Post by Neo Samurai on Jan 30, 2008 10:31:34 GMT -5
Vespuleth and Vicious combined their brains to making a TBS known as VTBS (Vicious Tactical Battle System).
They finished it on the Agetec Forums back in the early days of RPGM2.(which got wiped and lost shortly after).
I will not ask for it. Having something like that just handed to me isnt in my bag.
As for the RPGMXP/VX Toss, I'm 99% sure i could easily getting one working on that, but i cant draw sprites, and i'm not a fan of their default art style. ew. =(
I understand exactly what you mean. Though I'm inexperienced in creating sprites, writing music, etc. on RPGMXP, I still feel weird about asking for it. It just doesn't feel as accomplishing. After all, it's my image and I'm afraid that no one else will be able to pull if off the way I want to.
Seriously, I believe anyone here can pull off a TBS on RPGM2 if they put their mind to it. We all have a lot of experience and knowledge of the game system in general to pull it off. The problem comes in that it will probably be vastly time/memory consuming, not to mention that you'll probably have to utilize most of your knowledge of scripting to properly formulate it. However, if you have patience and can structure it properly, I don't see why you couldn't pull it off.
What has me stuck, and i cant for the life of me figure it out, is that I am required to running a check against neighboring tiles. How is this hard? if you'll read the tutorial, it shows that all tiles are 1 common event, so i cant simply change control over a specific tile, load up its data, then check it against others. Because they're all the same event, that would cause catastrophe.
Post by Dungeon Warden on Jan 31, 2008 9:24:46 GMT -5
Actually, they are technically not the same event, but instances of an event. The difference being that they are considered separate entities by the program. Events run in the order they are placed and you can use Event Number to separate them for your own use. Place the following script at the beginning of the action script for the event and make sure it only runs once.
Event Data : Load Data : Var[currentevent] = Var[current event] + 1 Data : Var[Event Number] = Var[current event] Event Data : Save
You'll need to make sure Var[current event] = 0 in the exit map script of the previous map.
Now, as long as you're careful in placing your events, you can use Event Data : Load to find out where the current event is on the map. Not a very creator friendly solution since you need to record the number of each event on a sheet of paper to keep track of them, but it should work.
Post by Dungeon Warden on Feb 1, 2008 11:29:23 GMT -5
Event Info : Load only loads the info for the current event. Event Number is just a variable that the event can use and in no way is related to the database number or placement number of the event. That's why I said you need to assign the event a number when it is placed.
If you want to find a particular event, have all the events check there number against the tile you are looking for. This event can then be made to act differently then the others. Since all the duplicated events are acting at the same time, the search should go fairly quickly. Actually, you'll need to add a wait of a few frames in each script to prevent all the Event Info : Load commands overlapping each other. Basically add a Wait 2 F command before Event Info : Load to allow the SB condition : Data [Event Number] = [Tile Number] command to run before the Event Number gets changed by the Event Info : Load command of the next event.