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[VXa] Wait command in RGSS3
It doesn't exist as part of any existing menu or "scene"; I call it only from the Script event command (so that I can use it at will and parse in my own variables):
Here is the script itself, if it helps (it's evident I'm only learning how to use this stuff):
$itemno = $game_variables[1]
@itemfind_show = Window_ItemFind.new
Here is the script itself, if it helps (it's evident I'm only learning how to use this stuff):
class Window_ItemFind < Window_Base
def initialize
itemfind_coords
Audio.se_play("Audio/SE/Item1", 75, 100)
super(@window_x, @window_y, @window_width, @window_height)
refresh
end
def itemfind_coords
@window_width = 160
@window_height = 80
@window_x = Graphics.width / 2 - 80
@window_y = Graphics.height / 2 - 40
end
def refresh
contents.clear
draw_itemname
end
def draw_itemname
contents.font.size = 20
@itemname = $data_items[$itemno].name
@itemicon = $data_items[$itemno].icon_index
draw_text(0, 0, @window_width, line_height, 'Found Item:', 1)
draw_icon(@itemicon, 0, line_height + 4)
draw_text(28, line_height + 4, @window_width, line_height, @itemname, 0)
end
def dispose
contents.clear
super
end
end
A beginners worries
A beginners worries
Don't make your first project with the intent of releasing it. Make a simple game for yourself based on concepts you want to explore and things you want to try to make happen.
Like Ratty524 said, don't pursue scripting and/or advanced concepts until you have a feel for the program. You'd be surprised how much you can do without having to touch the script editor at all. Once you have event-based creation down pat, scripting will probably come more easily to you.
Engines are custom systems/script sets designed by other people that you can insert into your project and customize to your will. I'd ultimately recommend against this if you're going for originality, but would make for a nice reference.
Plugins are modifications to the program that allow you to do things you otherwise
would not be able to. Unless you really need to do something you're not able to by normal means, I'd advise against this too.
Like Ratty524 said, don't pursue scripting and/or advanced concepts until you have a feel for the program. You'd be surprised how much you can do without having to touch the script editor at all. Once you have event-based creation down pat, scripting will probably come more easily to you.
Engines are custom systems/script sets designed by other people that you can insert into your project and customize to your will. I'd ultimately recommend against this if you're going for originality, but would make for a nice reference.
Plugins are modifications to the program that allow you to do things you otherwise
would not be able to. Unless you really need to do something you're not able to by normal means, I'd advise against this too.
[VXa] Wait command in RGSS3
Through trial and error, I have successfully created an "item find" window for when the player opens a chest or finds treasure. The only problem is, it seems to appear for an indeterminable, almost completely random amount of time.
What I want to do is show it for a fixed amount of time, and then dispose of it, all while the player is able to move around freely.
Is there a command for this, or am I SOL?
What I want to do is show it for a fixed amount of time, and then dispose of it, all while the player is able to move around freely.
Is there a command for this, or am I SOL?
Problem with Sound Effects (it keeps looping).
The above screenshots lead me to believe you're trying to test an Autorun event without turning it off somehow. If so, the knocking sound is looping because the event is starting over.
Autorun and Parallel Process events don't work like other event types; they will continue to loop over and over again unless you specifically tell them not to. Put a Switch Operations event command at the end, and make a second event page activated by that switch. This will disable the event after it has run through once, so there should be no way for it to loop.
Autorun and Parallel Process events don't work like other event types; they will continue to loop over and over again unless you specifically tell them not to. Put a Switch Operations event command at the end, and make a second event page activated by that switch. This will disable the event after it has run through once, so there should be no way for it to loop.
Let's play, with narcodis
The Longing Ribbon Review
author=Gibmaker
YOU REALLY TOLD THE COMBAT SYSTEM. I guess I agree. Oh well. GLAD IT STILL GOT 4.5/5 ANYWAY :}
I always strive to be honest, even if that honesty is overbearingly abrasive.
Also, the final score is a reflection of how much I enjoyed the game overall, rather than an average of how everything else stacked up.
Eventing Question: Vehicles and Restrictions
Are you planning on making vehicle access indefinite after the character joins, or do you want to restrict access every time that character leaves?
If the former, just put an event with the sprite of the ship in its place with a message saying "We can't use this yet", and then give it a second page (activated by the party member joining or a switch) that puts the actual ship in its place and then disables itself.
If the latter, add a Parallel Process event that stores the vehicle's last coordinates so you can move its replacement event to those coords and remove the real ship in the event the character leaves again.
If the former, just put an event with the sprite of the ship in its place with a message saying "We can't use this yet", and then give it a second page (activated by the party member joining or a switch) that puts the actual ship in its place and then disables itself.
If the latter, add a Parallel Process event that stores the vehicle's last coordinates so you can move its replacement event to those coords and remove the real ship in the event the character leaves again.
[rm2k3] Making a perk system
If you want to make the perk menu manual, that's fine too.
You'll still need the common event, though. Just have it compare the two variables, and add the difference to the variable for the hero's amount of spendable perk points. eg. VARIABLE 2 - VARIABLE 1 = PERK POINTS
You'll still need the common event, though. Just have it compare the two variables, and add the difference to the variable for the hero's amount of spendable perk points. eg. VARIABLE 2 - VARIABLE 1 = PERK POINTS
[rm2k3] Making a perk system
Unless you have another way for your heroes to gain XP, battles will be the only way. Do this:
If you decide to make other ways in which the heroes gain XP, put the first variable operation before the XP gain, and then turn the switch on after it.
- Make your common event. Make it activated by a switch.
- In the Monster Group event commands, turn the switch on (you'll have to do this for every monster group).
- Make a variable for each party member and set it to their current level (again, every monster group).
- At the beginning of the common event, set a different variable to the hero's current level.
- Make a conditional branch that checks to see if the two variables storing your hero's level are different. Put the "perk" system in the branch.
- Turn the switch off at the end of the common event.
If you decide to make other ways in which the heroes gain XP, put the first variable operation before the XP gain, and then turn the switch on after it.













