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Various Scripts i require

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***
Rep:
Level 88
Gone.
Catterpiller Script
Banking Script
Pet Script
Car Script
Custom Message Script

Thank you very much in andvance

Regards

Lawry

Good Bye. RMRK you were cool while I wasn't there.

********
Rep:
Level 96
2011 Most Missed Member2010 Zero To Hero
Hey man, we need a more in depth description. How do you want the scripts to work, exactly?

Also, before requesting a script, PLEASE, look around the scripts section first. There is a perfectly good message system already. (look for a topic labeled letter by letter) Everything else can be done pretty easily with events.

***
Rep:
Level 89
who want to play worms 4
 :police: ::)
i have found a pet script for you

http://www.megaupload.com/?d=9VWPO6DR

and catapiller is this script
Code: [Select]
#
# Train_Actor
#
# fukuyama@alles.or.jp
# http://www4.big.or.jp/~fukuyama/
#

# ????????????
# true ???????????
# TRAIN_ACTOR_TRANSPARENT_SWITCH = false
TRAIN_ACTOR_TRANSPARENT_SWITCH = true
# ????????????
# ??????????ON???????
TRAIN_ACTOR_TRANSPARENT_SWITCHES_INDEX = 20

# ??
#Input::DOWN  = 2
#Input::LEFT  = 4
#Input::RIGHT = 6
#Input::UP    = 8
DOWN_LEFT  = 1
DOWN_RIGHT = 3
UP_LEFT    = 7
UP_RIGHT   = 9
JUMP       = 5

class Game_Party_Actor < Game_Character
  def initialize
    super()
    @through = true
  end
  def setup(actor)
    # ??????????????????
    if actor != nil
      @character_name = actor.character_name
      @character_hue = actor.character_hue
    else
      @character_name = ""
      @character_hue = 0
    end
    # ?????????????
    @opacity = 255
    @blend_type = 0
  end
  def screen_z(height = 0)
    if $game_player.x == @x and $game_player.y == @y
      return $game_player.screen_z(height) - 1
    end
    super(height)
  end
  #--------------------------------------------------------------------------
  # ? ????
  #     turn_enabled : ?????????????????
  #--------------------------------------------------------------------------
  def move_down(turn_enabled = true)
    # ????
    if turn_enabled
      turn_down
    end
    # ???????
    if passable?(@x, @y, Input::DOWN)
      # ????
      turn_down
      # ?????
      @y += 1
    end
  end
  #--------------------------------------------------------------------------
  # ? ????
  #     turn_enabled : ?????????????????
  #--------------------------------------------------------------------------
  def move_left(turn_enabled = true)
    # ????
    if turn_enabled
      turn_left
    end
    # ???????
    if passable?(@x, @y, Input::LEFT)
      # ????
      turn_left
      # ?????
      @x -= 1
    end
  end
  #--------------------------------------------------------------------------
  # ? ????
  #     turn_enabled : ?????????????????
  #--------------------------------------------------------------------------
  def move_right(turn_enabled = true)
    # ????
    if turn_enabled
      turn_right
    end
    # ???????
    if passable?(@x, @y, Input::RIGHT)
      # ????
      turn_right
      # ?????
      @x += 1
    end
  end
  #--------------------------------------------------------------------------
  # ? ????
  #     turn_enabled : ?????????????????
  #--------------------------------------------------------------------------
  def move_up(turn_enabled = true)
    # ????
    if turn_enabled
      turn_up
    end
    # ???????
    if passable?(@x, @y, Input::UP)
      # ????
      turn_up
      # ?????
      @y -= 1
    end
  end
  #--------------------------------------------------------------------------
  # ? ?????
  #--------------------------------------------------------------------------
  def move_lower_left
    # ?????????
    unless @direction_fix
      # ?????????????????????????
      @direction = (@direction == Input::RIGHT ? Input::LEFT : @direction == Input::UP ? Input::DOWN : @direction)
    end
    # ??????? ?????????????????
    if (passable?(@x, @y, Input::DOWN) and passable?(@x, @y + 1, Input::LEFT)) or
       (passable?(@x, @y, Input::LEFT) and passable?(@x - 1, @y, Input::DOWN))
      # ?????
      @x -= 1
      @y += 1
    end
  end
  #--------------------------------------------------------------------------
  # ? ?????
  #--------------------------------------------------------------------------
  def move_lower_right
    # ?????????
    unless @direction_fix
      # ?????????????????????????
      @direction = (@direction == Input::LEFT ? Input::RIGHT : @direction == Input::UP ? Input::DOWN : @direction)
    end
    # ??????? ?????????????????
    if (passable?(@x, @y, Input::DOWN) and passable?(@x, @y + 1, Input::RIGHT)) or
       (passable?(@x, @y, Input::RIGHT) and passable?(@x + 1, @y, Input::DOWN))
      # ?????
      @x += 1
      @y += 1
    end
  end
  #--------------------------------------------------------------------------
  # ? ?????
  #--------------------------------------------------------------------------
  def move_upper_left
    # ?????????
    unless @direction_fix
      # ?????????????????????????
      @direction = (@direction == Input::RIGHT ? Input::LEFT : @direction == Input::DOWN ? Input::UP : @direction)
    end
    # ??????? ?????????????????
    if (passable?(@x, @y, Input::UP) and passable?(@x, @y - 1, Input::LEFT)) or
       (passable?(@x, @y, Input::LEFT) and passable?(@x - 1, @y, Input::UP))
      # ?????
      @x -= 1
      @y -= 1
    end
  end
  #--------------------------------------------------------------------------
  # ? ?????
  #--------------------------------------------------------------------------
  def move_upper_right
    # ?????????
    unless @direction_fix
      # ?????????????????????????
      @direction = (@direction == Input::LEFT ? Input::RIGHT : @direction == Input::DOWN ? Input::UP : @direction)
    end
    # ??????? ?????????????????
    if (passable?(@x, @y, Input::UP) and passable?(@x, @y - 1, Input::RIGHT)) or
       (passable?(@x, @y, Input::RIGHT) and passable?(@x + 1, @y, Input::UP))
      # ?????
      @x += 1
      @y -= 1
    end
  end

  def set_move_speed(move_speed)
    @move_speed = move_speed
  end
end

class Spriteset_Map
  def setup_actor_character_sprites?
    return @setup_actor_character_sprites_flag != nil
  end
  def setup_actor_character_sprites(characters)
    if !setup_actor_character_sprites?
      index_game_player = 0
      @character_sprites.each_index do |i|
        if @character_sprites[i].character.instance_of?(Game_Player)
          index_game_player = i
          break
        end
      end
      for character in characters.reverse
        @character_sprites.unshift(
          Sprite_Character.new(@viewport1, character)
        )
      end
      @setup_actor_character_sprites_flag = true
    end
  end
end

class Scene_Map
  def setup_actor_character_sprites(characters)
    @spriteset.setup_actor_character_sprites(characters)
  end
end

class Game_Party
  def set_transparent_actors(transparent)
    @transparent = transparent
  end
  def setup_actor_character_sprites
    if @characters == nil
      @characters = []
      for i in 1 .. 4
        @characters.push(Game_Party_Actor.new)
      end
    end
    if @actors_chach == nil
      @actors_chach = []
    end
    if @actors_chach != @actors
      @actors_chach = @actors.clone
      for i in 1 .. 4
        @characters[i - 1].setup(actors[i])
      end
    end
    if $scene.instance_of?(Scene_Map)
      $scene.setup_actor_character_sprites(@characters)
    end
  end
  def update_party_actors
    setup_actor_character_sprites
    transparent = $game_player.transparent
    if transparent == false
      if TRAIN_ACTOR_TRANSPARENT_SWITCH
        transparent = $game_switches[TRAIN_ACTOR_TRANSPARENT_SWITCHES_INDEX]
      else
        transparent = $game_player.transparent
      end
    end
    for character in @characters
      character.transparent = transparent
      character.set_move_speed($game_player.get_move_speed)
      character.update
    end
  end
  def moveto_party_actors( x, y )
    setup_actor_character_sprites
    for character in @characters
      character.moveto( x, y )
    end
    if @move_list == nil
      @move_list = []
    end
    for i in 0 .. 10
      @move_list[i] = nil
    end
  end
  def move_party_actors
    if @move_list == nil
      @move_list = []
      for i in 0 .. 10
        @move_list[i] = nil
      end
    end
    @move_list.each_index do |i|
      if @characters[i] != nil
        case @move_list[i].type
          when Input::DOWN
            @characters[i].move_down(@move_list[i].args[0])
          when Input::LEFT
            @characters[i].move_left(@move_list[i].args[0])
          when Input::RIGHT
            @characters[i].move_right(@move_list[i].args[0])
          when Input::UP
            @characters[i].move_up(@move_list[i].args[0])
          when DOWN_LEFT
            @characters[i].move_lower_left
          when DOWN_RIGHT
            @characters[i].move_lower_right
          when UP_LEFT
            @characters[i].move_upper_left
          when UP_RIGHT
            @characters[i].move_upper_right
          when JUMP
            @characters[i].jump(@move_list[i].args[0],@move_list[i].args[1])
        end
      end
    end
  end
  class Move_List_Element
    def initialize(type,args)
      @type = type
      @args = args
    end
    def type() return @type end
    def args() return @args end
  end
  def add_move_list(type,*args)
    @move_list.unshift(Move_List_Element.new(type,args)).pop
  end
  def move_down_party_actors(turn_enabled = true)
    move_party_actors
    add_move_list(Input::DOWN,turn_enabled)
  end
  def move_left_party_actors(turn_enabled = true)
    move_party_actors
    add_move_list(Input::LEFT,turn_enabled)
  end
  def move_right_party_actors(turn_enabled = true)
    move_party_actors
    add_move_list(Input::RIGHT,turn_enabled)
  end
  def move_up_party_actors(turn_enabled = true)
    move_party_actors
    add_move_list(Input::UP,turn_enabled)
  end
  def move_lower_left_party_actors
    move_party_actors
    add_move_list(DOWN_LEFT)
  end
  def move_lower_right_party_actors
    move_party_actors
    add_move_list(DOWN_RIGHT)
  end
  def move_upper_left_party_actors
    move_party_actors
    add_move_list(UP_LEFT)
  end
  def move_upper_right_party_actors
    move_party_actors
    add_move_list(UP_RIGHT)
  end
  def jump_party_actors(x_plus, y_plus)
    move_party_actors
    add_move_list(JUMP,x_plus, y_plus)
  end
end

module Game_Player_Module
  def update
    $game_party.update_party_actors
    super
  end
  def moveto( x, y )
    super
    $game_party.moveto_party_actors( x, y )
  end
  def move_down(turn_enabled = true)
    if passable?(@x, @y, Input::DOWN)
      $game_party.move_down_party_actors(turn_enabled)
    end
    super(turn_enabled)
  end
  def move_left(turn_enabled = true)
    if passable?(@x, @y, Input::LEFT)
      $game_party.move_left_party_actors(turn_enabled)
    end
    super(turn_enabled)
  end
  def move_right(turn_enabled = true)
    if passable?(@x, @y, Input::RIGHT)
      $game_party.move_right_party_actors(turn_enabled)
    end
    super(turn_enabled)
  end
  def move_up(turn_enabled = true)
    if passable?(@x, @y, Input::UP)
      $game_party.move_up_party_actors(turn_enabled)
    end
    super(turn_enabled)
  end
  def move_lower_left
    # ??????? ?????????????????
    if (passable?(@x, @y, Input::DOWN) and passable?(@x, @y + 1, Input::LEFT)) or
       (passable?(@x, @y, Input::LEFT) and passable?(@x - 1, @y, Input::DOWN))
      $game_party.move_lower_left_party_actors
    end
    super
  end
  def move_lower_right
    # ??????? ?????????????????
    if (passable?(@x, @y, Input::DOWN) and passable?(@x, @y + 1, Input::RIGHT)) or
       (passable?(@x, @y, Input::RIGHT) and passable?(@x + 1, @y, Input::DOWN))
      $game_party.move_lower_right_party_actors
    end
    super
  end
  def move_upper_left
    # ??????? ?????????????????
    if (passable?(@x, @y, Input::UP) and passable?(@x, @y - 1, Input::LEFT)) or
       (passable?(@x, @y, Input::LEFT) and passable?(@x - 1, @y, Input::UP))
      $game_party.move_upper_left_party_actors
    end
    super
  end
  def move_upper_right
    # ??????? ?????????????????
    if (passable?(@x, @y, Input::UP) and passable?(@x, @y - 1, Input::RIGHT)) or
       (passable?(@x, @y, Input::RIGHT) and passable?(@x + 1, @y, Input::UP))
      $game_party.move_upper_right_party_actors
    end
    super
  end
  def jump(x_plus, y_plus)
    # ????????
    new_x = @x + x_plus
    new_y = @y + y_plus
    # ???? (0,0) ??????????????????
    if (x_plus == 0 and y_plus == 0) or passable?(new_x, new_y, 0)
      $game_party.jump_party_actors(x_plus, y_plus)
    end
    super(x_plus, y_plus)
  end
 
  # -----------------------------------------------
  # move_speed ??????????
  # -----------------------------------------------
  def get_move_speed
    return @move_speed
  end
end

class Game_Player
  include Game_Player_Module
end

 :o
......___|__
__/******\=======#
|**M1A2 ***:\
(@=@=@=@=@)

copy this tank and we wil concer the world

http://www.nintendo-europe.com/NOE/nl/NL/register/index.jsp?m=l&a=robot797
klik this link and give me stars

***
~Banned~
Rep:
Level 88
~Banned~
Now don't you think it might help him to know where to put it?
~Banned~

********
Sailor Man
Rep:
Level 95
So about that money...
Dude use the search button to find slipknots custom message system. If I wasn't so damned lazy i'd link it.

***
Rep:
Level 89
who want to play worms 4
srry you must put it above main like all the others
......___|__
__/******\=======#
|**M1A2 ***:\
(@=@=@=@=@)

copy this tank and we wil concer the world

http://www.nintendo-europe.com/NOE/nl/NL/register/index.jsp?m=l&a=robot797
klik this link and give me stars

***
Rep:
Level 89
well i got this off the internet sum where its not a script its a common event
so:

Make an event and then
MESSAGE saying hello how are you blah blah
then go to
COMMON EVENT:001 and make a common event called MONEY in the 001 space
then open up the DATABASE and go to COMMON EVENT
and in   001:MONEY put in this and have the trigger as NONE
then copy these actions in (It will take a while as there is many)
IF YOU SONT LIKE THE POSH BANK MANAGER ALL THE TEXT BELOW WHERE IT SAYS "Sir you dont see to have enough money" CHANGE AND PUT IN WHAT YOU THINK IS SUITABLE
http://i144.photobucket.com/albums/r199/joeyCV/bankpic.gif
then magnify this image and follow the instructions :-D
« Last Edit: October 18, 2006, 09:02:49 PM by Joey_Noob »
I thought i was being attacked by ninjas yesterday but then i realised it was angry muslim protestors so i stole there veils and strapped myself to a C4 and gave them a taste of there own curry flavoured medicine

********
EXA
Rep:
Level 92
Pikachu on a toilet
Project of the Month winner for April 2007
If he's looking for SCRIPTS, I think he knows where he has to put them in. You can find an AMS (Advanced Message System) in the scripts database as A1 already said.
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