DARK-WATCHER'S PROFILE
Newbie code writer extraordinaire!
Not new to the RPG maker crowd just never got into forum stuff until now.
I'm primarily an artist/writer, though I'd like to explore the more tech side of things.
Not new to the RPG maker crowd just never got into forum stuff until now.
I'm primarily an artist/writer, though I'd like to explore the more tech side of things.
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Rm2k3 Having issues implementing ideas
Oh duh. Those didn't look like asterisks they looked like addition signs. but after copying the text into word they are indeed little stars @_@
Thanks again!
Thanks again!
Rm2k3 Having issues implementing ideas
Rm2k3 Having issues implementing ideas
Ok so I switched over to the Radius format of coordinate checking. But I encountered another problem. Somehow the Monster constantly see's you even when you arent in the radius of 5.


Rm2k3 Having issues implementing ideas
lol I'm bad at this I can't really see what needs changed.
Should I be using the Y values?
But using that method Its A circle around the target so it can see you when you are behind it. I want you to be able to sneak behind the Monster or attack it in the back for a preemptive strike.
Should I be using the Y values?
But using that method Its A circle around the target so it can see you when you are behind it. I want you to be able to sneak behind the Monster or attack it in the back for a preemptive strike.
Rm2k3 Having issues implementing ideas
Rm2k3 Having issues implementing ideas
O.k so in the event commands page 1 under change party you can select it to Add or Remove a specific character say Hero 1 or add or remove a character based on a variable their ID is stored in. How do you store a hero not sprite in an ID?
If I can find that out maybe I can do the field effect based on hero ID stored in said variable.
if max characters = 3
And i could assign them variables i can make 4 variables do the following
hero 1 = Variable ID 1
hero 2 = Variable ID 2
hero 3 = Variable ID 3
Variable 4 = stored ID
Thus allowing it to be replaced by any variable to call upon it to do different effects when it = a certain number/variable right?
If I can find that out maybe I can do the field effect based on hero ID stored in said variable.
if max characters = 3
And i could assign them variables i can make 4 variables do the following
hero 1 = Variable ID 1
hero 2 = Variable ID 2
hero 3 = Variable ID 3
Variable 4 = stored ID
Thus allowing it to be replaced by any variable to call upon it to do different effects when it = a certain number/variable right?
Rm2k3 Having issues implementing ideas
Um.. All I want for my first Problem is for a Parallel process to check both the Map coordinates of Hero (x,Y) and the map coordinates of Monster (x,y)
which I've done:
<>Variable Oper: 0012:monster X Set, monster 1 X Coord.
<>Variable Oper: 0013:monster Y Set, monster 1 Y Coord.
<>Variable Oper: 0014:hero X Set, Hero X Coord.
<>Variable Oper: 0015:hero Y Set, Hero Y Coord.
So it knows where they are constantly
Next I made it check for the greater than less than values to see if hero is above or below or left and right. And then I made another 2 Variables called Difference X & Difference Y find their difference in value having it use the Monster map position stored in the variable as its Value - hero position.
I then proceeded to make a Branch argument of where Monster 1 was facing be it Up,Down,Left,Right and how it would act accordingly to hero's x,y position
its view is 5 tiles in front of it.
Now the problem is, NONE of that is working other than the checking of positioning.
Now second problem that you addressed was making it check Party leader ID which you said it cant? And then making each field effect skill have an actual learned skill?
I only want the skill to be used on field and not in a battle though.
which I've done:
<>Variable Oper: 0012:monster X Set, monster 1 X Coord.
<>Variable Oper: 0013:monster Y Set, monster 1 Y Coord.
<>Variable Oper: 0014:hero X Set, Hero X Coord.
<>Variable Oper: 0015:hero Y Set, Hero Y Coord.
So it knows where they are constantly
Next I made it check for the greater than less than values to see if hero is above or below or left and right. And then I made another 2 Variables called Difference X & Difference Y find their difference in value having it use the Monster map position stored in the variable as its Value - hero position.
I then proceeded to make a Branch argument of where Monster 1 was facing be it Up,Down,Left,Right and how it would act accordingly to hero's x,y position
its view is 5 tiles in front of it.
Now the problem is, NONE of that is working other than the checking of positioning.
Now second problem that you addressed was making it check Party leader ID which you said it cant? And then making each field effect skill have an actual learned skill?
I only want the skill to be used on field and not in a battle though.
Rm2k3 Having issues implementing ideas
Thanks for the idea! I never really used the variable functions until recently, so I'm still trying to lean how to properly use them. Now the function I'm using for switching character spots to make teammates active on map is the one that Rm2k3 has set in the actual game for switching spots. Can I set it to use the variable ID of the party leader? because currently I don't think it's actually doing anything but changing the sprite image to that of the "selected" hero.
Rm2k3 Having issues implementing ideas
So I'm having issues with trying to figure out how to event things in my game.
I've looked at multiple scripts and tutorials to try and implement the following:
1.) A monster radial view system. basically something like what the monsters do in
GRANDIA I <iframe width="560" height="315" src="http://www.youtube.com/embed/EPVAP5ayBd4" frameborder="0" allowfullscreen></iframe>
2.) I'm trying to implement basic field effect skills Ie. cutting plants pushing rocks and other things. the problem here is when i set up a certain effect like slashing to cut plants I can't make the action character specific. Example
When hero 1 sprite is on map (active) hitting key "1" does slash
when hero 2 sprite is on map (active) hitting key "1" jumps
the problem i encounter is how do i tell rm2k3 what hero can do what when they're actively being controlled on the map? at the moment hero 2 can slash as well as jump.
<iframe width="420" height="315" src="http://www.youtube.com/embed/hXzMtLj4EHc" frameborder="0" allowfullscreen></iframe>
I've looked at multiple scripts and tutorials to try and implement the following:
1.) A monster radial view system. basically something like what the monsters do in
GRANDIA I <iframe width="560" height="315" src="http://www.youtube.com/embed/EPVAP5ayBd4" frameborder="0" allowfullscreen></iframe>
2.) I'm trying to implement basic field effect skills Ie. cutting plants pushing rocks and other things. the problem here is when i set up a certain effect like slashing to cut plants I can't make the action character specific. Example
When hero 1 sprite is on map (active) hitting key "1" does slash
when hero 2 sprite is on map (active) hitting key "1" jumps
the problem i encounter is how do i tell rm2k3 what hero can do what when they're actively being controlled on the map? at the moment hero 2 can slash as well as jump.
<iframe width="420" height="315" src="http://www.youtube.com/embed/hXzMtLj4EHc" frameborder="0" allowfullscreen></iframe>
















