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> help with scripts and other stuff, I need some help with RPG maker vx
mech94
post Jul 5 2009, 08:42 PM
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HI, I need some help and quick. I will give a list that shows some of the features I want in my game.

1. A script to show the maps name when entering it.
2. Character select.
3. When in a air ship hit a key to actually walk around inside the ship as a level.
4. Choosing factions.
5. Sideview battle.
6. And is it possible to have the same class using different weapons? ex:(one guy using a sword and he is a warrior but another guy in the same class cannot.

Please respond.
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Dark Knight 46
post Jul 5 2009, 08:46 PM
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I have the side-view Battle.Enter above MAIN.

HERE
#===========================================================
==============
=====
# ** Sprite_Battler
#------------------------------------------------------------------------------
# Animated Battlers by Minkoff, Updated by DerVVulfman
#==============================================================================

class Sprite_Battler < RPG::Sprite
#--------------------------------------------------------------------------
# * Initialize
#--------------------------------------------------------------------------
alias cbs_initialize initialize
def initialize(viewport, battler = nil)

# Configuration
@speed = 4 # Framerate speed of the battlers
@frames = 4 # Number of frames in each pose
@poses = 11 # Number of poses (stances) in the template
@mirror_enemies = true # Enemy battlers use reversed image
@stationary_enemies = false # If the enemies don't move while attacking
@stationary_actors = false # If the actors don't move while attacking
@calculate_speed = true # System calculates a mean/average speed
@phasing = false # Characters fade in/out while attacking
@default_collapse = false # Restores the old 'red fade' effect to enemies
# Array that holds the id # of weapons that forces the hero to be stationary
@stationary_weapons = [17,18,19,20,21,22,23,24] # (examples are bows & guns)

# DO NOT EDIT BELOW THIS LINE UNLESS YOU KNOW WHAT YOU'RE DOING
@frame, @pose = 0, 0
@last_time = 0
@last_move_time = 0
cbs_initialize(viewport, battler)
# self.mirror = !!battler and @mirror_enemies
viewport.z = 99
end
#--------------------------------------------------------------------------
# * Update
#--------------------------------------------------------------------------
alias cbs_update update
def update
return unless @battler

# Regular Update
cbs_update

# Start Routine
unless @started
@pose = state
@width = @width / @frames
@height = @height / @poses
@display_x = @battler.screen_x
@display_y = @battler.screen_y
@destination_x = @display_x
@destination_y = @display_y
@started = true
end

# Cut Out Frame
self.src_rect.set(@width * @frame, @height * @pose, @width, @height)

# Position Sprite
self.x = @display_x
self.y = @display_y
self.z = @display_y
self.ox = @width / 2
self.oy = @height

# Setup Animation
time = Graphics.frame_count / (Graphics.frame_rate / @speed)
if @last_time < time
@frame = (@frame + 1) % @frames
if @frame == 0
if @freeze
@frame = @frames - 1
return
end
@pose = state
end
end
@last_time = time

# Move It
move if moving
end
#--------------------------------------------------------------------------
# * Current State
#--------------------------------------------------------------------------
def state
# Damage State
if [nil,{}].include?(@battler.damage)
# Battler Fine
@state = 0
# Battler Wounded
@state = 2 if @battler.hp < @battler.maxhp / 4

if @default_collapse
# Battler Dead (Red-Out Collapse)
if @battler.dead? and @battler.is_a?(Game_Actor)
@state = 10
# Fix Opacity
self.opacity = 255
end
else
# Battler Dead (Pose-Type Collapse)
if @battler.dead?
@state = 10
# Fix Opacity
self.opacity = 255
end
end
end
# Guarding State
@state = 3 if @battler.guarding?
# Moving State
if moving
# If enemy battler moving
if @battler.is_a?(Game_Enemy)
# Battler Moving Left
@state = 5 if moving.eql?(0)
# Battler Moving Right
@state = 4 if moving.eql?(1)
# Else actor battler moving
else
# Battler Moving Left
@state = 4 if moving.eql?(0)
# Battler Moving Right
@state = 5 if moving.eql?(1)
end
end
# Return State
return @state
end
#--------------------------------------------------------------------------
# * Move
#--------------------------------------------------------------------------
def move
time = Graphics.frame_count / (Graphics.frame_rate.to_f / (@speed * 5))
if @last_move_time < time

# Pause for Animation
return if @pose != state

# Phasing
if @phasing
d1 = (@display_x - @original_x).abs
d2 = (@display_y - @original_y).abs
d3 = (@display_x - @destination_x).abs
d4 = (@display_y - @destination_y).abs
self.opacity = [255 - ([d1 + d2, d3 + d4].min * 1.75).to_i, 0].max
end

# Calculate Difference
difference_x = (@display_x - @destination_x).abs
difference_y = (@display_y - @destination_y).abs

# Done? Reset, Stop
if [difference_x, difference_y].max.between?(0, 8)
@display_x = @destination_x
@display_y = @destination_y
@pose = state
return
end

# Calculate Movement Increments
increment_x = increment_y = 1
if difference_x < difference_y
increment_x = 1.0 / (difference_y.to_f / difference_x)
elsif difference_y < difference_x
increment_y = 1.0 / (difference_x.to_f / difference_y)
end

# Calculate Movement Speed
if @calculate_speed
total = 0; $game_party.actors.each{ |actor| total += actor.agi }
speed = @battler.agi.to_f / (total / $game_party.actors.size)
increment_x *= speed
increment_y *= speed
end

# Multiply and Move
multiplier_x = (@destination_x - @display_x > 0 ? 8 : -8)
multiplier_y = (@destination_y - @display_y > 0 ? 8 : -8)
@display_x += (increment_x * multiplier_x).to_i
@display_y += (increment_y * multiplier_y).to_i
end
@last_move_time = time
end
#--------------------------------------------------------------------------
# * Set Movement
#--------------------------------------------------------------------------
def setmove(destination_x, destination_y)
unless (@battler.is_a?(Game_Enemy) and @stationary_enemies) or
(@battler.is_a?(Game_Actor) and @stationary_actors)
unless @stationary_weapons.include?(@battler.weapon_id)
@original_x = @display_x
@original_y = @display_y
@destination_x = destination_x
@destination_y = destination_y
end
end
end
#--------------------------------------------------------------------------
# * Movement Check
#--------------------------------------------------------------------------
def moving
if (@display_x != @destination_x and @display_y != @destination_y and !@battler.dead?)
return (@display_x > @destination_x ? 0 : 1)
end
end
#--------------------------------------------------------------------------
# * Set Pose
#--------------------------------------------------------------------------
def pose=(pose)
@pose = pose
@frame = 0
end
#--------------------------------------------------------------------------
# * Freeze
#--------------------------------------------------------------------------
def freeze
@freeze = true
end
#--------------------------------------------------------------------------
# * Fallen Pose
#--------------------------------------------------------------------------
alias cbs_collapse collapse
def collapse
if @default_collapse
cbs_collapse if @battler.is_a?(Game_Enemy)
end
end
end

#==============================================================================
# ** Game_Actor
#==============================================================================

class Game_Actor
#--------------------------------------------------------------------------
# * Actor X Coordinate
#--------------------------------------------------------------------------
def screen_x
if self.index != nil
return self.index * 45 + 450
else
return 0
end
end
#--------------------------------------------------------------------------
# * Actor Y Coordinate
#--------------------------------------------------------------------------
def screen_y
return self.index * 35 + 200
end
#--------------------------------------------------------------------------
# * Actor Z Coordinate
#--------------------------------------------------------------------------
def screen_z
return screen_y
end
end

#==============================================================================
# ** Scene_Battle
#==============================================================================

class Scene_Battle
#--------------------------------------------------------------------------
# * Action Animation, Movement
#--------------------------------------------------------------------------
alias cbs_update_phase4_step3 update_phase4_step3
def update_phase4_step3(battler = @active_battler)
@rtab = !@target_battlers
target = (@rtab ? battler.target : @target_battlers)[0]
@moved = {} unless @moved
return if @spriteset.battler(battler).moving
case battler.current_action.kind
when 0 # Attack
if not (@moved[battler] or battler.guarding?)
offset = (battler.is_a?(Game_Actor) ? 40 : -40)
@spriteset.battler(battler).setmove(target.screen_x + offset, target.screen_y)
@moved[battler] = true
return
elsif not battler.guarding?
@spriteset.battler(battler).pose = 6 + rand(2)
@spriteset.battler(battler).setmove(battler.screen_x, battler.screen_y)
end
when 1 # Skill
@spriteset.battler(battler).pose = 8
when 2 # Item
@spriteset.battler(battler).pose = 8
end
@moved[battler] = false
@rtab ? cbs_update_phase4_step3(battler) : cbs_update_phase4_step3
end
#--------------------------------------------------------------------------
# * Hit Animation
#--------------------------------------------------------------------------
alias cbs_update_phase4_step4 update_phase4_step4
def update_phase4_step4(battler = @active_battler)
for target in (@rtab ? battler.target : @target_battlers)
damage = (@rtab ? target.damage[battler] : target.damage)
if damage.is_a?(Numeric) and damage > 0
@spriteset.battler(target).pose = 1
end
end
@rtab ? cbs_update_phase4_step4(battler) : cbs_update_phase4_step4
end
#--------------------------------------------------------------------------
# * Victory Animation
#--------------------------------------------------------------------------
alias cbs_start_phase5 start_phase5
def start_phase5
for actor in $game_party.actors
return if @spriteset.battler(actor).moving
end
for actor in $game_party.actors
unless actor.dead?
@spriteset.battler(actor).pose = 9
@spriteset.battler(actor).freeze
end
end
cbs_start_phase5
end
#--------------------------------------------------------------------------
# * Change Arrow Viewport
#--------------------------------------------------------------------------
alias cbs_start_enemy_select start_enemy_select
def start_enemy_select
cbs_start_enemy_select
@enemy_arrow.dispose
@enemy_arrow = Arrow_Enemy.new(@spriteset.viewport2)
@enemy_arrow.help_window = @help_window
end
end

#==============================================================================
# ** Spriteset_Battle
#==============================================================================

class Spriteset_Battle
#--------------------------------------------------------------------------
# * Change Enemy Viewport
#--------------------------------------------------------------------------
alias cbs_initialize initialize
def initialize
cbs_initialize
@enemy_sprites = []
for enemy in $game_troop.enemies.reverse
@enemy_sprites.push(Sprite_Battler.new(@viewport2, enemy))
end
end
#--------------------------------------------------------------------------
# * Find Sprite From Battler Handle
#--------------------------------------------------------------------------
def battler(handle)
for sprite in @actor_sprites + @enemy_sprites
return sprite if sprite.battler == handle
end
end
end

#==============================================================================
# ** Arrow_Base
#==============================================================================

class Arrow_Base < Sprite
#--------------------------------------------------------------------------
# * Reposition Arrows
#--------------------------------------------------------------------------
alias cbs_initialize initialize
def initialize(viewport)
cbs_initialize(viewport)
self.ox = 14
self.oy = 10
end
end


Note not mine. Minkoff's ph34r.gif

This post has been edited by Dark Knight 46: Jul 5 2009, 08:49 PM


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BizarreMonkey
post Jul 5 2009, 10:39 PM
Post #3


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Can't you just search for it? O.o

Well anyway...

Type the following keywords in the search box at the bottom of this page Click here.

Character Select Menu.
Enter Vehicles
Factions reborn
Tankentai

Now your 6th Question. There 2 ways i can think of to do this.

1. Make a copy of the class in the database, and then untick the weapon that you don't want that actor using.

2. I can't think of a script to do this.so you can request it in the Appropriate forums.

Also, I don't think this is the right forum, but i could be wrong.

I'd post the links but I'm too lazy. :P

And i see this is your first post. Welcome to the forums! :)

This post has been edited by BizarreMonkey: Jul 5 2009, 10:42 PM


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mech94
post Jul 5 2009, 10:54 PM
Post #4



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Thanks guys!! smile.gif
Oh and for the side battle view is it the one one where I have to replace the face with the characters walking sprites because I want the face to be there?
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mech94
post Jul 6 2009, 12:37 AM
Post #5



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I also wanted to know if I could import movies instead of making them with rmvx and if it is possible to equip more than one weapon. ex:( a mech has missles and machine guns equiped at once)
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Shanghai
post Jul 6 2009, 04:07 AM
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The search button is a wonderful tool. Please go use it.


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Night5h4d3
post Jul 6 2009, 05:55 AM
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and dont forget to check out the local script listings: VX script listing


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katasu
post Jul 14 2009, 08:23 AM
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QUOTE (mech94 @ Jul 6 2009, 01:37 AM) *
I also wanted to know if I could import movies instead of making them with rmvx and if it is possible to equip more than one weapon. ex:( a mech has missles and machine guns equiped at once)

I don't know about the movies( I think you can not sure though) but for the duel weapons:
1. go to tools
2. then database
3.Then actors
4. click Two Swords Style
and that's it. you will be able to equip two weapons, but you won't be able to equip a shield.


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MetalmanExtreme
post Oct 16 2010, 06:22 AM
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QUOTE (mech94 @ Jul 6 2009, 12:42 AM) *
HI, I need some help and quick. I will give a list that shows some of the features I want in my game.

1. A script to show the maps name when entering it.
2. Character select.
3. When in a air ship hit a key to actually walk around inside the ship as a level.
4. Choosing factions.
5. Sideview battle.
6. And is it possible to have the same class using different weapons? ex:(one guy using a sword and he is a warrior but another guy in the same class cannot.

Please respond.


A neat thing to consider is if your gonna use the ship alot and do get that inside mapping,
you could have that as a base before you go out on your ac tual adventures, and you could even prob have like shops and stuff set up in there =]
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Kread-EX
post Oct 16 2010, 06:26 AM
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Please don't necropost. This topic is over one year old.


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