Envision, Create, Share

Welcome to HBGames, a leading amateur game development forum and Discord server. All are welcome, and amongst our ranks you will find experts in their field from all aspects of video game design and development.

A couple of doubts...

Hey guys! Everything nice?

I'm creating this topic because I have a couple of doubts.... If you could help it would be great. ;)

- Can you indicate me some good script or something like that, to introduce a little introduction before the title screen? Something just to put "Mark Productions" in the middle of the screen, "SquareSoft" style. I've searched everywhere but I can't find any! :S

- The next doubt: When I have my game finished, can I register it, register it's brand and stuff? And can i send it to some games company?

Cheers! ;)
 
Hi Mark, welcome to the forums. The Feedback forum (where this was originally posted) is designed to answer problems and comments in regards to the site, not any software we support. I'm moving this to the General Support section.

MaRkNemesis":3800bo86 said:
- Can you indicate me some good script or something like that, to introduce a little introduction before the title screen? Something just to put "Mark Productions" in the middle of the screen, "SquareSoft" style. I've searched everywhere but I can't find any! :S

If you search "Splash Screen" or "Splash" while you're in the RGSS section, I'm sure what you're looking for will be easy to find.

- The next doubt: When I have my game finished, can I register it, register it's brand and stuff? And can i send it to some games company?

As per the EULA that comes with the software, yes, you can copyright your work, and sell it. You probably won't be able to get any company to pick it up, but you will be able to distribute it on your own. Many have done that in the past.
 
Wait. You're using an illegal copy?

That's kinda frowned on here. I mean, if you're planning on copyrighting your game, I presume that you don't want somebody, you know, cracking it and distributing free copies without permission.

Like you apparently are taking advantage of with RPGmaker.

Go download a legal copy, and follow the instructions about how to purchase it.
 
Thanks, I'll check it out!

Oh, I remembered another doubt I have...

- For example, I have a White Mage, a Telepath, a Dark Mage, etc.... But I don't want the ability list to be shown as "Skill". I want to atribute "White Magic", "Telepathy", "Dark Magic", etc....

Anyone knows a good script for this?

Cheers! ;)
 
I'm not sure what you're asking for;
but I'm pretty sure it can be done in the database

I can give a better way how
if you give me a more detailed explanation, maybe a mock-up photo?

Well anyway good luck :thumb:
 
- For example, I have a White Mage, a Telepath, a Dark Mage, etc.... But I don't want the ability list to be shown as "Skill". I want to atribute "White Magic", "Telepathy", "Dark Magic", etc....
I have a little snippet that will help with that:

Code:
 

#==============================================================================

# ** Battle Action Renamer

#==============================================================================  

class Scene_Battle

alias cbs_phase3_setup_command_window phase3_setup_command_window

  def phase3_setup_command_window

    cbs_phase3_setup_command_window

    case $game_party.actors[@actor_index].id

    when 1  #   Actor 1

      commands = ["Attack", "Skill", "Guard", "Item"]

    when 2  #   Actor 2

      commands = ["Attack", "Skill", "Guard", "Item"]  

    end

@actor_command_window.change_commands(commands)

end

end

class Window_Command

  def change_commands(commands)

    @original = @commands unless @original

    @commands = commands ? commands : @original

  refresh

  end

end

 
I have no idea who wrote it, though. It's pretty self-explanatory and is compatible with pretty much everything else (at least that I've tried).
 
Metatron":mtl5z5z5 said:
- For example, I have a White Mage, a Telepath, a Dark Mage, etc.... But I don't want the ability list to be shown as "Skill". I want to atribute "White Magic", "Telepathy", "Dark Magic", etc....
I have a little snippet that will help with that:

Code:
 

#==============================================================================

# ** Battle Action Renamer

#==============================================================================  

class Scene_Battle

alias cbs_phase3_setup_command_window phase3_setup_command_window

  def phase3_setup_command_window

    cbs_phase3_setup_command_window

    case $game_party.actors[@actor_index].id

    when 1  #   Actor 1

      commands = ["Attack", "Skill", "Guard", "Item"]

    when 2  #   Actor 2

      commands = ["Attack", "Skill", "Guard", "Item"]  

    end

@actor_command_window.change_commands(commands)

end

end

class Window_Command

  def change_commands(commands)

    @original = @commands unless @original

    @commands = commands ? commands : @original

  refresh

  end

end

 
I have no idea who wrote it, though. It's pretty self-explanatory and is compatible with pretty much everything else (at least that I've tried).


That's it! :D But can I add more actors to the code? For example, my party is made of 4 elements... Cheers
 
Metatron":18hp6dm4 said:
- For example, I have a White Mage, a Telepath, a Dark Mage, etc.... But I don't want the ability list to be shown as "Skill". I want to atribute "White Magic", "Telepathy", "Dark Magic", etc....
I have a little snippet that will help with that:

Code:
 

#==============================================================================

# ** Battle Action Renamer

#==============================================================================  

class Scene_Battle

alias cbs_phase3_setup_command_window phase3_setup_command_window

  def phase3_setup_command_window

    cbs_phase3_setup_command_window

    case $game_party.actors[@actor_index].id

    when 1  #   Actor 1

      commands = ["Attack", "Skill", "Guard", "Item"]

    when 2  #   Actor 2

      commands = ["Attack", "Skill", "Guard", "Item"]  

    end

@actor_command_window.change_commands(commands)

end

end

class Window_Command

  def change_commands(commands)

    @original = @commands unless @original

    @commands = commands ? commands : @original

  refresh

  end

end

 
I have no idea who wrote it, though. It's pretty self-explanatory and is compatible with pretty much everything else (at least that I've tried).


Doesn't work! :S Do I need to change anything or just post it above main? I'm a little noob in Ruby system, sorry... :\

Cheers
 
Metatron":7k5az4qm said:
Just add a new "when" branch for each party member and change the IDs and commands to fit.

It goes above any script that alters the battle system.

Where do I change the ID? And where can I put those when branch?

Sorry, I'm a total noob in scripting =(
 
*cries*
I thought I was clueless when it comes to RGSS...
You're the only person who has ever asked me how to use that snippet.
Code:
 

#==============================================================================

# ** Battle Action Renamer

#==============================================================================  

class Scene_Battle

alias cbs_phase3_setup_command_window phase3_setup_command_window

  def phase3_setup_command_window

    cbs_phase3_setup_command_window

    case $game_party.actors[@actor_index].id

    when 1  #   This is the ID for Actor 1

      commands = ["Attack", "Skill", "Guard", "Item"]   #These are the commands for Actor 1

    when 2  #   This is the ID for Actor 2

      commands = ["Attack", "Skill", "Guard", "Item"]   #These are the commands for Actor 2

    when 3  #   This is the ID for Actor 3

      commands = ["Fight", "Magic", "Defend", "Inventory"]   #These are the commands for Actor 3

    # New branches go here

    end

@actor_command_window.change_commands(commands)

end

end

class Window_Command

  def change_commands(commands)

    @original = @commands unless @original

    @commands = commands ? commands : @original

  refresh

  end

end

 
There.
 
Metatron":3b0bm8sb said:
*cries*
I thought I was clueless when it comes to RGSS...
You're the only person who has ever asked me how to use that snippet.
Code:
 

#==============================================================================

# ** Battle Action Renamer

#==============================================================================  

class Scene_Battle

alias cbs_phase3_setup_command_window phase3_setup_command_window

  def phase3_setup_command_window

    cbs_phase3_setup_command_window

    case $game_party.actors[@actor_index].id

    when 1  #   This is the ID for Actor 1

      commands = ["Attack", "Skill", "Guard", "Item"]   #These are the commands for Actor 1

    when 2  #   This is the ID for Actor 2

      commands = ["Attack", "Skill", "Guard", "Item"]   #These are the commands for Actor 2

    when 3  #   This is the ID for Actor 3

      commands = ["Fight", "Magic", "Defend", "Inventory"]   #These are the commands for Actor 3

    # New branches go here

    end

@actor_command_window.change_commands(commands)

end

end

class Window_Command

  def change_commands(commands)

    @original = @commands unless @original

    @commands = commands ? commands : @original

  refresh

  end

end

 
There.

I know, I suck at scripting xD

Thanks, I'll check it out. Just one more question. Do I place it above main or where?

(You're gonna kill me for this)

The ID of the actor it's his/her name?

Cheers, and sorry!
 
The ID is the number on the box on the left like:

[001] Arshes
[002] Basil
[003] Someone
--/\-
/---\
--||--
This is the id
*note you can omit the zeros before the number

Also you put the script above main but below Scene debug
 
Did you copy with the numbers?
like this:
1.
2. #==============================================================================
3. # ** Battle Action Renamer
4. #==============================================================================
5. class Scene_Battle
6. alias cbs_phase3_setup_command_window phase3_setup_command_window
7. def phase3_setup_command_window
8. cbs_phase3_setup_command_window
9. case $game_party.actors[@actor_index].id
10. when 1 # This is the ID for Actor 1
11. commands = ["Attack", "Skill", "Guard", "Item"] #These are the commands for Actor 1
12. when 2 # This is the ID for Actor 2
13. commands = ["Attack", "Skill", "Guard", "Item"] #These are the commands for Actor 2
14. when 3 # This is the ID for Actor 3
15. commands = ["Fight", "Magic", "Defend", "Inventory"] #These are the commands for Actor 3
16. # New branches go here
17. end
18. @actor_command_window.change_commands(commands)
19. end
20. end
21. class Window_Command
22. def change_commands(commands)
23. @original = @commands unless @original
24. @commands = commands ? commands : @original
25. refresh
26. end
27. end
28.
because if you did click turn on/off line numbers before copying

if not then depending on how you copied it this is line 2
#==============================================================================
or this
# ** Battle Action Renamer
either way double check if the # is there because otherwise ruby will try to run those comment lines
 

Thank you for viewing

HBGames is a leading amateur video game development forum and Discord server open to all ability levels. Feel free to have a nosey around!

Discord

Join our growing and active Discord server to discuss all aspects of game making in a relaxed environment. Join Us

Content

  • Our Games
  • Games in Development
  • Emoji by Twemoji.
    Top