GAME ACTOR SHOOT FIREBALL
Posts
Pages:
1
Hello,
I need to know where I can find a script or a way to allow a specific actor to shoot(fireball or ice ball) when on field. I am currently using RPG Maker VX ACE. Also,I bet such a script does not exist.
Thanks
I need to know where I can find a script or a way to allow a specific actor to shoot(fireball or ice ball) when on field. I am currently using RPG Maker VX ACE. Also,I bet such a script does not exist.
Thanks
Knowing what engine you're using would be nice information to have. However, I would be lying if I didn't admit my first thought in regards to this thread was something on the order of...
...this.
Ummmmm? Hello? |
...this.
Okiku may very well be what you're looking for, then. I don't necessarily recall all the details right now, but, I know the Wand of Blasting in that game was a mixture of Common Event calls, and scripts. If there is one thing I can remember, it was setting up an array of event IDs that kept track of what events the Wand could interact with.
*Edit: This snippet...
...is actually from Dragon's Gate, which is the most recent application of the WoB that originated from Okiku, and may have had a few updates. I don't recall off the top of my head if that game is encrypted or not. Okiku absolutely is, though!
*Edit: This snippet...
=begin Marrend's Action_Event snippet This little snippet is pretty darn self-explanitory. If somebody else uses this, I don't particulary care if credit is given or not. To allow this data to be saved, add into Data_Manager's self.make_save_contents function... contents[:actions] = $actions ...and the self.extract_save_contents(contents) function... $actions = contents[:actions] ...where "$actions" is the name of the array that you're using. This array is to be re-set with each map. In the case that an event is to be actionable once per map visit (such as on-touch encounters), or once ever (such as bosses or chessts), keep track of what position in the array those event IDs fall. I highly suggest an in-line comment after the array is defined for the map in question. Anyway, when an event is not actionable, set the appropriate array position to "0". =end # Determines if an event at (x, y) is actionable. If so, returns the ID of the # event. def is_actionable?(x, y) i = 0 while i < $actions.size # Cycles through the action array to see if an actionable event was # activated. event_id = $actions[i] if event_id != 0 # If the value of event_id is was set to 0 because an actionable event # was removed, the next check would throw an exception. puts($game_map.events[event_id].pos?(x, y)) if $game_map.events[event_id].pos?(x, y) == true return event_id end end i += 1 end return 0 end module DataManager def self.make_save_contents contents = {} contents[:system] = $game_system contents[:timer] = $game_timer contents[:message] = $game_message contents[:switches] = $game_switches contents[:variables] = $game_variables contents[:self_switches] = $game_self_switches contents[:actors] = $game_actors contents[:party] = $game_party contents[:troop] = $game_troop contents[:map] = $game_map contents[:player] = $game_player contents[:actions] = $actions contents end #-------------------------------------------------------------------------- # * Extract Save Contents #-------------------------------------------------------------------------- def self.extract_save_contents(contents) $game_system = contents[:system] $game_timer = contents[:timer] $game_message = contents[:message] $game_switches = contents[:switches] $game_variables = contents[:variables] $game_self_switches = contents[:self_switches] $game_actors = contents[:actors] $game_party = contents[:party] $game_troop = contents[:troop] $game_map = contents[:map] $game_player = contents[:player] $actions = contents[:actions] end end
...is actually from Dragon's Gate, which is the most recent application of the WoB that originated from Okiku, and may have had a few updates. I don't recall off the top of my head if that game is encrypted or not. Okiku absolutely is, though!
author=MarrendOkay, Thanks
Okikumay very well be what you're looking for, then. I don't necessarily recall all the details right now, but, I know the Wand of Blasting in that game was a mixture of Common Event calls, and scripts. If there is one thing I can remember, it was setting up an array of event IDs that kept track of what events the Wand could interact with.
*Edit: This snippet...=begin Marrend's Action_Event snippet This little snippet is pretty darn self-explanitory. If somebody else uses this, I don't particulary care if credit is given or not. To allow this data to be saved, add into Data_Manager's self.make_save_contents function... contents[:actions] = $actions ...and the self.extract_save_contents(contents) function... $actions = contents[:actions] ...where "$actions" is the name of the array that you're using. This array is to be re-set with each map. In the case that an event is to be actionable once per map visit (such as on-touch encounters), or once ever (such as bosses or chessts), keep track of what position in the array those event IDs fall. I highly suggest an in-line comment after the array is defined for the map in question. Anyway, when an event is not actionable, set the appropriate array position to "0". =end # Determines if an event at (x, y) is actionable. If so, returns the ID of the # event. def is_actionable?(x, y) i = 0 while i < $actions.size # Cycles through the action array to see if an actionable event was # activated. event_id = $actions[i] if event_id != 0 # If the value of event_id is was set to 0 because an actionable event # was removed, the next check would throw an exception. puts($game_map.events[event_id].pos?(x, y)) if $game_map.events[event_id].pos?(x, y) == true return event_id end end i += 1 end return 0 end module DataManager def self.make_save_contents contents = {} contents[:system] = $game_system contents[:timer] = $game_timer contents[:message] = $game_message contents[:switches] = $game_switches contents[:variables] = $game_variables contents[:self_switches] = $game_self_switches contents[:actors] = $game_actors contents[:party] = $game_party contents[:troop] = $game_troop contents[:map] = $game_map contents[:player] = $game_player contents[:actions] = $actions contents end #-------------------------------------------------------------------------- # * Extract Save Contents #-------------------------------------------------------------------------- def self.extract_save_contents(contents) $game_system = contents[:system] $game_timer = contents[:timer] $game_message = contents[:message] $game_switches = contents[:switches] $game_variables = contents[:variables] $game_self_switches = contents[:self_switches] $game_actors = contents[:actors] $game_party = contents[:party] $game_troop = contents[:troop] $game_map = contents[:map] $game_player = contents[:player] $actions = contents[:actions] end end
...is actually from Dragon's Gate, which is the most recent application of the WoB that originated from Okiku, and may have had a few updates. I don't recall off the top of my head if that game is encrypted or not. Okiku absolutely is, though!
Falcao Pearl ABS.
I can't imagine that you will be able to put in the effort necessary to comprehend all of the documentation and how to implement it to use the engine--because it really is an engine that sort of builds itself on top of the VXA engine--based on the laziness of your OP because it is incredibly difficult and time intensive work for just implementing someone else's script.
Is this something that the hero is doing on the field for your game's entire battle system, or is it (like I presume of the Wand of Blasting) something your hero does on the field map OUTSIDE OF COMBAT? If it's the latter, I could show you how to do it halfway decently with event code alone.
I hadn't heard of Okiku or Dragon's Gate, now very curious about both. Wands of Blasting are a roguelike thing and the intersection of roguelikes with RPG Maker is of interest to me.
I can't imagine that you will be able to put in the effort necessary to comprehend all of the documentation and how to implement it to use the engine--because it really is an engine that sort of builds itself on top of the VXA engine--based on the laziness of your OP because it is incredibly difficult and time intensive work for just implementing someone else's script.
Is this something that the hero is doing on the field for your game's entire battle system, or is it (like I presume of the Wand of Blasting) something your hero does on the field map OUTSIDE OF COMBAT? If it's the latter, I could show you how to do it halfway decently with event code alone.
I hadn't heard of Okiku or Dragon's Gate, now very curious about both. Wands of Blasting are a roguelike thing and the intersection of roguelikes with RPG Maker is of interest to me.
Pages:
1