chigoo
RPG Making Novice
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Posts: 65
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Post by chigoo on Feb 18, 2008 15:43:03 GMT -5
I'm working on a big project and I need help. I've tried and tried and this is the 3rd time. So, I need to make an event that make you jump when you press triangle; and when you press triangle and any direction with the direction pad it move to that direction. And I also need to know how to make the party shoot an event and have it disappear and give the party exp (with the start button). All I know is how to make the party jump with the square button.
Please help me out :'
Edited by [white]The Final Rune[/white] in an effort to protect grammar for the future use by all english speaking individuals.
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Post by Maindric Games © on Feb 18, 2008 17:41:47 GMT -5
Make more simple scripts, and small games, then work up to this. (My Advise.)
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chigoo
RPG Making Novice
gtalk%%
Posts: 65
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Post by chigoo on Feb 18, 2008 18:28:52 GMT -5
im alreday makeing a game this is for my mini game in my.
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Post by Maindric Games © on Feb 18, 2008 19:12:12 GMT -5
Wait a while before you make a big one.
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Post by The Final Rune on Feb 18, 2008 21:01:12 GMT -5
[white]Try reading the common scripts database thread in the technical help forum for tips on remapping buttons. There are loads of various scripting and eventing tips listed there. Remapping triangle is fine for a mini game, but I wouldn't recommend leaving it remapped as its the default interact button in game (i.e. you use it to examine and talk).[/white]
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Post by doyleman on Feb 18, 2008 21:37:51 GMT -5
it will help you ALOT if you simply play with RPGM2 before you start a big project. It will help you get used to the interface and familiarize yourself with the layout.
Trust me, and everyone else who says that. In the long run, you'll save yourself a lot of stress
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Post by Neo Samurai on Feb 18, 2008 21:45:19 GMT -5
I agree with doyleman. You should start out by tinkering with the different script commands and event operations to get an understanding of how the system works.
Also, you should definitely check out the Common Script Database link TFR gave you. It will give you an idea of what the script commands combined can accomplish and give you ideas of how you'd be able to add your own custom features to your own project when the time comes.
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chigoo
RPG Making Novice
gtalk%%
Posts: 65
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Post by chigoo on Feb 19, 2008 5:33:19 GMT -5
i have had rpgm2 and 3 for about to years now i know alot of stuff iv alredy made and finished a game, iv played around with the script and evrything. i jsut ask for help to see if im doing it right, or if some one has a better way of doing it,and or if i tred and failed.
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chigoo
RPG Making Novice
gtalk%%
Posts: 65
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Post by chigoo on Feb 19, 2008 6:58:21 GMT -5
i know this might be easy for all of you but is alittle hard for me. how can i do this and make the vrable go to 2 4 6 when im faceing the dirction i want the block to go, so let say im face the block from east how can i make it go east, and if im faceing west it gose west. how would i set the virables and stuff
Common Push Block by nash
Game Info: Load Game Info Script Branch: [Party Direction]=0 ~Event Control: Move Event East 1 30f Script Branch End Script Branch: [Party Direction]=2 ~Event Control: Move Event South 1 30f Script Branch End Script Branch: [Party Direction]=4 ~Event Control: Move Event West 1 30f Script Branch End Script Branch: [Party Direction]=6 ~Event Control: Move Event North 1 30f Script Branch End
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Post by The Final Rune on Feb 19, 2008 7:08:34 GMT -5
[white]Unfortunately, people tend to assume things. Your use of grammar and your low post count send out 'newbie' signals to others and they assume you know little about the game. Try not to take offense as assumptions are really hard to avoid. However, the advice is still valid. There's a reason no one (to date) has produced any true RPGM2 epics. It's hard and extremely time consuming. I've been using RPGM2 since its release (I literally bought it the day it came out) and I still have yet to grasp all facets of game making or complete a full RPG with it. That aside, back your question. For an event for jumping, its basically as follows. - Script out the movement for the jump (i.e. the vertical and directional movement
- Create a script to override the button commands, which will have to be a looping action script that will call the jumping script when the triangle button is pressed.
- I believe (I haven't read up on it in a long time) that the help menu displays the numbers for the button input variable wrong and that the X button and Triangle button's respective variable numbers have been switched. So be sure to take that into consideration.
- Create a secondary script (or branch within the override script) to check for the pressing of a direction.
- Ensure that the jump script has conditionals in place for all four directions (by the way, using the variable for party direction would be more efficient than using a directional pad button for determining jump direction as it would enable 8 directional jumps instead of just 4).
- Turn the override script into an action event.
- And the final step to jumping around would be to place the button override script on your map where you plan to need it.
To your other concern, the firing of arrows and such will require more complicated scripting. - For starters, you'll have to decide on several factors.
- Do your 'enemy' events move around?
- If so, is it random or not?
- And is the party's distance and/or direction from the enemy static or dynamic?
- Do you plan on having a visual effect accompany the attack?
- If so you'll need to take in account the enemy distance and create multiple effects for variable distances.
- Secondly, you'll have to create a script that checks for (depending on the setup) distance and direction between the party and the 'enemy' event.
- This will involve checking direction, XY (and maybe Z) coordinates and comparing them through various conditionals and script branches (be sure to use the comment feature to keep track of things).
- Use the distance results to determine which VFX will be displayed (if any) and display it, as well as any striking effect you may decide to use.
- Finally, you'll need to tally a score in a variable to keep track of successful hits if EXP is to be gained at the end or simply use a EXP gain script after every successful hit instead.
Obviously, even small things are complex and even this rough outline will require many variables, flags, scripts and events to execute itself properly (I didn't even mention the remapping buttons for the shooting of arrows). Anyway, good luck, read the common script database, and save before every playtest. i know this might be easy for all of you but is alittle hard for me. how can i do this and make the vrable go to 2 4 6 when im faceing the dirction i want the block to go, so let say im face the block from east how can i make it go east, and if im faceing west it gose west. how would i set the virables and stuff Common Push Block by nash Game Info: Load Game Info Script Branch: [Party Direction]=0 ~Event Control: Move Event East 1 30f Script Branch End Script Branch: [Party Direction]=2 ~Event Control: Move Event South 1 30f Script Branch End Script Branch: [Party Direction]=4 ~Event Control: Move Event West 1 30f Script Branch End Script Branch: [Party Direction]=6 ~Event Control: Move Event North 1 30f Script Branch End Brock's script works fine as is, although I think it should probably be member info load (I'm not certain anymore, the help message will say which one loads party direction). Then just have the script be the apply in the event with examine as its activator and voila, moving block.[/white]
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chigoo
RPG Making Novice
gtalk%%
Posts: 65
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Post by chigoo on Feb 19, 2008 7:32:32 GMT -5
every thing you said i knew that i have to do what i dont know is how. how to di it is my only problem
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Post by Dungeon Warden on Feb 19, 2008 10:20:59 GMT -5
i know this might be easy for all of you but is a little hard for me. how can i do this and make the variable go to 2 4 6 when I'm facing the direction i want the block to go, so let say I'm face the block from east how can i make it go east, and if I'm facing west it goes west. how would i set the variables and stuff. You don't change the direction variable, Game Info Load changes the variable. This command loads all the variables and flags that are connected to the party. Note that Member Info Load loads Flags and Variables that deal with individual party members. In the example: Game Info: Load Game Info causes the program to load information about the party including the direction the leader is currently facing. Script Branch: [Party Direction]=0 This looks at the variable party direction and checks if the value is 0 (i.e. the party leader is facing east). ~Event Control: Move Event East 1 30f This should be Event Movement not Event Control. The block is moved 1 tile east at a speed of 30 F (one second) Normal walking speed is 8 F, so you can adjust the speed accordingly. Script Branch End This ends the current script branch (part of the Script Branch command and not a separate command). I'm never sure how much you really understand, so I went into as much detail as possible. Writing scripts in RPG Maker 2 requires an understanding of how computers think and the logic behind the programing. I've long expected that you seem to lack this understanding. (Note: I've been answering Chigoo's questions at The RPGM Pavilion for a while now). You seem to like using other people's scripts and when you ask questions you always seem to want people to do all the work for you instead of allowing people to point you in the right direction and learning how to do it on your own. People here and at the pavilion keep telling you to learn how RPG Maker 2 works before trying to do any complex scripting but you just won't listen. Spend time learning what all the commands, game specific variables and flags, and the preset scripts do. Change the scripts and see what happens. It takes time to understand how the program "thinks." Until you understand how scripts work you'll never be able to write your own. Learn to look at scripts and break them apart like I did above. Once you've done that with a few dozen scripts you'll start to understand what you need to do to make your own scripts.
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chigoo
RPG Making Novice
gtalk%%
Posts: 65
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Post by chigoo on Feb 19, 2008 18:56:58 GMT -5
i got how to make the jumping thing i already made it all i need is the mini game thing
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chigoo
RPG Making Novice
gtalk%%
Posts: 65
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Post by chigoo on Feb 19, 2008 19:40:26 GMT -5
k how many frames =5mins
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Post by The Final Rune on Feb 19, 2008 19:47:08 GMT -5
[white]30 frames = 1 second. (30 x 60) x 5 = 5 minutes of frames.[/white]
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chigoo
RPG Making Novice
gtalk%%
Posts: 65
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Post by chigoo on Feb 20, 2008 17:25:21 GMT -5
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Post by Drew on Feb 26, 2008 0:02:56 GMT -5
Hmm you remind me of myself when I first started here, I don't play RPGM2 anymore, but I still know how to do basic things. Mate, you cannot be expected to be handed things or told how to do things just because you need help, prove to use you can help yourself and then it will be easier to help you. Hate to be blunt but its the truth.
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Post by vespuleth on Feb 26, 2008 23:42:22 GMT -5
may we see the script(s) you've tried? perhaps that'd be a good place to start. it'd help us know where we can point you in the right direction. It'd also substantiate your claim to have tried several times, and further, that you have a working script. In the event that you have a working, non buggy script, who cares if someone else did it differently, to be honest. adopt the hacker motto: "it works: it's beautiful."
so yeah, basically, if you want someone to help you, you're going to have to provide some solid evidence (in the form of scripts you've created) that you've made a genuine attempt. that given, we would all love to help you.
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chigoo
RPG Making Novice
gtalk%%
Posts: 65
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Post by chigoo on Feb 27, 2008 15:51:19 GMT -5
that was on my last game that got deleted so i forgot the script but i already have the jumping one what i need is a script that make an event dissappear if the vfx touches it or the party faceing it and use the vfx
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chigoo
RPG Making Novice
gtalk%%
Posts: 65
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Post by chigoo on Feb 27, 2008 17:03:04 GMT -5
this is relley disturbing me im makeing an event when a sea bandit jumps out and says "give me your money" then the multipule chioce come up if you say ok the party loses all of thir money, but if you say no the sea bandit says "do you want me to kill you" if you say yes an event battle starts, but if you say no then he says then give me your money and if you say yes you lose all your money, and if you say no the event battle starts,and at the end of the yes and nos thats a flage turn on so the event never happrans agin. but my problem is when i test play it and pick no the guy says have a nice day from the sceond yes and then says do you want me to kill you from the the first no i know where the proble is but i cant fix it the problem is in the user chioce=1 from the first no and the sceond no both happearns.
so is no sb:condition:verable=user chioce+1 -----do you want me to kill you no sb:condition:verable=user chioce+1 -------have a nice day sb:to end sb:to end
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Post by Dungeon Warden on Feb 28, 2008 10:34:18 GMT -5
just place a command between the options to reset choice to 0.
so is no sb:condition:verable=user chioce+1 -----do you want me to kill you date Var[user choice] = 0 no sb:condition:verable=user chioce+1 -------have a nice day sb:to end sb:to end
Now the second option won't happen if the first one does.
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