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Disallowing the use of other programs

Phylomortis 2 had an anti-cheat system that would kick you to the title screen if you were peculiarly overleveled or gave yourself money or whatever.

It's possible to do, but it's also just as easy to get around.

Some help for a newbie? (rpg maker 2003)

1) The Show Choices command on Page 1. Put the appropriate dialog in each branch.

2) The Item Management command on Page 1. You will have to create the item find announcement yourself, but you can use the command to add the item.

3) There's 2 ways to do this:
  • Create a New Page in the event editor, and in the Preconditions section on the left, check "Item" and select the Key.
  • Use the Conditional Branch command on Page 3, then pick Item from the second page of options, and select the key item. Put the event commands for opening the door in the main branch, and the event commands for when you don't have the key in the Else branch.

Make sure to also use a Switch Operations command and a new event page for when door opens, so that it stays open.

4) This is a little more complicated. You will need to run a Parallel Process event that constantly checks the X and Y coordinates and facing of both the hero and the enemy, and cross-reference them and any obstacles. If you can live without doing this until you know exactly how you'd go about it, you should probably avoid trying it for now.

The Rare/Obscure RM Games Request Topic

I would appreciate anyone who can point me in the direction of any of the following RPG Maker 2000 games:

Destruction of the Planet
Final Fallacy
Manhatton Project
Whatever that game was called that featured people in the old #rpgmaker.net channel

[VXa] Creating a custom window using the "Script" event

Edited the OP with the next (and hopefully, final) problem.

[2k3] Is there a way to track which hero is in which party slot?

There is no built-in way to do this. Unfortunately, you're going to have to do it manually.

Make a variable for each hero slot and assign the hero ID of the member that fills that slot to the variable when you add them to the party.

[VXa] Creating a custom window using the "Script" event

author=Trujin
author=S32
I figured out how to make a window appear, but now I'm having a different issue. Edited the OP.
I can't see what you edited in your OP. What's the problem?

Okay, I did lie a little bit. I actually edited it after I posted that.

[VXa] Creating a custom window using the "Script" event

I figured out how to make a window appear, but now I'm having a different issue. Edited the OP.

[VXa] Creating a custom window using the "Script" event

EDIT 2: I figured out how to parse information in by means of a global variable (not sure if that's the most efficient means, but it works, so). Now I just need one more thing cleared up:

In RGSS3, is there a way to make a function wait for a few seconds before it does something? I want the window to pop up for a couple seconds and then fade out. I can probably poke around and find out how to do the transition, but I'm stuck on how to keep the window up for a fixed amount of time. It does do this by default, but the amount of time it stays up seems to be random. Any insight?

EDIT 1: I solved the problem of making a window appear, but now I have a new dilemma. I made a small window appear when a treasure box is opened to display the item that was inside it, but I want to be able to reference the item ID in question directly from the "Script" event command, and I can't figure out how to do it. I know you have to supply an argument, but I can't figure out how to supply the value and reference it within the script. Am I making sense?

I have some great, innovative ideas for a game project that I'd like to implement myself using RGSS.

Unfortunately, all of my ideas require I implement them using RGSS, and having never dealt with Ruby before, I'm unfamiliar with the proper syntax for most things.

All I want to do right now is learn how to create a custom window in a normal event via "Script" (for later applications such as announcing item pickups, subquest progress updates, etc), and for the life of me, I cannot figure out how to do it. Thanks to many irrelevant video tutorials on Youtube, I know exactly how every type of window works and where they inherit their variables from, but I still can't figure out how to make one appear.

Halp.

Dungeon Theory

Brickroad is pretty much the authority on dungeon design. It would be unwise not to take him at his word.

What are you jamming to?