mrbear
RPG Making Novice
Dont underestimate the bear's fury, just because he's adorable.
Posts: 102
|
Post by mrbear on Aug 3, 2005 13:50:53 GMT -5
OK here goes nothing...
A Common Script For Making A Thing Follow Another Thing
by mr bear
first you make an action script to make thing one move in a circut. such as......
SCRIPT CONDITION: REPEAT : FLAG "WHATEVER" IS OFF EVENT: DIRECTION MOVE : E 10 STEPS EVENT: DIRECTION MOVE : S 10 STEPS EVENT: DIRECTION MOVE : W 10 STEPS EVENT: DIRECTION MOVE : N 10 STEPS SCRIPT BRANCH END
now if you thought that you could put this action script in an event and make it move in a square pattern ......then youd be correct now if you thought that you could put this action script in an event [glow=green,2,300]just to the left of the first event[/glow] and make it move in a square pattern following the firstthen you'd be [shadow=blue,left,300]mistaken![/shadow]
what you need is....
EVENT: DIRECTION MOVE : E 11 STEPS EVENT: DIRECTION MOVE : S 10 STEPS EVENT: DIRECTION MOVE : W 10 STEPS EVENT: DIRECTION MOVE : N 10 STEPS
SCRIPT CONDITION: REPEAT : FLAG "WHATEVER" IS OFF EVENT: DIRECTION MOVE : E 10 STEPS EVENT: DIRECTION MOVE : S 10 STEPS EVENT: DIRECTION MOVE : W 10 STEPS EVENT: DIRECTION MOVE : N 10 STEPS SCRIPT BRANCH END
(the 11th step corrector syncs them up, and because it comes before the "repeat" command it is only executed once so the #2 event dosnt gradually drift off to the east )
[glow=red,2,300][shadow=red,left,300]And Yes I Do Love Rich Text, How Did You know?[/shadow][/glow]
[glow=blue,2,300]Edit by Doan:[/glow] Good point with this script. Just to note, another slightly more effecient way of doing this, but still using the same kind of thinking, would be:
EVENT: DIRECTION MOVE : E 1 STEP SCRIPT CONDITION: REPEAT : FLAG "WHATEVER" IS OFF EVENT: DIRECTION MOVE : E 10 STEPS EVENT: DIRECTION MOVE : S 10 STEPS EVENT: DIRECTION MOVE : W 10 STEPS EVENT: DIRECTION MOVE : N 10 STEPS SCRIPT BRANCH END
I don't mean to be nit-picky, but I just want to point out to those who are trying to fit as much as possible in one save slot that it is often possible to consolidate scripts and remove some lines of code. It may seem like a little bit in one script, but if you do that in every one, it could add up to another section in your game.
|
|
mrbear
RPG Making Novice
Dont underestimate the bear's fury, just because he's adorable.
Posts: 102
|
Post by mrbear on Aug 31, 2005 13:35:43 GMT -5
The bear blushes! your right by jove! I was thinking that you'd have to write a WAIT command into the event #1 script (or speed it up ?) to keep #2behind#1. but of course not.[glow=white,2,300]because they both start at the same time![/glow]. winter must be coming on because the bear's gettin tired....*yawns* and missin' stuff.....
P.S. btw I know It has been a while since you actually posted that correction but you did it aas an edit to my post so the "new"flag did'nt show up on the thread header, and i'm only just reading it now.
|
|
|
Post by Dungeon Warden on Sept 4, 2005 13:55:48 GMT -5
I was messing around with the scripts, trying to get a special bonus item to work, when I stumbled upon an unusual glich in PRG Maker 2.
I'm sure many people have messed around with the idea of characters being able to change their models in the game, whether it be to change the colors of the outfit, or to make a character get older. The problem is everytime you move to a new map, all visual changes (color, size and model) are reset.
In the past you either needed to have a custom condition on the character that used a variable to keep track of what the character looks like, or set up the enter map script to do this. This could be a long script if you want many characters to be able to change several times throughout the game.
I say, in the past, becuase the glitch I'm talking about occurs when you remove a party member from the party. When that character is restored to the party, all effects remain unchanged! To test this, I used model and size change commands on a character and then removed them from the party. I then walked all over the place and then put the character back into the party. Lo and behold the character still looked the same as when I removed them!
I now have my game set up so that when the party leaves a map, it records who was in the party and then removes all the party members and replaces them with a place holder character. When they enter the new map, the old party is restored, including all changes to their appearence. This saves a lot of checking and re-changing commands.
The one limitation on this system is death. When you die, the death model replaces the characters model. You'll need to change the Revive command (script 150) so that it checks the character's appearence before death and restores it, thus forcing you to keep track to the characters appearence. You could always set the model back to default and force the player to make the changes again (if it's a customization thing) and keep track of some important stuff (like age or type of armor worn).
Saving the game is the same as exiting the map, so you need to use the same commands to keep track of party order before saving and to restore the party after saving. You don't need to worry about continuing from a save since the enter map script will run and restore the party.
The downside of this is that you need to restore the original party order. If you have a lot of characters in the game, this trick might not be worth the time it takes to restore the order. However, a few customizable characters could easily replace a large party roster. (ex. instead of making male and female fighters, you could just use one character and let the player choose the model they want to use.)
This trick is most useful in a game with only one character type (like Zelda). You can give the player the choice of what they want the character to look like and make only one character.
|
|
mrbear
RPG Making Novice
Dont underestimate the bear's fury, just because he's adorable.
Posts: 102
|
Post by mrbear on Sept 21, 2005 13:53:58 GMT -5
;D that is awesome Dunj. I will seriously consider using this in my game (just as soon as i determine whether Im gonna have enough memory to finish waht Ive already started) ;DBear
|
|
|
Post by Neo Samurai on Oct 21, 2005 14:58:15 GMT -5
Rodak, continuing with your music modification tip, here's a song I thought sounded pretty cool.
Castle 4 Pitch: -8 Tempo: 70
I'm not much of a fan of this song, but played at a lower pitch and a lower tempo, it makes a good song to play when at snooty palaces or parties.
|
|
|
Post by doyleman on Oct 23, 2005 20:04:41 GMT -5
(from MrBear)
Um, that's why i named it clock script part 1. but seeing how others made true ones, i never finished it.
Anyway, HUD display: (make sure ALL VFX are set at 0F)
and this should be an Action Script (didn't point that out in my clock script, and it froze for mrbear, so i'll point it out now)
Script Branch: Repeat: DefaultOFF ~Script Branch: Condition: health=0 ~~Screen Display: VFX: Event: (all health gone) 1 repeat ~Condition end ~Script Branch: Condition: Health=1 ~~Screen Display: VFX: Event (1 health left) 1 Repeat ~condition end ... ... ... Branch End
repeat the health check and VFX as necessary. The VFX should be 2D objects, preferably Text if your starting off. You could substitute this for any kind of other display needed that would change over certain conditions, such as time.
|
|
mrbear
RPG Making Novice
Dont underestimate the bear's fury, just because he's adorable.
Posts: 102
|
Post by mrbear on Dec 7, 2005 15:58:55 GMT -5
Trip the Alarm.
First make An ='s event w/ a one line script Flag [tripwire] = reverse
next place an action script on the map (either in an existing stationary object or place one w/out a model)
Script branch:repeat[flag 0 off] = off Script branch condition [tripwire] on call {alarm} SB end SB end
ok now the alarm script
Script branch:repeat[flag 0 off] = off sound effect [whetever] Script branch condition [tripwire] on force script end SB end SB end
(with this method you can "update " action script w/out reloading the map)
|
|
|
Post by NASH7777 on Dec 25, 2005 22:59:51 GMT -5
Here's a mojorly helpful script for you guys, esp. for ACBS games HOW TO DISABLE RUN AND PROGRAM O BUTTON In the end of the "To Map/Facing" (Script #3) place these commands Other: Vehicle: Deploy Vehicle Model [InvisMdl] Type=Land Spd=2x Script Branch Repeat: Flag [Off(fixed)] OFF ~Other: Vehicle: Control Vehicle ~Script: Call: [O Button] Script Branch End ~NOTE~ You will need to make a model box with 100% transparency, and call it "InvisMdl", also you may change vehicle's speed to whatever you want your party's speed at.
|
|
|
Post by 13blueberry on Jan 3, 2006 20:47:01 GMT -5
I just wanted to thank you all for making this thread. It has been so helpful! I really appretiate your help.
|
|
|
Post by KuroShinnen on Jan 15, 2006 13:14:43 GMT -5
Smurf posted a variation of this, but the party members will disappear right in front of our eyes. So here is a more efficient way of doing this:
============================== in the script "To map/facing" the end looks like this:
030 - Script branch condition 031 - Party: Display: Show Leader <-----Add this line 032 - Screen effect: Color 033 - Script condition end
most probably might use this, but for those who want the traditional rpg game where it does not show the party members, use this. Also works with Smurfs "Star Ocean" talking.
|
|
|
Post by NASH7777 on Jan 25, 2006 23:12:34 GMT -5
I have finally taken the time to experiment my ideas and I have done IT! One of RPGM2's greatest burdons has been broken. I've actually had this idea for quite some time, just never executed, Doyleman can vouch for that as I had explained the concept to him quite some time ago.
So what is the burden. None other than not being able to run content commands in action scripts. The second best way was always to have an indirect effect after every step, but this requires the player to move for it to execute. But now no longer. ANY command at ANY time. This also allows for 100% UNINTERRUPTED CUSTOM MUSIC. I just did it today, I made the entire zelda theme, I went and talked to people, and did menus, and [] commands. The music kept playing flawlessly!
This runs in direct correlation with my disable run and program O script. Basically it forced the enter map script to NEVER end. This looked like this.
**In the end of the "To Map/Facing" (Script #3) place these commands
Other: Vehicle: Deploy Vehicle Model [InvisMdl] Type=Land Spd=2x Script Branch Repeat: Flag [Off(fixed)] OFF ~Other: Vehicle: Control Vehicle ~Script: Call: [O Button] Script Branch End
~NOTE~ You will need to make a model box with 100% transparency, and call it "InvisMdl", also you may change vehicle's speed to whatever you want your party's speed at.**
Since when you press O it exits vehicle, and then it calls your O button command to do whatever, then forces you back in the vehicle.
So what we're gunna do is place some applied together called scripts. These will run the never ending content script so they can be accessed all the time. This will now look like this.
**Also in the end of the "To Map/Facing" (Script #3) apply together call: [custom music or other script] call: [forced vehicle]
the forced vehicle script will look like: Other: Vehicle: Deploy Vehicle Model [InvisMdl] Type=Land Spd=2x Script Branch Repeat: Flag [Off(fixed)] OFF ~Other: Vehicle: Control Vehicle ~Script: Call: [O Button] Script Branch End**
So if you want something to happen after so much time, like your teleported away you can, or after some conditions are met something else happens. It doesn't matter. The possibilities are limitless. ENJOY!!
|
|
|
Post by Bigfoot on Jan 25, 2006 23:56:55 GMT -5
Here's a mojorly helpful script for you guys, esp. for ACBS games HOW TO DISABLE RUN AND PROGRAM O BUTTON In the end of the "To Map/Facing" (Script #3) place these commands Other: Vehicle: Deploy Vehicle Model [InvisMdl] Type=Land Spd=2x Script Branch Repeat: Flag [Off(fixed)] OFF ~Other: Vehicle: Control Vehicle ~Script: Call: [O Button] Script Branch End ~NOTE~ You will need to make a model box with 100% transparency, and call it "InvisMdl", also you may change vehicle's speed to whatever you want your party's speed at. That is definitly neat! But what about the *O button script*, what commands would I put in that script?
|
|
|
Post by NASH7777 on Jan 26, 2006 8:10:39 GMT -5
That is definitly neat! But what about the *O button script*, what commands would I put in that script? Any script that you would use for the square button. It's a fully customizable button with content scripts. Jump system, menu, attack system, etc... w-e.
|
|
|
Post by Bigfoot on Jan 26, 2006 13:29:24 GMT -5
Ill give this a try later, anyways off to work.
|
|
|
Post by NASH7777 on Feb 6, 2006 21:45:59 GMT -5
Ok many have been having some Q's and stuff with this so let me explain exactly how to program the buttons and stuff. I messed around with this today and came across only ONE problem, and actually the problem can be used to benefit in a game if you really wanted. It creates half-steps, basically doubles your grid size!!! Only problem with this is that if your in a half step and walk along a building or something, part of your body will be walking through the building, otherwise it's kinda neat. I'll explain how to get this effect after I explain how to prevent the problem I found.
OK at the end of the Enter Map script put EXACTLY this:
Screen Effect: Color= Trans100% 30f apply together call: [button control] call: [forced vehicle] apply in order
~~~~~~~ For the force vehicle script put this:
Other: Vehicle: Deploy Vehicle Model [InvisMdl] Type=Land Spd=2x Script Branch Repeat: Flag [Off(fixed)] OFF ~Other: Vehicle: Control Vehicle ~Script: Call: [O Button] Script Branch End
~~~~~~ Now for the important script, Button control
Script Branch: Repeat: Flag [Off(fixed)]=OFF ~Data: Flag: [No Movement] Off ~Input: Buttons: Constant Wait ~Script Branch: Sort: Variable [user button]
~Apply if 12 (the L3 button) ~Data: Flag: [No Movement] On ~Wait 2F ~Script: Call: [L3 button script] ~To End
~Apply if 13 (the R1 button) ~Data: Flag: [No Movement] On ~Wait 2F ~Script: Call: [R3 button script] ~To End ~Branch End Branch End ~~~~~~~~~~~ You can program as many buttons as you would like, but your advised not to do it to [] /\ or O, being that [] and O can already be programmed and /\ is your action button.
The only problem with this is I've found if you suddenly change directions or such when hitting one of the programmed buttons, when the button script is done your character won't be able to move. To turn movement back on I added some of these for each direction: ~Apply if 0 (the UP button) ~Data: Flag: [No Movement] On ~Wait 2F ~Party: Dir Move N 1step(s) 2x ~To End
However this created the Half-Steps I mentioned previously. So if you want half steps do it this way. The other option is to have a safety button. If you happen to trigger the event funny so it turns your movement off, have it so it moves you north one if you press start button, this will reactivate your movement, you will need to inform the player of the safety button in the game.
Another trick I learned through this is you can change the parties speed in the vehicle when normally you couldn't. Let's say, like in my Zelda game, I have pegasus seeds that make you fast. So I'll have it move you north one step at 4x and then it will set your new speed to 4x until you press the safety button.
I found I only came across this problem when I was jamming directions and pressing scripted buttons. So it shouldn't be overly common, and its just a safety net to have the safety button.
Ok so you know how to program every button. But let me show you a quick script for a some wind effects. Note that any time you use movement of the party from the Enter Map script you'll want to turn the party no movement flag On and wait atleast 1 frames so it has time to execute before the movement commands. You may also want to set a flag that turns ON for every content event character you talk to and then off when your done. Then in your button control script, have none of the buttons work when this flag is on. This is because you will still be able to attack and do all your programmed buttons during event's content script, which you won't always want. Ok wind effect time
(repeat) Other: Wait X**Frames Data: Flag: [No Movement] On Other: Wait 1F Party Direction Move S 1step(s) Data: Flag: [No Movement] Off (repeat back to top)
I tested this with a party speed of 2x. If for X you put a 2, you will be able to move North but struggle very much If for X you put a 1, you will not be able to move North, you will be able to maintain your north location by holding up, as soon as you let go you fall until you press Up again to maitain height.
This could be used for a wind effect OR a platformer. You could make your games from sky view and rotate the character properly, so it will look like he's on his side. It will look like he's falling and you could add a jump effect and stuff. It would be the best way to make a mario like game, you could quite literally jump and land on events head to crush them.
Heck some parts of zelda games have that mario view with jumping and falling, maybe I'll add one to triforce
|
|
|
Post by The Smurf on Feb 18, 2006 23:19:13 GMT -5
mmkay, i've made a basic one-on-one CBS and tested it, and it works. now, we're talking B-A-S-I-C. no items, no agility, intelligence, luck, etc. only ATK, HP, and MP for one party member vs. one enemy. it's all character models, no battle screen. keep in mind you can change many of the numerical values, they were just in there for testing purposes, and also you must set the enemy's HP in the general settings menu under advanced: variables.
well, here goes. customize as you see fit:
BGM: [hi] Apply together Variable [playerHP] = 90 + 0 Variable [playerMP] = 50 + 0 Party leader = [somebody] Show leader Rotate camera N 10F Distance = 175 10F Vertical angle = +25 10F Apply in order Repeat: variable [CBSenemyHP] >= +1 Note: character turn Text box: “player turn” Wait 30F Close text box Multiple choice = “attack”, “heal”, “wind arrow” Condition: choice 1 Party move N 2steps Sfx: [slash 3] Variable: [CBSenemyHP] = [CBSenemyHP] – (+35) Wait 10F Party move S 2steps facing=fixed Condition end Condition: choice 2 Condition: variable [playerMP] >= +2 Variable: [playerMP] = [playerMP] – (+2) Variable: [playerHP] = [playerHP] + (+30) Condition: variable [playerHP] >= +90 Variable: [playerHP] = (+90) + (0) Condition end Condition end Condition: variable [playerMP] < +2 Message: “not enough MP.” Condition end Condition end Condition: choice 3 Condition: variable [playerMP] >= +8 Variable: [playerMP] = [playerMP] – (+8) Variable: [CBSenemyHP] = [CBSenemyHP] – (+40) Effect: [wind 1] party (leader) Condition end Condition: variable [playerMP] < +8 Message: “not enough MP.” Condition end Condition end Note: enemy turn Text box: “enemy turn” Wait 30F Close text box Condition: variable: [CBSenemyHP] >= +1 Variable: [enemy action] = (+1) ? (+2) Sort: variable: [enemy action] Apply if number is 1 Control: change: [CBS enemy 1] Move S 2steps Sfx: [punch 3] Variable: [playerHP] = [playerHP] – (+14) Condition: variable [playerHP] < +1 Call: [party defeated] Call: [wipeout recover] Condition end Wait 10F Move N 2steps facing=fixed To end Apply if number is 2 Condition: variable [EnemyMP] >= +6 Variable: [EnemyMP] = [EnemyMP] – (+6) Variable: [playerHP] = [playerHP] – (+15) Effect: [Fire 1a] party (leader) Condition end Condition: variable [EnemyMP] < +6 Message: “enemy does not have enough MP.” Condition end To end Branch end Condition end Condition: variable [playerHP] >= +1 Condition: variable [CBSenemyHP] >= +1 To top Condition end Condition end Branch end Message: “Enemy: you win.” Camera: default BGM: [hi2] Flag: [flagXXX]: On
enjoy.
-the smurf
|
|
Deleted
Deleted Member
Posts: 0
|
Post by Deleted on Feb 19, 2006 20:19:28 GMT -5
Using Bag Items Directly In the DBS: ... I know I posted this a long time ago, but there were some complications and I said I'd post a fixed version but never did ( doansdomain.proboards27.com/index.cgi?board=Help&action=display&thread=1127884973 ). Anyways, here's exactly how to easily, directly use bag items in the DBS. Also, if The Final Rune comes back and I miss it, direct him to this. I know he was waiting for me to post this. The bolded parts is what was added. Step #5 has been completely re-done. ____ 1. Make a standard item that is used and does something (heal HP, heal MP, etc.). No specifics here matter. 2. Make an Ability like so: Usable = Battle MP Cost = 0 Direct Effect = Direct Effect from Step #3 3. Make a Direct Effect like so: Check Start = Script from Step #5 Effect Start = '____ Uses [Ability].' 4. Make 2 Custom Variables for every 1 Item called '____ (Bag)' and '____ (Used)'. 5. Make a Script like so: Script Control: Apply In Order Data: Flag [TempFlagX] Off Script: Sort Variable163 [Direct Effect] *Apply If: (number of Direct Effect from Step #3) *Script: Condition: Variable '____ (Bag)' = 0 *Data: Flag [TempFlagX] On *Condition End *Script: Condition: Variable '____ (Bag)' >= 1 *Data: Variable [____ (Bag)] = [____ (Bag)] - 1 *Data: Variable [____ (Used)] = [____ (Used)] + 1 *Condition End *Script: Condition: Variable '____ (Bag)' = 0 **Member Info: [Member] Ability - (Ability from Step #2) *Condition End *To End Script Branch: End Data: Game Info: Save Script Condition: [TempFlagX] Off Data: Flag93 [No Instg Action] Off Condition End Script Condition: [TempFlagX] On Data: Flag93 [No Instg Action] On Condition End* = repeat for every item ** = repeat for every member, for every item 6. Add this to the very top of the 'Enter Battle' Script: *Data: Variable: Var134 [Item Number] = 0 + (database number of Item from Step #1) *Data: Game Info: Load *Data: Variable: '___ (Bag)' = Var70 [Total Bag Items] + 0 *Script: Condition: Var '____ (Bag)' >= 1 *Member Info: [Member] Ability + (Ability from Step #2) *Condition End *Script: Condition: Variable [____ (Bag)] = 0 *Member Info: [Member] Ability - (Ability from Step #2) *Condition End Data: Game Info: Save7. Add this to the very top of the 'Battle Exit' Script: *Script Branch: Repeat: Variable '____ (Used)' =/= 0 *Data: Variable: '____ (Used)' = '____ (Used)' - 1 *Data: Game Info: Load*Party: Bag (Item from Step #1) - 1 *Branch End *Data: Game Info: Save
|
|
|
Post by thetruecoolness on Mar 23, 2006 13:54:55 GMT -5
Just found a way to make concurrency control in RPGM2. For those of you all familiar with threads and syncronization you probably know about spin locks. So this will enable you to use the same variable for multiple action scripts running at the same time without having to worry about whether two or more of them is modifiying it or not. It's pretty simple concept and script but very useful once you learn how to use duplicate events. It helps you to reuse the same scripts for multiple enemies. So for every variable you want to syncronize you need a flag for it for the lock, and the locking script is Lock Variable X SB: Repeat Flag [Variable X Lock] On Other: Wait 1F SB: End Data: Flag [Variable X Lock] On Then unlocking the variable just involves making sure the flag is off. Unlock Variable X Data: Flag [Variable X Lock] Off to use this in your code that will make use of the same variable wrap this in between these two scripts. *NOTE* these only work in Apply In Order mode. Script: Call [Lock Variable X] <script code that uses and changes variable X> Script: Call [Unlock Variable X] Also you should not be locking really long methods if you want things to occur at the same time as locking slows down when really long pieces of code are locked (probably won't slow down the game but events that need to look like they occur at the same time might get out of sync). Just realize that waiting a long time for the lock means that other scripts needing the variable won't be able to run until the lock is released. Without doing this you have to make sure that actions events using the same scripts either wait a specified amount of time and make sure they go in a specific sequence or use different variables. This is exactly like a "spin lock" for those of you familiar with threads. I tried it out on my custom menu system which uses 3 events running at the same time spawing duplicate events, all running the same scripts to move the event so I only need one duplicate statement, and each one tries to aquire the lock before creating duplicates of itself and it works like a charm, before I just had the 3 events wait on each other an amount of time I just made up and hoped they wouldn't overlap. So though your milage may vary with this one I've found it to be a very useful concept to have to avoid race conditions in my action scripts. This weekend I'll add in how to make duplicate events which act indepentently and can be identified and changed seperately using the event variable, flag, and input.
|
|
Deleted
Deleted Member
Posts: 0
|
Post by Deleted on Apr 26, 2006 10:40:38 GMT -5
I was working on my DBS Guide and my game when I found another little messed up quirk about RPGM2.
"How come I can’t change the Enemy’s max HP?
I ran into this problem as well when altering my Enemies’ HP in the default ‘Member Start’ script, and it took me forever to figure it out. For no reason at all, RPGM2 will not allow you to alter an Enemy’s max HP by doing this: Battle: Substitute Target Attribute for Variable Data: default var [Max Hit Points] = [Max Hit Points] + (any number above 0) Battle: Substitute Variable for Target Attribute But, it will allow you to alter an Enemy’s max HP by doing this: Data: Target: Attributes: Max HP+30 As a side note, I figured this out by displaying the [Max Hit Points] variable in a message window after loading it with Battle Substitute Target Attribute for Variable, and again after BOTH altering/saving it (each of the two scripts above) and re-loading it (re-load is to see if the new value really was saved). I then further tested it by attacking them and seeing if they had in fact gained the proper amount of Max HP and current HP. The other thing to remember (may seem obvious) is that RPGM2 will not let you increase a Member’s or Enemy’s current HP over their Max HP, so if you want to raise both (like I did), you’ll need to raise the Max HP first. Lastly, take note that the Data: Target: Attributes command (only way to alter an Enemy’s max HP) will NOT allow you to alter it by another variable, but rather only by set values."
|
|
Deleted
Deleted Member
Posts: 0
|
Post by Deleted on Jul 18, 2006 21:29:13 GMT -5
Wow!! I can't believe I posted this somewhere at the Domain but not here:
Ladder going Up_
(Event on Talk or Examine) Party: Leader Visible Party: Bypass Objects = Yes Script: Call [MoveForwards1] Party: Direction Change (Leader) (to facing ladder) Member: Effect: (Leader) Motion Change: Happy Speed 100 Script: Call [LadderSFX] Party: Float: Height (Leader) +40 60F Member: Effect: (Leader) Motion Change: Walk Speed 100 Party: Direction Move (forwards 1 space) Speed x4 Party: Bypass Objects = No Party: Landing (Leader) 0F Party: Float: Height (Leader) +0 0F
Ladder going down_
(Event on Equal) Party: Leader Visible Party: Bypass Objects = Yes Script: Call [MoveForwards1] Party: Direction Change (Leader) (to facing ladder) Member: Effect: (Leader) Motion Change: Happy Speed 100 Script: Call [LadderSFX] Party: Float: Height (Leader) -40 60F Member: Effect: (Leader) Motion Change: Walk Speed 100 Party: Direction Move (forwards 1 space) Speed Normal Party: Bypass Objects = No
Ladder SFX_ Other: Wait 10F SFX 60 [Sweeping] Tempo = 75
____________
Just, using buildings you can place stuff (Object Placement) that goes above height 6 (but are placed below height 6), and then after you can place objects above height 6 (it'll say like 6 8/16, then when you press down 1/16 it jumps to 6) by getting the []+R2 view mode guy to be on top of the buildings or objects over height 6. Nothing messes up at all either.
|
|
|
Post by nerussentia on Jul 25, 2006 12:38:36 GMT -5
RealityBites, is that seriously the script? I was hoping for a more simple script with lesser variables and not having to make the event act as a member. Hmmm.
|
|
|
Post by realitybites on Jul 25, 2006 14:40:28 GMT -5
Im working on Fixing it, will have it up on Friday.
|
|
Deleted
Deleted Member
Posts: 0
|
Post by Deleted on Jul 26, 2006 2:56:22 GMT -5
Tech Items: (read further for a description of what tech items are/can be) 1) Do you want it to be used on them and they permanently learn the ability like Pokemon's TMs/HMs? This is the simplest one, but the second isn't that hard either. Explanation: Player gets item called 'Fire'. Player uses item on a party member and that party member learns the ability 'Fire'. Whether the item is consumed from one use or not is up to you. 2) Do you want it to be equipped on them and they temporarily learn the ability like Saiyuki's Scrolls? There's a trick for this I'll post. Explanation: Player gets item called 'Fire'. Player equips a party member with the item and the party member learns the ability 'Fire' while that item is equipped, but only while that item's equipped. 3) Do you want it to be equipped on them and they temporarily learn the ability and they permanently learn the ability after a certain amount of fighting with it equipped like FF9's Equipment Abilities? This is more challenging. Explanation: Player gets item called 'Fire'. Player equips a party member with the item and the party member learns the ability 'Fire' while that item is equipped. Once a party has fought enough battles to earn a certain amount of 'Fire' points (each party member would have their own 'Fire' custom variable), they will retain the 'Fire' ability after the 'Fire' item is unequipped. 4) Do you want it to be equipped on them and they temporarily learn the ability and that item gains experience towards a new ability after a certain amount of fighting with it equipped like FF7's Materia? This is harder because you can't use my trick and therefore can't do it through the default menu. Explanation: Player gets item called 'Fire'. Player equips a party member with the item and the party member learns the ability 'Fire' while that item is equipped. Once a party has fought enough battles to earn a certain amount of 'Fire' points (each item would have its own 'Fire' variable), the 'Fire' item will now teach the 'Fire' and 'Fire2' abilities while it's equipped. Anyways, I think I should start by teaching you #1 since the rest are similar and build on it. Here's number 1 for a 'Fire' item: Data: Member Info: Change to Member Order var86[Member Number] = var48[Insti Member] + 0 (these two commands find the current member’s database number and store it in var86[Member Number], the direct effect will have made the target of the item be the current member) Data: Member Info: Load **you can add Conditions of var86[Member Number] here to make certain Abilities only teachable to certain members **Member Info: [Member] Ability + 'Fire' (this command teaches a member an Ability) This goes in the ‘Result’ slot of the Item’s Direct Effect. Otherwise, just copy the preset 'Herb' Item and 'Herb' Direct Effect. Also, feel free to remove the 'Check Heal' script from the Direct Effect: that script makes it so the Direct Effect only carries through if the party member isn't KO'd. The 'Item (One)' Script can be changed to 'Item (Multi)' if you wish to have it be usable an infinite amount of times. **This is where you put what you asked about. Simply do this: Sort: var86[Member Number] Apply If 1 Member Info: [Member 'Bob'] Ability + 'Fire' Text Message: 'Bob learned Fire!' To End Apply If 2 Member Info: [Member 'Joe'] Ability + 'Fire' Text Message: 'Joe learned Fire!' To End Apply If 3 Text Message: 'Fred is unable to learn Fire...' To End ...(repeat for every party member) Branch End Trick for Numbers 2 and 3, from my guide found here: williampaladin.tripod.com/id2.html"6. A Basic Equip-Scrolls-to-Use-Abilities System. I’ve seen this done in lots of ways in numerous games including Final Fantasy 7, Final Fantasy 8, Final Fantasy 9, and Saiyuki: Journey to the West - so don’t think there’s only one satisfactory way to do it! If I were doing this I’d make it in the simplest way possible - equip a scroll on a member and they can use an ability while it’s equipped/un-equip a scroll on a member and they can’t use an ability while it’s equipped. This is about as difficult as Idea #3, unless you use the trick in Idea #7. The easiest way to do this is to re-name one of the Equipment Slots (default = Weapon, Head, Body, Shield, and Accessory) and use the technique in Idea #7. 7. Abilities from Equipment. It does not have to be exactly like Final Fantasy 9's system! It’s difficult to figure this out since there is a script that runs when something is equipped, but no script that runs when something is unequipped. My easy solution to that is making a script that runs when any/every equipment gets equipped, that 1) removes all equipment-abilities from that member 2) checks that party member’s equipment by doing a plain Data: Load Member Info command and 3) teaches them all the abilities for their current equipment, in that order."
|
|
Deleted
Deleted Member
Posts: 0
|
Post by Deleted on Jul 26, 2006 3:36:04 GMT -5
Scan Ability: (an ability that when used displays information about the targeted enemy) Example: member 1 uses Scan on 'Soldier' message displays a brief description of the 'Soldier' enemy and/or his stats. Step #1. Make a Content script like so:'View Info' Script_ Text: Clear Message (to remove the 'Blank uses Scan!' message) Battle: Make Active Character (switch 'active character' over to the target, so that now when we execute load commands we load the target's info instead of the instigator's) Data: Get Enemy Name (load 'active character' aka. target/enemy's name into Input#1 [Common Name]) ** Input: Buttons: Constant Wait (give player all the time they want to read the info) Battle: Make Active Character (switch back to 'Instigator' for technical reasons) **Customizable part goes here Now you get to customize it how you want. Option 1 - Show description of enemy Option 2 - Show enemy's stats You can choose either option or both. I recommend Option 1. When I did Option 2 in Paladin, it would say STR 80 and I would know that was high, but the player wouldn't. That's why I recommend a brief description more or less summarizing (some or all) of his stats and abilities. Note that the stats you only have to do once, but you will have to make a separate description for every enemy in this script (so you will be coming back and adding to it for a looong time). For Option 1 (Description) continue this script with these commands: Sort: Input #1 [Common Name] (sort by enemy's name) *Apply If: 'Soldier' (if targeted enemy's name is 'Soldier') *Text Message: 'Description of Soldier enemy.' *To End Branch End *Repeat for every enemy For Option 2 (Stats) continue this script with these commands: Battle: Substitute Target Attribute for Variable (load target's stats into preset variables) *Text: Message 'HP = ' *Text Content: Variable: Display Var #97 [Hit Points] Digits Not Fixed *Text: Message ' / ' *Text Content: Variable: Display Var #106 [Max Hit Points] Digits Not Fixed (these four commands will display 'HP = enemy's HP / enemy's Max HP') *Repeat for every stat If you're doing both of them, make sure that Option 2 begins after the Script Branch End command of Option 1. All the Text: Messages should have the 'Close Window' option NOT checked. Step #2. Make a System Event like so:Place your script from Step 1 in it. Step #3. Make a Direct Effect like so:Copy the preset 'Fireball' Direct Effect, or a Direct Effect you've made and believe functions perfectly. Under Adv/Result/Success Slot, put your event from Step 2 in it. To explain: that slot's script is what happens when the Direct Effect is successful, and is therefore where you would put your Steal/SubtractHP/AddHP/whatever (effect on target when successful) script/event. Step #4. Make an Ability like so:Copy preset 'Fireball' Ability, or an Ability you've made and believe functions perfectly. Under Custom/Direct Effect Slot, put your Direct Effect from Step 3. Last comment: Rodak, Bigfoot, and all you comedians, this has potential to be funny with the descriptions.
|
|
|
Post by Dungeon Warden on Jul 26, 2006 21:22:44 GMT -5
Just to give another option, here is my script: Script: Call [Target Name] (this sets up the target and displays the name for you so there is no need to do anything else to find the target (aren't preset scripts wonderful ). Battle: Make Active Character (this switches the stat pointer to look at the target's stats) Battle: Substitute Target Attribute for Variable (loads the targets stats into memory so you can use them) Text: Message "'s description<return>" (go to the next line. Note: Mark the message as non-closing) *Text: Message 'HP = ' *Text Content: Variable: Display Var #97 [Hit Points] Digits Not Fixed *Text: Message ' / ' *Text Content: Variable: Display Var #106 [Max Hit Points] Digits Not Fixed And repeat for the other stats. Text: Message "" (use this message to close the message box.) Battle: Change Back Active Character This is the script I use and it works fine. Do everything else as The Solemn Truth suggests. Here's a few more scripts: First Person Perspective script: Camera: Vertical Angle= -85 deg 0F Camera: Height= +16 0F Camera: Viewpoint Height= +16 0F *Party: Display: Hide Party * You need to put this is a system script (place it in the success slot of your Binoculars) since Hide Party only works in a content script. Putting the three camera commands in an action script will work, but you can see the party when you look around. If you want to see the party, then set Party Display to hide Leader. Changing the camera angle will reset the view back to normal (at the new angle). You might want to make note of the default camera settings (look in Game Settings) to reset the camera. A script that allow your character to flip in the air: Party : Float 6/16 0 F Lay Down=angle=90' height=0 time=3F Party : Move 1 East 0F Lay Down=angle=180' height=0 time=3F Lay Down=angle= -180' height=0 time=0F Party : Move 1 East 0F Lay Down=angle= -90' height=0 time=3F Party : Move 1 East 0F Lay Down=angle=0' height=0 time=3F Party : Float 0/16 0F Change the float height in the first line if you want the character to flip at a different height.
|
|