hmm first request here xD don't even know where to begin ;x
the problem i'm having is... i'm trying to make an "pen and paper" style game... i already got lots of script that will help and made some modifications (i know a little of rgss2 so i can modify a little the scripts)
the thing is... i need a way to hide the npc name till i activate a switch
dunno if this is do-able but what I have in mind is with the nms 3.0 message script
when the \nb tag is used, the script will do a quick search in the active event NAME box for a tag (or just for the event name... doesnt have to be a tag at all) and then will compare the name string with an array to see if the name was added there
if the name is in the array then it'll show the name... if not, it will show "
?" or not show the name box at all
of course, the array has to be blank and made in a way that is possible to add strings to this array with event comands
it should be something like
$Npc_knowname["name"]
then wherever the npc say his name, we just have to put this comand and the game will save his name on the string
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another thing is to make a sys variable to make a quick script call by the event... this would be used on scenes
something like
$Npc_Actname = "Lillyan"
then everytime the \nb tag is used it'll do a check if you know the "$npc_actname" and if you know, show the name till the $npc_actname equals to nill or none again
ps: If the script cant search for the event name, then make it to search for a comentary tag
hope someone can do that for me, I really need this one ;/
it may seems like a waste of time... but for me, these little details are everything o/
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And a addition to this achievement script made by Omegas7
Spoiler for :
=========================================================================== # Achievements System Script by Omegas7. # =========================================================================== # Version: 2.0. # Possibly final version, functional. # =========================================================================== # Author: Omegas7. # Exclusive script for: http://www.myrpgmaker.com # Platform: RPG Maker VX. # =========================================================================== # # New to version 2.0: # Set complete achievements icon. # Set incomplete achievements icon. # Window showing the total achievements done. # # =========================================================================== # =========================================================================== # Module, here you may edit the achievements here. # =========================================================================== module OMEGAS7_ACHIEVEMENTS # Achievents Icons ID when incomplete. ICON_INCOMPLETE = 5 # Achievents Icons ID when complete. ICON_COMPLETE = 6 # Achievements Icons spaces before the achievements names. # Default 3 (3 spaces). ICON_SPACE_LEVEL = 3 # Achievements Names, separated by commas. ACHIEVEMENT_NAME = ["01- Super Love.","02- Super Hate.","03- Amazing Chest."] # Achievements Done Switches ID, sperated by commas. ACHIEVEMENT_SWITCH = [1,2,3] ACHIEVEMENT_INFO = [] # <--- Don't edit this. # Achievements Information/Descriptions. # ACHIEVEMENT_INFO[N] = [Text Lines] # N is the Achievement ID, counting from 0. # The text lines, each separated by a comma. ACHIEVEMENT_INFO[0] = [ "There is a pretty green haired girl.", "I bet I could make her love me", "easily." ] ACHIEVEMENT_INFO[1] = [ "I bet I could make that green", "haired girl hate me." ] ACHIEVEMENT_INFO[2] = [ "There is a quite interesting red,", "chest wonder what's in it?" ] end # =========================================================================== # End of module. # =========================================================================== class Omegas_Achievements_Scene < Scene_Base include OMEGAS7_ACHIEVEMENTS def initialize create_values create_commands create_info create_info_window end def start create_menu_background end def create_values @names = [] @switches = ACHIEVEMENT_SWITCH @info = [] @info_2 = [] end def create_commands for i in 0...ACHIEVEMENT_NAME.size if $game_switches[@switches[i]] == true @names[i] = ACHIEVEMENT_NAME[i].to_s else @names[i] = "???" end end @command_window = Window_Command_Ach.new(200,@names) @command_window.height = 316 end def update @command_window.update @info_2 = @info[@command_window.index] @info_window.update(@info_2) if Input.trigger?(Input::B) @command_window.dispose @info_window.dispose @info_window_2.dispose $scene = Scene_Map.new end end def create_info for i in 0...ACHIEVEMENT_INFO.size if $game_switches[@switches[i]] == true @info[i] = ACHIEVEMENT_INFO[i] else @info[i] = ["Unknown Information."] end end end def create_info_window @info_window = Omegas7_Achievement_Info.new @info_window_2 = Omegas7_Achievement_Info_2.new end end class Omegas7_Achievement_Info < Window_Base def initialize super(200,0,544 - 200,316) @info = [""] refresh end def refresh self.contents.clear for i in 0...@info.size self.contents.draw_text(0,i * 28,self.width,28,@info[i].to_s) end end def update(info) if @info != info @info = info refresh end end end class Omegas7_Achievement_Info_2 < Window_Base include OMEGAS7_ACHIEVEMENTS def initialize super(0,316,544,100) @complete = 0 refresh end def refresh for i in 0..ACHIEVEMENT_NAME.size if $game_switches[ACHIEVEMENT_SWITCH[i].to_i] == true @complete += 1 end end self.contents.clear self.contents.draw_text(0,0,544,50,"Complete Achievements: " + @complete.to_s + " / " + ACHIEVEMENT_NAME.size.to_s) end end class Window_Command_Ach < Window_Selectable include OMEGAS7_ACHIEVEMENTS attr_reader :commands def initialize(width, commands, column_max = 1, row_max = 0, spacing = 32) if row_max == 0 row_max = (commands.size + column_max - 1) / column_max end super(0, 0, width, row_max * WLH + 32, spacing) @commands = commands @item_max = commands.size @column_max = column_max @spaces = ICON_SPACE_LEVEL.to_i @spaces_text = "" @done = [] for i in 0...@spaces @spaces_text += " " end for i in 0..ACHIEVEMENT_NAME.size if $game_switches[ACHIEVEMENT_SWITCH[i].to_i] == true @done[i] = true else @done[i] = false end end refresh self.index = 0 end def refresh self.contents.clear for i in 0...@item_max draw_item(i) end end def draw_item(index, enabled = true) rect = item_rect(index) rect.x += 4 rect.width -= 8 self.contents.clear_rect(rect) self.contents.font.color = normal_color self.contents.font.color.alpha = enabled ? 255 : 128 self.contents.draw_text(rect, @spaces_text.to_s + @commands[index]) if @done[index] == true draw_icon(ICON_COMPLETE.to_i,0,rect.y) else draw_icon(ICON_INCOMPLETE.to_i,0,rect.y) end end end
the thing is... I need a way to conceal certain achievements... like, i have 2 achievements... "goblin killer" if the player kill all the goblins and a "goblin hero" if he save all the goblins
the problem is... if he get the "goblin killer", the "goblin hero" will continue on the list as "
?", but there is no way for the player to get this achievement anymore (cuz he already got the killer one)
so... there has to be a way to hide one if he get the other (automatic, of course... a table with the linked achievements, this way the script will only show ONE
? and will change it for whatever achievement the player got)
the other problem is that the script only check for game switchs...
this is a problem if I want an achievement to be unlocked when the player get a certain iten... or get to a certain place... because i have to waste a game switch just for that
so, if someone can add a script call and a game_variable check too for me to use on the events...
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well that's it... alot of texts and two stranges request xD
I already lost three days trying to change this script but I just cant find a way to do it...
the only thing i don't know about scripting is the damn window making x.x (never tried... so i dont know a thing about scene making)
if someone can do that for my i would be really grateful
ps: the game is going to be portuguese... i'm almost done with the game system and soon will get to the game itself
i can try to put up an english demo and if it's good enough i can try and do a translation of the full game later o/
edit ====
almost forgot... if someone can make a "face border" feature on the nms script too...