Deleted
Deleted Member
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Post by Deleted on Jan 23, 2005 16:55:26 GMT -5
What do you plan to do with the Error Messages Script? I've gotten really annoyed with all the obvious, long, lame messages and am really thinking of deleting all the messages and putting a Deny SFX in instead. I did this with a few and I like it a lot more.
So what about you guys? Also, please post what you're thinking of doing with it and why. Thank you.
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Post by Tinbok on Jan 23, 2005 17:27:53 GMT -5
I like that idea. I hate that menu period. But your idea sounds cool. I think I might do something like that. Pretty cool! ;D
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Post by Tinbok on Jan 23, 2005 19:02:38 GMT -5
(Sorry for the double post) Actually, on second thought, I'm just gonna disable that menu and make my own CBS... but your idea is cool though.
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Post by Doan the Nado on Jan 23, 2005 21:54:44 GMT -5
Since most of the things in my game are custom, and the X-menu is disabled, I will basically delete that whole script (or just empty it). I will integrate error-handling into the appropriate scripts, rather than having a separate script for it.
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Post by NASH7777 on Jan 23, 2005 22:31:36 GMT -5
You shouldn't delete the script completely Doan. It will still use it when ever you ask for a number input and the insert a bad number it will alert them. If you take it away things may get confusing for the player.
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Post by Doan the Nado on Jan 23, 2005 22:35:56 GMT -5
I'll figure it out... what I mean is that in a situation like that, when they ask for a number input, I will have it built into the script to check the number and make sure it works. I mean, if parts of the script are good and salvageable, I'll save them, but I don't think I'll have much use for most of the script.
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Post by Dungeon Warden on Jan 23, 2005 23:00:32 GMT -5
You might have second thought once you actually look at the script. It's long and handles a lot of errors, some dealing with build in commands (like message speed and the afore mentioned number input command). Since the error message script runs automatically when an error occures it would actually make scripting easier to just change the messages, them to try to write your own.
One of the best uses of the error messages is the errors for talk and look. These basically allow you to program the /\ button to do something else if there is no event to talk to or examine. I think someone mentioned using it to steal from NPCs by selecting search (changing the name) when standing next to an event.
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Post by NASH7777 on Jan 23, 2005 23:13:18 GMT -5
That's very interesting, If I could use the triangle button to act like the square that would give me two customizable buttons which would help very very much. If you know, could you explain what part of the script would have to be edited to insert the script of if no events in front of you. ;D
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Post by Dungeon Warden on Jan 24, 2005 18:38:59 GMT -5
It should be pretty obvious when you look at the messages. I think 3 and 4 are the look and talk error messages (I know they are near the top). Talk says "There is no one to talk to." and look says "You look at the ground ... and see nothing." Just remove these messages and put in a call script to a content script. Error Messages is a system event, so content scripts will work just like with the [] button.
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Post by Doan the Nado on Jan 24, 2005 18:47:47 GMT -5
I thought those messages were only for the X button, if you talk or examine using the X-menu, and there is nothing there.
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Post by NASH7777 on Jan 24, 2005 18:49:44 GMT -5
I trhink your right doan, but it would still be helpful none the leats.
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Post by vespuleth on Jan 24, 2005 21:21:24 GMT -5
im really w/ doan on this one. if the player examines or talks when nothing is there, im okay w/ nothing happening. thats what happens in the commercial rpgs. and if im using the inputs, ill write 'in script checks' like in true programming to make sure the script executes properly. ill probably just delete the whole thing.
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The Last Dawn
RPG Maker-in-Training
Beccause everything has a beginning and nothing is truly infinite
Posts: 8
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Post by The Last Dawn on Jan 24, 2005 21:38:46 GMT -5
I plan (I say plan because I'm still mostly in the planning stage) to assign char. direction SB so when X or [] or ^ is pressed it will search like normal rpgs. Don't ask me how, but I know I've got it written down somewhere.
I've got like 300 - 400 pages of notes and info on this game.
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Post by vespuleth on Jan 24, 2005 21:46:04 GMT -5
thats relatively easy. you would:
load party info check direction (var 85??)
if n, check y-1 if s, check y+1 if e, check x+1 if w, check x-1
for an event, and execute if present.
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Post by Dungeon Warden on Jan 25, 2005 12:25:50 GMT -5
Oh, that's right. I was trying the figure out how it differered the message depending on what you do. Since all the error numbers are not used, there may actually be a number for pressing the /\ button, but the programers left it blank because there is no way to tell if the player is trying to talk or examine. It might be worth investigation. (*make note to self: check this out*)
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Post by NASH7777 on Jan 26, 2005 8:28:24 GMT -5
Great idea dungeon warden, this would be an amazing discovery and also had wondered what you could all do with some of the variables and values and things "left out" . There are actually a lot of things I've wanted to test out in RPGM2, just weird things too like what if you did this command and this command would it still do this affect? For example how I got my CBS enemies to chase the party and attack at the same time. I should have started listing all of them, cause I can't remember half of them...but I'll try. ;D
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Post by Neo Samurai on Jan 26, 2005 15:12:31 GMT -5
I'm thinking about tweaking with the equipment error messages to make it so you can select the equip option for an item and either equip or remove it, unless, of course, there's an easier way of doing so (Still deciding my BS. If I'm using a CBS, I might just throw out that idea).
If that's the case, I'll just delete the messages and make deny sounds.
BTW, I'm new. ;D
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Post by Tinbok on Jan 26, 2005 15:53:44 GMT -5
Welcome to the board! ;D
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Deleted
Deleted Member
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Post by Deleted on Feb 12, 2005 2:47:49 GMT -5
I've returned with some helpful information for everyone interested in doing what I did, but aren't so hot at scripting and don't want to try to understand the whole ErrorMessagesScript:
For the SystemGenerateVariable, the following values are so:
Deny Sounds - 5, 9, 11, 12, 14, 15, 16, 18, 19, 20, 21, 22, 23, 24, 25, 29, 32, 33, 35, 36, 42, 43, 44, 45, 49, 100, 101, 102, 103, 104, 105, 106, 107, 109
Unable to flee message - 31
Only Possible in Test Play Mode - 46, 50, 108
Important Notes about Denies 14 and 20:
14- "Warning: Ability type is World and Target is Enemy." This will be bad no matter what, so make sure not to have this outcome be possible.
20- "Unable to equip." (I plan to do this probably). Can use 'Data: Variable: Member Number = MemberMenuOrder + 0' to load member info and say what can be equipped on that party member, current class, etc.
If you're wondering, the missing values you don't need anything to happen. The missing values do nothing but say pointless messages like "_____ removes ______ from the ______ and gives it to ______" or "Vibration function disabled." etc. Don't worry about them; you'll save a lot of memory by not having those messages even.
If anyone would like to help, I'm wondering whether Script: Conditions or Sort: Apply Ifs would take less memory. Currently my ErrorMessagesScript is roughly 1800 memory. I've backed up the original and used it to edit my editting to my liking.
That is all.
Edit: I've put this into my Helpful Tips topic at the Paladin Forum to make sure it's around.
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