Jump to content
New account registrations are disabed. This website is now an archive. Read more here.

discochicken

Member
  • Content Count

    22
  • Joined

  • Last visited

About discochicken

  • Rank
    Newbie

Other

  • Referer
    google

Engines I Use

  • RPG Maker XP
    Yes
  1. discochicken

    Unwalkable Tiles

    Every once in a while when I do some mapping, there will be a few tiles that I simply cannot walk on. The floor tiles are all the same and are on layer one, and the higher layers are all empty, yet I cannot go on some tiles. It stops me from moving, as if there was an invisible barrier in the way. Is this simply a (rather irritating) program bug, or am I doing something wrong when I map? I've tried every possible troubleshooting method that I am aware of, but I cannot come up with a solution. Any ideas? I have one such map that I can take a video of of you need to see what I'm talking about.
  2. My bad. Forgot to add that part. I believe the scripts in question should be the following: #============================================================================== # ** Window_MenuStatus #------------------------------------------------------------------------------ # This window displays party member status on the menu screen. #============================================================================== class Window_MenuStatus < Window_Selectable #-------------------------------------------------------------------------- # * Object Initialization #-------------------------------------------------------------------------- def initialize super(0, 0, 480, 480) self.contents = Bitmap.new(width - 32, height - 32) refresh self.active = false self.index = -1 end #-------------------------------------------------------------------------- # * Refresh #-------------------------------------------------------------------------- def refresh self.contents.clear @item_max = $game_party.actors.size for i in 0...$game_party.actors.size x = 64 y = i * 116 actor = $game_party.actors draw_actor_graphic(actor, x - 40, y + 80) draw_actor_name(actor, x, y) draw_actor_class(actor, x + 144, y) draw_actor_level(actor, x, y + 32) draw_actor_state(actor, x + 90, y + 32) draw_actor_exp(actor, x, y + 64) draw_actor_hp(actor, x + 236, y + 32) draw_actor_sp(actor, x + 236, y + 64) end end #-------------------------------------------------------------------------- # * Cursor Rectangle Update #-------------------------------------------------------------------------- def update_cursor_rect if @index < 0 self.cursor_rect.empty else self.cursor_rect.set(0, @index * 116, self.width - 32, 96) end end end #============================================================================== # ** Window_BattleStatus #------------------------------------------------------------------------------ # This window displays the status of all party members on the battle screen. #============================================================================== class Window_BattleStatus < Window_Base #-------------------------------------------------------------------------- # * Object Initialization #-------------------------------------------------------------------------- def initialize super(0, 320, 640, 160) self.contents = Bitmap.new(width - 32, height - 32) @level_up_flags = [false, false, false, false] refresh end #-------------------------------------------------------------------------- # * Dispose #-------------------------------------------------------------------------- def dispose super end #-------------------------------------------------------------------------- # * Set Level Up Flag # actor_index : actor index #-------------------------------------------------------------------------- def level_up(actor_index) @level_up_flags[actor_index] = true end #-------------------------------------------------------------------------- # * Refresh #-------------------------------------------------------------------------- def refresh self.contents.clear @item_max = $game_party.actors.size for i in 0...$game_party.actors.size actor = $game_party.actors actor_x = i * 160 + 4 draw_actor_name(actor, actor_x, 0) draw_actor_hp(actor, actor_x, 32, 120) draw_actor_sp(actor, actor_x, 64, 120) if @level_up_flags self.contents.font.color = normal_color self.contents.draw_text(actor_x, 96, 120, 32, "LEVEL UP!") else draw_actor_state(actor, actor_x, 96) end end end #-------------------------------------------------------------------------- # * Frame Update #-------------------------------------------------------------------------- def update super # Slightly lower opacity level during main phase if $game_temp.battle_main_phase self.contents_opacity -= 4 if self.contents_opacity > 191 else self.contents_opacity += 4 if self.contents_opacity < 255 end end end
  3. I'm using script that comes with custom hp/sp/exp bars that have their own labels; however, the generic white text overlaps the bars (see below for clarification). I want to remove the white text that says hp/sp/exp in the menu and battle screens. I assume I have to edit the scripts to accomplish this. Could someone tell me which scripts/lines I would have to edit? I would really appreciate it.
  4. Thanks for the clarification. everything is ok now
  5. My game file got corrupted, so I cant open it to copy over my maps etc. I put a lot of work into this game and I really don't want to start over. I tried copying all of the map data from this file to a new game, but when I opened the new file, the maps weren't there. Is there a step that I missed, or does this method simply not work? Is there even a way to copy over the maps I want?
  6. The same happened when I copied the actor and class data
  7. I copied over all of the map data to my new game, but when I open the new file in RPG Maker, the maps still don't show up. Did I miss a step?
  8. Thanks. Now that you mention it, my computer restart while I was editing yesterday.
  9. I went to open my game today to work on it, but it gave me an "unexpected file format" error message. I thought this was strange because it is the standard rmxp project file type, and I have been opening and editing the file for weeks. When I opened the playable game file, I got an error that the file ;cannot run on windows". Is the file corrupted (in which case I have to start over), or is there a way to fix the problem/recover my work?
  10. This is great! Is there any way tho change the font?
  11. I was scrolling through some sample maps online for inspiration and came across this. I think the map name in the top left looks really cool. Does anyone know of a script that will allow me to do something similar?
  12. Thanks! I used the desert town tileset (XP)
  13. And I made events for some randomly wandering cows inside the fence, so that section won't be so empty in-game
  14. Hey! I made a desert oasis map today for my game. Would you guys mind taking a look and telling me what you think?
×
×
  • Create New...