creation asylum -> simple fishing script www.dubealex.comhelp upload rules custom bb code searchmembers calendar member map chat arcade stats welcome guest ( log in | register ) creation asylum > game making > rpg maker xp > scripts & tutorials submission and request 2 pages 1 2 > outline · [ standard ] · linear+ simple fishing script , my very first script! track this topic | email this topic | print this topic magna man apr 5 2005, 10:47 pm post #1
newbie group: newbie posts: 18 joined: 9-december 04 member no.: 71 rpg maker level: expert class title: writer, scripter
ok when you go up to water and press d you will start fishing, depending on your settings you will find different stuff! first put this above main and call it fishing code#======================================================================= ======= # ■ fishing #-----------------------------------------------------------------------------
===
# デバッグ画面の処理を行うクラスです。 #=========================================================================== class fishing #---------------------------------------------------------------------------
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# start #---------------------------------------------------------------------------
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def initialize @fw = window_fish.new $fm = "fishing..." @fw.refresh delay(60) fish end #---------------------------------------------------------------------------
# fishing! -
#--------------------------------------------------------------------------def fish delay(40) @fr = rand(4)#this number inside the brackets indicate how many things there are. and remeber it starts from 0 so if you have 5 things you have to have 4 case @fr when 0 $game_player.animation_id = 98 $fm = "hey! i got one! 10 pounds!" @fw.refresh $game_party.gain_item(33, 1)#the item number of the fish is here delay(60) when 1 $fm = "darn its just a rock!" @fw.refresh delay(60) when 2 $fm = " yuck! an old boot!" @fw.refresh delay(60) when 3 $game_player.animation_id = 98 $fm = "hey! i got one! 20 pounds!" @fw.refresh $game_party.gain_item(34, 1) delay(60) when 4 $fm = "darn! no fish!" @fw.refresh delay(60) end @fw.dispose end
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#--------------------------------------------------------------------------# delay
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#--------------------------------------------------------------------------def delay(wait) count = graphics.frame_count while wait + count >= graphics.frame_count graphics.update end end end ok now see the section fish in this section you control what you catch. it is pretty self explanitory. next find this in scene_map code # b ボタンが押された場合 if input.trigger?(input::b)
# イベント実行中かメニュー禁止中でなければ unless $game_system.map_interpreter.running? or $game_system.menu_disabled # メニュー呼び出しフラグと se 演奏フラグをセット $game_temp.menu_calling = true $game_temp.menu_beep = true end end and under it insert this: code # fishing # if z pushed call fishing if input.trigger?(input::z) fishing end # fishing now insert this anywhere inbetween def update and def transfer_player code #-------------------------------------------------------------------------# ● fishing #-------------------------------------------------------------------------def fishing character = $game_player case character.direction when 2 lx = character.x ly = character.y + 1 when 4 lx = character.x - 1 ly = character.y when 6 lx = character.x + 1 ly = character.y when 8 lx = character.x ly = character.y - 1 end if $game_map.terrain_tag(lx,ly) == 1 fishing.new else audio.se_play("audio/se/057-wrong01") end end and now make a new script under window_base and insert this: code#======================================================================= ======= # ■ window_fish #----------------------------------------------------------------------------# fishy! #=========================================================================== === class window_fish < window_base #--------------------------------------------------------------------------
# ● start #-------------------------------------------------------------------------def initialize super(0, 406, 640, 64) self.contents = bitmap.new(width - 32, height - 32) self.contents.font.name = $defaultfonttype self.contents.font.size = $defaultfontsize self.opacity = 0 $fm = " " refresh end #-------------------------------------------------------------------------# ● refresh #-------------------------------------------------------------------------def refresh self.contents.clear self.contents.font.color = normal_color self.contents.draw_text(4, 0, 640, 32, $fm) end end and just set water tiles to terrain type 1! and credit to dragonslayer for the delay script! thanks! tada! tk dragonslayer apr 6 2005, 02:58 am post #2
expert group: expert posts: 153 joined: 30-november 04 member no.: 44 rpg maker level: master class title: writer and scripter
i see that u are using my code for delay
crash apr 6 2005, 08:05 am post #3
expert group: expert posts: 165 joined: 1-january 05 from: my room... member no.: 127 rpg maker level: expert class title: artist
quote(dragonslayer @ apr 6 2005, 03:58 am) i see that u are using my code for delay
dragonslayer: your code?! very nice script. i made something similar, but you've made it better way. keep up a good work.
magna man apr 6 2005, 12:36 pm post #4
newbie group: newbie posts: 18 joined: 9-december 04 member no.: 71 rpg maker level: expert class title: writer, scripter
oh yeah meant to give you credit dragonslayer! @crash thanks! yeah i worked on this for probaly two days! its not that complicated either. tk _nameless_ apr 9 2005, 05:26 pm post #5
newbie group: newbie posts: 3 joined: 6-march 05 from: pruszkow, poland member no.: 311 rpg maker level: novice
i would ask for a demo, please magna man apr 10 2005, 01:30 am post #6
newbie group: newbie posts: 18 joined: 9-december 04 member no.: 71 rpg maker level: expert class title: writer, scripter
if anyone can give me hosting i would glady give a demo labunga apr 10 2005, 09:43 pm post #7
member group: member posts: 43 joined: 28-march 05 member no.: 418 rpg maker level: not applicable
self explanatory i don't know understand anything!!waaaaaa
hungy apr 23 2005, 10:57 am post #8
newbie group: newbie posts: 10 joined: 13-march 05 from: aus member no.: 345 rpg maker level: not applicable class title: the guy that puts everything together...
reminds me of pokemon....lol nice script btw i was always looking for something like this the beginning is always the beginning of the end... hopefullly that's the case wif my stupid rpg...
azder apr 25 2005, 10:01 pm post #9
member group: member posts: 32 joined: 24-april 05 member no.: 531 rpg maker level: not applicable class title: game maker
i get an error on this line self.contents.font.size = $defaultfontsize comes up with ????? '' ? 15 ??? typeerror ??????? no implict conversion from nil to integer can you help
im a 13 year old game maker :p
azder apr 25 2005, 10:02 pm post #10
member group: member posts: 32 joined: 24-april 05 member no.: 531 rpg maker level: not applicable class title: game maker
i get an error on this line self.contents.font.size = $defaultfontsize comes up with ????? '' ? 15 ??? typeerror ??????? no implict conversion from nil to integer can you help im a 13 year old game maker :p
dragonslayer apr 25 2005, 10:42 pm post #11
expert group: expert posts: 153 joined: 30-november 04 member no.: 44 rpg maker level: master class title: writer and scripter
change the $defaultfontsize to a number
azder apr 26 2005, 07:45 am post #12
member group: member posts: 32 joined: 24-april 05 member no.: 531 rpg maker level: not applicable class title: game maker
ok thanks im a 13 year old game maker :p
azder apr 26 2005, 07:52 am post #13
member group: member posts: 32 joined: 24-april 05 member no.: 531 rpg maker level: not applicable class title: game maker
now that that is working can you put a window skin around the word, when you catch something the picture comes up of th item and that event animations still move thanks im a 13 year old game maker :p
magna man apr 27 2005, 01:12 am post #14
newbie
group: newbie posts: 18 joined: 9-december 04 member no.: 71 rpg maker level: expert class title: writer, scripter
i made this script for my use and have no plan on doing that it is supposed to be simple and if you want that learn rgss and implement it into this script! if i learned rgss and you can too. imp may 8 2005, 06:49 pm post #15
newbie group: newbie posts: 15 joined: 8-may 05 member no.: 606 rpg maker level: not applicable class title: creator o games
i got the same error thingy as azder did and i fixed it like dragonslayer said but then i got a new one it said like bad interger =( rion of fire may 10 2005, 01:42 am post #16
newbie group: newbie posts: 6 joined: 10-may 05 member no.: 614 rpg maker level: i'm almost getting it
i like your script. it should be quite useful. i was planning on adding an option wherein they could choose to throw their catch back if they didn't want it. what i am stuck on is the key input processing part, or would i be able to
script a "show choices" somehow in there to allow this. it goes something like this: "keep it? (y)es / (n)o" how do i read the "y" or "n" keypress? or, if i could create a "show choices", how would i go about doing this?
ludzix may 10 2005, 04:54 pm post #17
god group: god posts: 420 joined: 6-february 05 from: malbork, poland - not in the castle, however :] member no.: 211 rpg maker level: expert class title: writer, maker, scripter... i forgot anything? :)
still - who normal throws boots into fast river? and how (who/hwo/how) is possible to get it by fishing?! "you have right, but we have machine guns" - mao tse tung
magna man may 11 2005, 02:11 am post #18
newbie group: newbie posts: 18 joined: 9-december 04 member no.: 71 rpg maker level: expert class title: writer, scripter
@ludzix
americans! who else! @rion of fire use the command window! if you want an example its in the menu script! thats a good idea though i might implement it! tk rion of fire may 11 2005, 11:34 pm post #19
newbie group: newbie posts: 6 joined: 10-may 05 member no.: 614 rpg maker level: i'm almost getting it
thanks, magna. i will most certainly give it a try.
antisoul may 13 2005, 04:30 pm post #20
newbie group: newbie posts: 4 joined: 13-may 05 member no.: 631 rpg maker level: novice class title: eh...i'm learning
hey that's pretty cool...but what if there was a way to make it so you fight an aquadic enemy, ya know?
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