vashai
RPG Maker-in-Training
Posts: 8
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Post by vashai on Oct 24, 2007 9:09:53 GMT -5
I have been working on my own CMS and from Doan's video I now have a goal to finish it before anything else. I have just a few problems when it comes to the menus themselves. I used a CMS basic layout that was posted and tweaked and tweaked. Question is:
Is it possable to pull the GMS info into my scripts?
I looked into as many scripts as I thought would be valid in the BEG script files but I can't find anything that would be part of the GMS. Any help?
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Post by Dungeon Warden on Oct 24, 2007 10:10:03 GMT -5
Yeah, this is one of the major oversights of the game developers. You can create your own menus and create your own battle systems, but you can't use any of the games built-in menus outside of the defaults.
However, the are several commands and variables that let you access that information. It's just requires a rather complex process of layered menus and number systems (cases or ordinals) to implement.
If you want to go into the long process of creating your own item and magic menus, I'm sure several people here (including myself) can help.
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vashai
RPG Maker-in-Training
Posts: 8
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Post by vashai on Oct 24, 2007 10:21:33 GMT -5
I see... Well in that case. I have the ability to get the info. I have it set up right now using a party list then a data load depending on each member then using a message to align and display all the stats of each char. Only problem is, its in a message window. Granted it does what it is spose to do but I would like it in something like a text box so I could put the box where I want it and all that.
Also do you know how doan does his char model display in his menus? I have mine set up to use my actual party. I use a var to tell the script how many members and then it uses a sort to adjust the camera and member position. It is sketchy and I am having problems moving my party in a horz manner. I know I could cheat and make it work but I want something that will adjust accordingly so no matter how many or who is in the party it will display. I am only using a 4 member party so that makes it easier but as for doan's formation adjust using the models in the menu, I can only guess that is some sort of insane that I can't grasp yet.
On a side note I have been reading everything I can here and thanks for the reply DM.
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Post by Doan the Nado on Oct 24, 2007 13:05:42 GMT -5
I actually do not use the default party information at all. Instead, I kept two variables, named Members1-4 and Members 5-8, which were a composition of the members in the party. Let's use the simpler case of having 4 party members (we'll just use Members1-4). Let's say you have 4 characters in your party, in the following order: 01, 05, 19, 08 Then Members1-4 = 01051908 To get Member1, you do Members1-4 / 1000000 Member2, (Members1-4 / 10000) % 100 Member3, (Members1-4 / 100) % 100 Member4, Members1-4 % 100 So what I do is to cycle through each one of those members, one by one. I set CurrentMember (or whatever that variable is called) to the value for Member1 (then 2, 3, and 4), Load Member Info, and then I display the variables I want to for each one. Displaying stats is done in a somewhat similar way. I created 29 VFX numbers (let's just say that, for simplicity sake): 1-9 in 100s place, 0-9 in 10s place, and 0-9 in ones place. Now, let's say I want to display current HP (max 999): 100s = HP / 100 10s = (HP / 10) % 10 1s = HP % 10 That gives me each digit. Then, I have a sort on each digit and select the proper VFX digit to display. And that, in a nutshell, is how I did what I did. I hope it's somewhat clear to you .
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Post by Drew on Oct 24, 2007 13:38:20 GMT -5
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vashai
RPG Maker-in-Training
Posts: 8
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Post by vashai on Oct 24, 2007 15:04:50 GMT -5
Yeah, as for the VFX that is how I pictured it in my head as a way yours was done. Wasn't sure though. My question now is... How do you do the formation change?
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Post by Drew on Oct 24, 2007 19:14:24 GMT -5
The formation change can get very complicated, as you have to check where each person is and in what order, I for one didn't get that far, I got close, but it didn't work too well.
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vashai
RPG Maker-in-Training
Posts: 8
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Post by vashai on Oct 25, 2007 7:47:26 GMT -5
I worked on it last night for a while. Im still pretty new at all this but using a few of the pre made debug menu files I managed to work something out. I wish I could send some video but thats not an option. As for now when you hit my menu [] it pulls you to a general CMS screen with a spinning logo instead of a party. Then when you pull up a menu that lists the party the logo fades and the party comes up. As you select a name it rotates the party in a circular motion and then zooms. The spin is choppy but it works. I also managed to get the player stats into vars by loading them through the party order var. It also uses the loaded datatbase number to form the model change. I know what and how doan did his but in the end I used something else. It may be less advanced but I think it works.
As for formation. I think I am going to use something like the DMS and let you order in a menu. I still have yet to make the sfx for the floating stats but I picked up Rodaks guide and hopefully I will be able to figure something out.
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Post by Drew on Oct 25, 2007 10:57:39 GMT -5
I have a file with my CMS if you have a maxdrive. If not I was working on a guide not too long ago. Ill see if I can find it.
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vashai
RPG Maker-in-Training
Posts: 8
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Post by vashai on Oct 25, 2007 11:51:13 GMT -5
No max drive. Thats why I can't do any video as I mentioned above. I checked out your demo though. Looked good. I liked the char of yourself.
As for a guide, I could use some suggestions on the item and equip logistics. If you have anything already made that is. I was going to work on equip tonight and see how far I could get before my brain melted... again.
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Post by Doan the Nado on Oct 26, 2007 11:08:48 GMT -5
I think you might be able to do party reordering in your own script. I personally did it by simply changing my Members1-4 variable to what the new value should be.
Actually, for another approach, you could make the whole thing simpler by just making 4 separate variables: Member1, Member2, Member3, Member4. Then you can follow the same approach I did above without all that / % stuff to derive the member numbers (you still need it for the VFX numbers, though).
Then, to do party reordering, you would first allow the user to make a selection by cycling around a screen (indicating their current position in some clear manner). That is, let's use tempVar9 as "position". Set position = 1 and flag firstSelected (some temp flag)=Off at the start, and know the total members in the party (I don't know if you'll need to keep track of it or if this is a system variable). Now, assuming your menu is arranged in one vertical row, if the user presses down:
position = position + 1 if position > total_members: position = 1 updateDisplay() <- some routine that indicates the player's position in the selection screen
For up presses:
position = position - 1 if position < 1: position = total_members updateDisplay()
And the selection script:
if firstSelected=Off: tempVariable1 = tempVariable9 (position) getMemberFromPosition() tempVariable7 = tempVariable9 <- saving position of first selection tempVariable8 = tempVariable0 <- member no. of first selection firstSelected=On force script end # this is the case where firstSelected=On tempVariable1 = tempVariable9 (position) getMemberFromPosition() tempVariable1 = tempVariable0 tempVariable2 = tempVariable9 setMember() tempVariable1 = tempVariable7 <- saved above - position of first tempVariable2 = tempVariable8 <- also saved above setMember() firstSelected=Off updateDisplay()
getMemberFromPosition():
sort tempVariable1: 1: tempVariable0 = Member1 to end 2: tempVariable0 = Member2 to end 3: tempVariable0 = Member3 to end default: tempVariable0 = Member4 to end
setMember():
sort tempVariable1: 1: Member1 = tempVariable2 to end 2: Member2 = tempVariable2 to end 3: Member3 = tempVariable2 to end default: Member4 = tempVariable2
When writing complex scripts, it's best to split them up as much as possible. One approach to doing this is to "pass variables in" to a script by putting them in tempVariables1-9 and then "returning values out" by putting the result in tempVariable0. So in this case, getMemberFromPosition is looking at one value (the value of position, passed into the function as tempVariable1) and putting the proper value (the member number of the person at that position) in tempVariable0. setMember() is looking at the first value passed in (position) and using it to determine which variable (which Member) to set to the second value passed in (the newly-moved member).
Anyways, I really probably got deeper than what you wanted, but that's some info on how I did what I did (or if I didn't do it that way, it's how I would do it now if I were to redo it).
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vashai
RPG Maker-in-Training
Posts: 8
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Post by vashai on Oct 26, 2007 14:41:48 GMT -5
Actually it makes me feel like I am on the right track with this stuff because you mentioned that the Member 1-4 Var could be split into four seperate Member Vars, and thats how I did mine. I wasn't planning on making my game with a party greater than 4 so I thought having the seperate party Vars would be useful in other scripts for stats, inventory, ect.
In reply to this: "Anyways, I really probably got deeper than what you wanted, but that's some info on how I did what I did (or if I didn't do it that way, it's how I would do it now if I were to redo it)."
Yeah, way over my head. I printed it so I could boggle over it later. Im sure I will be able to use the info eventually.
I am also using your CCS in my game an it has really helped to make my game more enjoyable, not only on it's own but to allow me to branch out with button control in general.
Im going to look at the menus more tonight after I get the clock/daynight/random weather generator together.
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kennyken
RPGM2 Helper
superboy teaser video is on youtube right now
Posts: 184
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Post by kennyken on Oct 28, 2007 6:59:46 GMT -5
I made a pretty snazzy menu using vfx and my own custom variables and calls for userbutton input like drew did, what doan is talking about makes my head spin. that crazy guy:)
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vashai
RPG Maker-in-Training
Posts: 8
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Post by vashai on Oct 29, 2007 8:03:53 GMT -5
Yeah, doan's stuff is a bit advanced for me. I want to work out the user button thing with my menus but I am still just working on making them work. Damn items are giving me fits. Anybody have any ideas?
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Post by Drew on Oct 29, 2007 11:13:31 GMT -5
You have done the Infinite Vehicle correct? If not you need to if you wanna have any button command besides [ ].
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vashai
RPG Maker-in-Training
Posts: 8
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Post by vashai on Oct 29, 2007 11:55:09 GMT -5
Ah, no. Not yet. I was planning on leaving my menu on [] so I didn't think it was something I needed. What I was talking about was using the var that stores the button press to allow my menus to pop as you scrolled down the list. Like the default menus do when you are selecting items and whatnot. As for button reassignment, I am curious how the infinite vehicle thing works for that.
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Post by Drew on Feb 26, 2008 1:27:08 GMT -5
What it does is put your character in a infinite vehicle, which lets you map any button on your controller, Nash would be able to explain this a whole lot better than I. Lemme see if I can find the thread. EDIT: found it Nash's Forced Vehicle Script
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