Hi guys,
What scripting language used the makers of rpg maker vx!?
I've search for a long time and couldn't find it
greetzz
atiebatie99
It's Ruby, I believe.
It's Ruby but Enterbrain adapted it to make RGSS in order to make it easier for people to script (I think).
RGSS (Ruby Game Scripting System)
Thanks everyone for fast Re
greetzz
atiebatie99
btw;D
I've try to make my own option (world map)
and try this (Scene_Worldmap)
[spoiler]#==============================================================================
# ** Scene_Worldmap
#------------------------------------------------------------------------------
# This class performs the menu option World Map.
#==============================================================================
class Scene_Worldmap < Scene_Base
#--------------------------------------------------------------------------
# * Start processing
#--------------------------------------------------------------------------
def start
super
create_menu_background
create_command_window
@gold_window = Window_Gold.new(0, 360)
@status_window = Window_MenuStatus.new(160, 0)
end
#--------------------------------------------------------------------------
# * Termination Processing
#--------------------------------------------------------------------------
@image = Sprite.new
@image.bitmap = Cache.picture("Exit")
@image.ox += 1
@image.oy += 1
end
#--------------------------------------------------------------------------
# * Termination Processing
#--------------------------------------------------------------------------
def terminate
super
dispose_menu_background
@command_window.dispose
@status_window.dispose
end
#--------------------------------------------------------------------------
# * Frame Update
#--------------------------------------------------------------------------
def update
super
update_menu_background
end
#--------------------------------------------------------------------------
# * Create Command Window
#--------------------------------------------------------------------------
def create_command_window
s1 = Vocab::item
s2 = "Save"
@command_window = Window_Command.new(160, [s1,s2])
@command_window.index = @menu_index
end
#--------------------------------------------------------------------------
# * Update Command Selection
#--------------------------------------------------------------------------
def update_command_selection
if Input.trigger?(Input::B)
Sound.play_cancel
$scene = Scene_Menu.new
elsif Input.trigger?(Input::C)
if $game_party.members.size == 0 and @command_window.index < 4
Sound.play_book
return
elsif $game_system.save_disabled and @command_window.index == 4
Sound.play_book
return
end
Sound.play_decision
case @command_window.index
when 0 # Item
$scene = Scene_Item.new
when 1 # Save
$scene = Scene_File.new(true, false, false)
end
end
end
[/spoiler]
But he gives an error:
script "window_selectable" line 213: NotMethodError occurred.
undefined method ` <' for nil:NilClass
then I go to the scripteditor and he goes to window_selectable (look at my attached)
maybe this helps
Scene_Menu:
[spoiler]#==============================================================================
# ** Scene_Menu
#------------------------------------------------------------------------------
# This class performs the menu screen processing.
#==============================================================================
class Scene_Menu < Scene_Base
#--------------------------------------------------------------------------
# * Object Initialization
# menu_index : command cursor's initial position
#--------------------------------------------------------------------------
def initialize(menu_index = 0)
@menu_index = menu_index
end
#--------------------------------------------------------------------------
# * Start processing
#--------------------------------------------------------------------------
def start
super
create_menu_background
create_command_window
@gold_window = Window_Gold.new(0, 360)
@status_window = Window_MenuStatus.new(160, 0)
end
#--------------------------------------------------------------------------
# * Termination Processing
#--------------------------------------------------------------------------
def terminate
super
dispose_menu_background
@command_window.dispose
@gold_window.dispose
@status_window.dispose
end
#--------------------------------------------------------------------------
# * Frame Update
#--------------------------------------------------------------------------
def update
super
update_menu_background
@command_window.update
@gold_window.update
@status_window.update
if @command_window.active
update_command_selection
elsif @status_window.active
update_actor_selection
end
end
#--------------------------------------------------------------------------
# * Create Command Window
#--------------------------------------------------------------------------
def create_command_window
s1 = Vocab::item
s2 = Vocab::skill
s3 = Vocab::equip
s4 = Vocab::status
s5 = Vocab::save
s6 = Vocab::game_end
s7 = "World Map"
@command_window = Window_Command.new(160, [s1, s2, s3, s4, s5,s7, s6])
@command_window.index = @menu_index
if $game_party.members.size == 0 # If number of party members is 0
@command_window.draw_item(0, false) # Disable item
@command_window.draw_item(1, false) # Disable skill
@command_window.draw_item(2, false) # Disable equipment
@command_window.draw_item(3, false) # Disable status
end
if $game_system.save_disabled # If save is forbidden
@command_window.draw_item(4, false) # Disable save
end
end
#--------------------------------------------------------------------------
# * Update Command Selection
#--------------------------------------------------------------------------
def update_command_selection
if Input.trigger?(Input::B)
Sound.play_cancel
$scene = Scene_Map.new
elsif Input.trigger?(Input::C)
if $game_party.members.size == 0 and @command_window.index < 4
Sound.play_buzzer
return
elsif $game_system.save_disabled and @command_window.index == 4
Sound.play_buzzer
return
end
Sound.play_decision
case @command_window.index
when 0 # Item
$scene = Scene_Item.new
when 1,2,3 # Skill, equipment, status
start_actor_selection
when 4 # Save
$scene = Scene_File.new(true, false, false)
when 5 # World Map
$scene = Scene_Worldmap.new
when 5 # End Game
$scene = Scene_End.new
end
end
end
#--------------------------------------------------------------------------
# * Start Actor Selection
#--------------------------------------------------------------------------
def start_actor_selection
@command_window.active = false
@status_window.active = true
if $game_party.last_actor_index < @status_window.item_max
@status_window.index = $game_party.last_actor_index
else
@status_window.index = 0
end
end
#--------------------------------------------------------------------------
# * End Actor Selection
#--------------------------------------------------------------------------
def end_actor_selection
@command_window.active = true
@status_window.active = false
@status_window.index = -1
end
#--------------------------------------------------------------------------
# * Update Actor Selection
#--------------------------------------------------------------------------
def update_actor_selection
if Input.trigger?(Input::B)
Sound.play_cancel
end_actor_selection
elsif Input.trigger?(Input::C)
$game_party.last_actor_index = @status_window.index
Sound.play_decision
case @command_window.index
when 1 # skill
$scene = Scene_Skill.new(@status_window.index)
when 2 # equipment
$scene = Scene_Equip.new(@status_window.index)
when 3 # status
$scene = Scene_Status.new(@status_window.index)
end
end
end
end
[/spoiler]
bye!
Atiebatie99
btw
I'm not finished I've put in 2 diffrent options not the options that I used in my game
please help???
~moved to Script Support for your new question.
Also:: I don't know your answer lol.
I only just looked at it, but I see four errors. First, in your Scene_Menu, around line 98, you have two "when 5"s. One of them has to be a "when 6"; I'm guessing the Exit one.
Second error: at line 18 in the WorldMap part, you have no method definition for (line 18):
#--------------------------------------------------------------------------
# * Termination Processing
#--------------------------------------------------------------------------
@image = Sprite.new
@image.bitmap = Bitmap.new (100, 100)
@image.bitmap.fill_rect (0, 0, 100, 100, Color.new (128, 224, 98))
@image.ox += 1
@image.oy += 1
end
It ought to look like this:
#--------------------------------------------------------------------------
# * Start processing
#--------------------------------------------------------------------------
def start
super
create_menu_background
create_command_window
@gold_window = Window_Gold.new(0, 360)
@status_window = Window_MenuStatus.new(160, 0)
@image = Sprite.new
@image.bitmap = Bitmap.new (100, 100)
@image.bitmap.fill_rect (0, 0, 100, 100, Color.new (128, 224, 98))
@image.ox += 1
@image.oy += 1
end
#--------------------------------------------------------------------------
# * Termination Processing
#--------------------------------------------------------------------------
def terminate
super
dispose_menu_background
@command_window.dispose
@status_window.dispose
end
You will also need to put another end at the bottom of the script.
Get rid of that end and the comment and put that code inside the start method. Then put @image.dispose inside the dispose method as well.
Error 3: this is the error that is causing your problem.
Around line 50 you have:
#--------------------------------------------------------------------------
# * Create Command Window
#--------------------------------------------------------------------------
def create_command_window
s1 = Vocab::item
s2 = "Save"
@command_window = Window_Command.new(160, [s1,s2])
@command_window.index = @menu_index
end
@menu_index is nil however, because it has not been defined. Remove that line altogether so it looks like:
#--------------------------------------------------------------------------
# * Create Command Window
#--------------------------------------------------------------------------
def create_command_window
s1 = Vocab::item
s2 = "Save"
@command_window = Window_Command.new(160, [s1,s2])
end
4:
You should be updaing your command window. Place in the update method:
@command_window.update
There may be other problems, but those are ones I noticed at first glance.
O damn MA your pretty good serious but I have still 2 questions ;D
Where can I set what picture I let to show???
actually I want this in my World Map menu option (see attached)
Sorry for this questions hee beginners learn this from the profs:P
See You
Atiebatie99
PS: I try to make an option to show where what city is photo attached!
PPS: remember I'm just 12 years old!
Oh, sorry, I misedited your script when I pasted it in a project.
Where I have @image = Bitmap.new, change it back to what you had before, Cache.picture ("name")
They have some tools on using ruby somewhere here,or at Rpg VX official forums.
Sorry for this question but I've try to make an option to show where what city is (see my last post for picture) and make this but it doesn't work >:(
scene_worldmap:
[spoiler]#==============================================================================
# ** Scene_Worldmap
#------------------------------------------------------------------------------
# This class performs the menu option World Map.
#==============================================================================
class Scene_Worldmap < Scene_Base
#--------------------------------------------------------------------------
# * Start processing
#--------------------------------------------------------------------------
def start
super
create_menu_background
create_command_window
@image = Sprite.new
@image.bitmap = Cache.picture("Worldmap")
@image.ox += 1
@image.oy += 1
end
#--------------------------------------------------------------------------
# * Termination Processing
#--------------------------------------------------------------------------
def terminate
super
dispose_menu_background
@command_window.dispose
@status_window.dispose
end
#--------------------------------------------------------------------------
# * Termination Processing
#--------------------------------------------------------------------------
def terminate
super
dispose_menu_background
@command_window.dispose
@status_window.dispose
end
#--------------------------------------------------------------------------
# * Frame Update
#--------------------------------------------------------------------------
def update
super
update_menu_background
@command_window.update
end
#--------------------------------------------------------------------------
# * Create Command Window
#--------------------------------------------------------------------------
def create_command_window
s1 = "Undrick"
s2 = "Ticka"
@command_window = Window_Command.new(160, [s1,s2])
end
#--------------------------------------------------------------------------
# * Update Command Selection
#--------------------------------------------------------------------------
def update_command_selection
if Input.trigger?(Input::B)
Sound.play_cancel
$scene = Scene_Menu.new
elsif Input.trigger?(Input::C)
case @command_window.index
when 0 # Undrick
$scene = Scene_Undrick.new
when 1 # Ticka
$scene = Scene_Ticka.new
end
end
end
end[/spoiler]
and this for scene_undrick:
[spoiler]#==============================================================================
# ** Scene_Worldmap
#------------------------------------------------------------------------------
# This class performs the menu option World Map.
#==============================================================================
class Scene_Undrick < Scene_Worldmap
#--------------------------------------------------------------------------
# * Start processing
#--------------------------------------------------------------------------
def start
create_dot_graphic
#--------------------------------------------------------------------------
# * Show Image
#--------------------------------------------------------------------------
def create_dot_graphic
@image = Sprite.new
@image.bitmap = Cache.picture("Dot")
@image.ox -= 200
@image.oy -= 200
#--------------------------------------------------------------------------
# * Frame Update
#--------------------------------------------------------------------------
def update
super
update_menu_background
@command_window.update
end
end
end
end[/spoiler]
Quote from: mastermoo420 on June 12, 2009, 12:24:04 AM
It's Ruby but Enterbrain adapted it to make RGSS in order to make it easier for people to script (I think).
Just to clarify things. RPG Maker XP and VX use Ruby as their scripting language. RGSS and RGSS2 are libraries for Ruby, which include all hidden classes, RPG classes and also the default scripts. The default scripts and RPG classes are made in Ruby, but the hidden ones are made in C(Maybe C++) and embedded to Ruby from C.
RGSS is not a language itself, it's just a library for Ruby.