CUSTOM MUSIC AND EVENT SPAWNERS? RPGMAKER2003

Posts

Pages: 1
So I had another thread with another problem but I didn't want to put so much irrelevant stuff in it, so I put these two things that have nothing to do with font problems here.

Custom Music: I actually got the music and imported it, and apparently got it into the game (got quite a few), but I heard nothing, only the default music. What happened?

Event Spawners: What I mean by this is, a thingie where people just pop out of, infinitely. As mentioned in my other thread, if I made two castles with knights coming out of both and fighting each other. Is this possible?
Event spawners like you're talking about are not possible in rpgmaker 2003.

Music needs to be set in the map properties, or changed via an event.
author=narcodis
Event spawners like you're talking about are not possible in rpgmaker 2003.

Music needs to be set in the map properties, or changed via an event.


Actually, they are. It just requires more programming than its worth. It'd be like;

-Making the map bigger than it already is and place a massive amount of events with knights as their graphics in a hid and hard to see location.

-Common Event which calls the knights.

-Variable which randomly is set to a number which defines which colour or type of knight is to about to spawn

-Variable which holds the timer in which they come out. For example you can have a variable which holds time for seconds. Set it so that from anywhere from 30 - 50 seconds, another variable is activated which tells the game for a knight to come out.

Again, it is possible, but it probably takes a lot more to make than it's worth.
Event spawning might be possible using DynRPG if you are willing to program in C++...

I would reccommend using RPG Maker XP if you want to do this (then you will need to program in Ruby however).

There really should be an event command for event spawning!
author=Essenceblade
author=narcodis
Event spawners like you're talking about are not possible in rpgmaker 2003.

Music needs to be set in the map properties, or changed via an event.
Actually, they are. It just requires more programming than its worth. It'd be like;

-Making the map bigger than it already is and place a massive amount of events with knights as their graphics in a hid and hard to see location.

-Common Event which calls the knights.

-Variable which randomly is set to a number which defines which colour or type of knight is to about to spawn

-Variable which holds the timer in which they come out. For example you can have a variable which holds time for seconds. Set it so that from anywhere from 30 - 50 seconds, another variable is activated which tells the game for a knight to come out.

Again, it is possible, but it probably takes a lot more to make than it's worth.

I'm definitely going to save this, I can't miss out on making this.

I'll come back tomorrow, or a few days, to tell you how I'm doing with this.

And about the music, I tried to listen to the tracks on the music player thingie, I couldn't hear anything. When I entered a map which I set the music setting for it, I heard nothing, when I entered a shop (the shops have their own music too), I heard nothing. I set the music yes, with the event for the shops, and the map settings for bgm.

EDIT: Wait up, why would I need to create a large amount of knights if infinite knights appear anyways? Would it be that every spawned knight would actually... how would the knights die anyways? Do they have a timer? or is there something else that I can do which makes them disappear when they touch a knight of the other type? I was thinking the spawned knights would replace the ones that died but then I would have to know how they would ever die. If they don't die, the map will overflow with armed steel piles.
Exactly, replacing spawned knights with generated randomly ones is the only thing impossible in RPG Maker 2003. Unless you use pictures, which I'm SURE you would very well know to avoid. It can't actually spawn an event out of no where. So to get around that, you need to "recycle" the events to counter masses upon masses of separate events and lag. 20 events of knights which die and then respawn is a perfect amount to simulate a battle with a large group for example. Having 10 - 14 on the field fighting against the others is enough to simulate a large battle field.

The way to define how they would die, I guess is to make a variable which is set to both of those knights. So 20 v 20 knights = 20 seperate variables.

Upon two events being touched, you would have these events call a common event which sets a "timer" on that variable which you called through events. You would then have that variable constantly being like this.


Label 1
Set VAR:(0000:Knightcombat) equal to: Random Number Between 4 - 9.
Wait 2 Seconds
Branch If VAR:(0000:Knightcombat) is 8
<>>>You could then add your own death sequence with a respawn here.<<
: Else Handler
<>Jump to Label 1
: End
<>

Basically, that is like a clock timer between the knights in combat. It will keep setting itself to a random number until it reaches 8. If not, it will wait 2 seconds then try again until it gets it. Think of it as if two knights were fighting each other until death. The event I just explained simulates them fighting till one dies.

Once the event is triggered you would simply set another variable to both the knights, and set it between the random numbers 1 and 2. If its 1, Knight I dies and respawns. If its 2, Knight II dies and respawns. While the other joins in another or something.

Again I'm just throwing ideas out there. It certainly is possible. I guarantee you that. But the amount of coding for that one battle is going to cost you at least 90% of your braincell count. I've never seen it in RPG Maker as a result of this. You'd be the first, and I'm sure you'd get highly appraised for pulling it off.
author=Essenceblade
You'd be the first, and I'm sure you'd get highly appraised for pulling it off.

Meh, too bad my game really doesn't have a story or anything interesting, just walk around killing monsters that get stronger the deeper you are. (My game currently has only two bosses and a bonus map, and three sets of special equipment.) I'm not sure how I would implement this awesomeness into the game, or why I would do so anyways.

author=Essenceblade
Basically, that is like a clock timer between the knights in combat. It will keep setting itself to a random number until it reaches 8. If not, it will wait 2 seconds then try again until it gets it. Think of it as if two knights were fighting each other until death. The event I just explained simulates them fighting till one dies.

That would mean that the "death" will always be by chance, no health to it? Not that I care if health isn't involved.

author=Essenceblade
While the other joins in another or something.

By another you mean when the knight respawns then they fight again? If there is a variable that is specifically set to only two knights, I don't think I can make the knights switch targets unless there was a way to reset the variable to be associated with the living knight and another knight whom is set to nobody else, or the nearest enemy if the former isn't currently available.

author=Essenceblade
But the amount of coding for that one battle is going to cost you at least 90% of your braincell count.

But it's possible, that's all I care about. (unless I find this much too difficult, then I would most certainly give up)

author=Essenceblade
Upon two events being touched, you would have these events call a common event...

And how would they ever even make contact? And if they ever do by some miracle, how would I make them call the common event under the condition that they made contact at that moment only?
author=Col_izual_Zephyr
That would mean that the "death" will always be by chance, no health to it? Not that I care if health isn't involved.


Yep. Adding separate HP variables would take way longer. Let alone one event, there's two, and ontop of that, there's 20 others. A timed decider is better than a variable which is held for attack damage, HP and miss chances.

author=Col_izual_Zephyr
By another you mean when the knight respawns then they fight again? If there is a variable that is specifically set to only two knights, I don't think I can make the knights switch targets unless there was a way to reset the variable to be associated with the living knight and another knight whom is set to nobody else, or the nearest enemy if the former isn't currently available.


Again, another batch of long coding, you need to set variables equal to a knights co-ordinates. I guess you could turn on a switch which is called "Passive" which means any knight touched while this switch is on engages battle with another.

author=Col_izual_Zephyr
But it's possible, that's all I care about. (unless I find this much too difficult, then I would most certainly give up)


Possible, extremely difficult, those are the two roads. The difficulty isn't making all the coding, it's always stringing it together so that it works properly.

author=Col_Izual_Zephyr
And how would they ever even make contact? And if they ever do by some miracle, how would I make them call the common event under the condition that they made contact at that moment only?


Co-ordinate variables. You would set 1 "Moving" Variable to One, and Another "Moving" Variable to another you then need to put a conditional branch which checks if they can't move any more. This is the one thing that I wouldn't know how to do via simple coding. I guess you would have to use some sort of path finder. (I would recommend the pathfinder patch from DynRPG).
dragonheartman
Developer, Starless Umbra / Heroes of Umbra
2966
author=Essenceblade
Again I'm just throwing ideas out there. It certainly is possible. I guarantee you that. But the amount of coding for that one battle is going to cost you at least 90% of your braincell count. I've never seen it in RPG Maker as a result of this. You'd be the first, and I'm sure you'd get highly appraised for pulling it off.

I've done an event "spawner" for my footprint system in Starless Umbra. It's set up in such a way that you only make one event call to spawn a new footprint. Obviously it's limited by the number of events you place in the first place, but each event has its own set of local data so you don't need a bazillion branches.

It was a bit complicated, and it probably wasn't worth the effort, but if I need more footprints I can copy and paste the footprint event and everything just works. It's the closest to object-oriented design that I've gotten in 2k3. ;)

For your situation it's best to track a fixed number of events and just reuse the ones that are defeated/cleared out. Start small and build from there!
author=Essenceblade
Co-ordinate variables. You would set 1 "Moving" Variable to One, and Another "Moving" Variable to another you then need to put a conditional branch which checks if they can't move any more. This is the one thing that I wouldn't know how to do via simple coding. I guess you would have to use some sort of path finder. (I would recommend the pathfinder patch from DynRPG).

Okay, co-ordinate variables, All I see is to set the variable to the X co-ordinate or the Y co-ordinate of the event, so I guess that isn't how it works?

So I guess I can't do that or the moving variables unless I had this pathfinder you're talking about?

author=Essenceblade
you need to set variables equal to a knights co-ordinates.

If the co-ordinates were 009,007 would I put 97 or 009007 or something like that? (not likely)

author=narcodis
Music needs to be set in the map properties, or changed via an event.

Anymore help regarding this?
Pages: 1