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New Guy
Mar 25, 2005 1:42:12 GMT -5
Post by Dark Knight Of Lodis on Mar 25, 2005 1:42:12 GMT -5
On that, I hope that DW see this topic as well. ;D A few more questions (they keep coming, don't they?) At least anyone else who is new and keeps asking questions can be pointed in the direction of this board. How do you set up a 'sleep' event? I tried to copy and paste from the inn, and set everything up. Now it looks perfect from the player's perspective, except their life and mana does not fill up, could someone leave an example of what needs to be there? Is it possible to remove 'auto' from the in-battle menu? I would prefer that players couldn't use that option. In order to put my title screen up right after the prologue, and before warping to the main character's starting point, what do I need to do? I put the image into the script and even put a wait afterward, but it seems to just ignore that and do the rest correctly. Finally, a simple question. The encounter rate that is set in the Advanced part of the General Settings, does that percentage mean that many steps since you entered the dungeon, or since the last battle? It seems to be entering the dungeon, but I'm not positive. Any feedback would be very helpful, and for all those who have already helped, thank you once again from me, and all those who's questions I'm asking.
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New Guy
Mar 25, 2005 8:01:05 GMT -5
Post by Neo Samurai on Mar 25, 2005 8:01:05 GMT -5
This is what I did:
SB (Script Branch)/Repeat/Member Order>3 Data/Member Info/Change to Member Order Target Data: Life+9999 Target Data: Mana +9999 Data/Variable/Member Order= Member Order + 1 Branch End Data/Variable/Member Order= 0
That way, it will continue to heal everyone in the party. And once it's done healing everyone, place Member Order=0 so you can do it again anytime.
This was another touch to DW's BS (Battle System), so he should be able to answer this.
The Image command only loads it into the game. It doesn't display it. What you need to do is create a VFX for the image and display it as your title screen.
I, myself, am not going to use random encounters. However, I think it may be the chance you may get in a battle with each step you take. Like, if it were set on 50%, everytime you take a step, there's half a chance that you'll get into a fight (though I'd advise you don't put the encounter rate that high).
And remember. We don't get annoyed by your questions. This is what these forums are for, after all. I, personally, have fun answering these questions. ;D
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New Guy
Mar 25, 2005 8:30:52 GMT -5
Post by Deleted on Mar 25, 2005 8:30:52 GMT -5
"For anyone who has ever played Tactics Ogre (the one with Kachua and Vice, I forgot the name ) I loved that game, and one of the main reasons was how their stat system worked." You rule dude. I know the formulas for their battleing were attack power = STR x 2/3 + DEF x 1/3 defense power = DEF x 2/3 + STR x 1/3 magic power = INT x 2/3 + MEN x 1/3 magicdefense power = MEN x 2/3 + INT x 1/3 accuracy (for everything, including status effects) = DEX x 2/3 + AGI x 1/3 evasion (for everything, including status effects) = AGI x 2/3 + DEX x 1/3 It was quite nice how higher STR affected both offensive and defensive power (for example), and made Berserkers whoop Ninjas more badly (he he ). _______________________________________ For help with making your own battle formulas (you'll run into a lot of problems) refer to this topic: doansdomain.proboards27.com/index.cgi?action=display&board=Help&thread=1103522740&start=0Note that BattleVariable0 and NormalVariable0 do not work with party member (database number) 0. I advise you to just use BattleVariables1-9 and NormalVariables1-9 or to create a fake party member to hold the party member 0 spot (the later wasting up 2100 or so memory). It is indeed possible to make your own variables, as well as make the default variables do whatever you want. To see what I've done look here: doansdomain.proboards27.com/index.cgi?board=William&action=display&thread=1104191578 . Ves's idea of changing Luck to Charisma (CHA) is really good. "- I heard of someone making a "wait" system where they were able to show all party members' life, mana, and time until their next turn on the screen at all times, I'd like to learn how to do that, as I liked that from FF" This will be very hard to do, and may not even be possible in the default battle system. "- I'd also like to have battle systems where you can see the characters as they are fighting (little boxes with their names are kind of boring) but I'm not sure if this is beyond my current skill level" This will also be very hard to do. It's not hard to move the enemies over to look like party members, but over-writing the normal battle system afterwards to make those enemies function like party members and whatnot will greatly complicate abilities, targeting, direct effects, and indirect effects. It is possible though. "I made an ability called "Poison Bite" that a Viper has, and I looked through all the scripts, events, enemy database, etc. but can't seem to find the error." As a general rule of thumb, ALWAYS copy and edit the presets. This may be because you made it on your own and it's missing some scripts that make it function properly. It may also be what Hitou said. I'd advise you not to try to make a traditional 'Confuse' in your game. I'm making a confuse effect because of the Hypnotist class, but confuse is really no different than Stun/Sleep (same thing with Charm). A traditional 'Berserk' is definitely reasonable though. "If you want to let the player pick an individual target, there is a way. Unfortunately, it means that you limit yourself to a maximum of four monsters per battle. WHat you do is instead of assigning 2 monsters into the same group in the units editor, you set each monster into their own group. A maximum of four groups is why you would limit yourself to only four monsters. Not that this is a bad thing. I plan to do this in my game. To make up for matching or outnumbering moinsters in every fight (once you get a full party, that is), I plan to make monsters a little bit more powerful than other RPG's where you can kill things in one shot." I plan to do this to. I couldn't stand not being able to target individual enemies. You also have the 87 (?) max size of enemies to deal with anyways (though it does seem as though blowing them up in all their 'Enemy Actions' can get past the initial limits on size).
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New Guy
Mar 25, 2005 14:34:06 GMT -5
Post by Dark Knight Of Lodis on Mar 25, 2005 14:34:06 GMT -5
Thanks a lot, guys. Thanks for showing me that Tactics Ogre stat system, especially.
As for the "Poison Bite", I did figure it out. I was trying to put both the attack damage and status effect in the direct effect, but realized with the help of a post that I was stupid about it and put the normal attack as the direct effect, and the poison effect as the indirect.
I'm looking for an opinion on something as well...I realized that you can't change time on dungeon maps (I've used them for everything except the world map so far) and since I have a linear game (it is night at specific times in the story) I am trying to make it dusk. I looked at the map editor to see the colors used for dusk and transfered them over to the game. I did a screen effects: With orange in the top two corners and that brown they used in the bottom two and put it at about 60% transparency. Tell me what you guys think of that.
As for the script changes with the stats...which scripts effect them, I'm still lost on the system scripts part of it.
Is it possible to make an attempt to run waste that turn?
Finally, the Sample Flags are fair game for use as flags by me, right? I saw a script that I didn't know what it was that had Sample Flags, so I avoided using them. But, I think the guide said they were only used for the Sample Game or something, not sure.
((As an unrelated question, Jimmy, did you ever manage to get Lans as a secret character or was that "secret" really a load of crap? I never figured it out.))
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New Guy
Mar 25, 2005 16:58:02 GMT -5
Post by Dungeon Warden on Mar 25, 2005 16:58:02 GMT -5
Man, these are a l ot of questions. You leave for a couple of days . . .
To create a brand new RPG Maker 2 Advanced FAQ. This is your luck day since many of your questions are answered in the FAQ. I'll refer you to it (once it's posted) but for now I'll answer the questions the FAQ doesn't cover.
Yes it is possible to target specific enemies, however it requires creating your own target menu.
Create a direct effect with disable target menu on. Under flow 1 / Effect Start, create a scripted system event that does this:
Checks how many eneies are in the battle (Var19: Participate Enemy) Displays a Multiple choice window based on the number of enemies. Change Var55: Enemy Battle Order to Var02: Users Choice - 1 (Enemy order starts at zero, but user choice starts at 1). Change Var63: Action: Enemy to the same number (user choice -1) Now the effect should target the enemy picked.
Note that Enemy Battle Order goes from 0 (left most) to Participate-1) right most. If new enemies appear they will have new numbers even if they replace dead enemies. Summoned and called enemies mess up the order so don't use these abilities if you can avoid it.
Well, yes and no. You can remove the word Auto (which I did in Game Settings by setting the word to a space), but you can't remove the choice. In my battle system, I use trait scripts so the auto command doesn't work anyway. You might have to hope that removing the word is enought to discourage people from using it.
Sounds like you're not using the correct Screen Display : Effect command. Only Location and Event can be used in action scripts. Viewpoint and Target can only be used in battles.
This is the number of steps since the last battle. Using the Advanced formula allows you to adjust the time between attacks so that players aren't attacked every couple of steps. In my game, I set the encounter rate to 0 for the first few steps because I hate fighting two encounters back to back.
Not without creating a flee ability that will use up a characters turn. The menu flee is internally controlled and can't be altered.
Check my FAQ for Sample flags that you can and can not (without rewriting scripts) use.
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New Guy
Mar 25, 2005 22:25:12 GMT -5
Post by Dark Knight Of Lodis on Mar 25, 2005 22:25:12 GMT -5
Can't wait for that FAQ to come out. Thanks a lot, DW, you're the man.
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New Guy
Mar 26, 2005 4:00:14 GMT -5
Post by Deleted on Mar 26, 2005 4:00:14 GMT -5
DarkKnightofLodis - "Is it possible to make an attempt to run waste that turn?" Dungeon Warden - "Not without creating a flee ability that will use up a characters turn. The menu flee is internally controlled and can't be altered." I just got an idea. Since Attack, Defend, and all/any abilities are controlled by Direct Effects, and you can alter the Check (fail) conditions for Direct Effects to include whatever you want, and the "Unable to flee." message is in the Error Messages Script (I think at value 20), you could turn a new flag On when the message goes in the Error Messages Script and alter the Check conditions of every ability, Attack, and Defend (note that the enemies need their own copies for every ability if you do this) to make the move fail if that flag is On, then through a constant Custom Indirect Effect or script in the battling that goes at the end of each round turn the flag back Off. Now I really have to think about doing this in my game, hmm... www.pavilionboards.com/forum/showthread.php?t=870The Lans secret character is bull.
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New Guy
Mar 26, 2005 16:15:03 GMT -5
Post by Dungeon Warden on Mar 26, 2005 16:15:03 GMT -5
Actually, William (Jimmy, whatever), that's not a bad idea. What would be even easier if you give all players custom conditions that check that flag at the start of each turn (Indirect Effect/ Adv / Flow 2/ Turn Start) and have it give the characters a one turn action condition (Incapacitate) so they can't do anything for that round. That would save you having to change all the battle scripts.
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New Guy
Mar 26, 2005 21:40:11 GMT -5
Post by Neo Samurai on Mar 26, 2005 21:40:11 GMT -5
I could see that working. Now I can have my Flee option like a real turn-based RPG. ;D
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New Guy
Mar 26, 2005 21:46:03 GMT -5
Post by Dark Knight Of Lodis on Mar 26, 2005 21:46:03 GMT -5
Great, I'll try that idea. And DW, get that FAQ out soon!
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New Guy
Mar 27, 2005 13:49:57 GMT -5
Post by Dark Knight Of Lodis on Mar 27, 2005 13:49:57 GMT -5
The 'sleep' event worked perfectly, thanks. I ran into a couple of other problems that I need some help with, though. One, is that I have a few creatures, two of them very similar. A Giant Bee and an Angry Bee, The Angry bee is only about 10% the size of the Killer Bee model so that it looks like a real bee. It has the same scripts and everything as the Giant Bee I made (I even created another one by copy/pasting the Giant Bee and editting it's stats and size) The problem is that the Angry Bee usually does 1 damage (which I want) but once in awhile hits for 10 damage (which is more than I want anything taking off at this point) and it's not even a critical, I don't think. (At least it doesn't show the critical text) If anybody has any idea what's causing this please let me know ASAP. Second, with the 'sleep' event I tried to add a data/target and then remove status effects to cancel all status effects on the character and it freezes the game (I mean the whole game, so I have to push the restart button) every time it gets to that point. This is another priority in getting my game up and working. Thanks again for all of the help, and hope to hear answers soon.
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New Guy
Mar 27, 2005 15:13:31 GMT -5
Post by Neo Samurai on Mar 27, 2005 15:13:31 GMT -5
I have no idea what is happening with that bee event.
However, if you show me how you set up your Sleep script, maybe I could help you. Because it seems like you set it up where you had all the remove status effect commands together. I did that, and it worked out perfectly. Maybe I can spot the bug.
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New Guy
Mar 27, 2005 15:42:12 GMT -5
Post by Dungeon Warden on Mar 27, 2005 15:42:12 GMT -5
My FAQ is now avaliable at the Pavilion in the Submissions topic (www.pavilionboards.com/forum). I sent it to Doan but it might be a while before he gets around to putting it up.
For the killer bee, str effects damage as well as rate. There is also a random factor built in. However the chance of a 1 point attack doing 10 points is like 1 in 100 unless you did something else wrong.
Read through my FAQ. There is a lot of information that will help you.
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New Guy
Mar 27, 2005 22:37:50 GMT -5
Post by Dark Knight Of Lodis on Mar 27, 2005 22:37:50 GMT -5
Alright, with the 'sleep' event. I looked at your script and inserted data-target-and set it for remove all four of the statuses, it froze up, and then I tried just setting it for remove condition statuses and again, it didn't work. I think that's enough description to give you the idea, but if you need more let me know and I'll put in the script line for line.
As for the bee...I knew that strength affected it, too. And it's an exact copy of my other bee that doesn't have that much of a change in damage, other than adjusted stats and the size of the model. If it helps any, it gets 10 far less than it gets 1, if that flips any switches in your mind. lol. Thanks.
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New Guy
Mar 27, 2005 23:55:42 GMT -5
Post by Neo Samurai on Mar 27, 2005 23:55:42 GMT -5
That is very strange. Hold on. I'm going to check my Sleep Script and place it up here. Be right back!
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New Guy
Mar 28, 2005 0:00:47 GMT -5
Post by Deleted on Mar 28, 2005 0:00:47 GMT -5
I'm gonna try out that method to make fleeing consume a round of battle the way DW said (it'd be a lot easier and nicer) and psobably use it if I get it to work. I'll come back and post after I do.
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New Guy
Mar 28, 2005 0:17:02 GMT -5
Post by Neo Samurai on Mar 28, 2005 0:17:02 GMT -5
Okay. I'm back. Turns out the Sleep Script was much different than I thought I made it: SB/Repeat/Variable/Member Order>3 Data/Member Info/Change to Member Order Target Data/Action Status Confirm [Knock Out] SB Condition/Flag/Indirect Effect=On Target Data/Action Status Remove Condition End Target Data/Action Status Confirm [Paralyzed] SB/Condition/Flag/Indirect Effect=On Target Data/Action Status Remove Condition End Target Data/Condition Status Remove [Poison] Target Data/HP+9999 Target Data/MP+9999 Data/Variable/Member Order=Member Order + 1 Branch End For all your Action Status', I would have a Target Data/Action Status Confirm for each, and set up a SB Condition where if the Indirect Effect Flag is On, then it will remove the Action Status. I don't know, but maybe that may be the reason it freezes up. Hope that helps.
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New Guy
Mar 28, 2005 12:36:27 GMT -5
Post by Dark Knight Of Lodis on Mar 28, 2005 12:36:27 GMT -5
Thanks a lot, Hitou. I'll be sure to make the neccessary changes to my script, asap.
As for any new people who are using this topic to learn the same things I am...I believe that Hitou's game always has a party of four, because of that first line. For my game, you start with one and your party gets larger and smaller throughout the game, so I put:
Script Branch/Variable/Member Order < 5
Which makes it so that if you have 4 or less people in the party it will do the same for all of them. If it's possible to make it so you have more than four people in the party, I guess you could just increase that variable, but I'm not sure if you can actually do that or not.
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New Guy
Mar 28, 2005 12:53:06 GMT -5
Post by Dungeon Warden on Mar 28, 2005 12:53:06 GMT -5
Member order can never be higher than 3. Note that zero is a number (member order = 0, 1, 2, or 3). Trying to access member order # 4 could crash your game.
The first line should read: SB/Repeat/Variable/Member Order < 4 as the way it is written, the repeat would never run. There should also be a line that sets Member Order back to zero either before the repeat or after.
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New Guy
Mar 28, 2005 13:15:01 GMT -5
Post by Neo Samurai on Mar 28, 2005 13:15:01 GMT -5
It works for me. And I did forget to put that you do need to have a variable reset Member Order to 0.
Edit:
My party won't always have a party of 4. It works even if you have less than 4 members in your party.
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New Guy
Mar 28, 2005 15:22:12 GMT -5
Post by Dark Knight Of Lodis on Mar 28, 2005 15:22:12 GMT -5
Thanks for clearing that up for me.
Is it possible to make something that acts like a 'wait' command but at the same time allows characters to move and act as they normally would?
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New Guy
Mar 28, 2005 20:44:40 GMT -5
Post by The Smurf on Mar 28, 2005 20:44:40 GMT -5
"Check my FAQ for Sample flags that you can and can not (without rewriting scripts) use."
AHA! this could possibly be the reason for my suffering.
DW, i don't have WinZip, is there anywhere else i can view the FAQ? if not, what sample flags can't be used, cause this could solve the problem as to why some of mine are acting strangely (or not...)
thanx in advance.
-the smurf
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New Guy
Mar 29, 2005 15:46:18 GMT -5
Post by Dark Knight Of Lodis on Mar 29, 2005 15:46:18 GMT -5
Two questions to help me make my ideal game: Is it possible to make something that acts like a 'wait' command but at the same time allows characters to move and act as they normally would? I want to make a boss (a spellcaster) who dies very easily, once his guards are killed...but I'm not sure how to make it so that he can't be touched until his guards are dead. Hitou suggested that a custom indirect effect might work, so I'm going to play around with that, but if anyone knows of a better way let me know before I waste my time. Thanks.
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New Guy
Mar 29, 2005 15:50:54 GMT -5
Post by Neo Samurai on Mar 29, 2005 15:50:54 GMT -5
For the first question, if you're talking about a "Wait" command while walking through a town or such, you could use a Wait command in Action Scripts. Actions will still be taken, but that event will wait.
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New Guy
Mar 29, 2005 16:00:08 GMT -5
Post by The Final Rune on Mar 29, 2005 16:00:08 GMT -5
I do this in a couple places myself.
I use an action script to move the camera and then have it wait 3-5 seconds then I move it back.
All the while my character can move around and interact with stuff.
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