THENEONHEART'S PROFILE

I'm a writer by trade. My headquarters on the web is theneonheart.com . I have a few short stories published that you can find links to at the HQ. I am currently working on an rpg maker game called ExXception Draft that you can find out more about @ http://exxceptiondraft.tumblr.com/
ExXception Draft
A Cyberpunk Detective Story with a Twist of the Paranormal

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[RMXP] Ideas for Custom Shop Script

Hi, I'm looking to customize the shops in my game and I haven't been able to find a script that can make the store look how I want, so I am trying to enlist some help to make a cool shop script.
I want to change a few things in the main shop windows that I think will be an improvement. (The main thing that made me want to create a custom shop is a bookstore in my game, so I will use a bookshop as the example for what the changes in the script would facilitate.) I want to have the following changes:

In the opening screen of the shop, when it just says: 'Buy' | 'Sell | 'Exit' | 'x Gold' with a blank heading and a blank window below, I want to have the script be able to call each shop an individual event, so you can make a list of all the shops in your game if you want to use this script to individualize them. Specifically, so you can make the heading have a greeting, like 'Welcome to the World's End Book Store' and then have an option to change the 'buy' 'sell' 'exit' to your own entries like 'explore' 'hawk' 'leave'
and then in the space below that you can have a longer desciption of the shop, 'Then World's End book shop specializes in occult and esoteric books and has books that you won't find anywhere else.'

and THEN, when you click on 'explore' (meaning 'buy') the only thing I want to change on that page is in the window in the lower right where it says 'number in possession' if instead (as I don't think that information is necessarily needed) you could put a picture of a designated size, like the book cover, or whatever the item happens to be in your store, and then short text entry below that that describes the item, additional to the item title and description at the top, because it seems like that room runs out too fast.

Anyway, this is the script I am really hoping someone can help me to make.

[xp] Looking for Mattress Tilesets that are just a mattress and pillow for floor, like raider bedding or in this case cultists

I'm looking for a mattress tileset and maybe some military type bunks that will work for a cult group. Not too dingy, but basically just a mattress and pillow directly on a floor and some army green cots. If anyone has anything like this or can make something, that'd be really cool. I am using RMXP and any basic tileset style in that size should work.

[XP] How to code a 'Next Page' 'Previous Page' branching for reading images? Need to use loops or something...

I'm trying to use 'show image' commands as an onscreen reading event, aka images with text, and I am not sure how to program it properly so that I can branch from the first page with just the choice (using the choice event) of 'next page' to the second page and then have the choices to go to next page and previous page, and so on for a few pages until 'end research' closes it out, because you need to have it loop back on itself somehow so it doesn't just exit out. I tried a couple shots in the dark with loops but couldn't figure out the way to get it to work. If you know how to do this can you help me out?

[XP] Got RM Flash to work, but don't know how to allot time for movie to play before next event

Hi, I'm using the script 'RM Flash' in my game to play flash movies, and I got the script to work, but I'm not sure how to get it to wait until the movie is finished playing until going to next event. I don't see anything in the script to set it to wait until movie is finished to execute next command, or if I set a switch afterwards, it just goes straight to the next event. I can't make it 'wait' for the 6 minute length of the movie can I? doesn't that only go to 999 frames? You get the movie to play by a script command. I haven't been working in xp for a while, if there is something I am forgetting to wait for a script to finish please let me know. I even tried 'wait for move to finish' and that didn't help. I also don't remember where I got this version of the script, but I remember finding a working version of a flash player was a hassle when I was looking for it a few months ago, but it's working for now. Just need this feature.

Need a Bar Sign for Location in my Game - Have it mapped but need this detail


Hi,
I'm making a certain bar in my game, it's set in L.A. and it's called 'Camp Concentration' after a book by Thomas Disch. It's a science fiction story about a project where scientists try to force their subjects to become as intelligent as possible with drugs and experiments. But anyway, it fits into the story of my game, and I need a bar sign for this map. I tried to make one myself based on a pic I found online. Here's what I came up with.

But it totally clashed with the rest of the map. If there's anyway someone can help me make something like this with the smiling girl and maybe some neon colors, go crazy with your own design, it's supposed to come off as satirical and a bit sardonic. Also, I wouldn't mind if you made it more horizontal oriented than vertical so the font could be larger, but around this general size altogether, maximum like 150 pixels, though it might look better smaller... the above screenshot should be 640x480 which is the actual game resolution it needs to fit in. It would help me out a lot if someone is interested in doing this and has better photoshop skills than me, I'd appreciate it.

RMXP: Achievements Book Script... Need Help with Inputting Quests

This is a potentially awesome achievement script
that is used in Breath of Fire 2, but the script page and doesn't tell me much about how to input the quest criteria to get the script to work properly. Has anyone used this script? If you download the demo both of the examples are cop-out examples, they just say 'this is active from the beginning' and don't tell you how to make it so it recognizes when you actually do something to achieve a quest goal. So, I need to somehow figure out how to program this. Can anyone help me with this?

http://www.youtube.com/watch?v=E0xzDefa28E

This is the section of code I'm trying to fill in, in the settings:

#==============================================================================
# ** Achievements
#------------------------------------------------------------------------------
# This place is for you to enter the achievements.
#==============================================================================

############
## Hidden ##
############
# Unfinished part
ga = Game_Achievement.new
da = Data_Achievement.new
# In the unfinished part there should not be an icon specified
da.name = "Unknown"
da.info = "Unlock to find out more."
da.gamesco = "50"
ac = Achievement_Criteria.new # No criteria, active from the start
ga.add_achievement(da,ac)

# Completed part
da = Data_Achievement.new
da.icon = "icon.png" # Icon here
da.name = "Still Unknown"
da.info = "You unlocked it. Aw well, I still don't tell you"
da.info2 = "what you did to unlock it! HAHA!"
da.gamesco = "50"
ac = Achievement_Criteria.new(["variable", 3, ">=", 1])
# Here you should just set this number /\ to what
# variable you want to use.
ga.add_achievement(da,ac)

# This is just to stop the achievement for dissapearing
da = Data_Achievement.new
ac = Achievement_Criteria.new(["Switch", 999, true])
ga.set_completed_achievement(da,ac)
# Adds the final quest to $game_achievements
$game_achievements.add(ga)

#############
## Hidden2 ##
#############
# Unfinished part
ga = Game_Achievement.new
da = Data_Achievement.new
# In the unfinished part there should not be an icon specified
da.name = "Unknown"
da.info = "Unlock to find out more."
da.gamesco = "40"
ac = Achievement_Criteria.new # No criteria, active from the start
ga.add_achievement(da,ac)

# Completed part
da = Data_Achievement.new
da.icon = "icon.png" # Icon here
da.name = "What the hell"
da.info = "If you still don't know what you did to"
da.info2 = "unlock me, then you need to replay the game til"
da.info3 = "you find out."
da.gamesco = "40"
ac = Achievement_Criteria.new(["variable", 4, ">=", 1])
# Here you should just set this number /\ to what
# variable you want to use.
ga.add_achievement(da,ac)

# This is just to stop the achievement for dissapearing
da = Data_Achievement.new
ac = Achievement_Criteria.new(["Switch", 999, true])
ga.set_completed_achievement(da,ac)
# Adds the final quest to $game_achievements
$game_achievements.add(ga)

[RMXP] Help with a Light Effect I'm Using - Just Need to Get This to Flicker

So, I found this tutorial for making a light source on screen in rmxp, and it worked great. Before I used this I couldn't get a light to stay in one place when I moved around a map. The only problem is, I don't know how it works really, and now I'm trying to get it to flicker on and off* because it's supposed to be the light from a TV in a dark room. If you can help me figure this out I'd appreciate it. Here's the tutorial I used, just how it says to set it up.

*not really "off", but to a smaller light.

[xp] Need help with ForeverZer0's Diary Scene Script

I am trying to use this script but I don't know how to call the specific diary entry I just added. It seems like I am having this problem with a couple of scripts at the moment. They only say, this is how to add the scene (diary, journal, quest or whatever...):

--> Diary.add_entry(CHAPTER, TEXT)

and then something like this

-->To call the scene, use this syntax: $scene = Scene_Diary.new

but I don't know how to script an event that will lead me directly to

diary entry (1,1) for example, instead of going to $scene = Scene_Diary.new which might open a main menu screen for diary (in this case it opens to entry (0,0) but I need to be able to open to different specific diary scenes..)

Can anyone help me clear this up?

[XP] Want arrow to point to NPC yelling something offscreen as he runs around so you can go find him

I have a scene in my game where the player is in a haunted woods, and an npc comes from offscreen yelling about something he saw, but there's nothing to guarantee that you're near him on that map to even see him when he starts shouting about it. I'm also running CCOA's UMS and have it configured so you can walk around while the dialogue is running through. I want to combine this with a feature that has an arrow (like a flashing arrow graphic that changes direction) to point to where on the screen (off screen) the npc is currently screaming about his problem, so you can find him when you see the dialogue but can't yet see the character. I think this would be useful for a lot of other instances as well if someone could whip up a script or however it could be done, but I'm not at a point where I would know how to do this.

Any help would be appreciated.

CCOA's UMS Script Help [xp]

I have a lot of instances in my game where the character walks around and I want him to kind of catch bits of other people's conversation, and I have an idea of how to trigger that with switches or a parallel processing event when he comes onto the map (that works, right?)... I'm using CCOA's UMS - universal message system.. and sometimes it happens that it works how I want where the dialogue will post on screen and you the player will be able to move around the screen while the dialogue displays and comes and goes (there is a message command which will automatically close the window after a certain number of frames). But this only works every once in a while, and I don't know why when it doesn't work why it doesn't work.

I am marking the events as parallel processing. Anyone have an idea?
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