TERRAIN
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Wow I have been asking a lot of questions lately...
Now, is it possible to have a terrain check?
I am working on my classes right now for my game, and I am working on the Geomancer... I mean I don't NEED this class, but it would be a nice addition...
What I mean is there a way to see what type of terrain the hero is on, and turn on a switch, and so that switch can be used in a battle, so when the Geomancer uses it's special class move, their are options based on the terrain they are standing on?
What I really want help with is the terrain check itself, I got the battle thing down, but I need a way to check the terrain...
Sorry if this is confusing,reading this over, I wonder if anyone is going to know what I am talking about(Darn you horrible explanation skills!)
ANY suggestions are welcome,
Adon :D
Now, is it possible to have a terrain check?
I am working on my classes right now for my game, and I am working on the Geomancer... I mean I don't NEED this class, but it would be a nice addition...
What I mean is there a way to see what type of terrain the hero is on, and turn on a switch, and so that switch can be used in a battle, so when the Geomancer uses it's special class move, their are options based on the terrain they are standing on?
What I really want help with is the terrain check itself, I got the battle thing down, but I need a way to check the terrain...
Sorry if this is confusing,reading this over, I wonder if anyone is going to know what I am talking about(Darn you horrible explanation skills!)
ANY suggestions are welcome,
Adon :D
Haha, I love the help and request forum because it gets me thinking about how to solve problems.
So... I don't actually know *exactly* how to make this work how you would like. But I have an idea.
Make a common event (I'll call it "Geomancy Check" for now) set it to a parallel process and then put:
Variable operations. - make two variables, one called Hero X and one Called Hero Y. The set them as "equal to" - "Sprite - X Coordinate" and "Sprite Y Coordinate" (for each respectively).
On the common event put the command:
"Store Terrain ID" and use the option "Location stored in variables" - Set these variables to your "Hero X" and "Hero Y" variables. And store the Terrain ID in a third Variable called something like "Terrain ID" :P
Now the variable "Terrain ID" should be constantly changing based on what your character is standing on top of. The numbers to reference will match the numbers for the different terrain types in the database under "Tileset" (so by default if you were on "Plains" then the variable "Terrain ID" will have a value of "1").
Then.. I'm not sure how you will go about this exactly.. But you can now use the variable "Terrain ID" to change skills (and lots of other things!)... I'm not sure how you're going to go about making it work within your class system though! Not right this moment anyway.
Anyway.. What you'd then do is simply use a conditional branch on a parallel process event that says "If "TERRAIN ID" is "1" then *CHANGE STUFF TO PLAINS-BASED STUFF" - or whatever you want to do.
Hope that makes some sense and gives you something to work off.
So... I don't actually know *exactly* how to make this work how you would like. But I have an idea.
Make a common event (I'll call it "Geomancy Check" for now) set it to a parallel process and then put:
Variable operations. - make two variables, one called Hero X and one Called Hero Y. The set them as "equal to" - "Sprite - X Coordinate" and "Sprite Y Coordinate" (for each respectively).
On the common event put the command:
"Store Terrain ID" and use the option "Location stored in variables" - Set these variables to your "Hero X" and "Hero Y" variables. And store the Terrain ID in a third Variable called something like "Terrain ID" :P
Now the variable "Terrain ID" should be constantly changing based on what your character is standing on top of. The numbers to reference will match the numbers for the different terrain types in the database under "Tileset" (so by default if you were on "Plains" then the variable "Terrain ID" will have a value of "1").
Then.. I'm not sure how you will go about this exactly.. But you can now use the variable "Terrain ID" to change skills (and lots of other things!)... I'm not sure how you're going to go about making it work within your class system though! Not right this moment anyway.
Anyway.. What you'd then do is simply use a conditional branch on a parallel process event that says "If "TERRAIN ID" is "1" then *CHANGE STUFF TO PLAINS-BASED STUFF" - or whatever you want to do.
Hope that makes some sense and gives you something to work off.
WOW! I would have never even dreamed of thinking of that...(*facepalm*)
How I am going to put it in my class system: I am only going to put it in the class, though I am not sure what you mean, this has nothing to do with the menu, also, yes I am just going to add to the Parallel event, the following:(All of this for one class :|)(Note: I am typing this as I am eventing it so...)
<> Branch if Var is 1:
<>Comment:Plains
<>Switch Operation: ON
<>Switch Operation: OFF
<>Comment:This turns off all of the other
terrain switches, So there isn't multiple
terrains going on at once.
<>
:End
<>Branch if Var is 2:
<>Comment:Forest
<>Switch Operation: ON
<>Switch Operation: OFF
<>Switch Operation: OFF
And basically that is it, well besides I will repeat that for all of the terrains. Then I will implement the Switches in all of the battles, giving them the skill options for the terrain they are on. Who knows maybe I can use it for something else too?
Thanks,
:3 Adon
Edit:
I didn't read the bottom part of your message until just now.. Thanks :D
How I am going to put it in my class system: I am only going to put it in the class, though I am not sure what you mean, this has nothing to do with the menu, also, yes I am just going to add to the Parallel event, the following:(All of this for one class :|)(Note: I am typing this as I am eventing it so...)
<> Branch if Var is 1:
<>Comment:Plains
<>Switch Operation: ON
<>Switch Operation: OFF
<>Comment:This turns off all of the other
terrain switches, So there isn't multiple
terrains going on at once.
<>
:End
<>Branch if Var is 2:
<>Comment:Forest
<>Switch Operation: ON
<>Switch Operation: OFF
<>Switch Operation: OFF
And basically that is it, well besides I will repeat that for all of the terrains. Then I will implement the Switches in all of the battles, giving them the skill options for the terrain they are on. Who knows maybe I can use it for something else too?
Thanks,
:3 Adon
Edit:
I didn't read the bottom part of your message until just now.. Thanks :D
Do you think I should make a tutorial about this?
To avoid it being asked again?
You know, cause once these things are solved they kind of sink back...
To avoid it being asked again?
You know, cause once these things are solved they kind of sink back...
Nice work :) Once you get a firm grasp of variables and conditional branches and stuff then you're pretty much set to do most of everything that rm2k3 can do. Maybe I'm confused about how your Geomancer's skillsets are gonna work (like unlearning skills when you change to another job class, or making sure non-geomancers don't gain those skills too), that's all! So long as you can get it working how you need it to then it's all good.
Another little tip, I like to build my entire "battle system" on one "monster group" and then copy and paste it on a blank monster group slot so that I have it backed up (in case I break any of my battle events) and then just use that one monster group as a "master" to copy battle event pages from onto all my other battles (for things that will need to apply for EVERY battle, anyway).
Also, as I can see you're already doing... USE COMMENTS.. Once your battle events get really long you can end up getting lost in them for ages which is really annoying. Hope you've got it all working good anyway!
Edit: Maybe you could make a tutorial for it if you liked/can be bothered. There might even be one already, I didn't bother to check.
Another little tip, I like to build my entire "battle system" on one "monster group" and then copy and paste it on a blank monster group slot so that I have it backed up (in case I break any of my battle events) and then just use that one monster group as a "master" to copy battle event pages from onto all my other battles (for things that will need to apply for EVERY battle, anyway).
Also, as I can see you're already doing... USE COMMENTS.. Once your battle events get really long you can end up getting lost in them for ages which is really annoying. Hope you've got it all working good anyway!
Edit: Maybe you could make a tutorial for it if you liked/can be bothered. There might even be one already, I didn't bother to check.
For unlearning the skills, you just do a Change Class event command, and they give you options to unlearn all of the skills. :D
Ohh yes, good Idea, have everyone's battle systems and all of the classes battle requirements done first, then copy and paste! Thanks. :D
And for the bottom paragraph....
Does this mean I am getting better? :3
Ohh yes, good Idea, have everyone's battle systems and all of the classes battle requirements done first, then copy and paste! Thanks. :D
And for the bottom paragraph....
Does this mean I am getting better? :3
author=Adon237
For unlearning the skills, you just do a Change Class event command, and they give you options to unlearn all of the skills. :D
Ohh yes, good Idea, have everyone's battle systems and all of the classes battle requirements done first, then copy and paste! Thanks. :D
And for the bottom paragraph....
Does this mean I am getting better? :3
Oh that's cool. I've never used classes in a project before so I didn't know about that.
Well you're learning fast. it took me ages to learn to use variables and conditional branches properly. Looks like you're well on your way to me. :)
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