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I have solved RMVX variables!

So far yeah. These have been found by other people before me, but some of the solutions seem hit or miss. The first solution posted didn't work for me and some other users, but my solution has worked for those of us whose problems the first solution didn't fix.

Vehicle/map transfer issues (VX)

Yeah this is VX.

Vehicle/map transfer issues (VX)

Hey guys, thought I'd throw some help out there if anyone else has had these issues.

Basically, I wanted to make where I could use a ship. Fine enough? Thing is, this ship starts off in town, meaning I have at least two maps where the ship can be accessed. I was presented with a couple of problems:

  • If I boarded in town and got off on the world map, it would play the town music
  • It would always set the player walk speed to "normal" which was fine on the world map, but definitely not in town!
  • I ended up having to do a few more fixes too because once I boarded a vehicle and changed maps, it would swap the music.

Here's the coding fixes/changes I did:

  #--------------------------------------------------------------------------
# * Get Off Vehicle
# Assumes that the player is currently riding in a vehicle.
#--------------------------------------------------------------------------
def get_off_vehicle
if in_airship? # Airship
return unless airship_land_ok?(@x, @y) # Can't land?
else # Boat/ship
front_x = $game_map.x_with_direction(@x, @direction)
front_y = $game_map.y_with_direction(@y, @direction)
return unless can_walk?(front_x, front_y) # Can't touch land?
end
$game_map.vehicles[@vehicle_type].get_off # Get off processing
if in_airship? # Airship
@direction = 2 # Face down
else # Boat/ship
force_move_forward # Move one step forward
@transparent = false # Remove transparency
end
@vehicle_getting_off = true # Start getting off operation
@map = $game_map.map_id
if @map == 1
@move_speed = 4 # Return move speed
end
@through = false # Passage OFF
$game_map.vehicle_exit_bgm
make_encounter_count # Initialize encounter
end

In there I made it so that it would ONLY change the move speed to "normal if on the world map, otherwise it would make no change, since I have my game set to slower walk on the world map and faster walk everywhere else. The $game_map.vehicle_exit_bgm is another fix I also had to implement. This class is in Game_Player

  #--------------------------------------
# * Change music when exiting vehicle
#--------------------------------------
def vehicle_exit_bgm
@map.bgm.play if @map.autoplay_bgm
@map.bgs.play if @map.autoplay_bgs
end

I basically used this extra class so that I could force the autoplay of the current map's BGM when getting off the vehicle. This gets added to Game_Map

  #--------------------------------------------------------------------------
# * Automatically Switch BGM and BGS (not in vehicle)
#--------------------------------------------------------------------------
def autoplay
if $game_player.in_vehicle?
else
@map.bgm.play if @map.autoplay_bgm
@map.bgs.play if @map.autoplay_bgs
end
end

I changed the usual autoplay class so that it will only change music when you change maps IF you are not in a vehicle. This class is in Game_Map.


This pretty much embodies some of the more major changes I've made to the scripting and will probably keep in every game I make, outside of the variables solution.

I have solved RMVX variables!

Just found this error right now.. right after Case 4 up top, the line for getting the actor should be:

actor = $game_actors[@params]

I found that the fix I had worked properly until I tried to do variables involving a fifth party member (not five in the party at a time, but someone outside of the first four members).

Yay, another thing Enterbrain got wrong.

What annoys you in a game?

Actually one thing that does annoy me is generally the use of ALL Final Fantasy item/spell/whatnot names.

It's not a huge annoyance, but I see many more games than not use "Phoenix Down" or "Tent" or "Fire 2" or "Cure 3." It doesn't have to be overly extravagant like the spell/item names in the Phantasy Star series (talking Genesis here), but something a little more original would be great.

And actually to be honest probably everyone here is drawing a heavy influence from one game or another with their creation. Who cares? What will make your game stand out is how well you put your own spin on it, with your own dialects, systems, and whatnot.

I have solved RMVX variables!

Hmm.. that could be a possibility.

For the info though, just paid my $60 last night.

I have solved RMVX variables!

Yeah I've noticed the same - how GRS's script worked fine for him and some others, but screwed up stuff for us; and likewise for my script and his. But yeah my version is 1.02 as well.. very odd but I guess at least we have two scripts out for now so if one script doesn't work for someone, the other one may.

RPG Mechanics III : Random Encounter Design Theory

Firstly, how to you place encounters on your map?
- Random encounters. If I were to do non-random encounters, I would really want pertinent monster graphics, and I neither can find enough, nor have the time to make enough (or the skills to make any that look great).

Secondly, how to you explain random encounters?
- In my own game, the monsters (mostly animals) are just pertinent to their own area or the influences surrounding them.

Next, how do you balance your fights?
- I pretty much decide how many hits I'd prefer it to take to kill a monster (and for a monster to kill a hero) using the best purchasable equipment up to that point, with some variance of course.

Lastly, how to you distinguish them from boss encounters?
- Music, usually the size of the monster, and definitely boss fights only occur during set scenes with me.

Help with battle events (VX)

Wouldn't mind helping more like I seem to have been able to with the RMVX variables, but I've only just started dabbling some with coding myself. </useless post>

I have solved RMVX variables!

:D No problem. But yeah I had the same issue with that script - don't really know how the coding in this one works so differently from that other one, as it is nearly identical all said and done, but by golly, it does work.