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TRIHAN'S OFFICIAL SUPPORT TOPIC OF ALL THINGS RM

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Trihan
"It's more like a big ball of wibbly wobbly...timey wimey...stuff."
3359
In an effort to make it easier for people to get the help they need and make sure their posts are seen by at least one person (me) I thought I'd post this as an open invitation to the community to "ask me anything!"

I've been around the block a bit in rm2k, 2k3, XP, VX and VX Ace, and am well-versed in eventing, event workarounds, tips, tricks, and RGSS/RGSS2/RGSS3, so more or less anything you need to do I can help with if it's possible.

Not that I know everything, mind you, but even if I can't help I'm sure someone else will step in.

So if anyone has a question or something they can't quite figure out, ask away! I'll check this topic daily assuming anyone has a use for it. ^_^
author=Trihan
In an effort to make it easier for people to get the help they need and make sure their posts are seen by at least one person (me) I thought I'd post this as an open invitation to the community to "ask me anything!"

I've been around the block a bit in rm2k, 2k3, XP, VX and VX Ace, and am well-versed in eventing, event workarounds, tips, tricks, and RGSS/RGSS2/RGSS3, so more or less anything you need to do I can help with if it's possible.

Not that I know everything, mind you, but even if I can't help I'm sure someone else will step in.

So if anyone has a question or something they can't quite figure out, ask away! I'll check this topic daily assuming anyone has a use for it. ^_^


Thank you for this. Like my title says I am a RPG XP/VXAce Newbie in Training and will probably be pelting you with all sorts of silly questions as I gently feel my way around these Makers. I hope that you can have patience with me in this. :)
Trihan
"It's more like a big ball of wibbly wobbly...timey wimey...stuff."
3359
There's no such thing as a silly question; it's only easy if you know the answer. Pelt away! :)
Hi! I expected this topic to be more active... I'll contribute.

Is the following code correct? It attempts to take a marker inside of a string and substitute a player-entered name for it.


@text_string.gsub!(/%custom_name2%/, "#{$player_custom_name2}")


And another question... Do global variables like, say, $my_variable get saved into a save file along with the $game_variables[x] series of variables? If not, how might I manipulate those Marshal.save or Marshal.load commands to save them?
Trihan
"It's more like a big ball of wibbly wobbly...timey wimey...stuff."
3359
I'm going to assume this is for VX Ace, Zach; let me know if you're using something else.

Your regex is correct; it will replace any occurrence of "%custom_name2%" in the string with the value of the $player_custom_name2 variable. I tested this using the following:

class Game_Interpreter
def test_string
$player_custom_name2 = "Zachary_Braun"
@test_string = "This is a %custom_name2% test."
p @test_string.gsub!(/%custom_name2%/, "#{$player_custom_name2}")
end
end

Calling "test_string" from an event resulted in "This is a Zachary_Braun test."

Global variables you have created do not, by default, get saved into a save file. However, all you have to do is add your variable into make_save_contents and extract_save_contents in DataManager. In your example, the following would work (add them at the end, but before the "contents" line in make_save_contents):

make_save_contents :-
contents[:names] = $player_custom_name2

extract_save_contents :-
$player_custom_name2 = contents[:names]

This will save your global variable when the game is saved, and retrieve its value when the game is loaded. However, if you're going to have multiple custom names I would make a $data_names variable instead and use it to store an array of the names the player will enter. You can then use $data_names instead of $player_custom_name2, and will only have to save one global variable instead of several.
Thanks again! You're a pro. Maybe you should be part of the official staff over at rpgmakerweb.
Trihan
"It's more like a big ball of wibbly wobbly...timey wimey...stuff."
3359
Glad I could help! It's flattering that you think that, but I don't know if they would agree. ^_^
Trihan
"It's more like a big ball of wibbly wobbly...timey wimey...stuff."
3359
Bumping this to keep it on page 1.
Here's a question for you, which I'm curious if it's worth doing this or not. Say I want to have an enemy follow a set pattern, of which I'd use say....20 switches for (just in case, never know!). However, having multiples of this same enemy in the battle could easily cause all of those enemies to keep going in the chain (for instance, say the AI for a Behemoth is to first Attack > Attack > Flare > ???? > Flare > Meteor > Back to Attack. It'd work fine if I had one Behemoth, but if I had 2 Behemoths, then it'd just be a mess because one would read one step further than the other). Is there any good solid way to do an AI script so that the enemy will follow a set pattern without anything breaking?

I have a feeling that there isn't but...thought I'd ask anyways...^^;
Trihan
"It's more like a big ball of wibbly wobbly...timey wimey...stuff."
3359
Why not add conditional branches in the pages for the more powerful attacks that checks for the other switches (in other words, check whether other enemies are present that are going to use those attacks) and does something else if so?
I was thinking of doing so, but that can only do so much. For the most part, my bosses don't use their strongest attacks until they hit 25% or less Max HP, and it's usually at a 7 priority (most everything else is 10 priority). But it's more like I was aiming for just a pattern in general or something...something to make it easier for the player to prepare for stronger moves or whatnot.
Trihan
"It's more like a big ball of wibbly wobbly...timey wimey...stuff."
3359
You could add in a step prior to Flare or Meteor where the Behemoth telegraphs the attack; have it spend a turn powering up or something.
Hmm....I suppose that is true. The problem therefore though is, how to make it so that it does it immediately afterwards? Sure, if there's only one (and if it's a boss), it's easy enough to deal with, but if there's 2 of them, it's harder to make the one that just charged up use its super after that.


On this note, is it possible to change enemies WITHOUT using the "Transform" option? Because I was thinking of making a Magus/Hein boss that has Barrier Shift, but I'd like for, ya know, BARRIER SHIFT to be shown and not TRANSFORM. I have a feeling there's no way around this but...
Trihan
"It's more like a big ball of wibbly wobbly...timey wimey...stuff."
3359
Not in rm2k3, as far as I know.

Couldn't you replace one of the battle event pages for a particular switch with a message like "Such and such is powering up!" then turn on a switch that's used in the next page to execute the actual super attack?
I suppose I could, aye, since it's easier to determine what enemy is going to do what there. I probably should've known that really, but considering I was typing things when I was already tired and super angry at a game, probably wasn't thinking right lol...I'll give that a try though.


Thinking on the Magus/Hein boss, wouldn't it be possible to utilize the Hide Monster option?...Except now that I think about it, the monster won't retain the HP/MP/Stuff that the original monster had, so I guess that won't work at all...ffffff....
Trihan
"It's more like a big ball of wibbly wobbly...timey wimey...stuff."
3359
You would have to store all of the previous form's stats in variables and then change the new one's stats to those variables. It's doable I suppose, though I'm not sure how well it would work.
Hey there Mr. Guy! Since you already have this topic that I'm unburying because I'm too lazy to post a new topic for this, think you can lend a helping hand? I got a couple issues that I'm trying to resolve, one harder than the other.


The first issue is as follows:




Here is what's supposed to happen. Youmu has 4 Stance skills (Conjoined, Asura, Devaloka, and Manussya), each of which are supposed to give 3 additional skills to her for a brief time as long as the status the skills apply lasts on her, and they can stack. Conjoined gives her access to all 9 additional skills given by Asura/Devaloka/Manussya. However, the issue is I'm not sure how to do the coding for this so that it doesn't outright remove abilities (which is the issue), so I'm not sure how to set up the coding block.


The SECOND issue, which is much more difficult and I've yet to resolve, involves a lot of...things. I don't have a screenshot handy, mostly because it would be...a thing. You see, Nitori is an alchemist in my game, and she has a command named Stock, which lets her use items at the cost of MP. Now, she has an upgrade to the command called Reverse Items, which does as it says. Reverses the items effect and uses it on the enemy. And she also can get the support ability Chemist which doubles the power of her Stock command, which can work for both Stock and Reverse Items. The issue I'm having isn't so much setting it up so that these abilities work with one another, no...it's the issue that due to how they're coded, if I go into a fight where you HAVE to lose, it will instantly game over. I'm not sure how to set the coding for this at all, but I think I may need a variable for it? I'm not sure...if I need to get a screenshot, I can do so...


Hopefully you can help with my woes on those two bits! They're kinda the last things I need to do before I get everything fixed up for beta4's final update! ^^;
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