TRIANGLEGM'S PROFILE
TriangleGM
38
I was born in January of 1982 on a U.S. airbase in Misawa, Japan. My family returned home before I was old enough to form memories, but between my uncle marrying a Japanese woman and my family keeping a lot of Japanese toys, cookware, and customs around the house, I've always felt a weird connection to the land of the rising sun. I'd love to visit Japan someday, but it hasn't happened yet.
I was raised on VHS tapes of G.I.Joe, The Last Unicorn, the Rankin/Bass version the Hobbit, and so on. I know what the song "Domo Origato, Mr. Roboto" is really about. I like to write. I like to create. When I can find time, I run table-top D&D, study screenplay writing, design board games, and well, I use RPG Maker XP.
I was raised on VHS tapes of G.I.Joe, The Last Unicorn, the Rankin/Bass version the Hobbit, and so on. I know what the song "Domo Origato, Mr. Roboto" is really about. I like to write. I like to create. When I can find time, I run table-top D&D, study screenplay writing, design board games, and well, I use RPG Maker XP.
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Revive the Dead 2: Deader or Alive
Triangle Games Productions isn't really a team.
It's actually one guy named Evan Williams (yes, like the whiskey, no relation).
Here's my first blog update.
Everything else you need to know is on the game page (sorry about the graphics...).
It's actually one guy named Evan Williams (yes, like the whiskey, no relation).
Here's my first blog update.
Everything else you need to know is on the game page (sorry about the graphics...).
[SCRIPTING] [RMXP] ongoing toolbelt problems, updates
Progress...
Currently:
Now the whole thing runs without errors, but nothing seems to happen.
You may notice I have not actually implemented the key ingredient: the L/R button activation. I've done that before with run scripts, so I'm more trying to get the rest of the functionality in place before I polish that up. For now it's just being called from an event.
Toolbelt module is currently after the changes to game_actor and _scene equip.
It has it's own heading block.
I was getting a no method error for next_tool.
Fixed that by changing the definition to "def self.next_tool".
Then it said weapon_id was undefined.
Turns out "$game_party.actors.weapon_id = @tool" is invalid.
I had to change it to "$game_party.actors.equip(0, @tool)".
Fixed that by changing the definition to "def self.next_tool".
Then it said weapon_id was undefined.
Turns out "$game_party.actors.weapon_id = @tool" is invalid.
I had to change it to "$game_party.actors.equip(0, @tool)".
Currently:
Now the whole thing runs without errors, but nothing seems to happen.
You may notice I have not actually implemented the key ingredient: the L/R button activation. I've done that before with run scripts, so I'm more trying to get the rest of the functionality in place before I polish that up. For now it's just being called from an event.
Toolbelt module is currently after the changes to game_actor and _scene equip.
It has it's own heading block.
#By Triangle Games Master, as TriangleGM on rpgmaker.net
#
#ALTERS EXISTING: (including comments)
#Game_Actor: lines 36, 71-72
#Scene_Equip: lines 112-115
#
#==============================================================================
# ** Toolbelt
#------------------------------------------------------------------------------
# This script includes a re-write and original script.
# It is an inter-working part of the Crop Farming Toolkit.
# It references element 17 as set on the system tab of the database.
# It allows players to cycle through equipping tools from the map.
# The last non-tool weapon equipped is added to the toolbelt.
# Current Weapon variable (@current_w) added to Game_Actor.
# Toolbelt refresh in Scene_Equip.
# New module Toolbelt begins at line 128.
#==============================================================================
class Game_Actor < Game_Battler
#--------------------------------------------------------------------------
# * Public Instance Variables
#--------------------------------------------------------------------------
attr_reader :name # name
attr_reader :character_name # character file name
attr_reader :character_hue # character hue
attr_reader :class_id # class ID
attr_reader :weapon_id # weapon ID
attr_reader :armor1_id # shield ID
attr_reader :armor2_id # helmet ID
attr_reader :armor3_id # body armor ID
attr_reader :armor4_id # accessory ID
attr_reader :level # level
attr_reader :exp # EXP
attr_reader :skills # skills
attr_reader :current_w # last real weapon equipped
#--------------------------------------------------------------------------
# * Setup
# actor_id : actor ID
#--------------------------------------------------------------------------
def setup(actor_id)
actor = $data_actors[actor_id]
@actor_id = actor_id
@name = actor.name
@character_name = actor.character_name
@character_hue = actor.character_hue
@battler_name = actor.battler_name
@battler_hue = actor.battler_hue
@class_id = actor.class_id
@weapon_id = actor.weapon_id
@armor1_id = actor.armor1_id
@armor2_id = actor.armor2_id
@armor3_id = actor.armor3_id
@armor4_id = actor.armor4_id
@level = actor.initial_level
@exp_list = Array.new(101)
make_exp_list
@exp = @exp_list[@level]
@skills = []
@hp = maxhp
@sp = maxsp
@states = []
@states_turn = {}
@maxhp_plus = 0
@maxsp_plus = 0
@str_plus = 0
@dex_plus = 0
@agi_plus = 0
@int_plus = 0
#ADDED current weapon
@current_w = 0
# Learn skill
for i in 1..@level
for j in $data_classes[@class_id].learnings
if j.level == i
learn_skill(j.skill_id)
end
end
end
# Update auto state
update_auto_state(nil, $data_armors[@armor1_id])
update_auto_state(nil, $data_armors[@armor2_id])
update_auto_state(nil, $data_armors[@armor3_id])
update_auto_state(nil, $data_armors[@armor4_id])
end
end
class Scene_Equip
#--------------------------------------------------------------------------
# * Frame Update (when item window is active)
#--------------------------------------------------------------------------
def update_item
# If B button was pressed
if Input.trigger?(Input::B)
# Play cancel SE
$game_system.se_play($data_system.cancel_se)
# Activate right window
@right_window.active = true
@item_window.active = false
@item_window.index = -1
return
end
# If C button was pressed
if Input.trigger?(Input::C)
# Play equip SE
$game_system.se_play($data_system.equip_se)
# Get currently selected data on the item window
item = @item_window.item
# Change equipment
@actor.equip(@right_window.index, item == nil ? 0 : item.id)
#ADDED SCRIPT to refresh toolbelt
if @actor = 0
$toolbelt.new_equip
end
# Activate right window
@right_window.active = true
@item_window.active = false
@item_window.index = -1
# Remake right window and item window contents
@right_window.refresh
@item_window.refresh
return
end
end
end
#==============================================================================
# ** Toolbelt
#------------------------------------------------------------------------------
# Cycles through available tools while on map screen with L/R buttons.
# Uses the variable @current_w to return to the last equipped non-tool weapon.
# Updates toolbelt if player uses standard equipment menu
#==============================================================================
module Toolbelt
@belt = []
@pocket = 0
@tool = 0
#This sets up the belt array
def refresh
@belt.clear
@belt[0] = $game_party.actors[0].current_w
for i in 1...$data_weapons.size
if $game_party.weapon_number(i) > 0
if $data_weapons[i].element_set.include?(17)
@belt.push($data_weapons[i])
end
end
end
#This sets the current pocket based on current tool
for i in 0...@belt.size
if @tool == @belt[i]
@pocket = @belt[i].index
end
end
end
#This keeps current weapon and tool up to date
def new_equip
@tool = $game_party.actors[0].weapon_id
#If the tool is a real weapon, update current weapon
unless $data_weapons[@tool].element_set.include?(17)
$game_party.actors[0].current_w = $game_party.actors[0].weapon_id
end
@refresh
end
#This moves forward one pocket on the belt
def self.next_tool
@refresh
@pocket += 1
@tool = @belt[@pocket]
$game_party.actors[0].equip(0, @tool)
#TO DO: WINDOW TO ALERT PlAYER TO TOOl CHANGE
end
end
Rpgmaker XP Tile Sets
author=Craze
well the other problem is that xp isn't deserving of love
edit: except the mapping, why they dumped the map editor i'll never understand
Dumped? How does it even work? See, I knew there was a reason I was still using XP (other than being too cheap to upgrade my tools for the sake of a hobby...).
[RMXP] Crop Farming: Tool Switching Methods
The ring menu is cool, brings back memories of Secret Of Mana. For my game, it's really just the tools I'm worried about though, and that's actually the same number of steps to get in, it just looks cooler. I like the idea of the slider, which I could probably learn to build off of what I've got going with the "toolbelt." Anybody know a good "menu building" tutorial?
My game isn't really going to be a "farming simulator" per se, more like a regular RPG that "just so happens" to include farming. With the focus more on large scale exploring/adventuring and less on "time management puzzle solving," it may not even have the ubiquitous timer for day/night, and it definitely won't limit carry space.
However, if I expect OTHER people to use the crop scripts I'm making for more typical farming games, I suppose I should include an option for a more appropriate menu system with the kit, and at least point them in the direction of a day/night system, I know there's already some out there in script land. And, also, yes, I'm going to be needing a storage box, preferably a series of magically connected storage boxes. (note to self: always spend more time in the "outline" phase of game design).
My game isn't really going to be a "farming simulator" per se, more like a regular RPG that "just so happens" to include farming. With the focus more on large scale exploring/adventuring and less on "time management puzzle solving," it may not even have the ubiquitous timer for day/night, and it definitely won't limit carry space.
However, if I expect OTHER people to use the crop scripts I'm making for more typical farming games, I suppose I should include an option for a more appropriate menu system with the kit, and at least point them in the direction of a day/night system, I know there's already some out there in script land. And, also, yes, I'm going to be needing a storage box, preferably a series of magically connected storage boxes. (note to self: always spend more time in the "outline" phase of game design).
[RMXP] Crop Farming: Tool Switching Methods
I'm working on this crop farming toolkit to help non-scripters make farming games through events (and for myself, of course).
Current Progress:
Style Goals:
Next thing I want is a way to switch tools faster. The tools are designed as weapons with an element set called "Tool." Even while play-testing the other features, it's getting tedious to enter the menu, go down and select equip, select the lead party member, THEN select weapon to equip a hoe, use it, then all that again for a seed, and again for the watering can, then AGAIN to go back to a weapon so I don't accidentally walk into battle with a watering can. Clearly, there's a reason farming games don't work that way.
I've been working on setting up the L/R buttons to work on the map screen to cycle through available tools (and the last-equipped actual weapon). I've already had to add lines to Game_Actor and Scene_Equip to set up this tool-belt, and I haven't even gotten started on creating a display to show the change. It's fun figuring out how to do all this, but it has occurred to me that the player might find it more convenient to pick a tool from a list than have to cycle through all of them, especially since the seeds are included in the list of tools.
Then I realized I could probably just make a button that takes you directly to the lead party member's equip screen, and then back to the map. I could also put in the extra work to actually make a whole separate "Tool-belt Select Window" that would appear over the map. I don't really WANT to do that, but it would be the most like modern farming games, and I do understand the basic concept of drawing a window (a selection window would be new to me).
I partly want to make my own game, but I like all these ideas about the same from a player perspective, and I also want to make the completed framework available for other users. So, what do you think? I'm curious to hear from scripters and other designers or even just people who play farm games:
cycle tools, direct to standard equip screen, or whole new selection window?
Current Progress:
I've got Self Variables (need to check permission with DrakoShade to include that, WAY beyond my level, but from his post I found it in, I don't expect any problem), an overnight water-check (generously re-written for me by KK20), a run button, front activated 'through' events (so you're not hoeing under your own feet), and a working event methodology for the crops.
Style Goals:
In general, I do NOT want to transform RMXP into Harvest Moon (I actually found someone had over-ridden virtually all the default scripts to completely re-create the original SNES Harvest Moon, and he ALMOST finished the project. It was interesting, and certainly impressive, but useless for my purposes).
What I want, is RMXP + farming. I want to make a party-based full scale RPG that includes farming. It's more like an RMXP version of Rune Factory. My plan is, time of day works like farming games when on the farm, then halts or slows for exploring the "wider world." Players will simply have to remember to use a warp spell to go back and forth to visit home and look after things each day when they sleep at an inn on the road (or find some "farm claws" to help with that...)
What I want, is RMXP + farming. I want to make a party-based full scale RPG that includes farming. It's more like an RMXP version of Rune Factory. My plan is, time of day works like farming games when on the farm, then halts or slows for exploring the "wider world." Players will simply have to remember to use a warp spell to go back and forth to visit home and look after things each day when they sleep at an inn on the road (or find some "farm claws" to help with that...)
Next thing I want is a way to switch tools faster. The tools are designed as weapons with an element set called "Tool." Even while play-testing the other features, it's getting tedious to enter the menu, go down and select equip, select the lead party member, THEN select weapon to equip a hoe, use it, then all that again for a seed, and again for the watering can, then AGAIN to go back to a weapon so I don't accidentally walk into battle with a watering can. Clearly, there's a reason farming games don't work that way.
I've been working on setting up the L/R buttons to work on the map screen to cycle through available tools (and the last-equipped actual weapon). I've already had to add lines to Game_Actor and Scene_Equip to set up this tool-belt, and I haven't even gotten started on creating a display to show the change. It's fun figuring out how to do all this, but it has occurred to me that the player might find it more convenient to pick a tool from a list than have to cycle through all of them, especially since the seeds are included in the list of tools.
Then I realized I could probably just make a button that takes you directly to the lead party member's equip screen, and then back to the map. I could also put in the extra work to actually make a whole separate "Tool-belt Select Window" that would appear over the map. I don't really WANT to do that, but it would be the most like modern farming games, and I do understand the basic concept of drawing a window (a selection window would be new to me).
I partly want to make my own game, but I like all these ideas about the same from a player perspective, and I also want to make the completed framework available for other users. So, what do you think? I'm curious to hear from scripters and other designers or even just people who play farm games:
cycle tools, direct to standard equip screen, or whole new selection window?
Anybody got tips on how to stay focused on making projects?
O M G ... reading that comic was like like when my brother showed me the book that explains screenplay structure. I will never make a game the same way again...
HERO receives Motivation +10
HERO receives Motivation +10
[RMXP] error involving MapInfos.rxdata [resolved]
Well, typos will definitely kill a script, that's for sure! :)
KK20, a global mod at chaos-project, re-wrote the whole dang thing for me! Some of what you said looks more like his version. It looks like this now:
KK20, a global mod at chaos-project, re-wrote the whole dang thing for me! Some of what you said looks more like his version. It looks like this now:
module Overnight @@maps = {} # Get list of map IDs map_hash = load_data('Data/MapInfos.rxdata') map_hash.keys.each do |id| # Create a hash table where map ID is the key and event IDs are the value @@maps[id] = [] # Load map map = load_data(sprintf("Data/Map%03d.rxdata", id)) # Check every event's name on the map and add it to the list if it is soil map.events.keys.each do |e| @@maps[id].push(e) if map.events[e].name == 'Crop Soil' end end # This method is called when the player goes to sleep def self.water_check @@maps.each do |map_id, events| events.each do |e_id| # If crop event is planted and/or watered if $game_self_variables[[map_id, e_id, 1]] > 3 # If crop was watered if $game_self_switches[[map_id, e_id, "A"]] # Turn switch off and increase event page $game_self_switches[[map_id, e_id, "A"]] = false $game_self_variables[[map_id, e_id, 1]] += 1 # Crop is not finished growing elsif !$game_self_switches[[map_id, e_id, "B"]] # Goes to withered page $game_self_variables[[map_id, e_id, 1]] = 3 end end end end end end
[RMXP] error involving MapInfos.rxdata [resolved]
This is an RPG Maker XP project. I am trying to create the scripts needed for non-scripters to make their own Harvest Moon style crops. I got as far the script for checking if plants are watered overnight, and I am getting an error that is well out of my league. I tried googling it, but I got nothing. I needed to cycle through every event on every map, and the only solution I found involves the rxdata, which I have avoided like the plague up to now. I don't even know a good tutorial for learning that, I just know that some people know it well, and I don't.
I am using the Self Variables from DrakoShade, as well as an original code I put together.
Here's the error:
And just to be thorough, here's the "bedtime" event with the script call:
The game starts fine, but when I try to call the Overnight script, that error comes up. Here's my script:
I feel like there's one too many "ends" in there, but it won't run with any less or more.
Self variable 1 is the main control for the crop event page.
Self switch A is used to check whether the crop has been watered.
Self Switch B checks if the crop is done growing.
If you want to look at the actual game, it can be downloaded from here: https://uploadfiles.io/xqshg
I am using the Self Variables from DrakoShade, as well as an original code I put together.
Here's the error:

And just to be thorough, here's the "bedtime" event with the script call:

The game starts fine, but when I try to call the Overnight script, that error comes up. Here's my script:
class Overnight
def initialize
@maps = []
@farm = 1
map_data = load_data('MapInfos.rxdata')
for i in map_data.keys
@maps.push(load_data(sprintf("Data/Map%03d.rxdata", i)))
end
end
def water_check
for f in 0...@maps[]
@farm = @maps[f]
for e in 0...@farm.events[]
if $game_self_vaiables[[@farm, e, 1]] > 3
if $game_self_switches[[@farm, e, "A"]] == on
$game_self_switches[[@farm, e, "A"]] = off
$game_self_variables[[@farm, e, 1]] += 1
else if $game_self_switches[[@farm, e, "B"]] == off
$game_self_variables[[@farm, e, 1]] = 3
end
end
end
end
end
end
end
I feel like there's one too many "ends" in there, but it won't run with any less or more.
Self variable 1 is the main control for the crop event page.
Self switch A is used to check whether the crop has been watered.
Self Switch B checks if the crop is done growing.
If you want to look at the actual game, it can be downloaded from here: https://uploadfiles.io/xqshg
Legend Maker
Legend Maker has a subreddit where people are posting levels made with the demo. So, I put my little trilogy of dungeons up. You have to move the save files into the correct folder right now, but that's a temporary situation (they have a "How To" video if you need it).
https://www.reddit.com/r/LegendMaker/
The "Post levels here" thread is pinned.
https://www.reddit.com/r/LegendMaker/
The "Post levels here" thread is pinned.
Legend Maker
So, I made my backups and accepted my fate with Windows 10, then I installed Zelda Classic for comparison. I spent a few minutes trying to figure out why I can't maximize it and gave up, it's just so tiny! So, I changed my screen resolution while I was working with it, no biggie. This thing is SO extensive! At this point, I sort of understand why, but I have to admit it was intimidating to try and jump into. I think I'll have some fun working with it, but I'm definitely going to finish reading the tutorial before I try again.
As far as comparing Zelda Classic to Legend Maker, it's hard to say for sure, because the demo that's out for LM is so streamlined right now. I don't know how many options/features might be added along the way, or exactly what the interface will look like in the end. Right now, it seems much more intuitive and fluid, but again it's very limited so that may not be as true of the full program.
The best way I could put it is that by comparison
Zelda Classic kind of feels more like using FFHackster, while
Legend Maker feels more like an RPGMaker.
In the end, I think I may learn to use Zelda Classic for making games that are specifically Zelda stories/parodies/fan-fiction, and use Legend Maker for more original games of similar gameplay style. I am now excited about both!
RE: Candy Crush
People who think Hollywood is out of ideas should take a closer look at the app store on their phone. There are more versions of that thing than Tetris at this point, and don't get me started on puzzle games that try to act like they're RPG's. I can feel the bile rising...
Oh, and by the way, programs in windows 10 are now referred to as apps. Not applications, just apps. Apparently, Microsoft wants to make the experience of using your PC, tablet, and smartphone more fluid and similar, and they've decided to make the PC feel more like a phone rather than the other way around. Right down to having an "App Store" on your PC. Also, the new calculator is fugly. Like, you know the comments Weasel makes about how Deadpool looks? That.
As far as comparing Zelda Classic to Legend Maker, it's hard to say for sure, because the demo that's out for LM is so streamlined right now. I don't know how many options/features might be added along the way, or exactly what the interface will look like in the end. Right now, it seems much more intuitive and fluid, but again it's very limited so that may not be as true of the full program.
The best way I could put it is that by comparison
Zelda Classic kind of feels more like using FFHackster, while
Legend Maker feels more like an RPGMaker.
In the end, I think I may learn to use Zelda Classic for making games that are specifically Zelda stories/parodies/fan-fiction, and use Legend Maker for more original games of similar gameplay style. I am now excited about both!
RE: Candy Crush
People who think Hollywood is out of ideas should take a closer look at the app store on their phone. There are more versions of that thing than Tetris at this point, and don't get me started on puzzle games that try to act like they're RPG's. I can feel the bile rising...
Oh, and by the way, programs in windows 10 are now referred to as apps. Not applications, just apps. Apparently, Microsoft wants to make the experience of using your PC, tablet, and smartphone more fluid and similar, and they've decided to make the PC feel more like a phone rather than the other way around. Right down to having an "App Store" on your PC. Also, the new calculator is fugly. Like, you know the comments Weasel makes about how Deadpool looks? That.













