|
Post by Aaron on Oct 29, 2004 15:55:02 GMT -5
Hey guys, I have been working on my CBS for a couple days and I'm making great progress. I was just wondering how I give experience out side of using the DBS. I know it's probably something simple, but I can't figure the simple things out for a while.... just ask Doan about the CMS problem. I would appreciate any information that can point me in the right direction. Thanks,
|
|
|
Post by Doan the Nado on Oct 29, 2004 17:54:32 GMT -5
There are two ways you can give experience. Depending on the nature of your game, there may be one method that better suits your needs.
The first one is to change Var86: Member Number to the number of the member whose experience you want to change. Then, load member info. Write a new script, which you will call at this point, that uses the Data:Variable command to change experience to:
Var95: Experience = Experience + New Member Info: Save
The reason I say to write the above as a separate script is because you will have to call that script for each member in your party. Now, for the New variable, I would suggest basing that off the enemy information. You could have each enemy that your party defeats add to a variable, and then at the end of battle, your experience script will do the above. This is the most flexible and universally applicable method, and is the one I recommend.
The second method is to go to Members>Basic Info>Experience. Here, you can change a certain member's info however you want to. The only problem is that you would have to write a bunch of different ones like this for each member in your party, and then add 1 exp at a time for each point of experience you get, in a loop. I don't know if it's clear what I mean there, so I'll clarify. You would still have an experience accruing variable, and you would write a script that does this:
Repeat While TempVar0 < New Experience Member Info [Member] Exp +1 TempVar0 = TempVar0 + 1 End Repeat
You would have to do this for each member of your party. Let me know which method you want to use, and if you need a more in-depth explanation or an exact script, I can help you some more.
Good luck,
Doan the Nado
|
|
|
Post by Aaron on Oct 29, 2004 18:58:11 GMT -5
I was planning on using the first method, and tallying up all the Max HP of the monsters in battle. Then, taking a percentage of that number to be the Experience Points. So at the end of my battle script I would call four scripts I write that (basically) contain:
SB>Cond>[CharDead1Flag]= off (keeps dead characters from gaining Experience) Data>Var>[Member Number]= 0 + [Fixed] Data>Load Member Info. Data>Var> [Experience]= [Experience] + [whatever my var is] Member Info: Save SB Condition End Force Script End
I assume that the level up check script will reset the Exp Var to zero after a Level Up. Am I correct?
I appreciate your help,
|
|
|
Post by Doan the Nado on Oct 29, 2004 19:04:22 GMT -5
Your method looks like it will work just fine. Unfortunately, I'm not familiar with the Level Up script, since I don't plan on using the DBS either. You can probably take a look at the script yourself and see what's going on with it. You'll have to call it anyways, after your Exp Up script, for it to work, so it would be a good idea to see what exactly it does.
Glad I could help some,
Doan the Nado
|
|
|
Post by Aaron on Oct 29, 2004 19:41:30 GMT -5
Thanks for the push in the right direction, Doan. I am going to write the scripts and see how they work out for me. I also plan on studying all the preset Battle scripts to find out exactly what they do. It may make my CBS creation less painful for all of us....
|
|
|
Post by Doan the Nado on Oct 29, 2004 20:18:07 GMT -5
You are very welcome. That's why I help.
|
|
|
Post by Dungeon Warden on Oct 30, 2004 20:15:59 GMT -5
Actually, experience is cumulative in Dragon Warrior and the level up script reflexs this. The higher level you are, the more experience you need to go to the next level. ex. if you need 10 exp to go to 2nd level and need 30 exp to go to 3rd level, you need to gain 20 exp between 2nd and 3rd level to advance.
I have already fully studied the DBS scripts, so it you need any help understand them, let me know.
|
|
|
Post by Aaron on Oct 31, 2004 18:06:54 GMT -5
Well, I need some help with having enemies and characters taking turns. Can any one help me? I would appreciate it.
|
|
|
Post by Doan the Nado on Nov 1, 2004 4:33:02 GMT -5
It might be hard to get help with that area. I don't know that anyone here has actually done a full-scale CBS yet. I plan on working on one soon, but as of now, I haven't even really begun on it yet. The thing is, depending on your CBS, your flow of battle is going to vary. I plan on having an ATB system, with no turn-based attacking whatsoever. Since I have no idea what kind of attack system you'll be using, it'll be kind of hard for me to help you.
In addition, this is probably one of the toughest things about creating a CBS. The damage scripts and other things are challenging, no doubt, but the central part of your CBS will be flow of control and how your system handles the interaction between party and enemy. This will likely take a LOT of scripting (especially in the case of an ATB or real-time system) and will be the main distinguishing factor when comparing one CBS to another.
So I guess I'm trying to say that it is going to be hard to get a good answer to your question because no one (that I know of) has done it yet, and if someone is working on it, their method could potentially be quite hard to share due to its complexity. I hope you can get some help with this question, but I don't recommend holding your breath.
Unless you can hold it for a few months, when I will have made some progress,
Doan the Nado
|
|
|
Post by Aaron on Nov 1, 2004 9:04:51 GMT -5
I guess it's time for me to start thinking. Thanks for your input DW and Doan. I'll be debuting my demo as soon as my CBS is done. (Maybe a month?) So if I need any more help with any thing other than taking turns, I'll post in this thread. Thank guys,
|
|
|
Post by Doan the Nado on Nov 1, 2004 14:43:26 GMT -5
Good luck. I'm sure you can figure it out with a little trial-and-error, some hard work, and most of all, patience. I can't wait to see you demo.
|
|
|
Post by Dungeon Warden on Nov 1, 2004 16:36:18 GMT -5
One of the main reasons I modified the default battle system (DBS) is because it would be way too much work creating a new battle system and besides there is a lot to like about the DBS. The main problem I have with it (and Dragon Warrior in general) is the fact that you can't change tactics in the middle of battle. For instance, if you want to have all party members use there most powerful attacks to take out a powerful creature and the first or second character to attack does a critical and kills it, the last couple of characters will waste their attacks on lesser enemies. If you saw my video (or better played my demo), you will see that I changed the system so that each character waits until the last character is finished before taking his turn. That way you can use abilities as they are required. The DBS handles a lot of the micromanagement that you would have to program yourself when making your own battle system. Many of these programs are hidden and not written in script format. If you keep the battle system simple, you can find your own solutions to these tools, but it is a lot of work. I wish you both good luck. You'll need it.
|
|
|
Post by Aaron on Nov 1, 2004 17:16:19 GMT -5
sigh....*rubs the tears of frustration away* I am determined to get this task done. I am going to find a way to do this.....give me 2 days to figure out what to do. Two days. * at this time BG Music plays; it is "The Eye Of the Tiger" and I wrap my fists with tape and begin using my PS2 as a punching bag.* Thanks, EDIT: 11/4/04 I'm sorry, I was really drunk at the time the above post was written.....
|
|
|
Post by Aaron on Nov 6, 2004 17:22:30 GMT -5
Well, I'm back to the Experience problem..... I wrote the four scripts as described above. In my turn system script I have conditions that check if all the enemies are dead. If they are, The script should call them in sequential order and call the Level up script. The problem is that the first exp up script is the only one that is called. The first member is the only one that gains levels as well. If anyone needs a sample of the script, or needs further clarification, just ask. Thank you for your help,
AMP
|
|
|
Post by Doan the Nado on Nov 6, 2004 19:24:20 GMT -5
Yeah, I would definitely be more able to help if I saw exactly what scripts you were using. It's likely a case of a variable being reset before it should be, causing the others' scripts to not execute since the conditions are no longer met.
Edit - I notice there is a Force Script End in the script you wrote out above. What is that for, and is it still in your script? If so, that would definitely cause your script to end after the first person receives experience.
|
|
|
Post by Dungeon Warden on Nov 6, 2004 19:24:35 GMT -5
I see a force script end in your sample script above. Those are always dangerous to use if you're not careful. I suggest you avoid them in your script if possible. That could certainly prevent your script from continuing on to the next player/ enemy.
Otherwise, I would need to see more of your script to see what is going on for sure.
|
|
|
Post by Aaron on Nov 6, 2004 20:02:31 GMT -5
Well, DW here is the "Member 1 Exp up" script: SB>Cond>[CharDead1Flag]= off Data>Var>[Member Number]= 0 + [Fixed] Data>Load Member Info. Data>Var> [Experience]= [Experience] + [whatever my var is] Member Info: Save Text>Message> "Character gains " Text> Content>Var> {whatever my var is] Text>Message> "points of experience!" Script Call [Level Up] Force Script End (tried to remove this to solve, didn't work) SB Condition End Force Script End(tried to remove this to solve, didn't work) I tried to remove all the Force Script Ends to correct this problem, but it still continues to not work. I am getting pissed off pretty badly because no matter what I do, it is still f!@# up. Thanks for trying to help me, EDIT: Heheh, I looked at it a little while ago and saw my mistake. It's all good now.
|
|
|
Post by Doan the Nado on Nov 6, 2004 22:18:29 GMT -5
I'm glad you got it.
|
|
|
Post by Aaron on Nov 6, 2004 22:23:17 GMT -5
It's basically the story of my life....Something is messed up, I can't fix it, I get mad, and it's all because of me not paying attention.........
|
|
|
Post by Doan the Nado on Nov 6, 2004 22:27:17 GMT -5
I know I've had plenty of stupid little problems with scripts like that. One time, my VFX weren't displaying. I looked and looked through the scripts and couldn't find a problem, and it turned out that my event that displayed the VFX was simply rotated the wrong direction. Another time, I had a script problem with about 4 long scripts and I couldn't find where I had messed up. It turned out that I had one command line in there that I didn't find until I was typing up the entire script for vicious to help me find my error.
So I guess we all have little problems like that, and when you finally find the mistake, it usually just turns out to be something dumb.
|
|
Deleted
Deleted Member
Posts: 0
|
Post by Deleted on Nov 7, 2004 0:26:17 GMT -5
Same, fortunately not that big with me, but I do often make little stupid mistakes like forgeting to put a Direct Effect I just made on an item, then later seeing in Test Play the item "had no effect." I'm always like, "Arg!" and I know exactly what I did wrong and go fix it. Sometimes I do have longer ones like you guys. I fear when I'll do the 45 ending scenes. I might even need to make the player do stuff to keep it going since I can only use 10 call scripts before the script shuts off.
|
|
|
Post by Dungeon Warden on Nov 7, 2004 12:43:54 GMT -5
I somethimgs get annoyed when RPG Maker 2 won't do things the way I think they should work. I had a really hard time getting the Has Member flag to work. I think there is something wrong with it. After playing with it for hours, It suddenly occured to me that I could just turn on a flag when the member joined the party and turn it off when they left. Boy, did I feel stupit.
As for the 10 called script thing, you need to remember that RPG Maker 2 has to keep track of every called script so it can return to the original program when the script ends. The programers probably felt the more then 10 called scripts would slow down the scripts too much. This also limits how complex scripts can get. There are good and bad things about this limit, but it's better than being limited to two or three called scripts, so I wouldn't complain too much.
|
|
|
Post by Jugem on Nov 8, 2004 15:15:23 GMT -5
That's 10 nested called scripts though. I've never come close to using that many, so it's not like it's a huge problem (for me at least). So I guess we all have little problems like that, and when you finally find the mistake, it usually just turns out to be something dumb. "When you finally find the mistake"... some of us aren't that lucky. I swear, I've had some very weird stuff happen regarding events' coordinates. For example, I had an enemy move around randomly in a room, and displayed its coordinates every few frames. You'd be surprised how many times it's coordinates would be messed up. Its x and y coordinates would go something like (7,7), (7,8), (8,8), (8,14), (9,8), (9,9), (9,13), etc. I still have no idea what was up with that.
|
|
|
Post by Aaron on Nov 8, 2004 16:45:37 GMT -5
I get mad enough to fight someone when stuff in RPG Maker 2 doesn't work the way I think it should. I got mad the other night because my Battle turn script wasn't fully "revolving." I threw my PS2 controller at the TV and spit on it (the TV).....But I guess I do get a little crazy when I get angry.
Any way, Doan, can you help me with the Menu part of the CMS? I want to display items, the rest of the stats in another window, the equip option, reorder and a few other things. If you can I would greatly appreciate it.
|
|
|
Post by Doan the Nado on Nov 8, 2004 23:56:28 GMT -5
Now we're getting into the nitty-gritty of the menu system, and this is where I have reached the end of my progress. So far, all I have is the re-order scripts and a game options menu. Items and Equipment is something I'm not exactly looking forward to tackling because I know it is going to be a royal pain with some massive sort scripts. All I can really give you right now to help are the scripts to reorder your members. I wrote them to work with my 8 party member system, but I'm sure I could adapt them to work for the CMS system that I gave you (if you're using an up-to-4-members system). I'll get you the scripts sometime this week (hopefully), but it's going to take me a little while to type them out. I can also give you an idea of how I do my main CMS menu. The key thing is that everything happens from the Enter Menu script, so that the entire CMS is run from a single content script.
|
|