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Post by NASH7777 on Nov 19, 2004 18:46:44 GMT -5
Need help with your own game or in playing mine I'LL HELP YOU!!!!!!
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Post by Tacticalman on Nov 19, 2004 20:49:40 GMT -5
Yeah, come vote for the name of my game. ;D just kiddin
anyways, my next game might be an action rpg, so ill be back later.
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Post by NASH7777 on Nov 20, 2004 7:34:32 GMT -5
Ooooh sounds like fun! Good Luck with that, I hope you won't NEED to come back (as in I hope you don't have troubles), but trust me there's always something even if it's just something small and stupid... ;D
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Post by Tacticalman on Nov 20, 2004 13:14:36 GMT -5
i know.. ;D almost everything is small and stupid. when i figured out the main problem with my (Doan's) cms, i found out i sorted the wrong variable. I almost cried. jk
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Post by NASH7777 on Nov 28, 2004 20:47:16 GMT -5
I'll help anybody with any kind of problems even if it isn't with a Zelda CBS
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Post by WarDragon on Nov 29, 2004 16:28:52 GMT -5
Can you configure the O button not to run, until a switch is turned on so you can run?
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Deleted
Deleted Member
Posts: 0
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Post by Deleted on Nov 29, 2004 16:33:11 GMT -5
I've tried that VERY thoroughly (even going to test in real Play Game), and it's not possible because there's no way of telling if a button is being held. All I managed to do was make it so it took 1/2 second or so to start running because the O press was canceled but the O hold wasn't. Although, it's not so bad since without the running allowed it takes quite a long time to get around anywhere. Sorry
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Post by NASH7777 on Nov 29, 2004 16:34:13 GMT -5
Yes and No...now let me explain myself. You could have an action script event on everymap that checks every button input and if a flag is on it will ignore the rest and let you run and if it is off have it run a little mini other script, therefor overwriting the run. I'm not sure how well it will work but you can give it a try. Another way would be to have the the party permanently on an invisible ridable event that sets your ride speed to whatever you want!
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Deleted
Deleted Member
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Post by Deleted on Nov 29, 2004 16:38:58 GMT -5
Yes, the ridable event (vehicle) is a possibility, but then presents new problems like not being able to activate other events (and that's where my answers end).
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Post by NASH7777 on Nov 29, 2004 16:40:56 GMT -5
It would still allow you to activate other events, just not other ridable events without some extra scrripting to get you off the one your on.
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Post by WarDragon on Dec 1, 2004 16:38:19 GMT -5
Neonash7777 is there a way to create bow and arrow HUD to show how many arrows the player has?
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Post by NASH7777 on Dec 1, 2004 16:46:10 GMT -5
Yes my I'm adding that to the start menu! Seeds,bombs,arrows..... and I'll be changing the seed menu so it's faster.
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Post by WarDragon on Dec 1, 2004 16:48:09 GMT -5
is it done the same way?
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Post by NASH7777 on Dec 1, 2004 16:56:50 GMT -5
Done the same way? what? the menu will be slightly different...I might have a multiple choice event or a button input again without all the text...I'll have it a visual effect or that second type of text.
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Kumo Shinagi
RPGM2 Helper
aka Cloud the Humar
Kumo Shinagi: The one and true master of Chi.
Posts: 151
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Post by Kumo Shinagi on Jan 10, 2005 21:45:41 GMT -5
Nash, I need help.
I've used both your Distance scripts and Taizon's at least once and I'm having trouble with it detecting the D(Distance)Y variable to calculate and add/subtact from the DX variable to equal the DX/Y variable.
I've tried messing around with many variables that affect the DX/Y variable, and I'm not getting it to properly detect the distance between the enemy(Event) and the player.
Also, I'm trying to make multiple enemies for the player to attack on screen. I have it in which it can accurately target the 1st enemy, but when I turn to attack the other enemy, it still attacks the 1st one if it is close. I've copied Taizon's Check Target to the hilt and it could not sense/target multiple enemies, but I altered it a bit to sense who can attack by the DX/Y variable and that's where the first problem comes in....
Is there anything you(or Taizon) could do to help me out?
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Post by NASH7777 on Jan 11, 2005 12:48:04 GMT -5
I suggest checking my "how to" topic. But ZI'll help you here too. For my enemies I have up to 6 per map. There is a variable that determine which each enemy will be. So E1 is an event and the action script will load a different graphic, stats, and actions based on that variable. To get the distance XY, you find the absolute value of the difference of the X and Y. DXY=DY-DX If DXY<0 then multiply it by -1.
There you can use that for attacks that damage within a range around the party or any other object.
For weapons like a sword have it load the attack area as your XY then call a script called "att fd 1" which will make the attack area 1 forward of where you are. To get to damage both enemies. I have it once I determine the attack area. It loads e1's xyz, and checks if the XY is at the attack area and if the Z is within range. Then it changes info to load e2's info and loops back to the top till it runs through all the enemies. If the enemy is within the area it flashes and the enemies hp will minus whatever the damage variable is, if they have no remaining hp you could remove the event or something to the effect.
I'm not sure exaclty what you were asking for but I hope this helps... *RRRing* there's the bell just in time!
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Kumo Shinagi
RPGM2 Helper
aka Cloud the Humar
Kumo Shinagi: The one and true master of Chi.
Posts: 151
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Post by Kumo Shinagi on Jan 11, 2005 17:41:39 GMT -5
Hmm, it might be because I don't even use a "Z" Variable, because all my enemies are even level with the player.
To clear up my last post: -I need help with checking distance -Recognizing multiple enemies better
A game I'm making is a RTBS, and I'm trying to use what you and Taizon have already put up about Zelda CBS's. I'm just trying to build upon that by still using some of the default system options(Hp, levels, menus).
I made that Att. +1 script just like you said, and it's somehow not working. Is it becuase of the Target X & Y Variables? I only have one set of those variables. Do I need to make more for each enemy?
I will try what you have said and look over my scripts again, and just keep playing with it. I'll come back if nothing still works.
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Post by NASH7777 on Jan 11, 2005 18:25:41 GMT -5
You've looked through my "How to ?" Topic right? If you haven't I suggest it. I'll try to kind of summarize. Basically here's how it plays out. Before you enter a map I set the enemies. e1=1 e2=1 e3=2 etc... In my game this will give me 2 slimes and a ghost. Now in the enemy action script it will check what the e#(depending if e1 or e2 etc...) and will load the corresponding graphic for the event, event status etc... Then supply each enemy an action Apply together Call script (slime act) Event move to party 30f Apply in order
Then in the slime act script have it do the slimes attacks etc, within a loop in that script. So now we have the enemies chasing the leader and attacking. We need now to damage the enemy so, by pressing square and whatever other button, or however you have it it will call the weapon script. Depending on the type of weapon it will be different. I'll explain a few.
For swords, load game info (for party pos), set it as current attack area, then call the "att fd +1" script, along with the visual effect. This script will change the targeted x,y area to one forward as to whichever way your party is facing. Ex: if facing S then y=y+1. Now that we've targeted the spot in front we set a damage for the attack (or effect) and a z-range. Then call a script "Damage target" this will load e1's xyz, then if e'sxy matches with targeted xy and the distance of your z to to his z is within what you've set as range it will minus the enemies hp by the damage variable(if 0hp then remove event), and flash the enemy. Then it will load e2's, check conditions and damge etc.. all through your 6 or so enemies.
For thrown things repeat the "att fd +1" script as many times as needed then use the "damage target".
For arrows, you can check to see like if your facing north if their x ='s your x and their x is less then yours it will damage them or for my arrows in my game, since they are short ranged I just repeat "att fd +1" "Damage Target" "att fd +1" "Damage Target" "att fd +1" "Damage Target" etc... for as far as it's shot.
For auras and explosions etc... Have it check the distance of you to the opponent if they are within a certain distance then cause them damage. One thing you can do is have different scripts to check if the enemies in thge right case for damge (by range/target/etc...) then flip a certain flag for each, then in the damage script, have it damage them if the flag is flipped.
Help for checking distance: dx=x-ex if dx<0 then dx=dx*-1 do the same for y and z then dxy will = the greater of the two (x and y) so if dx>dy then dxy=dx and vise versa (I think I mis-told you this before sorry)
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Post by Bigfoot on Mar 30, 2005 22:07:17 GMT -5
hey nash, how would I make a block pushing script?
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Post by NASH7777 on Mar 30, 2005 22:31:55 GMT -5
well if you just want pushing and not pulling and stuff go like this
Game Info Load SB If PartyDirection=0 ~Move Event East SB End SB If PartyDirection=2 ~Move Event south SB End etc...
It's up to you if you want them to be able to push the block diagnolly.
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Deleted
Deleted Member
Posts: 0
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Post by Deleted on Mar 31, 2005 0:14:34 GMT -5
What gets tricky is collision detection with pushing the blocks into walls and objects. It's possible but it can become a little bit of a hassle.
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Post by NASH7777 on Mar 31, 2005 8:10:19 GMT -5
Actually it hasn't been a problem for me at all. The game automatically checks if there is a wall there and stops it being able to be pushed up. Only if you have Bypass Object ON would this be a problem. Otherwise a block is pushed on same spots that you can walk. If you can't walk there then the block can't be pushed there without special scripting.
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Post by The Final Rune on Mar 31, 2005 9:19:49 GMT -5
Hey, cool.
I'm gonna go home and make a block puzzle!
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Post by Neo Samurai on Mar 31, 2005 9:42:50 GMT -5
Yes, Nash. Very informative. I'm not actually creating my game as of yet (just putting in some of the elements that will be in it), but I could play around with this idea. I plan on having puzzles in my game as well, so block pushing will be one of them.
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Post by Bigfoot on Mar 31, 2005 13:53:59 GMT -5
thanx nash
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