CajunGaijiin
RPG Making Novice
Little Mary Sunshine dead of drug overdose-more at 11....
Posts: 50
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Post by CajunGaijiin on Dec 12, 2007 2:39:53 GMT -5
Well, I've been working on my game for a couple months now and it's been challenging. I've done a pretty good job (I think) figuring things out, but my level of frustration has reached the point that I must vent. It's on this thread because I'm hoping someone can suggest some solutions to my frustration. I have been consistently amazed at the counterintuitive nature of this game. It almost seems as if the programmers went out of their way to ensure that to accomplish anything always involved the maximum pain in the ass backward ways of thinking imaginable. Indeed, faced with some of the glaring and obvious omissions extant within, I have seriously begun to question the sanity of the people involved in making RPGM2. To wit:
Bitch#1: The creator has NO control over the bag/item switch used to determine whether the (Use Item)command applies to the bag or the party. WHAT? Why the hell not? Was it inconceivable that we might need to switch that flag?
Bitch#2: In a related item:you can turn the item bag on, but not off again. Dumb. Because there's NO imaginable circumstance where a party might lose access to their bag? WTF?
Bitch#3: Why am I only able to turn 3D images along 2 axes?
Bitch#4: Why, when I have encounter areas with differing enemy units in the same map do they sometimes "bleed" into each other so I encounter specific units outside their assigned areas?
Bitch#5: Why can I not get a page turn in an event to execute unless I leave the fu**ing map and come back? Is there no way to get the page to turn RIGHT THEN. And while we're at it, how come my "auto" events almost NEVER work?
Bitch#6: Big one: How come simple events involving no flags, variables or inputs work only PART of the time? This especially makes no sense to me. For example: An invisible event that executes when moved over-the event moves over, up, and displays a simple (one element) VFX. The script is 6 lines-it should either work all the time, or not work at all. Not some of the time! It's maddening!!!!
Bitch#7: After a combat, only the main character in my party gets any experience. It doesn't matter what position they are in-no one gets the experience but them. What is up with this? Why is it even an option in this game? How can I fix it?
Bitch#8: Why isn't there a simple key option, or an execute condition "key" like in RPGM1? This is so basic a principle to any RPG that it staggers me that the game makers didn't include it. What the hell were they thinking? I seriously suspect lunacy or lots of drugs. I have crates scattered about the game that are sealed shut. I would like to require a specific PC to use a specific tool to open them. (Basically a key-the same principle, except instead of calling it a key, I call it a crowbar.) This should not, on the surface, be difficult to do, but it's implementation utterly eludes me. I tried using a custom start condition, that failed completely, and I can find nothing in either the script, item, direct effect or event databases that would seem to lend itself to this use? It ought to be simple-use a key, open a chest. What am I missing?
Well, that's my rant. Thanks for your patience(if you've made it this far) and if anyone has any solutions to some of my problems, I'd truly appreciate the advice. If not.......I may soon be as insane as the evil creators of RPGM2. (mwooohahahahahah!!!)
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Post by Dungeon Warden on Dec 12, 2007 12:38:33 GMT -5
Bitch#1: The creator has NO control over the bag/item switch used to determine whether the (Use Item)command applies to the bag or the party. WHAT? Why the hell not? Was it inconceivable that we might need to switch that flag? Reply 1: What flag? If you want to remove an item from the bag use Data: System: Confirm Party Item to make sure the party has the item and then use Party: possessions: Item (delete) to remove that item. Note that the command Data: Target: Item (use) is specifically designed to remove a item from an unknown target (this saves you having to find out who is using the item and removing it directly). There is no need for this command if you are removing an item from the bag. Bitch#2: In a related item:you can turn the item bag on, but not off again. Dumb. Because there's NO imaginable circumstance where a party might lose access to their bag? WTF? Reply 2: Even though you can't turn the bag off, you could prevent people from buying items and putting them in the bag. However, they could still use the build in menu to access the bag (unless you turn it off). It's a very bad idea to turn off the bag anyway. What if the player put something in the bag that he needed to continue the quest and then loses the bag? Once the bag is turned on, all unsellable and undiscardable items are put in the bag when a party member is removed from the party. There's no imaginable circumstance where a party would have to lose access to their bag in order to enjoy the game, so why make the player suffer? Bitch#3: Why am I only able to turn 3D images along 2 axes? Reply 3: I'm pretty sure everything can be turned in all three axes. Can you give an example where this is not possible? Bitch#4: Why, when I have encounter areas with differing enemy units in the same map do they sometimes "bleed" into each other so I encounter specific units outside their assigned areas? Reply 4: Have you tried making the encounter areas smaller so they don't overlap? The encounter map isn't perfect, but it should be possible to set where encounters will occur on outside maps. Dungeon maps don't allow you to set where encounters occur. Just set up your dungeon sections to include specific sets of enemies. Bitch#5: Why can I not get a page turn in an event to execute unless I leave the fu**ing map and come back? Is there no way to get the page to turn RIGHT THEN. And while we're at it, how come my "auto" events almost NEVER work? Reply 5: You don't need to leave the map, running any content script will do the trick. The best thing to do is to change what you want changed right in the script (ie if you what an event to disappear use the Temporary Removal command). The new page will be activated the next time the player returns to the map preventing the event from coming back. Auto events must be content scripts and thus will override any other scripts. There is rarely anytime you would need to use them, so I suspect you are trying to use the Auto event incorrectly and that's why it doesn't work for you. If you want something to happen as soon as the party enters a map, then use an Enter Map script. As long as you understand what commands are required in the enter map script, this is the best way to go. I often call the default enter Map script from my new enter map script to ensure the game runs properly. Bitch#6: Big one: How come simple events involving no flags, variables or inputs work only PART of the time? This especially makes no sense to me. For example: An invisible event that executes when moved over-the event moves over, up, and displays a simple (one element) VFX. The script is 6 lines-it should either work all the time, or not work at all. Not some of the time! It's maddening!!!! Reply 6: Beware using the equal condition on uneven ground. The fact that the event is moving is adding to the problem. Instead of moving the event, move the VFX. If the event must move, then make sure the area it will move around on is perfectly flat. When using dungeon blocks, the event must be level with the block it's on to work. Bitch#7: After a combat, only the main character in my party gets any experience. It doesn't matter what position they are in-no one gets the experience but them. What is up with this? Why is it even an option in this game? How can I fix it? Reply 7: There is no option to give only the main character experience. I can only assume that you created the main character using a default character and tried to create the other characters yourself. Always cut and paste the default character when creating new characters. There are several scripts that are needed to allow a character to get experience. One problem is that there are two scripts with the same name. This messes up everyone who tries to set up their own characters. Be safe; copy and paste. Bitch#8: Why isn't there a simple key option, or an execute condition "key" like in RPGM1? This is so basic a principle to any RPG that it staggers me that the game makers didn't include it. What the hell were they thinking? I seriously suspect lunacy or lots of drugs. I have crates scattered about the game that are sealed shut. I would like to require a specific PC to use a specific tool to open them. (Basically a key-the same principle, except instead of calling it a key, I call it a crowbar.) This should not, on the surface, be difficult to do, but it's implementation utterly eludes me. I tried using a custom start condition, that failed completely, and I can find nothing in either the script, item, direct effect or event databases that would seem to lend itself to this use? It ought to be simple-use a key, open a chest. What am I missing? Reply 8: I don't really understand why this is difficult. One of the event conditions is "has item _____", where you fill in the blank with the item required to activate that page. If the party leader has that item then the page should activate, allowing you to use a script to open the chest. You can use the Confirm Party Item and Confirm Member Item commands to check if the item is on a specific member (for example, if only one party member can use the crowbar) or in the bag. Game info: Load will tell you how many of a specific item the party has (use Var134: Item Number to specify the item first and use Var80: Total Items to get the total afterwards.) Confirm Member Item will turn on Flag 111: Has Item if the member is carrying the item (again, use Var134: Item Number to specify the item first). These variables and commands can also be used in answer to question 1.
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Post by BloodKnight on Dec 12, 2007 12:58:40 GMT -5
Hey DW, came to the rescue! Haven't used RPG Maker 2 in years unfortunately, what help I was. =p It's not exactly easy-as-pie to do everything you want, but I think they're all possible.
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CajunGaijiin
RPG Making Novice
Little Mary Sunshine dead of drug overdose-more at 11....
Posts: 50
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Post by CajunGaijiin on Dec 19, 2007 12:02:59 GMT -5
Thanks for the assist! Looking over this thread I realize just how bitchy it really sounds. Though I called it bitchfest, I was kinda trying to be humorous. Sorry. I was tired, it was late, and obviously I was frustrated. I'm really not as big an a**hole as this thread makes me seem.
"Reply 1: What flag? "
I believe the switch I'm referring to is 71-Bag/Shop switch. This determines whether an item sold/purchased at a shop goes into/comes out of the bag or from a member. No matter. The alternates you suggested work better anyway.
"Reply 2: It's a very bad idea to turn off the bag anyway. What if the player put something in the bag that he needed to continue the quest and then loses the bag? There's no imaginable circumstance where a party would have to lose access to their bag in order to enjoy the game, so why make the player suffer? "
Actually, I wanted the bag to be stolen, and the PCs would have to go defeat the thief and get it back, but since I can't, I can't. I had specifically set it up so no items necessary to recovering the bag would be found before the bag was stolen. Just have to do something else, I guess.
"Reply 3: I'm pretty sure everything can be turned in all three axes. Can you give an example where this is not possible?"
Two examples come to mind. The first is a slanted ladder created in the building editor using 45 degree invisible blocks that have the ladder 'secondary' pattern laid over the slanting surface. In order to facilitate a '3D' look, I put one of the wedge shaped wooden panels on either side. Because of the shape of the block, only the bottom 45 degree angle shows, thus creating 'sides' to the ladder. All well and good, so far. The problem comes in when I put several of these blocks together to create an extended ladder. Where the blocks meet, there are small wedge shaped gaps. The solution is to use one of the very small 'corners' on a block below the wedges to fill in the gaps, which works fine, but only on one side. If you notice, all 3 of these small wedges are initially located on the upper left hand side of the block. For this to work on the other side, I need to position it on the upper right side and I cannot seem to find a way to do this. I can rotate the block 90 degrees along the vertical axis, or I can 'flip' the block(rotating it 180 degrees along a horizontal axis). In order to get this wedge where I need it, I need to 'flip' it 90 degrees, not 180, and I can't seem to find a way to do it. Am I missing something?
The second example is in the Object Models. I wanted to be able to open a crate by the simple expedient of a color change. The crate graphic can has two color 'areas'-one covers four sides-the top, bottom, and two sides. The other changes the other two sides. The goal was to turn the '2 sides' black, and have one black side up. That way, the bottom side would be hidden and 'voila', an open crate. The problem, as before, is that while I can 'rotate' it along the V. axis, or 'flip' it along one H. axis, I can't seem to flip it along the H. axis needed to bring one of the appropriate sides to the top. Any ideas would be greatly appreciated.
"Reply 4: Have you tried making the encounter areas smaller so they don't overlap?"
I tried that when I read your reply. Didn't work. It's rare, but every so often, a monster appears outside it's zone. I freely admit I'm baffled on this one.
"Reply 5: You don't need to leave the map, running any content script will do the trick. The best thing to do is to change what you want changed right in the script (ie if you what an event to disappear use the Temporary Removal command). The new page will be activated the next time the player returns to the map preventing the event from coming back."
Yep. That worked like a charm. Thanks.
"If you want something to happen as soon as the party enters a map, then use an Enter Map script. "
The problem is, I want scripts with text messages to run as soon as they enter the map. You can't do this with 'Entry Scripts'. Any ideas?
"Reply 6: Beware using the equal condition on uneven ground. "
That was the problem. I solved it by by adding an invisible object to the event, and switching it to 'Touch.' Thanks again.
"Reply 7: There is no option to give only the main character experience. I can only assume that you created the main character using a default character and tried to create the other characters yourself. "
Right again (of course). Since I have over thirty characters in this game, I found it easier to just learn the appropriate scripts by studying the 'main PC' and put them in rather than recreating all the PCs from scratch. Either way, problem solved. Thank you, thank you, thank you.
"Reply 8: One of the event conditions is "has item _____", where you fill in the blank with the item required to activate that page. [/quote]"
I would like to set up a situation where it is the actual Use of the object that triggers the event, not just having it in their possession. This is for 'puzzle' type events where an unknown object is needed to open a door, chest, etc. Is there a way to do this?
"If the party leader has that item then the page should activate, allowing you to use a script to open the chest."
What if it isn't the party leader who has the item?
One other problem has cropped up since I posted this thread. I have a number of custom commands that are very important to the concept of the game. Though I have a total of six custom commands, in play, only the top four commands show up on the User:Custom menu. How can I change this so all six commands show up?
Thanks again for the help. I realize this board is coming to an end, but I am really glad it's still here. I don't know what I would do without some of the advice on this site. Trust me to join the party late. Alas. Peace.
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Post by Dungeon Warden on Dec 19, 2007 16:42:04 GMT -5
3. I was afraid that was the problem. What you have to do is use the Lay Down command. I had this problem when I wanted a character to hold a sword in the air. The only solution was to turn, rotate and 'lay down' the object until it was turned the right way. I sure the same process will work with any object like the crate. The ladder might be tricker, but you can place objects inside objects so there might be a way to do it by having the blocks you want to turn separate from the ladder object and using scripting to fit the blocks in place.
4. The preset map has three zones (one water, and two land. One half of the land has encounters and the other doesn't. While I was testing the game, I would often use the preset map and I don't remember ever encountering any enemies where they shouldn't be. This is a real stumper of a puzzle.
5. You can use any command in an enter map script you can use in a content script, which includes text. What you need to do is use the Screen: color command to set the color to 100% transparent when you want to see text and set it back to 0% transparent when you want the screen black again. You can just copy and paste the commands from the enter map script to save time.
8. I made it very clear in the last post about what to do if the leader doesn't have the item; however, it is a different matter if you want to use an item to interact with a puzzle.
If you plan to have several objects that are needed to interact with items then the best thing to do is set up each object so that then it is used (i.e. in the use item's success event), have a flag turn on. Then have the event check for that flag when the player tries to open the crate (or whatever). The tricky part is you need to create a custom condition and put it on the main character so the flag will turn off if the character moves away. This prevents the character using the crowbar one place and opening the crate someplace else.
I much better but much more complicated solution is to check the map, location, and direction the player is standing when the character uses the crowbar. If they are standing in front of a chest (predetermined when you place it), then the crowbar will open it. Although this method is more user friendly, it is much more of a hassle for you since you need to update the use item script every time you place a new crate. You'll also have to make sure the party can only interact with the crate from one direction or else you'll need a new check for each direction the party can face the crate.
Another solution is to place an equal event in front of the crate (make sure the event is on a flat area). Now when the player walks up to the crate the invisible event will turn on a flag. You will need to place equal events around this event to turn off the flag again. Now when the player uses the crowbar, check if the flag is on, if it is then the use item success script can run and state that the crowbar was used successfully. You might want to use a variable as well as a flag so that you can keep track of which crates have been opened (unless the contents are random).
Extra question: I was pretty sure you could have 10 custom menus. Did you give your menus names? You might need to go into General Settings and give names of the menus in order for then to show up.
I've only added two custom menus so I've never encountered this problem, but you do have ten slots you can use so there must be a way to access them. Check the general settings ADV tab and see if you can't find something there.
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