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Rm2k3 Having issues implementing ideas

Alright, let's try this another way. In the second screenshot you have a fork condition that has the exact same requirements as the first fork condition. How would you get y coordinates for the hero/monster accurately, if your retrieval of the variables is based on whether their x coordinates are larger or smaller?

Edit:
author=Dark-Watcher
lBut 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.

Not true, you can still perform a check for the directions to determine whose behind whom. For example: The Player is facing Up, and the Event Touches the Player, the event is also facing Up. Therefore, we can conclude that because they're both facing one direction, and the event touched the player, that the event MUST be behind the player.

Rm2k3 Having issues implementing ideas

In your second screenshot, you're trying to retrieve the distance of the Y coordinate for the player/monster. However, in fork condition you're still using the X coordinates for both characters (player/monster).

Edit: I would also recommend using the Pythagorean Theorem over the way you have it for the last screenshot. This would allow you have less fork conditions; making your code faster and easier to read. If you're not familiar with that you can also use this tutorial: http://rpgmaker.net/tutorials/16/ which provides a much simpler alternative to what you're using.

Rm2k3 Having issues implementing ideas

That's strange that none of that is working. Perhaps a screenshot of what you have setup would help us figure out the exact problem.

That is correct, RM2k3 unfortunately has no native way of allowing the developer to see which party members are in what place. You would have to code your own system for party switching (with your own menu) just to know which character is located where *facepalm*. However, if instead you choose to use DynRPG, there might be some patches which give you that ability (to check the order of the party).

About the skill: I assumed you wanted each character to have a "slash" skill before they could actually use the slash field effect? If not then you can simply disregard/skip that step.

EDIT:

author=Dark-Watcher
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.

Well you have the same problem. You have to code the ability to even read whether the heroes are in the party. For that you need to setup a "parsing system" which would use fork conditions to check if a hero is in a party. Then you can set a variable (1 for each party member slot) to the id of that character. Then you would check which heroes were in the party. However, the same issue occurs as you have no way of knowing the order of those party members. You just would know that they are, in fact, in the party.

Rm2k3 Having issues implementing ideas

For your first issue. I don't really get what you're asking.

For the second issue. I think you really need to look at working with parallel processes. I'm sure there are a few tutorials about that on this site. Basically though, your problem has multiple different sub-problems.. The first issue is getting the game to tell you which hero is currently the first member in the party, unless you make your own system for that-- there is no way to find it out. You can learn to that from this tutorial.

Next you need to check to leader to make sure he has whatever skill is associated with the field effect. Then use the input event to check if a player is pressing a key and finally setup the events for the associated actions. That's the general idea of how to get it to work, if you need more detailed information you can look at specific tutorials.

This one should give you some basic understanding of working with RM:
How to use Switches/Variables

This one details how to create an input based minigame, which is basically what you're doing:
Button Input Minigame

Good luck!

[Request]Battle system [RMXP]

I know this goes against what you asked for. However, I would really recommend just using a non-commercial SBS. If you get better and decide to make your game commercial, you'll undoubtedly have the skills necessary to convert the game at that point. So I wouldn't really worry about that being that you're still new.

Anyway there are quite a few SBS's for XP, however here is a link with two of them:

http://victorscripts.wordpress.com/rpg-maker-xp/#battle

VX ACE - Making Followers "through" or fixing enemy sight script

LOL, yeah-- you can just blame it on the stupidity of the guards.

Random encounters are "boo" if left "unconditional" as they are by default. I know what you mean, I spend nearly all of my free time using RM.

Yeah redoing the whole thing might be a pain depending on the dungeon.

Great to hear(read) that the little scriptlet will find a home!

VX ACE - Making Followers "through" or fixing enemy sight script

Yep, no problem-- it wasn't a big deal to script it. Hopefully it will find it's use!

I trust that in your game the enemy can still "see" the followers, right? Otherwise, it will be really strange when an enemy ignores followers, but chases you lol.

Good luck with your game/s!

XP battle even timing

Alright, cool! Saves me the effort. If you have bugs feel free to post it-- I can help sort that out for you.

VX ACE - Making Followers "through" or fixing enemy sight script

I have a solution for you...

It's a simple, yet elegant, little snippet that makes it so that followers are also eligible for collision with "Event Touch" trigger based events.

#==============================================================================
# ■ Follower Touch [VXA]
# Author: Mesiah A.K.A. MakoInfused
# Version: N/A
# Contact: www.cetrastudios.com/
#------------------------------------------------------------------------------
# ■ Short Description
#------------------------------------------------------------------------------
# Makes it so that touch encounter based events will trigger when they
# collide with players or followers.
#===============================================================================

#==============================================================================
# ** Game_Event
#==============================================================================

class Game_Event < Game_Character

  #--------------------------------------------------------------------------
  # overwrite method: check_event_trigger_touch
  #--------------------------------------------------------------------------
  def check_event_trigger_touch(x, y)
    return if $game_map.interpreter.running?
    if @trigger == 2 && collide_with_player_characters?(x, y)
      start if !jumping? && normal_priority?
    end
  end
  
end

XP battle even timing

Yeah in VX it's called before and after, sort of-- only one is called depending on the state of the "End of Turn"/"When the end of turn" checkbox. This way you can have one for before the turn and one for after...pretty awesome.

As for XP. The method you're looking for is named "setup_battle_event". I can try to whip something up later, if someone doesn't beat me to it.