dk6025
RPG Maker-in-Training
Posts: 11
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Post by dk6025 on Apr 1, 2009 1:25:55 GMT -5
I had a similar problem with my game. In a dungeon, I had invisible bridges that could only be crossed by utilizing a "Float Ring" item. I set the bridges as 2 page events, one with no model and another with an invisible block and set the 2nd page condition as a flag. When I used the item, the page wouldn't flip until I activated another content script or opened the debug menu. I was confused because in another dungeon, I had a similar scenario, except the flag was triggered by a switch event.
For some reason, page flips only occur after content scripts activated by an event. You might be better off not using pages, but rather conditions in the event's action script. Try something like this in the movement slot of your "evil bad things" event.
Evil Script Move: To leader(or whatever was set before) Repeat: Flag[Firework]=Off SB:End Move: Leave leader
This should eliminate the need for a second event page and save a little memory. Basically what it does is make the event move towards the party as long as the flag is off by repeating a blank line of script, then when the flag turns on, the second movement command is executed.
Also, only events that are placed on the map can be duplicated. That might be why it doesn't show up. If you do have the event placed, keep in mind that the coordinates of the duplicate are relative to the event, not the party.
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dk6025
RPG Maker-in-Training
Posts: 11
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Post by dk6025 on Mar 30, 2009 23:01:29 GMT -5
Make sure the script you are trying to run is in a direct effect attached to the item.
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dk6025
RPG Maker-in-Training
Posts: 11
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Post by dk6025 on Feb 22, 2009 1:23:45 GMT -5
Setting a teleport location would make it appear on the map. Make a script that checks either a flag or variable for when a mission starts that A: erases teleport locations and B: Sets a new location based on the mission at hand.
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dk6025
RPG Maker-in-Training
Posts: 11
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Post by dk6025 on Oct 18, 2008 23:43:56 GMT -5
In the direct effects I tried to switch one of the directs that causes death. When I play tested it, I got it to cause physical damage, and then it said Dwarf was performed instead of Sacred Palm. I had the same kind of problem with my attack message. I used the called scripts that display instigator and target names. It was supposed to read "Hero attacks Monster" but would sometimes be "Monster attacks Monster" or "Monster attacks Hero". After agonizing over the scripts, I finally fixed it by moving the message to the directing script(where the VFX are displayed). As for the Death not being applied, try setting the direct effect to "Other" as opposed to "Offense". I accidentally changed the preset revive DFX to "Defense"(the help said it didn't matter, it would just change the menu it was in) and running a test, it wouldn't revive the character. I pored over the scripts and loaded a new game on beginner to compare, and the only difference was the type.
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dk6025
RPG Maker-in-Training
Posts: 11
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Post by dk6025 on Oct 10, 2008 19:51:33 GMT -5
I was going to set it up in script condition branch that would require to have the correct member to be the leader. A good way to accomplish this is to sort by input:leader name. Example: Sort By:Input:Leader Name Apply If: Po Call[Search Script] SB:To End Script Branch End Using Sort instead of Condition saves a little memory. It could be used to talk to animals or monks by setting appropriate responses for each character, as well.
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dk6025
RPG Maker-in-Training
Posts: 11
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Post by dk6025 on Oct 8, 2008 22:41:43 GMT -5
How would I go about that? I haven't really played around with teh user menu. That is the one you can use to select items to heal your party, right? In the X menu under Setup(where you can change reorder, change text speed, audio settings, etc.), the first item on the list is user. In Game Settings: Advanced, you can set system events as menu items. I use it to call up the save menu and other stuff.
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dk6025
RPG Maker-in-Training
Posts: 11
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Post by dk6025 on Oct 3, 2008 17:08:49 GMT -5
Remember that you can rename all the types of equipment, so "Shield" can become "Accessory" and "Accessory" can become "Orb." (or something like that) Are you planning to do it like Suikoden/FF7/Saiyuki where the magic is temporary or like FF6 where they can permanently learn the spells? I'm just curious. I like both ways. With that being said, I like the plot premise, characters, and especially gameplay ideas. Were the Suikodens, by chance, an influence? And, perhaps Dragon Quest 8? I've already renamed the shield and accessory slots as Relic and Orb. Basically, by equipping an orb, class is changed and magic is learned by leveling up the particular class. The inspiration was the Espers and Magicite shards in FF6, so spells are permanent. Dragon Quest 8 was an influence, as well as early Final Fantasies. Unfortunately, I haven't played any Suikodens.
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dk6025
RPG Maker-in-Training
Posts: 11
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Post by dk6025 on Oct 3, 2008 1:18:39 GMT -5
I've resolved to get serious about my game, so I might as well share what I have so far:
Story: The bordering nations of Hyradia and Gnoth were once locked in battle over the disputed Raknar region, due to the high deposits of precious ores found in the mountains there. The Hyradian king fell in battle, leaving his eldest son, Jorah, to rule the nation. Wise beyond his years, the young ruler brokered a peace accord with the Gnothan king, Heimdenn. It was decided that the Ghothans would have rights to mine the region, provided the Hyradians are allowed to tax imports of the ore traded between nations. The peace held, though many citizens of both countries remained wary, unable to forget the bloodshed.
Seventeen years later, Faelon Rauve was celebrating his eighteenth birthday. His father, a former Hyradian soldier, sends him off to Migall, capital of Hyradia, to serve as a royal guard. Before he leaves, Faelon finds a strange turtle that follows him. While saying his goodbyes, Rhendl Gallin, a local magician, feels a weird connection to the turtle. The amphibian stays with her while Faelon proceeds to Migall to fulfill his duties to the crown.
After training, Faelon is given the night post at Migall Castle, guarding the king's quarters. After dozing off, he is awakened suddenly by a clamor emanating from the king's room. He barges in to find the king severely wounded and his assailant beating a hasty retreat. With the king nearly dead, his top advisor is given temporary rule over Hyradia. Faelon is found responsible for the assassination attempt, and is given the task of hunting down the king's attacker.
Along the way, Faelon is accosted by bandits, and is saved buy a mysterious swordsman. He soon learns that this man, Kyogi Shozen, is after the same man. Kyogi tells of his homeland, Xinxyu, being suddenly and inexplicably attacked by the nation of Mordia, lead by a powerful ninja. The samurai of Xinxyu, including Kyogi's father, were overrun and wiped out in one day. The survivors fled to the mountains, and Kyogi pursued his father's murderer.
Now Faelon and Kyogi join together to find this killer, and along the way meet interesting people, and attempt to unravel the mystery of the ninja, the turtle, and who's really manipulating the affairs of the world.
Playable Characters:
Faelon Rauve Sex:Male Nationality:Hyradian Weapons: Swords Background: Son of a simple farmer from Mynh Village. His father served in the Raknar war, and believes strongly in honor and duty. Faelon admires him and strives to follow in his footsteps.
Kyogi Shozen Sex:Male Nationality:Xinxyan Weapons:Katanas,Throwing weapons Background: Last of the Xinxyu samurai, Kyogi is headstrong and at times dangerously reckless. He does not fear bodily harm and is determined to avenge his people.
Rhendl Gallin Sex:Female Nationality:Vareliean(Living in Hyradia) Weapons:Staves,Rods Background: Rhendl is an intellegent student of nature and magic. She lives on the outskirts of Mynh Village and is a close friend of the Rauve family. She is often hotheaded with a short fuse.
Clera Allma Sex:Female Nationality:Hyradian Weapons:Whips,Bows Background: Clera lives in Lathian Abbey, serving as a personal attendant to Aelyn, princess of Hyradia. She is caring and soft-spoken, but retains a yearning to see the world outside the abbey she has lived in her whole life.
Tor'kel Sex:Male Nationality:Gnothan Weapons:Axes,Clubs,Hammers Background: A veteran of the war, Tor'kel now lives the life of a miner in the Raknar Mountains. He is physically strong, but shy and meek. He is burdened everyday by the lives he took all those years ago.
Celfina Garant Sex:Female Nationality:Gnothan Weapons:Daggers,Boomerangs Background: Sister of Jeid, leader of the thieve's guild. She is mischevious and is constantly joking, even in the worst times. She is highly regarded in the guild, but was passed over for the leadership position because she is a woman. She resents her fellow thieves because of this.
Jadis Ruenel Sex:Male Nationality:Mordian Weapons:Claws(Unarmed) Background: A skilled tracker and hunter, Jadis was cursed with lycanthropy. He has since searched the corners of the world looking for a cure. He is very confident, but often forgets about his affliction, especially around the fairer sex.
Laenna Stormare Sex:Female Nationality:Hyradian Weapons:Spears,Lances Background: Laenna's husband was Lord of the Rendurin province of Hyradia. He was slain in battle during the war. Laenna did not grieve, but instead donned her husbands armor and lance, and led his troops to drive out the invading Gnothans. She has since ruled the province and is regarded as a fair and just govenor. She still carries a strong hatred of Gnothans.
Planned Features: Every character has their own skill set, appropriate to their weapons and lot in life. For example, Jadis will be able to study monsters and learn new skills, Celfina can steal, etc.
Magic will be similar to FF6, as in an "Orb" item will change classes when equipped. Some basic and intermediate "orbs" will be commonplace and sold in shops, while more powerful ones will be more rare. At level up, certain orbs will provide stat boosts in addition to regular stat growth.
At a certain point in the story, a headquarters will be established. From here you can change party members, etc.
The party will meet an alchemist who can combine certain items together. He will move to the headquarters when the time comes.
At the moment, I'm working on making a small overworld map, with many expansive "points of interest" such as; a desert, a poisonous marsh, a haunted forest, the Raknar mines, a black chasm, catacombs, and many more. Mostly Map Editor caves and whatnot(I'm only using the dungeon editor for building interiors).
That's about it. I hope to have a demo ready soon. I'd appreciate any feedback or ideas any of you might have. Thanks in advance!
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dk6025
RPG Maker-in-Training
Posts: 11
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Post by dk6025 on Oct 2, 2008 23:53:24 GMT -5
Hi Everybody! My real name is Ben Borchers. I live in Cherokee, Iowa and I was born in 1980(I know, I'm old...). I own all 3 console RPG makers, but I prefer the freedom and creativity of #2. My interests include; music(both listening and composing/recording), horror films and RPG's of course.
My current RM2 project is called "Tales Of Runesol". I've been working on it sporadically since early 2007, though more recently as of late. I've learned a lot about the possibilities of the software since discovering this community and hope to be a helpful contributor.
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dk6025
RPG Maker-in-Training
Posts: 11
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Post by dk6025 on Oct 2, 2008 23:39:52 GMT -5
Great progress so far. Keep up the good work!
Some benefits of changing the fade-in to an action script are; VFX set on events won't be delayed, weather and day times will be present automatically, any changes to size or color of events will look natural, and wandering events will already be moving after you warp.
I'm only using my square button for the world map at the moment. The Help feature or called vehicles might be better suited to the user menu(as this will save the memory from a multiple choice script).
I would be very interested in a character creation tutorial. My characters could use a bit more depth, and I'll take all the help I can get.
Anyway, good job and best of luck!
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dk6025
RPG Maker-in-Training
Posts: 11
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Post by dk6025 on Sept 9, 2008 0:37:35 GMT -5
Hi! :)I'm DK6025. I've been at the pav for awhile, but I think I may have earned my place here among RM2's best and brightest. Inspired by Raithwall, I came up with a way to minimize Enemy Units as well as Unit Placement. Essentially, it works by having one enemy call others based on Map number. Here are the specifics;
Step 1: Create an enemy from scratch(don't copy and paste, it will only need one directing command)we'll call him "Sorter". Set it's action status to Death(This clears it from battle once it's task is complete). Then create an Enemy Movement from scratch. Lastly, create a unit comprised of one "Sorter".
Step 2: Make the following short script: Random Var.0?3 Data:Variable:Temp Var.8=0?3//This can be set to the total amount of enemies per map.
Next, make this script to sort the enemies by Map#: Enemy Sort 2 Script Branch:Sort:Variable[Map Number] Apply If:0//Or whatever Map# you choose. Call[Random Var.0?3] Sort:Temp Var.8 Apply If:0 Enable Call Enemy[Goblin] Call Enemy[Goblin] To End Apply If:1 Enable Call[Dragon] Call[Dragon] To End (Repeat for all enemies in the area) Script Branch:End To End Script Branch:End
Next make this script to tie it all together: Enemy Sort 1 Data:Variable:Temp Var.9=3 SB:Repeat:Temp Var.9 N= 0 Call[Enemy Sort 2] Data:Variable:Temp Var.9=Temp Var.9 -1 Wait 7F SB:End Apply Together Camera:Veiwpoint Target Color:Black,Black,Black,Black, Trans.100% 30F Apply In Order
Step 3: Create a sytem event for Enemy Sort 1. Place this event in "Sorter"'s Enemy Appear slot. Then, in the Battle Opening script, remove the Color:B,B,B,B,T100% 30F command(This is replaced at the end of Enemy Sort 1). Modify the common Enemy Appear script with these commands(Optional, but a maximum of 3 enemies can be called, this will add more randomly for a max of 5 depending on size);
Call[Random Var.0?3] SB:Condition:Temp Var.8<1 Enable Call Same Enemy Call Same Enemy
Make one Unit placement for Dungeons and another for World Map. Make seperate Units and "Sorters" For Land, Sea, Air, and any other specific Units you want to place. This should greatly reduce the number of enemy units made, and add some randomness to dungeons.
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