RM2K3 HAVING ISSUES IMPLEMENTING IDEAS
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So I'm having issues with trying to figure out how to event things in my game.
I've looked at multiple scripts and tutorials to try and implement the following:
1.) A monster radial view system. basically something like what the monsters do in
GRANDIA I <iframe width="560" height="315" src="http://www.youtube.com/embed/EPVAP5ayBd4" frameborder="0" allowfullscreen></iframe>
2.) I'm trying to implement basic field effect skills Ie. cutting plants pushing rocks and other things. the problem here is when i set up a certain effect like slashing to cut plants I can't make the action character specific. Example
When hero 1 sprite is on map (active) hitting key "1" does slash
when hero 2 sprite is on map (active) hitting key "1" jumps
the problem i encounter is how do i tell rm2k3 what hero can do what when they're actively being controlled on the map? at the moment hero 2 can slash as well as jump.
<iframe width="420" height="315" src="http://www.youtube.com/embed/hXzMtLj4EHc" frameborder="0" allowfullscreen></iframe>
I've looked at multiple scripts and tutorials to try and implement the following:
1.) A monster radial view system. basically something like what the monsters do in
GRANDIA I <iframe width="560" height="315" src="http://www.youtube.com/embed/EPVAP5ayBd4" frameborder="0" allowfullscreen></iframe>
2.) I'm trying to implement basic field effect skills Ie. cutting plants pushing rocks and other things. the problem here is when i set up a certain effect like slashing to cut plants I can't make the action character specific. Example
When hero 1 sprite is on map (active) hitting key "1" does slash
when hero 2 sprite is on map (active) hitting key "1" jumps
the problem i encounter is how do i tell rm2k3 what hero can do what when they're actively being controlled on the map? at the moment hero 2 can slash as well as jump.
<iframe width="420" height="315" src="http://www.youtube.com/embed/hXzMtLj4EHc" frameborder="0" allowfullscreen></iframe>
Good luck doing 1 in rm2k3. :P
As for 2, if you actually switch the characters' positions in the party when you change the sprite, you should be able to set a variable to the ID of the party leader and have a conditional branch that checks that variable's value to see who's currently active.
As for 2, if you actually switch the characters' positions in the party when you change the sprite, you should be able to set a variable to the ID of the party leader and have a conditional branch that checks that variable's value to see who's currently active.
Thanks for the idea! I never really used the variable functions until recently, so I'm still trying to lean how to properly use them. Now the function I'm using for switching character spots to make teammates active on map is the one that Rm2k3 has set in the actual game for switching spots. Can I set it to use the variable ID of the party leader? because currently I don't think it's actually doing anything but changing the sprite image to that of the "selected" hero.
For your first issue. I don't really get what you're asking.
For the second issue. I think you really need to look at working with parallel processes. I'm sure there are a few tutorials about that on this site. Basically though, your problem has multiple different sub-problems.. The first issue is getting the game to tell you which hero is currently the first member in the party, unless you make your own system for that-- there is no way to find it out. You can learn to that from this tutorial.
Next you need to check to leader to make sure he has whatever skill is associated with the field effect. Then use the input event to check if a player is pressing a key and finally setup the events for the associated actions. That's the general idea of how to get it to work, if you need more detailed information you can look at specific tutorials.
This one should give you some basic understanding of working with RM:
How to use Switches/Variables
This one details how to create an input based minigame, which is basically what you're doing:
Button Input Minigame
Good luck!
For the second issue. I think you really need to look at working with parallel processes. I'm sure there are a few tutorials about that on this site. Basically though, your problem has multiple different sub-problems.. The first issue is getting the game to tell you which hero is currently the first member in the party, unless you make your own system for that-- there is no way to find it out. You can learn to that from this tutorial.
Next you need to check to leader to make sure he has whatever skill is associated with the field effect. Then use the input event to check if a player is pressing a key and finally setup the events for the associated actions. That's the general idea of how to get it to work, if you need more detailed information you can look at specific tutorials.
This one should give you some basic understanding of working with RM:
How to use Switches/Variables
This one details how to create an input based minigame, which is basically what you're doing:
Button Input Minigame
Good luck!
Um.. All I want for my first Problem is for a Parallel process to check both the Map coordinates of Hero (x,Y) and the map coordinates of Monster (x,y)
which I've done:
<>Variable Oper: 0012:monster X Set, monster 1 X Coord.
<>Variable Oper: 0013:monster Y Set, monster 1 Y Coord.
<>Variable Oper: 0014:hero X Set, Hero X Coord.
<>Variable Oper: 0015:hero Y Set, Hero Y Coord.
So it knows where they are constantly
Next I made it check for the greater than less than values to see if hero is above or below or left and right. And then I made another 2 Variables called Difference X & Difference Y find their difference in value having it use the Monster map position stored in the variable as its Value - hero position.
I then proceeded to make a Branch argument of where Monster 1 was facing be it Up,Down,Left,Right and how it would act accordingly to hero's x,y position
its view is 5 tiles in front of it.
Now the problem is, NONE of that is working other than the checking of positioning.
Now second problem that you addressed was making it check Party leader ID which you said it cant? And then making each field effect skill have an actual learned skill?
I only want the skill to be used on field and not in a battle though.
which I've done:
<>Variable Oper: 0012:monster X Set, monster 1 X Coord.
<>Variable Oper: 0013:monster Y Set, monster 1 Y Coord.
<>Variable Oper: 0014:hero X Set, Hero X Coord.
<>Variable Oper: 0015:hero Y Set, Hero Y Coord.
So it knows where they are constantly
Next I made it check for the greater than less than values to see if hero is above or below or left and right. And then I made another 2 Variables called Difference X & Difference Y find their difference in value having it use the Monster map position stored in the variable as its Value - hero position.
I then proceeded to make a Branch argument of where Monster 1 was facing be it Up,Down,Left,Right and how it would act accordingly to hero's x,y position
its view is 5 tiles in front of it.
Now the problem is, NONE of that is working other than the checking of positioning.
Now second problem that you addressed was making it check Party leader ID which you said it cant? And then making each field effect skill have an actual learned skill?
I only want the skill to be used on field and not in a battle though.
Hmm, seems that rm2k3 doesn't have the facility to store party IDs in a variable. I guess if you wanted a cheap and dirty way to do it and you only have two characters you could use a switch: then in your branch you can check if it's off and do the stuff for character 1, or check if it's on and do the stuff for character 2. Then when you press whatever key you've set to switch them round, in the code that changes the sprite just toggle the switch.
O.k so in the event commands page 1 under change party you can select it to Add or Remove a specific character say Hero 1 or add or remove a character based on a variable their ID is stored in. How do you store a hero not sprite in an ID?
If I can find that out maybe I can do the field effect based on hero ID stored in said variable.
if max characters = 3
And i could assign them variables i can make 4 variables do the following
hero 1 = Variable ID 1
hero 2 = Variable ID 2
hero 3 = Variable ID 3
Variable 4 = stored ID
Thus allowing it to be replaced by any variable to call upon it to do different effects when it = a certain number/variable right?
If I can find that out maybe I can do the field effect based on hero ID stored in said variable.
if max characters = 3
And i could assign them variables i can make 4 variables do the following
hero 1 = Variable ID 1
hero 2 = Variable ID 2
hero 3 = Variable ID 3
Variable 4 = stored ID
Thus allowing it to be replaced by any variable to call upon it to do different effects when it = a certain number/variable right?
That's strange that none of that is working. Perhaps a screenshot of what you have setup would help us figure out the exact problem.
That is correct, RM2k3 unfortunately has no native way of allowing the developer to see which party members are in what place. You would have to code your own system for party switching (with your own menu) just to know which character is located where *facepalm*. However, if instead you choose to use DynRPG, there might be some patches which give you that ability (to check the order of the party).
About the skill: I assumed you wanted each character to have a "slash" skill before they could actually use the slash field effect? If not then you can simply disregard/skip that step.
EDIT:
Well you have the same problem. You have to code the ability to even read whether the heroes are in the party. For that you need to setup a "parsing system" which would use fork conditions to check if a hero is in a party. Then you can set a variable (1 for each party member slot) to the id of that character. Then you would check which heroes were in the party. However, the same issue occurs as you have no way of knowing the order of those party members. You just would know that they are, in fact, in the party.
That is correct, RM2k3 unfortunately has no native way of allowing the developer to see which party members are in what place. You would have to code your own system for party switching (with your own menu) just to know which character is located where *facepalm*. However, if instead you choose to use DynRPG, there might be some patches which give you that ability (to check the order of the party).
About the skill: I assumed you wanted each character to have a "slash" skill before they could actually use the slash field effect? If not then you can simply disregard/skip that step.
EDIT:
author=Dark-Watcher
O.k so in the event commands page 1 under change party you can select it to Add or Remove a specific character say Hero 1 or add or remove a character based on a variable their ID is stored in. How do you store a hero not sprite in an ID?
If I can find that out maybe I can do the field effect based on hero ID stored in said variable.
Well you have the same problem. You have to code the ability to even read whether the heroes are in the party. For that you need to setup a "parsing system" which would use fork conditions to check if a hero is in a party. Then you can set a variable (1 for each party member slot) to the id of that character. Then you would check which heroes were in the party. However, the same issue occurs as you have no way of knowing the order of those party members. You just would know that they are, in fact, in the party.
In your second screenshot, you're trying to retrieve the distance of the Y coordinate for the player/monster. However, in fork condition you're still using the X coordinates for both characters (player/monster).
Edit: I would also recommend using the Pythagorean Theorem over the way you have it for the last screenshot. This would allow you have less fork conditions; making your code faster and easier to read. If you're not familiar with that you can also use this tutorial: http://rpgmaker.net/tutorials/16/ which provides a much simpler alternative to what you're using.
Edit: I would also recommend using the Pythagorean Theorem over the way you have it for the last screenshot. This would allow you have less fork conditions; making your code faster and easier to read. If you're not familiar with that you can also use this tutorial: http://rpgmaker.net/tutorials/16/ which provides a much simpler alternative to what you're using.
lol I'm bad at this I can't really see what needs changed.
Should I be using the Y values?
But using that method Its A circle around the target so it can see you when you are behind it. I want you to be able to sneak behind the Monster or attack it in the back for a preemptive strike.
Should I be using the Y values?
But using that method Its A circle around the target so it can see you when you are behind it. I want you to be able to sneak behind the Monster or attack it in the back for a preemptive strike.
Alright, let's try this another way. In the second screenshot you have a fork condition that has the exact same requirements as the first fork condition. How would you get y coordinates for the hero/monster accurately, if your retrieval of the variables is based on whether their x coordinates are larger or smaller?
Edit:
Not true, you can still perform a check for the directions to determine whose behind whom. For example: The Player is facing Up, and the Event Touches the Player, the event is also facing Up. Therefore, we can conclude that because they're both facing one direction, and the event touched the player, that the event MUST be behind the player.
Edit:
author=Dark-Watcher
lBut using that method Its A circle around the target so it can see you when you are behind it. I want you to be able to sneak behind the Monster or attack it in the back for a preemptive strike.
Not true, you can still perform a check for the directions to determine whose behind whom. For example: The Player is facing Up, and the Event Touches the Player, the event is also facing Up. Therefore, we can conclude that because they're both facing one direction, and the event touched the player, that the event MUST be behind the player.
Ok so I switched over to the Radius format of coordinate checking. But I encountered another problem. Somehow the Monster constantly see's you even when you arent in the radius of 5.


Well, I can't exactly make out the details in the screenshot, but I THINK I know what the problem might be. Are you using +/addition for all of those variables? Because only one is to be added, the rest are multiplied. Just check that all of your operations match the ones found in the tutorial. Keep an eye out for details like that!
Oh duh. Those didn't look like asterisks they looked like addition signs. but after copying the text into word they are indeed little stars @_@
Thanks again!
Thanks again!
lol Hate to be a bother, and this is probably an easy fix. How do you determine whose behind who? Currently the monster can see all around it and its prone to chase you down till you are out of that radius. Now if I add fork conditions inside each other
say
If hero is facing up
-If monster is facing up
(something happens)
Now since the mob constantly sees all around it could it charge after you based on the fact that one of you are facing a direction anyways?
Seems like id have to have a lot of fork conditions to make it not attack you because if you are behind it facing up and its facing up it'll attack you in the same way as if you were in front of it facing up and it was behind you facing up right?
say
If hero is facing up
-If monster is facing up
(something happens)
Now since the mob constantly sees all around it could it charge after you based on the fact that one of you are facing a direction anyways?
Seems like id have to have a lot of fork conditions to make it not attack you because if you are behind it facing up and its facing up it'll attack you in the same way as if you were in front of it facing up and it was behind you facing up right?
That's where the coordinate check comes in. If you're both facing up and the player's Y is greater than the enemy's, you're behind it; otherwise, it's behind you, and so on for the other directions.
Wait...I think you're talking about two different things at once. You ask how do I determine who is behind who? The answer is if both of them are facing the same direction and one touches the other.
However, it sounds like you're trying to get enemy sight based on directions working? Where the enemy see's the player by looking in front of them and conversely cannot see someone behind them. Is that correct? In that case you're going to need something a little more complicated, like what's found in this tutorial.
That explains why you were original trying to use a similar method, I should have realized, I just thought you wanted vision in a radius when you said: "1.) A monster radial view system", implying the monster has vision all around them.
Optionally, if you install DynRPG there is a plugin that can accomplish exactly what you want, with a lot less work for you right here.
However, it sounds like you're trying to get enemy sight based on directions working? Where the enemy see's the player by looking in front of them and conversely cannot see someone behind them. Is that correct? In that case you're going to need something a little more complicated, like what's found in this tutorial.
That explains why you were original trying to use a similar method, I should have realized, I just thought you wanted vision in a radius when you said: "1.) A monster radial view system", implying the monster has vision all around them.
Optionally, if you install DynRPG there is a plugin that can accomplish exactly what you want, with a lot less work for you right here.

















