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Mega Maker - Share your levels!
[RM2K3] How does Play Memorized BGM work?
author=LordBlueRougeauthor=BlackxKnightYou need to use this event command, in association with "Memorize Current BGM". in order for it to work, otherwise the memorized BGM will fail to play.
Forgive me for asking this stupid question, but how does this event "Play Memorized BGM" work?
"Memorize Current BGM" and "Play Memorized BGM" are ideally used for situations in games, like Resident Evil, Lufia, Darksouls or Mother 3 - where the player is accessing a Shop or a Save Menu and the music changes.
In order for the music to return, once the player is finished with the menu/shop - Instead of trying to reassign, what music was playing before the player accesses the Save Menu/Shop,
You simply use Memorize Current BGM before the Player accesses the shop/menu
and then Play Memorize BGM after the Player is finished for the music to return.
Note: This command doesn't actually resume where, in the soundtrack the music left off.
It simply replays the music that was memorized, - so if the music was set to start with a 5 sec fade in, with volume at 50%, it will memorize/play that as well.
All right, thanks for the info, man.
[RM2K3] How does Play Memorized BGM work?
[RM2K3] Affinity system?
author=BadLuck
There's very little you can't do in rm2k3. It may be limited, but I'd be surprised if you couldn't cook something up. What's an affinity system? My guess is relationships.
Yes, relationshtp.
author=Addit
Oh, of course you can; you can achieve something like that quite easily by using variables, and among other means to do so.
You should go check out a game called Romancing Walker on here, as it uses an affinity type of system in it. Even though it’s made in 2k, the same basic principals should still work in 2k3 as well.
All right, I'll give it try.
Edit: Okay. So I played it, and I see how it works. I think I can give it a try.
[RM2K3] Affinity system?
[RM2K3] Level Up Music?
author=BadLuck
Huh. That looks right. The code I pasted above definitely worked for me. I wonder if the version of rm2k3 you have causes that to fail somehow.
Yeah. I think I'm using older version. That must explain why it didn't work.
[RM2K3] Level Up Music?
author=BadLuck
I don't suppose you kept what you had? If you could take a screenshot of it, I'm curious what you've got, even if you've decided to abandon that idea.
Oh right. Here it is:
http://imgur.com/GGY77hF
[RM2K3] Level Up Music?
author=BadLuck
I'm fairly certain I didn't say anything incorrectly above, but regardless, the screenshot of the following code will work. Be sure to notice every detail. Like, if you accidentally set the conditional to EQUAL rather than NOT EQUAL or something.
It still don't work. I tried everything, but still nothing.
Edit: I'm not gonna waste my time on it, don't worry about it.
[RM2K3] Level Up Music?
author=BadLuck
No problem. Don't worry too much about why this works yet. The following is a system that will detect the level up of a single character.
Step 1) Create two variables. Name them "Current Level" and "Check Level"
Step 2) Create a parallel process as a common event.
Step 3) Set Check Level = Hero Level
Step 4) Create a Loop beneath that.
Step 5) In the Loop, set Current Level = Hero Level (and a wait 0.0 to reduce lag)
Step 6) Create a conditional that checks if Check Level is NOT EQUAL to Current Level.
Step 7) In the conditional, Break Loop.
Step 8) Outside of the loop, do whatever you want to happen. Sound effect, graphics, music, whatever.
Explanation: So, say your hero is level 1. Check Level is set to equal the hero's level, so Check Level = 1. When you create your loop, this won't get changed again, right? Because the loop will just keep looping until it's broken. Inside the loop, you're constantly setting Current Level = hero level, which will also be 1 at first.
When you level up, Current Level will equal 2, right? Because that's constantly being set to the hero level, it'll change the moment your character levels up.
The condition says "If Check Level is the same as the Current Level, do nothing. If they're different, break the loop." When the loop is broken, anything after that will be processed.
Now you've got something that will fire whenever the hero's level changes in any way, then after, will start from the top. This will reset "Check Level" to the hero's current level (now 2) and "Current Level (also 2). Since they're now the same, the stuff after the loop won't fire again until you hit level 3, etc.
If the explanation is confusing to you, ignore it for now. Just try to set up the events exactly as described above and see if you can understand why this works. If you're still stuck, I'll post a screenshot of the code.
I followed every steps, but nothing happened, except for slightly lag.
[RM2K3] Level Up Music?
author=BadLuck
I did something like this for Ara Fell for the level up system. Here's the simplified version of it.
You need two variables, both set to the character's level. Then have a parallel process that continually sets one of those two variables to the character's level. The other one remains unchanged.
Have a conditional check if those variables are unequal. When they are, it means you've levelled up. Then, set the two variables both to the player's level.
If you're not comfortable with the basic idea here, this might be a little overly simplified. I can explain more if needed.
To save system resources, it'd be better if you only checked the player's level at times when you gain experience, like after a battle or completing a sidequest. But as long as you have a wait 0.0 in the level check common event, it shouldn't lag, so I wouldn't bother.
I'm sorry, but can you walkthrough me again, but in step-by-step? I'm still learning.














