active = true
if $game_party.last_actor_index < @status_window.item_max
@status_window.index = $game_party.last_actor_index
else
@status_window.index = 0
end
end
#--------------------------------------------------------------------------
# * End Actor Selection
#--------------------------------------------------------------------------
def end_actor_selection
@command_window.active = true
@status_window.active = false
@status_window.index = -1
end
#--------------------------------------------------------------------------
# * Update Actor Selection
#--------------------------------------------------------------------------
def update_actor_selection
if Input.trigger?(Input::B)
Sound.play_cancel
end_actor_selection
elsif Input.trigger?(Input::C)
$game_party.last_actor_index = @status_window.index
Sound.play_decision
case @command_window.index
when 1 # skill
$scene = Scene_Skill.new(@status_window.index)
when 2 # equipment
$scene = Scene_Equip.new(@status_window.index)
when 3 # status
$scene = Scene_Status.new(@status_window.index)
end
end
end
end
This window "problem" ranges from Line 76 - Line 97...
class Window_MenuStatus < Window_Selectable
#--------------------------------------------------------------------------
# * Object Initialization
# x : window X coordinate
# y : window Y coordinate
#--------------------------------------------------------------------------
def initialize(x, y)
super(x, y, 360, 360)
refresh
self.active = false
self.index = -1
end
#--------------------------------------------------------------------------
# * Refresh
#--------------------------------------------------------------------------
def refresh
self.contents.clear
@item_max = $game_party.members.size
@column_max = $game_party.members.size
for actor in $game_party.members
draw_actor_face(actor, actor.index * 115 +2, 2, 92 )
x = actor . index * 115 + WLH / 2
y = 96 + WLH / 2
draw_actor_name (actor, x - 10, y + 0)
draw_actor_class(actor, x - 10, y + 30)
draw_actor_level(actor, x - 10, y + 45)
draw_actor_state(actor, x - 10, y + 60)
if actor . index % 2 == 0
draw_actor_hp(actor, x - 10, y + 125, width - 270)
draw_actor_mp(actor, x - 10, y + 145, width - 270)
else
draw_actor_hp(actor, x - 10, y + 125, width - 270)
draw_actor_mp(actor, x - 10, y + 145, width - 270)
end
end
end
#--------------------------------------------------------------------------
# * Update cursor
#--------------------------------------------------------------------------
def update_cursor
if @index < 0 # No cursor
self.cursor_rect.empty
elsif @index < @item_max # Normal
self.cursor_rect.set(@index * 115, 0, 96, 103)
elsif @index >= 100 # Self
self.cursor_rect.set( (@index - 100) * 96, 0, 96, 96)
else # All
self.cursor_rect.set(0, 0, 96, @item_max * 96)
end
end
end
#==============================================================================
# ** Window_Location
#==============================================================================
class Window_Lieu < Window_Base
def initialize(x, y)
super(x, y, 360, WLH+32)
self.contents = Bitmap.new(width - 32, height - 32)
refresh
end
def refresh
self.contents.clear
$maps = load_data("Data/MapInfos.rvdata")
@map_id = $game_map.map_id
@map_name = $maps.name
self.contents.font.color = system_color
self.contents.font.color = normal_color
self.contents.draw_text(-10, -3, 360, 32, @map_name, 1)
end
end
#==============================================================================
# ** Scene_Menu
#==============================================================================
class Scene_Menu < Scene_Base
#--------------------------------------------------------------------------
# * Object Initialization
# menu_index : command cursor's initial position
#--------------------------------------------------------------------------
def initialize(menu_index = 0)
@menu_index = menu_index
end
#--------------------------------------------------------------------------
# * Start processing
#--------------------------------------------------------------------------
def start
super
create_menu_background
create_command_window
@lieu_window = Window_Lieu.new(184, 360)
@gold_window = Window_Gold.new(0, 360)
@status_window = Window_MenuStatus.new(184, 0)
end
#--------------------------------------------------------------------------
# * Termination Processing
#--------------------------------------------------------------------------
def terminate
super
dispose_menu_background
@command_window.dispose
@gold_window.dispose
@lieu_window.dispose
@status_window.dispose
end
#--------------------------------------------------------------------------
# * Frame Update
#--------------------------------------------------------------------------
def update
super
update_menu_background
@command_window.update
@gold_window.update
@lieu_window.update
@status_window.update
if @command_window.active
update_command_selection
elsif @status_window.active
update_actor_selection
end
end
#--------------------------------------------------------------------------
# * Create Command Window
#--------------------------------------------------------------------------
def create_command_window
s1 = Vocab::item
s2 = Vocab::skill
s3 = Vocab::equip
s4 = Vocab::status
s5 = Vocab::save
s6 = Vocab::game_end
@command_window = Window_Command.new(184, )
@command_window.index = @menu_index
if $game_party.members.size == 0 # If number of party members is 0
@command_window.draw_item(0, false) # Disable item
@command_window.draw_item(1, false) # Disable skill
@command_window.draw_item(2, false) # Disable equipment
@command_window.draw_item(3, false) # Disable status
end
if $game_system.save_disabled # If save is forbidden
@command_window.draw_item(4, false) # Disable save
end
end
#--------------------------------------------------------------------------
# * Update Command Selection
#--------------------------------------------------------------------------
def update_command_selection
if Input.trigger?(Input::B)
Sound.play_cancel
$scene = Scene_Map.new
elsif Input.trigger?(Input::C)
if $game_party.members.size == 0 and @command_window.index < 4
Sound.play_buzzer
return
elsif $game_system.save_disabled and @command_window.index == 4
Sound.play_buzzer
return
end
Sound.play_decision
case @command_window.index
when 0 # Item
$scene = Scene_Item.new
when 1,2,3 # Skill, equipment, status
start_actor_selection
when 4 # Save
$scene = Scene_File.new(true, false, false)
when 5 # End Game
$scene = Scene_End.new
end
end
end
#--------------------------------------------------------------------------
# * Start Actor Selection
#--------------------------------------------------------------------------
def start_actor_selection
@command_window.active = false
@status_window.active = true
if $game_party.last_actor_index < @status_window.item_max
@status_window.index = $game_party.last_actor_index
else
@status_window.index = 0
end
end
#--------------------------------------------------------------------------
# * End Actor Selection
#--------------------------------------------------------------------------
def end_actor_selection
@command_window.active = true
@status_window.active = false
@status_window.index = -1
end
#--------------------------------------------------------------------------
# * Update Actor Selection
#--------------------------------------------------------------------------
def update_actor_selection
if Input.trigger?(Input::B)
Sound.play_cancel
end_actor_selection
elsif Input.trigger?(Input::C)
$game_party.last_actor_index = @status_window.index
Sound.play_decision
case @command_window.index
when 1 # skill
$scene = Scene_Skill.new(@status_window.index)
when 2 # equipment
$scene = Scene_Equip.new(@status_window.index)
when 3 # status
$scene = Scene_Status.new(@status_window.index)
end
end
end
end
[Scripting]Location box in AlphaWhelp's script
Like so?
AlphaWhelp
Created 5/28/09, 5:37 P.M.
Version 0.2a
Changes from 0.1a
Now ignores anything between and including the characters
=end
module ALPHAWHELP
### START CONFIG ###
LOCATION_WINDOW_ON_TOP = false ## Set to false to have the window appear low
ALWAYS_ON = true ## Set to false to hide the window at points in your game
LOCATION_WINDOW_VISIBLE_SWITCH = 98 ## Switch number that determines when the
## Location window is visible if ALWAYS_ON
## is set to false
### END CONFIG ###
end
class Window_Location < Window_Base
def initialize(x, y)
super(x, y, 160, WLH + 64)
self.contents = Bitmap.new(width - 32, height - 32)
refresh
end
def refresh
self.contents.clear
$maps = load_data("Data/MapInfos.rvdata")
map_id = $game_map.map_id
mapname = $maps.name
mapname.gsub!(/\/) {""}
self.contents.font.color = system_color
self.contents.draw_text(0, -4, 128, 32, "Location :")
self.contents.font.color = normal_color
self.contents.draw_text(0, -4 + WLH, 128, 32, mapname, 1)
end
end
class Scene_Menu < Scene_Base
alias add_location_name_start start
def start
if ALPHAWHELP::LOCATION_WINDOW_ON_TOP
if ALPHAWHELP::ALWAYS_ON
@location_window = Window_Location.new(0, 176)
else
@location_window = Window_Location.new(0, 176) if $game_switches
end
else
if ALPHAWHELP::ALWAYS_ON
@location_window = Window_Location.new(0, 272)
else
@location_window = Window_Location.new(0, 272) if $game_switches
end
end
add_location_name_start
end
alias dispose_location_window terminate
def terminate
if @location_window != nil
@location_window.dispose
@location_window = nil
end
dispose_location_window
end
end
Thanks, by the way. :3 (And LOVE your avatar) XD
AlphaWhelp
Created 5/28/09, 5:37 P.M.
Version 0.2a
Changes from 0.1a
Now ignores anything between and including the characters
=end
module ALPHAWHELP
### START CONFIG ###
LOCATION_WINDOW_ON_TOP = false ## Set to false to have the window appear low
ALWAYS_ON = true ## Set to false to hide the window at points in your game
LOCATION_WINDOW_VISIBLE_SWITCH = 98 ## Switch number that determines when the
## Location window is visible if ALWAYS_ON
## is set to false
### END CONFIG ###
end
class Window_Location < Window_Base
def initialize(x, y)
super(x, y, 160, WLH + 64)
self.contents = Bitmap.new(width - 32, height - 32)
refresh
end
def refresh
self.contents.clear
$maps = load_data("Data/MapInfos.rvdata")
map_id = $game_map.map_id
mapname = $maps.name
mapname.gsub!(/\/) {""}
self.contents.font.color = system_color
self.contents.draw_text(0, -4, 128, 32, "Location :")
self.contents.font.color = normal_color
self.contents.draw_text(0, -4 + WLH, 128, 32, mapname, 1)
end
end
class Scene_Menu < Scene_Base
alias add_location_name_start start
def start
if ALPHAWHELP::LOCATION_WINDOW_ON_TOP
if ALPHAWHELP::ALWAYS_ON
@location_window = Window_Location.new(0, 176)
else
@location_window = Window_Location.new(0, 176) if $game_switches
end
else
if ALPHAWHELP::ALWAYS_ON
@location_window = Window_Location.new(0, 272)
else
@location_window = Window_Location.new(0, 272) if $game_switches
end
end
add_location_name_start
end
alias dispose_location_window terminate
def terminate
if @location_window != nil
@location_window.dispose
@location_window = nil
end
dispose_location_window
end
end
Thanks, by the way. :3 (And LOVE your avatar) XD
[Scripting]Location box in AlphaWhelp's script
OK, I am using AlphaWhelp's script for the Location Box to appear in my game's menu, but for the life of me, I can't figure out why the Location window is showing up twice:
http://rpgmaker.net/media/content/users/4763/locker/Unsolvable_Location_Box.png
The only one that's supposed to be there is the little one above the money window, the one below your heroes is not supposed to be there. I have gone through the script, when I found the box information in the script and removed it, it also removed the one above the gold window and I can't figure out why...
Can someone please give me a hand with this?
EDIT:
Forgot to mention, if you want to look at the script, let me know, I will place it up here. But only then... Sorry, I don't know how to do a HIDE thing yet...
http://rpgmaker.net/media/content/users/4763/locker/Unsolvable_Location_Box.png
The only one that's supposed to be there is the little one above the money window, the one below your heroes is not supposed to be there. I have gone through the script, when I found the box information in the script and removed it, it also removed the one above the gold window and I can't figure out why...
Can someone please give me a hand with this?
EDIT:
Forgot to mention, if you want to look at the script, let me know, I will place it up here. But only then... Sorry, I don't know how to do a HIDE thing yet...













