NEED HELP WITH MY CMS (RM2K3
Posts
So I am making a CMS for my RPG Maker 2003 game, in which pressing menu button doesn't bring up
the ordinary menu, but teleports the character to another room, "menu".
Now I am having this problem, that if I close the menu (teleport back to the
position I was before opening the menu) the events that move randomly (NPCs in this case) have jumped to the original location (where I put them while making the map).
I know that I can memorize their positions into variables but that takes quite a lot of
variables, so I was wondering if there is an easy way to memorize where the events were, so when I enter the room again the events continue at the positions where they were before I left the room?
the ordinary menu, but teleports the character to another room, "menu".
Now I am having this problem, that if I close the menu (teleport back to the
position I was before opening the menu) the events that move randomly (NPCs in this case) have jumped to the original location (where I put them while making the map).
I know that I can memorize their positions into variables but that takes quite a lot of
variables, so I was wondering if there is an easy way to memorize where the events were, so when I enter the room again the events continue at the positions where they were before I left the room?
As far as I know, storing the locations in variables is just about the only way to do it, since it's not like it keeps the events going in maps you aren't in. If your game is one that requires them to stay where they are, for instance then you might be better off making a picture based menu.
I had the same problem a while back, ended up just scraping it and doing pictures, and in the long run, that's worked out beautifully for me.
I had the same problem a while back, ended up just scraping it and doing pictures, and in the long run, that's worked out beautifully for me.
Rm2k/3 loads in one map at a time directly from file, so when you leave the map to go to another, then come back, it looks at the file and reloads all of the events directly from there. That means it has nowhere to store event locations unless you do it manually in variables.
When you teleport within your current map to a different location, rm2k/3 doesn't reload the map, but unless you want to make your menu area in every single map, this probably won't help you.
When you teleport within your current map to a different location, rm2k/3 doesn't reload the map, but unless you want to make your menu area in every single map, this probably won't help you.
man, pictures! why didn't I think about it myself!
now, could someone tell me how to make the NPCs stop moving
while the menu picture is up? Halt All Movement isn't working O_o
now, could someone tell me how to make the NPCs stop moving
while the menu picture is up? Halt All Movement isn't working O_o
Finally figured this out... rm2k never ceases to amaze me with its ridiculous functionality.
To disable all your NPCs, you're going to have to make a common event triggered as Auto Start instead of Parallel Process. This'll disable all move scripts (the things in the bottom left corner of the event editor) but it WON'T disable move commands in the main box.
So for your menu system:
Common Event 1: Parallel Process
Loop
Enter Password
If password = 6
TURN ON SWITCH X
EndIf
EndLoop
Common Event 2: Auto Start triggered by Switch X
Loop
MENU STUFF GOES HERE
EndLoop
To disable all your NPCs, you're going to have to make a common event triggered as Auto Start instead of Parallel Process. This'll disable all move scripts (the things in the bottom left corner of the event editor) but it WON'T disable move commands in the main box.
So for your menu system:
Common Event 1: Parallel Process
Loop
Enter Password
If password = 6
TURN ON SWITCH X
EndIf
EndLoop
Common Event 2: Auto Start triggered by Switch X
Loop
MENU STUFF GOES HERE
EndLoop
I'm not sure what the enter password stuff is, but if I'm right, that's just 2k terminology for what 2k3 has as-
Key Input Processing (Escape key, which has a value of six), Wait until Key is pressed.
Conditional Branch= If (variable that Key input was stored in) is equal to six-
Alternatively, what I ended up doing was just having part of the menu-open process flip a 'Pause' switch, leave it on Parallel Process, and then make a pause page on the events that need to stop moving (in my game, that's the field ABS monsters. It would have been tedious if I didn't copy/paste/edit to make new ones).
Jabbo's way is easier, but mine as far as I can tell, mine is more stable, as they won't be processing any move event commands in their command box (the exception to that is if a move event command was delivered, and then the pause turned on- the event will finish the previous move event command and then halt).
Also, I don't know about 2k, but in 2k3 Parallel Process and Auto-Start loop automatically.
Key Input Processing (Escape key, which has a value of six), Wait until Key is pressed.
Conditional Branch= If (variable that Key input was stored in) is equal to six-
Alternatively, what I ended up doing was just having part of the menu-open process flip a 'Pause' switch, leave it on Parallel Process, and then make a pause page on the events that need to stop moving (in my game, that's the field ABS monsters. It would have been tedious if I didn't copy/paste/edit to make new ones).
Jabbo's way is easier, but mine as far as I can tell, mine is more stable, as they won't be processing any move event commands in their command box (the exception to that is if a move event command was delivered, and then the pause turned on- the event will finish the previous move event command and then halt).
Also, I don't know about 2k, but in 2k3 Parallel Process and Auto-Start loop automatically.
author=Euphorian link=topic=1504.msg23701#msg23701 date=1215966688
Key Input Processing (Escape key, which has a value of six), Wait until Key is pressed.
Conditional Branch= If (variable that Key input was stored in) is equal to six-
Yeah, do that.
The problem with the "Pause" switch and page is that you'll have to do it for every single event in the game that moves which is pretty much a pain. I'd suggest doing both, and then using the Pause page whenever necessary (Cake + eat).
And yeah the loops are superfluous. Whoops.
Do not make a chipset menu. Picture menus are the way to go. You will never run into any problems with map locations.
Thanks everyone, finally managed to make it work!
Took a lot of pictures though, too bad 2k3 has the limit of 50 pictures :(
Took a lot of pictures though, too bad 2k3 has the limit of 50 pictures :(
Actually I believe that if you update to version 1.09b or something like that you can get 100 pictures.
There is also a German patch which allows 100 pics in case the upgrade does not. You can find it on GW in a "useful tools" topic, made by a guy named "cherry".
EDIT: http://www.gamingw.net/forums/index.php?topic=69046.0
EDIT: http://www.gamingw.net/forums/index.php?topic=69046.0
Or uh, on this site, in the "Useful patches" topic, by a guy named "cherry"
http://www.rpgmaker.net/forums/index.php?topic=689.0
>.> This topic seems to have served its purpose by now, so can we just let it drop?
http://www.rpgmaker.net/forums/index.php?topic=689.0
>.> This topic seems to have served its purpose by now, so can we just let it drop?
author=TheRandom link=topic=1504.msg23522#msg23522 date=1215879608It's not like you'll ever run out of space for variables... I don't ever think a project will need over 5000 variables.
I know that I can memorize their positions into variables but that takes quite a lot of
variables, so I was wondering if there is an easy way to memorize where the events were, so when I enter the room again the events continue at the positions where they were before I left the room?
I can understand why someone would go map based menu vs. picture menus... some CMSes are far too complicated to rely on only pictures. But yes... it will take work to keep your events in the same position after returning from the menu, but once you design something to do that for you every time the menu is called, you're solid and never had to worry about it again.
author=BigEd781 link=topic=1504.msg24113#msg24113 date=1216272136This can be fixed as well... but no point explaining it, he seems to be happy with the idea of a picture menu.
That's not really true because every map will have a differently numbered set of events.
author=BigEd781 link=topic=1504.msg23551#msg23551 date=1215891716
Do what Euphorian said, or you could just use pictures.
Isn't that what Euphorian said to do?...
author=BigEd781 link=topic=1504.msg23824#msg23824 date=1216066285
Get a life dude, it could help him and the last post was today, so shut it.
...And you, good sir, need to calm the hell down. I completely agree with Euphorian. As far as I can see, the guy found all the help he needed.
That is not what Euphorian said. And if you are so concerned with my post being irrelevant, why did you feel the need to post another one? The only difference is that you added nothing at all to the thread. You, my friend, may also shut it.
BTW, nice avatar; the worst FF character ever in the worst FF ever. Nice choice.
BTW, nice avatar; the worst FF character ever in the worst FF ever. Nice choice.