dhakti
RPG Maker-in-Training
Posts: 14
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Post by dhakti on Nov 29, 2009 16:07:26 GMT -5
Wow i think i know whats wrong. There is a lock variable script in the tips and tricks thread, use that to delay the event info loads so that the event variable, flag and input can be operated on before another duplicate of that event tries to make similar operations. hope that helps.
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dhakti
RPG Maker-in-Training
Posts: 14
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Post by dhakti on Nov 28, 2009 20:23:50 GMT -5
Ok this seems like a newb question here. i want to walk from map to map. If i come from the east/west(X) i need my position on the new map to match my north/south(Y). Whats the best way to do this?
I tried, it gets called in my enter map:
Repeat Flag maptomap On Game info load sort lastx apply if 16 apply if 240 SBC party y = lasty flag maptomap Off Force script end SBEND SBC party y < last y party direction move S SBEND SBC party y > last y party direction move N SBEND No Application To end SBEND SB sort last y ...etc
It either freezes or is ignored, whats up?
edit: I got it working. my steps were too slow and and i am too impatient. Hope someone can use this.
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dhakti
RPG Maker-in-Training
Posts: 14
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Post by dhakti on Jun 2, 2009 12:12:21 GMT -5
Thanks. So is there an efficient way to create open and closed lists? I get that i need a grid of waypoints, with their (x,y) used to check against the current position for the next viable path increment, but do i set and load a list of temporary waypoints that are invalid from each point on my grid, or make a master apply if branch for all contingencies? Or will i end up needing a little of both? If i packed the eight possible directions as flags (path, no path) from each waypoint event into their event variable (or some variable) that loaded when the moving event equalled it... Wouldn't something like this pathfinding work to create randomish dungeons ala Dark Cloud 2? Do i use an invisible proxy event to check paths before motivating my primary event? Could i have each waypoint event use invisible proxies to determine for itself if it has a path to the next point when it sets it's own Path/noPath flags? That would be cool, if the proxy doesn't arrive the path stays closed, save the variable-stored flag info and reload the map to reduce the duplicated event burden. The same events could work on different maps. Still seems like a lot of work.
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dhakti
RPG Maker-in-Training
Posts: 14
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Post by dhakti on May 5, 2009 17:37:22 GMT -5
I was hoping somebody could point me to where an effective method of making events that move to a location (by step, not Location move), that will turn when they hit a terrain wall instead of stopping. The AI document link was helpful but i do not know where to begin, how can i get my events to make real time choices to get around obstacles?
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dhakti
RPG Maker-in-Training
Posts: 14
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Post by dhakti on Apr 2, 2009 14:55:29 GMT -5
Flag 50, like variable 71 is unique to each event. So why when i have a touch triggered flag 50 switch does my event (the very same event of course), not begin running the conditional branch in it's action script? As far as i can tell, nothing responds to my alterations of flag 50.
I am assuming that flag 50, if used as a page condition, will satisfy for all events with a flag 50 condition, but if the event has to have it's personal flag flipped, and doesn't respond to direct alteration within it's own content script, what can be done? Var 71 has so many prospects, with flag 50 and the input string some really creative stuff could be done. Lamentations.
Anybody else do anything fun with flag 50? Maybe i'll grok why mine is nonfunctional.
Thanks
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dhakti
RPG Maker-in-Training
Posts: 14
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Post by dhakti on Mar 31, 2009 16:41:08 GMT -5
Thanks, i got my menu to show up but when i choose the options, the flags do not flip, or they flip, but the event pages don't initiate. So i figured that maybe duplicating an event to interact with might work, but alas, the event does not appear. I'm guessing the pages don't flip on my target events because they need another content script to run. My o button script doesn't initiate effective content scripts (for this purpose at least), either.
To condense... I want an item that when activated flips my event pages and makes them do what i want them to do.
Like a firework the player can set off where and whenever they want that makes the light-fearing evil bad things run in fear (not in battle, this is for boss type events)
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dhakti
RPG Maker-in-Training
Posts: 14
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Post by dhakti on Mar 30, 2009 0:49:21 GMT -5
I am stumped, or maybe just not thinking clearly. I cannot seem to make an item that when used runs a content script. I want my player to pull out an item, use it, (a flag flips, something dramatic happens), the world changes in response. I can make them talk to someone else to do it, but self-reliance, and having the player control when and where these effects initiate, would be nifty.
PS--I want to say thanks for all the previous help too.
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dhakti
RPG Maker-in-Training
Posts: 14
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Post by dhakti on Feb 19, 2009 17:28:55 GMT -5
My searches were perhaps ineffective, but how does one go about showing waypoints or destinations on the minimap the players call up with the display map command? Is there an easy way to set up destinations or points of interest, a legend? And then to be able to change it as missions are begun and ended would be nifty.
Sorry if this is a big waste of time and noobish.
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dhakti
RPG Maker-in-Training
Posts: 14
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Post by dhakti on Dec 4, 2008 16:55:19 GMT -5
I haven't tried the above script on treasure chests but npc remember their individual v71 number until you leave the map. in my above script i have 'apply if 2, display text, call commonv71+1 SB to end, and then a no application that just says "..." after the third interaction with an npc they say "..." but other npc's calling on the same script, talk as though it was the first, or second, or third time depending on how many times you interact.
I figured it would work on treasures you cannot get back to or are of small value (random chests) basically an; apply if 2, "this is empty", temporary removal (maybe duplicate an opened null treasure chest first to make it look nice).
BTW i got the seed of the idea from your advanced FAQ DW. Thanks for the 'check if space' reminder, i forgot about that bit.
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dhakti
RPG Maker-in-Training
Posts: 14
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Post by dhakti on Dec 3, 2008 14:58:37 GMT -5
Thanks, it worked great, now the dogs can smell my characters coming. with a duplicate and remove they even come running.
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dhakti
RPG Maker-in-Training
Posts: 14
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Post by dhakti on Dec 3, 2008 13:21:53 GMT -5
thanks sorry for the clarity issues. I forgot that i was trying to make reuseable scripts, (maximal utility, minimum memory), and was basically trying to do every aspect of my game under that premise without really considering i was doing it that way. My plans within plans got in the way of my other plans. I was going to ask next "how does the game know which event i want moved?" when i realized that normally people create multiple events to accomplish their goals instead of some complicated scheme to save an event memory cost. Anyway... I was trying to refer to the fact that in an event, if one uses as a page condition that var71 > x, when ever that x is reached on any event with a var71 > x marker, all duplicate events with that condition, on that map, also get their page turned. I was wondering if it was something simple that could be done to limit the application of the page condition check to only the targeted event so that duplicate copies of the event don't get their page flipped.
Anyway i made this little set of scripts to make conversations and it seems like it would work great for treasure chests without using a flag (as long as it doesn't matter that they reset on leaving the map.)
common ev71+1 event info load data variable var 71 = var 71 + 1 event info save
Talk script event info load SB: sort variable var 71 Apply if number is 0 text "blah blah blah" or random treasure script call call [common ev71+1] event info save (It just seemed towork better if i did this again) SB to end...
I just reuses the reuseable variable 71 instead of flags. It worked so nicely i started to get carried away trying to figure out new uses and options. hope someone else finds it useful too.
Thanks
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dhakti
RPG Maker-in-Training
Posts: 14
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Post by dhakti on Nov 29, 2008 17:17:34 GMT -5
Thanks. While playing around with var71 i was thinking of ways to use it beyond npc progressive conversations, library books and individual event flags and i was trying to make a strategy mini game where the player loads an event (var71) with a value and then sets it against a similar AI and then a motion script, battle fx, a math calculation to see who wins, resolution and reset. event var71, while it can be different for every event, seems to read off the current event to satisfy all page turns of all events on the map with that set as a page condition. Is there some way around this? And would the above scenario be a good place for a start condition script, (ready, set, go!)?
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dhakti
RPG Maker-in-Training
Posts: 14
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Post by dhakti on Nov 24, 2008 14:45:24 GMT -5
I couldn't find useful information on page conditions scripts on the search, and the start file is none too detailed, so how does one go about using these?
And while on a similar topic what can be done with start conditions as a page condition? Can you delay an events beginning until certain conditions are met with this?
thanks
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dhakti
RPG Maker-in-Training
Posts: 14
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Post by dhakti on Nov 10, 2008 14:06:46 GMT -5
Hello everyone, I've been lurking for a while and am very grateful for this board and all the help and interesting commentary.
My question involves creating ranged detectors.
I'm trying to make hidden events thats, when the party is in range, detect them. I understand that duplicate events or placing a line of them, or having some sort of moving invisible blocks bypassing objects will work, (but they all seem clumsy and inelegant).
I think there is some way to parse the xyz of the player and the xyz of the event, flag the x, and y when they are within acceptable ranges, and activate an event (or event battle).
When i tried this the detector would trigger off the nearest player activated event, but not within the range. Perhaps event info load needs more accurate placement in the script? Maybe lock the event xyz variables?
Sorry to be so long winded, but i am also using the forced vehicle script, perhaps in there the repeating detection loop fits, but where?
I don't want a bunch of map specific coordinates, or trip block alarms to determine where these detectors go (too memory expensive) unless i have to.
Seems like there should be some tidy way. Location move the event to the party xyz and 'equal' condition it?
Hope I've not added to redundancy and can contribute something to the board.
--thanks
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