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Post by The Final Rune on Feb 1, 2005 20:07:42 GMT -5
I want to use the start condition script to create button required conditions for events. The problem is I can't seem to figure out how to use them. I can run my event without it, but I'm gonna need alot of them to do what I'm trying to do (its a MINI game thing, don't ask, I'm not tellin'). If some one could give me a quick how to along with a simple example that would be great thanks!
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Post by NASH7777 on Feb 1, 2005 21:23:47 GMT -5
try a wait for button press then turn the Satisfy Condition Flag thing on or something like that. Wasn't really sure if that's what you were talking about or not.
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Post by Doan the Nado on Feb 2, 2005 2:38:09 GMT -5
Yeah, I think Nash is thinking along the right lines there. The only thing is, I'm not sure it will work the way he indicates. If it does (and it seems like it should), great. The problem might come in because events aren't refreshed unless a content script is executed. If a start condition script is still running, however, it seems like it should work. I think the flag might be called "Satisfy Page" or something of that nature. Press Start with the cursor over that flag for more information.
One more thing... it would be just as easy to use the action script of the event to do the same thing. You could do something like make an event with no graphic, then have its action script wait for a button press. When the press occurs, the event could do any number of things, like display a VFX and then change to a character model (a person appearing, for example), or any number of event actions that can be executed in an action script (nearly all of them). If you can't get the start condition to work for you, this is something that may work for you instead.
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Post by The Final Rune on Feb 2, 2005 15:30:06 GMT -5
Ok . . . . . . . that almost sorta helps Hasn't anyone tried using these things yet? How do you all get /\ to act as a talk/interact function in your games? Don't tell me it's coded in every event for dialouge! I could do it that way for sure, but then I couldn't have my people walk and talk at the same time without annoying extra scripting. I need to understand how these work, Page Conditions too! I made vast multi-level/multi-action conversations and events in RPGM1 using the page conditons and switches to my advantage. I need this people! It's how my brain works. And honestly, I kinda hate the SBC's. Sorry to rant, I'm just confused and frustrated.
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Post by Doan the Nado on Feb 2, 2005 15:34:56 GMT -5
/\ automatically acts as the talk/interact function. It works to examine events and to talk to them. And if you're talking about page conditions, then that's exactly what you need to do... write a script that checks some stuff, make it a page condition script, and then if your criteria is satisfied, turn on the Satisfy Page flag. Once that is turned on, the event will begin.
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Post by Deleted on Feb 2, 2005 15:40:07 GMT -5
There are two notable ways I see: For one, statisfying page conditions don't determine (I'm pretty sure) how the event will start but if it will start. Thus, the only way of making a button others than triangle start an event is to make the event start by Touch, then wait for a button press and make a certain button being hit be the requirement for a script branch. This is the easier way, but forces the player to walk into the event, then wait either forever or for a certain amount of time (being unable to move or do anything) till the correct button is hit. The other way is what Doan was refering to and is much more complicated. You make a normal wandering action script for the event, but make it (1) check the party's X, Y, and perhaps Z variables, (2) check the event's (and because of this you need one of these per event on the screen (I'm pretty sure), which is a bitch to do) X, Y, and perhaps Z variables, (3) find if the party is within one space of the event by using these 4 or 6 variables accordingly, then (4) check the party's direction, and (5) verify that the party is facing the event, then finally (6) wait for a button press (still in the action script), and (7) have the event do what it'd otherwise do, although by doing this, what the event does is now in an action script and so you are limited in what you can do. I advise to just stick to triangle, or try the other way and see how it works, but I'd still say triangle's better. Edit: Wait a minute, is this how all you Zelda CBS people made your sword attacking? Haha, I'm better at scripting than I thought.
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Post by The Final Rune on Feb 2, 2005 20:12:11 GMT -5
Um, ok, yeah, I think I might sorta understand I'll go home tonight and try it out. EDIT: Upon further insight, I think I get it. I can still use the standard form of action aand content script to create global scripts for my game, I just have to re-think how I was going to use them. I think my confusion is probably self inflicted I was interpeting the Start Condition's use wrong. But, I had a small idea, thst I think will solve all my problems.
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Post by vespuleth on Feb 2, 2005 21:07:33 GMT -5
a small tip.
if you set the start condition to 'talk' or whatever, and then make a custom start condition, both the start condition and the custom start condition have to be satisfied before the script executes.
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Post by The Final Rune on Feb 2, 2005 21:11:52 GMT -5
Ok, then if I set the start to auto and then add a start condition, will the start condition itself serve as the 'only' start mechanism?
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Post by Doan the Nado on Feb 2, 2005 21:13:25 GMT -5
Exactly.
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Post by NASH7777 on Feb 2, 2005 21:23:55 GMT -5
I've honestly been wondering about a few things with this too. I've done very little with the start cond. scripts. I'm wondering let's say I set up an auto event with start conditions
game info load ScriptBranch if partyx=blah# ~Satisfy Page=ON Script branch end
Now will this instantly automatically check the auto conditions and if it works, run the script and then stop running it. Or will it run it when meet the requirements and then will it do it then stop from doing it, do it and recheck conditions...?
SO which is true of these A) Runs the condition as soon as map is entered if conditions work it executes B) Continuously runs script until satisfy execute is met.
and then this X)after running once it stops checking for the conditions Y)after running it, it then continues to loop through and if the conditions match it runs it again.
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Post by Doan the Nado on Feb 2, 2005 21:30:52 GMT -5
It only runs it once. Of course, you could set it up differently:
Repeat while FlagA = Off Game Info > Load If (whatever condition you want) FlagA = On End If End Repeat Flag Satisfy Page = On
That would do what you're trying to accomplish, but I'm not sure if it would adversely affect game play. That is, I don't know if Start Condition scripts are treated like Content scripts or Action scripts.
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Post by The Final Rune on Feb 2, 2005 21:40:20 GMT -5
Thanks!
Also, I was just reading over these posts and it occurred to me that if some one stumbled in here by accident, they'd never understand are jargon.
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Post by Doan the Nado on Feb 2, 2005 21:42:37 GMT -5
Yeah, it's kind of funny. Especially considering that mine is pseudo-RPGM2/Java code, in shorthand.
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Post by The Final Rune on Feb 2, 2005 21:43:53 GMT -5
Oh, I just realized another way I can put this into use. I can finally get my weather scripts to run how I've wanted. Conditions on conditions with conditions added to that! Ooo the possibilities.
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Post by vespuleth on Feb 2, 2005 21:49:27 GMT -5
like any script, the event execute conditions are checked after a content script is run. im honestly not sure about the order (whether the default start condition or the custom condition is checked first). however, if you execute the script, and then meet the execute conditions again, it will execute again.
nash, the flag is start condition met, not page condition. thats for something else (page conditions).
so you really dont want to loop the start conditions, because it wont do anything. since they are content scripts, they dont run while the player is doing all the regular stuff. hope that clears up some things.
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Post by Deleted on Feb 2, 2005 23:10:32 GMT -5
I'm lost now. Oh well
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Post by NASH7777 on Feb 3, 2005 8:17:58 GMT -5
If the conditions is a content, and runs like you say Ves, how would someone set it up so it repeated the conditions over and over? Would setting it to auto, and then having conditions do it so it kept checking the auto conditions or something? If I could get this to work properly then It may be possible to have the ACBS like mine without having to hit double buttons. Like just hit Start wherever you are to bring up the menu. Or Select to change seeds etc... Actually that's when I first started experimenting with condition scripts, but I didn't figure it out then so....? I should load RPGM2 and start a game just testing all the weird things I've wondered about, and see if I can't figure out more.
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Post by The Final Rune on Feb 3, 2005 9:09:04 GMT -5
I was toying around with the condition scripts last night and I still haven't figured out exactally how to implement them, but I found out that there is indeed a flag for start conditions(Satisfy Condition) and page conditions(Satisfy Page). From what I can gather thus far it seems to work like any other flag, except that it applys only to start and page conditions. The script for the s/p conditions are still written like any other SBC. What I'd like to find out is how multiple uses of start conditions in multiple events on the same map would effect the game. Would satisfing one start cond. in turn satisfy them all because the (Satisfy Condition) flag had been turned on; or would each event use the flag independently?
I think I'd like to talk with an enterbrain programmer, and by talk I mean strangle.
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Post by Dungeon Warden on Feb 3, 2005 12:50:40 GMT -5
Note in the start conditions scripts that Satisfy Condition is turned off at the beginning. Every event that has a conditon should turn the flag off before checking the conditon and only turn the flag on again if the condition is met. Therefore, multiple use of the Satisfy Condition flag will cause it to turn on and off several times. Events won't be effected by the flag turning on in another event - each script will be run in order of placement and will meet conditions seperately.
Always remember to turn off the Satisfy Condition flag in your Start Condition scripts and you should have no problems with multiple events using the same flag.
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Post by vespuleth on Feb 3, 2005 17:56:02 GMT -5
dw said it best. and nash, the only way that i know of is to have a content script (im not sure if itd need to be blank or if it would need to flip some random flag) and make it an 'equal to' activation, and then have it move one step in front of the part at all times. this way, everytime they step, it runs a content script, and all the conditions will check. seems like too much effort though.
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Post by NASH7777 on Feb 3, 2005 22:45:28 GMT -5
Well, actually you can have a content script run after every step! Sorta like in my Zelda game I always have a status effect, so after each step it runs the script, usually not doing anything unless you have a status effect.
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Post by vespuleth on Feb 3, 2005 22:48:48 GMT -5
i know you can. it seems like too much of a hassle, just to make your atb better. especially if everyone likes it the way it is.
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Post by Dungeon Warden on Feb 4, 2005 11:12:11 GMT -5
Vespuleth; You don't need to move the content scripted event around in front of the party. Just use an indirect effect. World map Indirect Effects activate each time the character takes a step and cause things like poison to do damage each round (like Nash indicated). If the time on a condition is set to zero turns/steps it will be permanent until cured (and custom conditions need a custom cure).
It really isn't that hard to set this up. You can even put a custom condition in each character's database file (under the Adv tab).
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Post by vespuleth on Feb 4, 2005 13:09:09 GMT -5
yeah, i know about indirect effects. just slipped my mind...
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