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Unhappy I actually need help, again.
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Posted 2007-08-22, 05:45 PM
I need a little help with the RGSS scripting. I am trying to make another selection that will start out the game diffently (see below). Can you see what I'm doing wrong?
Code:
#==============================================================================
# ** Scene_Title
#------------------------------------------------------------------------------
#  This class performs title screen processing.
#==============================================================================
class Scene_Title
  #--------------------------------------------------------------------------
  # * Main Processing
  #--------------------------------------------------------------------------
  def main
    # If battle test
    if $BTEST
      battle_test
      return
    end
    # Load database
    $data_actors        = load_data("Data/Actors.rxdata")
    $data_classes       = load_data("Data/Classes.rxdata")
    $data_skills        = load_data("Data/Skills.rxdata")
    $data_items         = load_data("Data/Items.rxdata")
    $data_weapons       = load_data("Data/Weapons.rxdata")
    $data_armors        = load_data("Data/Armors.rxdata")
    $data_enemies       = load_data("Data/Enemies.rxdata")
    $data_troops        = load_data("Data/Troops.rxdata")
    $data_states        = load_data("Data/States.rxdata")
    $data_animations    = load_data("Data/Animations.rxdata")
    $data_tilesets      = load_data("Data/Tilesets.rxdata")
    $data_common_events = load_data("Data/CommonEvents.rxdata")
    $data_system        = load_data("Data/System.rxdata")
    # Make system object
    $game_system = Game_System.new
    # Make title graphic
    @sprite = Sprite.new
    @sprite.bitmap = RPG::Cache.title($data_system.title_name)
    # Make command window
    s1 = "New Game"
    s2 = "Continue"
    s3 = "End Game"
    s4 = "New Game [Special]"
    @command_window = Window_Command.new(192, [s1, s2, s3, s4])
    @command_window.back_opacity = 80
    @command_window.x = 320 - @command_window.width / 2
    @command_window.y = 288
    # Continue enabled determinant
    # Check if at least one save file exists
    # If enabled, make @continue_enabled true; if disabled, make it false
    @continue_enabled = false
    for i in 0..3
      if FileTest.exist?("Save#{i+1}.rxdata")
        @continue_enabled = true
      end
    end
    # If continue is enabled, move cursor to "Continue"
    # If disabled, display "Continue" text in gray
    if @continue_enabled
      @command_window.index = 1
    else
      @command_window.disable_item(1)
    end
    # Play title BGM
    $game_system.bgm_play($data_system.title_bgm)
    # Stop playing ME and BGS
    Audio.me_stop
    Audio.bgs_stop
    # Execute transition
    Graphics.transition
    # Main loop
    loop do
      # Update game screen
      Graphics.update
      # Update input information
      Input.update
      # Frame update
      update
      # Abort loop if screen is changed
      if $scene != self
        break
      end
    end
    # Prepare for transition
    Graphics.freeze
    # Dispose of command window
    @command_window.dispose
    # Dispose of title graphic
    @sprite.bitmap.dispose
    @sprite.dispose
  end
  #--------------------------------------------------------------------------
  # * Frame Update
  #--------------------------------------------------------------------------
  def update
    # Update command window
    @command_window.update
    # If C button was pressed
    if Input.trigger?(Input::C)
      # Branch by command window cursor position
      case @command_window.index
      when 0  # New game
        command_new_game
      when 1  # Continue
        command_continue
      when 2  # Shutdown
        command_shutdown
      when 4  # New Game [Special]
        command_new_game_special
      end
    end
  end
  #--------------------------------------------------------------------------
  # * Command: New Game
  #--------------------------------------------------------------------------
  def command_new_game
    # Play decision SE
    $game_system.se_play($data_system.decision_se)
    # Stop BGM
    Audio.bgm_stop
    # Reset frame count for measuring play time
    Graphics.frame_count = 0
    # Make each type of game object
    $game_temp          = Game_Temp.new
    $game_system        = Game_System.new
    $game_switches      = Game_Switches.new
    $game_variables     = Game_Variables.new
    $game_self_switches = Game_SelfSwitches.new
    $game_screen        = Game_Screen.new
    $game_actors        = Game_Actors.new
    $game_party         = Game_Party.new
    $game_troop         = Game_Troop.new
    $game_map           = Game_Map.new
    $game_player        = Game_Player.new
    # Set up initial party
    $game_party.setup_starting_members
    # Set up initial map position
    $game_map.setup($data_system.start_map_id)
    # Move player to initial position
    $game_player.moveto($data_system.start_x, $data_system.start_y)
    # Refresh player
    $game_player.refresh
    # Run automatic change for BGM and BGS set with map
    $game_map.autoplay
    # Update map (run parallel process event)
    $game_map.update
    # Switch to map screen
    $scene = Scene_Map.new
  end
  #--------------------------------------------------------------------------
  # * Command: Continue
  #--------------------------------------------------------------------------
  def command_continue
    # If continue is disabled
    unless @continue_enabled
      # Play buzzer SE
      $game_system.se_play($data_system.buzzer_se)
      return
    end
    # Play decision SE
    $game_system.se_play($data_system.decision_se)
    # Switch to load screen
    $scene = Scene_Load.new
  end
  #--------------------------------------------------------------------------
  # * Command: End Game
  #--------------------------------------------------------------------------
  def command_shutdown
    # Play decision SE
    $game_system.se_play($data_system.decision_se)
    # Fade out BGM, BGS, and ME
    Audio.bgm_fade(800)
    Audio.bgs_fade(800)
    Audio.me_fade(800)
    # Shutdown Gameplay
    $scene = nil
  end
  #--------------------------------------------------------------------------
  # * Command: New Game [Special]
  #--------------------------------------------------------------------------
  def command_new_game_special
     command_new_game
     $game_party.setup_starting_members_sp
  end
  #--------------------------------------------------------------------------
  # * Battle Test
  #--------------------------------------------------------------------------
  def battle_test
    # Load database (for battle test)
    $data_actors        = load_data("Data/BT_Actors.rxdata")
    $data_classes       = load_data("Data/BT_Classes.rxdata")
    $data_skills        = load_data("Data/BT_Skills.rxdata")
    $data_items         = load_data("Data/BT_Items.rxdata")
    $data_weapons       = load_data("Data/BT_Weapons.rxdata")
    $data_armors        = load_data("Data/BT_Armors.rxdata")
    $data_enemies       = load_data("Data/BT_Enemies.rxdata")
    $data_troops        = load_data("Data/BT_Troops.rxdata")
    $data_states        = load_data("Data/BT_States.rxdata")
    $data_animations    = load_data("Data/BT_Animations.rxdata")
    $data_tilesets      = load_data("Data/BT_Tilesets.rxdata")
    $data_common_events = load_data("Data/BT_CommonEvents.rxdata")
    $data_system        = load_data("Data/BT_System.rxdata")
    # Reset frame count for measuring play time
    Graphics.frame_count = 0
    # Make each game object
    $game_temp          = Game_Temp.new
    $game_system        = Game_System.new
    $game_switches      = Game_Switches.new
    $game_variables     = Game_Variables.new
    $game_self_switches = Game_SelfSwitches.new
    $game_screen        = Game_Screen.new
    $game_actors        = Game_Actors.new
    $game_party         = Game_Party.new
    $game_troop         = Game_Troop.new
    $game_map           = Game_Map.new
    $game_player        = Game_Player.new
    # Set up party for battle test
    $game_party.setup_battle_test_members
    # Set troop ID, can escape flag, and battleback
    $game_temp.battle_troop_id = $data_system.test_troop_id
    $game_temp.battle_can_escape = true
    $game_map.battleback_name = $data_system.battleback_name
    # Play battle start SE
    $game_system.se_play($data_system.battle_start_se)
    # Play battle BGM
    $game_system.bgm_play($game_system.battle_bgm)
    # Switch to battle screen
    $scene = Scene_Battle.new
  end
end
 
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疲れていますから 寝むってありますね。 むずかしいです。 また、ケーキ屋で ケーキを食べていました。

I've considered being a translator, but I dunno. It feels like a lot of work. If someone gets angry then I have to deal with it, you know? I'd rather just relax.

 
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#02 Trigun {Maximum}
#03 Koi Kaze
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#07 Desert Punk
#08 Spirited Away
#09 Fullmetal Alchemist
#10 Shakugan no Shana
#11 Death Note
#12 FLCL
#13 Tokyo Magnitude 8.0
#14 Toradora
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Posted 2007-08-23, 06:32 AM in reply to Goodlookinguy's post "I actually need help, again."
Haven't the faintest idea about scripting, so an answer will have to wait until a scripter pops online.

But I will ask, "What is it you want to do, exactly?".
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Posted 2007-08-24, 02:09 AM in reply to Goodlookinguy's post "I actually need help, again."
How is New Game[Special] being created after you complete it or before and does it have a variable not being shown
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Posted 2007-08-24, 02:13 AM in reply to Goodlookinguy's post "I actually need help, again."
Whne its creating the "New Game" Special it isnt creating any map location, etc.. (look at new game) and what would you like this specail to be a new game + or just a harder version as either way you need to set the variables Game_Party etc to values if you want it to create a new game with specail conditions by modifying values such as:

$Game_Party = Game_Party_Special.New with "Game_Party_Special" being another class.

Hope that makes sense
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Posted 2007-08-24, 09:41 AM in reply to gamescripter's post starting "Whne its creating the "New Game"..."
If you're in a more immediate need of an answer you can always try contacting WetWired and Mjordan2nd
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Posted 2007-08-24, 12:12 PM in reply to Willkillforfood's post starting "If you're in a more immediate need of..."
I'm pretty sure this is some RPGmaker scripting or what have you, and I'm pretty sure neither Mjordan or WW know anything about it. Bluecube would be a better bet.
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Posted 2007-08-24, 02:17 PM in reply to !King_Amazon!'s post starting "I'm pretty sure this is some RPGmaker..."
To be honest, I'm not sure about that. BlueCube is an absolute genius with everything RPGMakery... but not the scripting. At least, last time he posted about it he said he didn't know.

Atnas is a good bet for scripting.
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Posted 2007-08-27, 04:55 AM in reply to Lenny's post starting "To be honest, I'm not sure about that...."
Lenny said:
To be honest, I'm not sure about that. BlueCube is an absolute genius with everything RPGMakery... but not the scripting. At least, last time he posted about it he said he didn't know.

Atnas is a good bet for scripting.
Yeah, Ruby just has odd quirks that completely baffle me at this point - maybe one day it'll click. (For now, I'll stick with Perl, it's the language of the moment for me)
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Posted 2007-08-28, 09:17 AM in reply to BlueCube's post starting "Yeah, Ruby just has odd quirks that..."
Before I had posted the other day I had done this gamescripter, and it didn't work. All I was doing was copying the exact data from a normal start, I am just trying to get it to work then I will apply things afterword.
Code:
#==============================================================================
# ** Game_Party
#------------------------------------------------------------------------------
#  This class handles the party. It includes information on amount of gold 
#  and items. Refer to "$game_party" for the instance of this class.
#==============================================================================
class Game_Party
  #--------------------------------------------------------------------------
  # * Public Instance Variables
  #--------------------------------------------------------------------------
  attr_reader   :actors                   # actors
  attr_reader   :gold                     # amount of gold
  attr_reader   :steps                    # number of steps
  #--------------------------------------------------------------------------
  # * Object Initialization
  #--------------------------------------------------------------------------
  def initialize
    # Create actor array
    @actors = []
    # Initialize amount of gold and steps
    @gold = 0
    @steps = 0
    # Create amount in possession hash for items, weapons, and armor
    @items = {}
    @weapons = {}
    @armors = {}
  end
  #--------------------------------------------------------------------------
  # * Initial Party Setup
  #--------------------------------------------------------------------------
  def setup_starting_members
    @actors = []
    for i in $data_system.party_members
      @actors.push($game_actors[i])
    end
  end
  #--------------------------------------------------------------------------
  # * Initial Party Setup Special
  #--------------------------------------------------------------------------
  def setup_starting_members_sp
    @actors = []
    for i in $data_system.party_members
      @actors.push($game_actors[i])
    end
  end
  #--------------------------------------------------------------------------
  # * Battle Test Party Setup
  #--------------------------------------------------------------------------
  def setup_battle_test_members
    @actors = []
    for battler in $data_system.test_battlers
      actor = $game_actors[battler.actor_id]
      actor.level = battler.level
      gain_weapon(battler.weapon_id, 1)
      gain_armor(battler.armor1_id, 1)
      gain_armor(battler.armor2_id, 1)
      gain_armor(battler.armor3_id, 1)
      gain_armor(battler.armor4_id, 1)
      actor.equip(0, battler.weapon_id)
      actor.equip(1, battler.armor1_id)
      actor.equip(2, battler.armor2_id)
      actor.equip(3, battler.armor3_id)
      actor.equip(4, battler.armor4_id)
      actor.recover_all
      @actors.push(actor)
    end
    @items = {}
    for i in 1...$data_items.size
      if $data_items[i].name != ""
        occasion = $data_items[i].occasion
        if occasion == 0 or occasion == 1
          @items[i] = 99
        end
      end
    end
  end
  #--------------------------------------------------------------------------
  # * Refresh Party Members
  #--------------------------------------------------------------------------
  def refresh
    # Actor objects split from $game_actors right after loading game data
    # Avoid this problem by resetting the actors each time data is loaded.
    new_actors = []
    for i in 0...@actors.size
      if $data_actors[@actors[i].id] != nil
        new_actors.push($game_actors[@actors[i].id])
      end
    end
    @actors = new_actors
  end
  #--------------------------------------------------------------------------
  # * Getting Maximum Level
  #--------------------------------------------------------------------------
  def max_level
    # If 0 members are in the party
    if @actors.size == 0
      return 0
    end
    # Initialize local variable: level
    level = 0
    # Get maximum level of party members
    for actor in @actors
      if level < actor.level
        level = actor.level
      end
    end
    return level
  end
  #--------------------------------------------------------------------------
  # * Add an Actor
  #     actor_id : actor ID
  #--------------------------------------------------------------------------
  def add_actor(actor_id)
    # Get actor
    actor = $game_actors[actor_id]
    # If the party has less than 4 members and this actor is not in the party
    if @actors.size < 4 and not @actors.include?(actor)
      # Add actor
      @actors.push(actor)
      # Refresh player
      $game_player.refresh
    end
  end
  #--------------------------------------------------------------------------
  # * Remove Actor
  #     actor_id : actor ID
  #--------------------------------------------------------------------------
  def remove_actor(actor_id)
    # Delete actor
    @actors.delete($game_actors[actor_id])
    # Refresh player
    $game_player.refresh
  end
  #--------------------------------------------------------------------------
  # * Gain Gold (or lose)
  #     n : amount of gold
  #--------------------------------------------------------------------------
  def gain_gold(n)
    @gold = [[@gold + n, 0].max, 9999999].min
  end
  #--------------------------------------------------------------------------
  # * Lose Gold
  #     n : amount of gold
  #--------------------------------------------------------------------------
  def lose_gold(n)
    # Reverse the numerical value and call it gain_gold
    gain_gold(-n)
  end
  #--------------------------------------------------------------------------
  # * Increase Steps
  #--------------------------------------------------------------------------
  def increase_steps
    @steps = [@steps + 1, 9999999].min
  end
  #--------------------------------------------------------------------------
  # * Get Number of Items Possessed
  #     item_id : item ID
  #--------------------------------------------------------------------------
  def item_number(item_id)
    # If quantity data is in the hash, use it. If not, return 0
    return @items.include?(item_id) ? @items[item_id] : 0
  end
  #--------------------------------------------------------------------------
  # * Get Number of Weapons Possessed
  #     weapon_id : weapon ID
  #--------------------------------------------------------------------------
  def weapon_number(weapon_id)
    # If quantity data is in the hash, use it. If not, return 0
    return @weapons.include?(weapon_id) ? @weapons[weapon_id] : 0
  end
  #--------------------------------------------------------------------------
  # * Get Amount of Armor Possessed
  #     armor_id : armor ID
  #--------------------------------------------------------------------------
  def armor_number(armor_id)
    # If quantity data is in the hash, use it. If not, return 0
    return @armors.include?(armor_id) ? @armors[armor_id] : 0
  end
  #--------------------------------------------------------------------------
  # * Gain Items (or lose)
  #     item_id : item ID
  #     n       : quantity
  #--------------------------------------------------------------------------
  def gain_item(item_id, n)
    # Update quantity data in the hash.
    if item_id > 0
      @items[item_id] = [[item_number(item_id) + n, 0].max, 99].min
    end
  end
  #--------------------------------------------------------------------------
  # * Gain Weapons (or lose)
  #     weapon_id : weapon ID
  #     n         : quantity
  #--------------------------------------------------------------------------
  def gain_weapon(weapon_id, n)
    # Update quantity data in the hash.
    if weapon_id > 0
      @weapons[weapon_id] = [[weapon_number(weapon_id) + n, 0].max, 99].min
    end
  end
  #--------------------------------------------------------------------------
  # * Gain Armor (or lose)
  #     armor_id : armor ID
  #     n        : quantity
  #--------------------------------------------------------------------------
  def gain_armor(armor_id, n)
    # Update quantity data in the hash.
    if armor_id > 0
      @armors[armor_id] = [[armor_number(armor_id) + n, 0].max, 99].min
    end
  end
  #--------------------------------------------------------------------------
  # * Lose Items
  #     item_id : item ID
  #     n       : quantity
  #--------------------------------------------------------------------------
  def lose_item(item_id, n)
    # Reverse the numerical value and call it gain_item
    gain_item(item_id, -n)
  end
  #--------------------------------------------------------------------------
  # * Lose Weapons
  #     weapon_id : weapon ID
  #     n         : quantity
  #--------------------------------------------------------------------------
  def lose_weapon(weapon_id, n)
    # Reverse the numerical value and call it gain_weapon
    gain_weapon(weapon_id, -n)
  end
  #--------------------------------------------------------------------------
  # * Lose Armor
  #     armor_id : armor ID
  #     n        : quantity
  #--------------------------------------------------------------------------
  def lose_armor(armor_id, n)
    # Reverse the numerical value and call it gain_armor
    gain_armor(armor_id, -n)
  end
  #--------------------------------------------------------------------------
  # * Determine if Item is Usable
  #     item_id : item ID
  #--------------------------------------------------------------------------
  def item_can_use?(item_id)
    # If item quantity is 0
    if item_number(item_id) == 0
      # Unusable
      return false
    end
    # Get usable time
    occasion = $data_items[item_id].occasion
    # If in battle
    if $game_temp.in_battle
      # If useable time is 0 (normal) or 1 (only battle) it's usable
      return (occasion == 0 or occasion == 1)
    end
    # If useable time is 0 (normal) or 2 (only menu) it's usable
    return (occasion == 0 or occasion == 2)
  end
  #--------------------------------------------------------------------------
  # * Clear All Member Actions
  #--------------------------------------------------------------------------
  def clear_actions
    # Clear All Member Actions
    for actor in @actors
      actor.current_action.clear
    end
  end
  #--------------------------------------------------------------------------
  # * Determine if Command is Inputable
  #--------------------------------------------------------------------------
  def inputable?
    # Return true if input is possible for one person as well
    for actor in @actors
      if actor.inputable?
        return true
      end
    end
    return false
  end
  #--------------------------------------------------------------------------
  # * Determine Everyone is Dead
  #--------------------------------------------------------------------------
  def all_dead?
    # If number of party members is 0
    if $game_party.actors.size == 0
      return false
    end
    # If an actor is in the party with 0 or more HP
    for actor in @actors
      if actor.hp > 0
        return false
      end
    end
    # All members dead
    return true
  end
  #--------------------------------------------------------------------------
  # * Slip Damage Check (for map)
  #--------------------------------------------------------------------------
  def check_map_slip_damage
    for actor in @actors
      if actor.hp > 0 and actor.slip_damage?
        actor.hp -= [actor.maxhp / 100, 1].max
        if actor.hp == 0
          $game_system.se_play($data_system.actor_collapse_se)
        end
        $game_screen.start_flash(Color.new(255,0,0,128), 4)
        $game_temp.gameover = $game_party.all_dead?
      end
    end
  end
  #--------------------------------------------------------------------------
  # * Random Selection of Target Actor
  #     hp0 : limited to actors with 0 HP
  #--------------------------------------------------------------------------
  def random_target_actor(hp0 = false)
    # Initialize roulette
    roulette = []
    # Loop
    for actor in @actors
      # If it fits the conditions
      if (not hp0 and actor.exist?) or (hp0 and actor.hp0?)
        # Get actor class [position]
        position = $data_classes[actor.class_id].position
        # Front guard: n = 4; Mid guard: n = 3; Rear guard: n = 2
        n = 4 - position
        # Add actor to roulette n times
        n.times do
          roulette.push(actor)
        end
      end
    end
    # If roulette size is 0
    if roulette.size == 0
      return nil
    end
    # Spin the roulette, choose an actor
    return roulette[rand(roulette.size)]
  end
  #--------------------------------------------------------------------------
  # * Random Selection of Target Actor (HP 0)
  #--------------------------------------------------------------------------
  def random_target_actor_hp0
    return random_target_actor(true)
  end
  #--------------------------------------------------------------------------
  # * Smooth Selection of Target Actor
  #     actor_index : actor index
  #--------------------------------------------------------------------------
  def smooth_target_actor(actor_index)
    # Get an actor
    actor = @actors[actor_index]
    # If an actor exists
    if actor != nil and actor.exist?
      return actor
    end
    # Loop
    for actor in @actors
      # If an actor exists
      if actor.exist?
        return actor
      end
    end
  end
end
 
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疲れていますから 寝むってありますね。 むずかしいです。 また、ケーキ屋で ケーキを食べていました。

I've considered being a translator, but I dunno. It feels like a lot of work. If someone gets angry then I have to deal with it, you know? I'd rather just relax.

 
Speed Test
 
Favorite Anime/Manga
#01 Clannad ~After Story~
#02 Trigun {Maximum}
#03 Koi Kaze
#04 Berserk
#05 Outlaw Star
#06 Slayers
#07 Desert Punk
#08 Spirited Away
#09 Fullmetal Alchemist
#10 Shakugan no Shana
#11 Death Note
#12 FLCL
#13 Tokyo Magnitude 8.0
#14 Toradora
#15 Gunslinger Girl

 
Anime List
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