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Change battle layout?
Just what the title says, I want to find a way to modify the battle layout because each one has its bad sides.
Traditional: I like this one because it displays enemy names, but there is no auto attack command.
Alternative: I like this one because you can set the party to auto attack, but the numbers are sort of disorganized and (even though it isn't important) enemy names aren't shown.
Guage: We all like the guages, right? A lot of guages, but what's wrong with that guy? Is he poisoned, stunned, we have no way of knowing that.
I tried looking for a script where I can do this but the closest I found was a script for the main party menu. So all I need to do is make a layout with enemy names, statuses, and guages and so and so...
Traditional: I like this one because it displays enemy names, but there is no auto attack command.
Alternative: I like this one because you can set the party to auto attack, but the numbers are sort of disorganized and (even though it isn't important) enemy names aren't shown.
Guage: We all like the guages, right? A lot of guages, but what's wrong with that guy? Is he poisoned, stunned, we have no way of knowing that.
I tried looking for a script where I can do this but the closest I found was a script for the main party menu. So all I need to do is make a layout with enemy names, statuses, and guages and so and so...
The font doesn't stay!
Custom Music and Event Spawners? rpgmaker2003
author=Essenceblade
Co-ordinate variables. You would set 1 "Moving" Variable to One, and Another "Moving" Variable to another you then need to put a conditional branch which checks if they can't move any more. This is the one thing that I wouldn't know how to do via simple coding. I guess you would have to use some sort of path finder. (I would recommend the pathfinder patch from DynRPG).
Okay, co-ordinate variables, All I see is to set the variable to the X co-ordinate or the Y co-ordinate of the event, so I guess that isn't how it works?
So I guess I can't do that or the moving variables unless I had this pathfinder you're talking about?
author=Essenceblade
you need to set variables equal to a knights co-ordinates.
If the co-ordinates were 009,007 would I put 97 or 009007 or something like that? (not likely)
author=narcodis
Music needs to be set in the map properties, or changed via an event.
Anymore help regarding this?
Custom Music and Event Spawners? rpgmaker2003
author=Essenceblade
You'd be the first, and I'm sure you'd get highly appraised for pulling it off.
Meh, too bad my game really doesn't have a story or anything interesting, just walk around killing monsters that get stronger the deeper you are. (My game currently has only two bosses and a bonus map, and three sets of special equipment.) I'm not sure how I would implement this awesomeness into the game, or why I would do so anyways.
author=Essenceblade
Basically, that is like a clock timer between the knights in combat. It will keep setting itself to a random number until it reaches 8. If not, it will wait 2 seconds then try again until it gets it. Think of it as if two knights were fighting each other until death. The event I just explained simulates them fighting till one dies.
That would mean that the "death" will always be by chance, no health to it? Not that I care if health isn't involved.
author=Essenceblade
While the other joins in another or something.
By another you mean when the knight respawns then they fight again? If there is a variable that is specifically set to only two knights, I don't think I can make the knights switch targets unless there was a way to reset the variable to be associated with the living knight and another knight whom is set to nobody else, or the nearest enemy if the former isn't currently available.
author=Essenceblade
But the amount of coding for that one battle is going to cost you at least 90% of your braincell count.
But it's possible, that's all I care about. (unless I find this much too difficult, then I would most certainly give up)
author=Essenceblade
Upon two events being touched, you would have these events call a common event...
And how would they ever even make contact? And if they ever do by some miracle, how would I make them call the common event under the condition that they made contact at that moment only?
Custom Music and Event Spawners? rpgmaker2003
author=Essencebladeauthor=narcodisActually, they are. It just requires more programming than its worth. It'd be like;
Event spawners like you're talking about are not possible in rpgmaker 2003.
Music needs to be set in the map properties, or changed via an event.
-Making the map bigger than it already is and place a massive amount of events with knights as their graphics in a hid and hard to see location.
-Common Event which calls the knights.
-Variable which randomly is set to a number which defines which colour or type of knight is to about to spawn
-Variable which holds the timer in which they come out. For example you can have a variable which holds time for seconds. Set it so that from anywhere from 30 - 50 seconds, another variable is activated which tells the game for a knight to come out.
Again, it is possible, but it probably takes a lot more to make than it's worth.
I'm definitely going to save this, I can't miss out on making this.
I'll come back tomorrow, or a few days, to tell you how I'm doing with this.
And about the music, I tried to listen to the tracks on the music player thingie, I couldn't hear anything. When I entered a map which I set the music setting for it, I heard nothing, when I entered a shop (the shops have their own music too), I heard nothing. I set the music yes, with the event for the shops, and the map settings for bgm.
EDIT: Wait up, why would I need to create a large amount of knights if infinite knights appear anyways? Would it be that every spawned knight would actually... how would the knights die anyways? Do they have a timer? or is there something else that I can do which makes them disappear when they touch a knight of the other type? I was thinking the spawned knights would replace the ones that died but then I would have to know how they would ever die. If they don't die, the map will overflow with armed steel piles.
Secret content: How hidden is too hidden?
Reading this entire thread, tells me how bad I hid something in my game.
how would a huge series of mazes sound?
how would a huge series of mazes sound?
Custom Music and Event Spawners? rpgmaker2003
So I had another thread with another problem but I didn't want to put so much irrelevant stuff in it, so I put these two things that have nothing to do with font problems here.
Custom Music: I actually got the music and imported it, and apparently got it into the game (got quite a few), but I heard nothing, only the default music. What happened?
Event Spawners: What I mean by this is, a thingie where people just pop out of, infinitely. As mentioned in my other thread, if I made two castles with knights coming out of both and fighting each other. Is this possible?
Custom Music: I actually got the music and imported it, and apparently got it into the game (got quite a few), but I heard nothing, only the default music. What happened?
Event Spawners: What I mean by this is, a thingie where people just pop out of, infinitely. As mentioned in my other thread, if I made two castles with knights coming out of both and fighting each other. Is this possible?
The font doesn't stay!
Okay, so I pasted the files again but kept rpg maker closed while doing so, if I understood correctly, I opened the rpg maker and closed it, then pasted the files.
Now to wait until tomorrow. (which is usually when I notice it stops working again)
Now to wait until tomorrow. (which is usually when I notice it stops working again)
The font doesn't stay!
2003. I copied the ms mincho and ms gothic files to the windows/fonts directory. I am using xp.
before it stopped working, you mean after copying the files and before it stopped working again? If by that then after I copied the files I resumed working on my game.
Now that I think about it, that might be the problem. (immediately resuming my work)
before it stopped working, you mean after copying the files and before it stopped working again? If by that then after I copied the files I resumed working on my game.
Now that I think about it, that might be the problem. (immediately resuming my work)
The font doesn't stay!
Okay, so I copied and pasted the fonts into the WINDOWS/FONTS folder and it worked.
Temporarily.
So how do I permanently fix the font?
I know this might be off topic, but could I possibly create something that would spawn characters, and they would attack each other, then "die" and the whole time more people are popping out of this warphole? (if I was trying to make a war)
Temporarily.
So how do I permanently fix the font?
I know this might be off topic, but could I possibly create something that would spawn characters, and they would attack each other, then "die" and the whole time more people are popping out of this warphole? (if I was trying to make a war)
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