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Fishing Script

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100% found this document useful (1 vote)
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Fishing Script

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api-3772607
Copyright
© Attribution Non-Commercial (BY-NC)
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Available Formats
Download as TXT, PDF, TXT or read online on Scribd
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creation asylum -> simple fishing script

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outline · [ standard ] · linear+ simple fishing script , my very first script!


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magna man apr 5 2005, 10:47 pm post #1

newbie

group: newbie
posts: 18
joined: 9-december 04
member no.: 71
rpg maker level: expert
class title:
writer, scripter

ok when you go up to water and press d you will start fishing, depending
on your settings you will find different stuff!

first put this above main and call it fishing


code#=======================================================================
=======
# ■ fishing
#---------------------------------------------------------------------------
---
#  デバッグ画面の処理を行うクラスです。
#===========================================================================
===

class fishing

#---------------------------------------------------------------------------
-
# start

#---------------------------------------------------------------------------
-
def initialize
@fw = window_fish.new
$fm = "fishing..."
@fw.refresh
delay(60)
fish
end

#---------------------------------------------------------------------------
-
# fishing!

#---------------------------------------------------------------------------
-
def fish
delay(40)
@fr = rand(4)#this number inside the brackets indicate how many things
there are. and remeber it starts from 0 so if you have 5 things you have
to have 4
case @fr
when 0
$game_player.animation_id = 98
$fm = "hey! i got one! 10 pounds!"
@fw.refresh
$game_party.gain_item(33, 1)#the item number of the fish is here
delay(60)
when 1
$fm = "darn its just a rock!"
@fw.refresh
delay(60)
when 2
$fm = " yuck! an old boot!"
@fw.refresh
delay(60)
when 3
$game_player.animation_id = 98
$fm = "hey! i got one! 20 pounds!"
@fw.refresh
$game_party.gain_item(34, 1)
delay(60)
when 4
$fm = "darn! no fish!"
@fw.refresh
delay(60)
end
@fw.dispose
end

#---------------------------------------------------------------------------
-
# delay

#---------------------------------------------------------------------------
-
def delay(wait)
count = graphics.frame_count
while wait + count >= graphics.frame_count
graphics.update
end
end
end
ok now see the section fish in this section you control what you catch. it
is pretty self explanitory.
next find this in scene_map
code # b ボタンが押された場合
if input.trigger?(input::b)
# イベント実行中かメニュー禁止中でなければ
unless $game_system.map_interpreter.running? or
$game_system.menu_disabled
# メニュー呼び出しフラグと se 演奏フラグをセット
$game_temp.menu_calling = true
$game_temp.menu_beep = true
end
end
and under it insert this:
code # fishing
# if z pushed call fishing
if input.trigger?(input::z)
fishing
end
# fishing
now insert this anywhere inbetween def update and def transfer_player
code
#--------------------------------------------------------------------------
# ● fishing

#--------------------------------------------------------------------------
def fishing
character = $game_player
case character.direction
when 2
lx = character.x
ly = character.y + 1
when 4
lx = character.x - 1
ly = character.y
when 6
lx = character.x + 1
ly = character.y
when 8
lx = character.x
ly = character.y - 1
end
if $game_map.terrain_tag(lx,ly) == 1
fishing.new
else
audio.se_play("audio/se/057-wrong01")
end
end
and now make a new script under window_base and insert this:
code#=======================================================================
=======
# ■ window_fish
#---------------------------------------------------------------------------
---
#  fishy!
#===========================================================================
===

class window_fish < window_base

#--------------------------------------------------------------------------
# ● start

#--------------------------------------------------------------------------
def initialize
super(0, 406, 640, 64)
self.contents = bitmap.new(width - 32, height - 32)
self.contents.font.name = $defaultfonttype
self.contents.font.size = $defaultfontsize
self.opacity = 0
$fm = " "
refresh
end

#--------------------------------------------------------------------------
# ● refresh

#--------------------------------------------------------------------------
def refresh
self.contents.clear
self.contents.font.color = normal_color
self.contents.draw_text(4, 0, 640, 32, $fm)
end
end

and just set water tiles to terrain type 1!

and credit to dragonslayer for the delay script! thanks!

tada!

tk

dragonslayer apr 6 2005, 02:58 am post #2

expert

group: expert
posts: 153
joined: 30-november 04
member no.: 44
rpg maker level: master
class title:
writer and scripter

i see that u are using my code for delay

crash apr 6 2005, 08:05 am post #3


expert

group: expert
posts: 165
joined: 1-january 05
from: my room...
member no.: 127
rpg maker level: expert
class title:
artist

quote(dragonslayer @ apr 6 2005, 03:58 am)


i see that u are using my code for delay

dragonslayer: your code?!


very nice script. i made something similar, but you've made it better way.
keep up a good work.

magna man apr 6 2005, 12:36 pm post #4

newbie

group: newbie
posts: 18
joined: 9-december 04
member no.: 71
rpg maker level: expert
class title:
writer, scripter

oh yeah meant to give you credit dragonslayer!


@crash thanks! yeah i worked on this for probaly two days! its not that
complicated either.

tk

_nameless_ apr 9 2005, 05:26 pm post #5


newbie

group: newbie
posts: 3
joined: 6-march 05
from: pruszkow, poland
member no.: 311
rpg maker level: novice

i would ask for a demo, please

magna man apr 10 2005, 01:30 am post #6

newbie

group: newbie
posts: 18
joined: 9-december 04
member no.: 71
rpg maker level: expert
class title:
writer, scripter

if anyone can give me hosting i would glady give a demo

labunga apr 10 2005, 09:43 pm post #7

member

group: member
posts: 43
joined: 28-march 05
member no.: 418
rpg maker level: not applicable

self explanatory

i don't know understand anything!!waaaaaa


hungy apr 23 2005, 10:57 am post #8

newbie

group: newbie
posts: 10
joined: 13-march 05
from: aus
member no.: 345
rpg maker level: not applicable
class title:
the guy that puts everything together...

reminds me of pokemon....lol

nice script btw

i was always looking for something like this

the beginning is always the beginning of the end...

hopefullly that's the case wif my stupid rpg...

azder apr 25 2005, 10:01 pm post #9

member

group: member
posts: 32
joined: 24-april 05
member no.: 531
rpg maker level: not applicable
class title:
game maker

i get an error on this line

self.contents.font.size = $defaultfontsize

comes up with

????? '' ? 15 ??? typeerror ???????


no implict conversion from nil to integer
can you help
im a 13 year old game maker :p

azder apr 25 2005, 10:02 pm post #10

member

group: member
posts: 32
joined: 24-april 05
member no.: 531
rpg maker level: not applicable
class title:
game maker

i get an error on this line

self.contents.font.size = $defaultfontsize

comes up with

????? '' ? 15 ??? typeerror ???????


no implict conversion from nil to integer
can you help

im a 13 year old game maker :p

dragonslayer apr 25 2005, 10:42 pm post #11

expert

group: expert
posts: 153
joined: 30-november 04
member no.: 44
rpg maker level: master
class title:
writer and scripter

change the $defaultfontsize to a number


azder apr 26 2005, 07:45 am post #12

member

group: member
posts: 32
joined: 24-april 05
member no.: 531
rpg maker level: not applicable
class title:
game maker

ok thanks

im a 13 year old game maker :p

azder apr 26 2005, 07:52 am post #13

member

group: member
posts: 32
joined: 24-april 05
member no.: 531
rpg maker level: not applicable
class title:
game maker

now that that is working can you put a window skin around the word, when
you catch something the picture comes up of th item and that event
animations still move thanks

im a 13 year old game maker :p

magna man apr 27 2005, 01:12 am post #14

newbie
group: newbie
posts: 18
joined: 9-december 04
member no.: 71
rpg maker level: expert
class title:
writer, scripter

i made this script for my use and have no plan on doing that it is
supposed to be simple and if you want that learn rgss and implement it
into this script! if i learned rgss and you can too.

imp may 8 2005, 06:49 pm post #15

newbie

group: newbie
posts: 15
joined: 8-may 05
member no.: 606
rpg maker level: not applicable
class title:
creator o games

i got the same error thingy as azder did and i fixed it like dragonslayer
said but then i got a new one it said like bad interger =(

rion of fire may 10 2005, 01:42 am post #16

newbie

group: newbie
posts: 6
joined: 10-may 05
member no.: 614
rpg maker level: i'm almost getting it

i like your script. it should be quite useful. i was planning on adding an


option wherein they could choose to throw their catch back if they didn't
want it.

what i am stuck on is the key input processing part, or would i be able to


script a "show choices" somehow in there to allow this.

it goes something like this:

"keep it? (y)es / (n)o"

how do i read the "y" or "n" keypress? or, if i could create a "show
choices", how would i go about doing this?

ludzix may 10 2005, 04:54 pm post #17

god

group: god
posts: 420
joined: 6-february 05
from: malbork, poland - not in the castle, however :]
member no.: 211
rpg maker level: expert
class title:
writer, maker, scripter... i forgot anything? :)

still - who normal throws boots into fast river? and how (who/hwo/how) is
possible to get it by fishing?!

"you have right, but we have machine guns" - mao tse tung

magna man may 11 2005, 02:11 am post #18

newbie

group: newbie
posts: 18
joined: 9-december 04
member no.: 71
rpg maker level: expert
class title:
writer, scripter

@ludzix
americans! who else!
@rion of fire
use the command window! if you want an example its in the menu script!
thats a good idea though i might implement it!

tk

rion of fire may 11 2005, 11:34 pm post #19

newbie

group: newbie
posts: 6
joined: 10-may 05
member no.: 614
rpg maker level: i'm almost getting it

thanks, magna. i will most certainly give it a try.

antisoul may 13 2005, 04:30 pm post #20

newbie

group: newbie
posts: 4
joined: 13-may 05
member no.: 631
rpg maker level: novice
class title:
eh...i'm learning

hey that's pretty cool...but what if there was a way to make it so you
fight an aquadic enemy, ya know?

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