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[VXa] Creating a custom window using the "Script" event
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?
[RM2k3] Shadow-light dungeon mechanic. Possible solution?
author=bulmabriefs144
...Why not just change the picture? You don't necessarily need a zillion pictures if you do it right.
Center the picture around the hero, and change location and size as the light mana variable changes. Other than this, the variables above can probably help.
This would be the most easy way to do this, but Shoobinator let me believe that he wanted to be able to light up more than one area at the time. This won't work with just one covering picture that changes location, but actually needs this eventcode tow work.
this sounds like a very tedious and pointless endevour
I don't get this reply, I just explained how to do this with only a view lines of eventcode?
[VXa] Creating a custom window using the "Script" event
Search for "RGSS Tutorial".
First hit:
http://www.rpgrevolution.com/tutorials/ruby-game-scripting-system.html
Start with this one and follow the series:
http://www.rpgrevolution.com/tutorial/rgss-for-dummies-tutorial-1:-the-basics_25.html
After that move over to this series of tutorials to make the windows:
http://www.rpgrevolution.com/tutorial/the-script-builders'-tutorials-lesson-1:-basic-windows_265.html
That way you'll learn everything you need to do in a view hours with gaining a lot of knowlage you'll be happy with =) (I did the same if you wonder).
First hit:
http://www.rpgrevolution.com/tutorials/ruby-game-scripting-system.html
Start with this one and follow the series:
http://www.rpgrevolution.com/tutorial/rgss-for-dummies-tutorial-1:-the-basics_25.html
After that move over to this series of tutorials to make the windows:
http://www.rpgrevolution.com/tutorial/the-script-builders'-tutorials-lesson-1:-basic-windows_265.html
That way you'll learn everything you need to do in a view hours with gaining a lot of knowlage you'll be happy with =) (I did the same if you wonder).
[Poll] What type of Encounter Type is better in your opinion?
It really depends on the situation. I'm a bit of a pro-realismn guy, so as for encouters I think they should match the enemy (let us concider that your overgrown insect/spider/rodent battlers are actually representing small scum).
So let's take a trip to the forest.
- random encounters at paths: insects, spiders and such.
- random encounters at tall grass: rodents or depending on the height of the grass: small predators.
- on touch, random movement or path: herbivores.
- on touch random movement untill you get to close: terretorial herbivores and carnivores.
- on touch actively searching for your ass: predating carnivores.
As for urban situations:
- random encounters at paths: Just don't
- random encounters at "tall grass"/ rubble: Stealth based enemies.
- on touch, random movement or path: scum, random thugs.
- on touch random movement untill you get to close: territorial gangmembers
- on touch actively searching for your ass: police or criminals when you get a target at your head story wise.
So let's take a trip to the forest.
- random encounters at paths: insects, spiders and such.
- random encounters at tall grass: rodents or depending on the height of the grass: small predators.
- on touch, random movement or path: herbivores.
- on touch random movement untill you get to close: terretorial herbivores and carnivores.
- on touch actively searching for your ass: predating carnivores.
As for urban situations:
- random encounters at paths: Just don't
- random encounters at "tall grass"/ rubble: Stealth based enemies.
- on touch, random movement or path: scum, random thugs.
- on touch random movement untill you get to close: territorial gangmembers
- on touch actively searching for your ass: police or criminals when you get a target at your head story wise.
[RM2k3] Shadow-light dungeon mechanic. Possible solution?
Depends on the order you use them I guess. I know I've used a view patches and one of them consisted of a RPG_RT.exe. Which ment I had to use that as base and put the patches over it again.
Which worked fine btw =).
Which worked fine btw =).
RPG MAKER 2003/ How Would I Do This In My Game?
author=Travioauthor=bulmabriefs144Look up the DRY method; a common event running as a PP satisfies the conditions of DRY programming, which is pretty much how you should be trying to do as much code as possible. Saves you having to go back and fix every single related event if you decide to change the conditions under which you can push that rock and reduces the amount of overhead.
Huh? You don't even need the Parallel Process (or for that matter, a switch). Just make it part of the event in question, like this:
If Possesses Item
(ThisEvent, away from hero)
Else
If Actor Knows Strength
(ThisEvent, away from hero)
Else
(Blank)
End
End
Put this in the event, and make it Hero Touch instead of Action Key.
Also a note, should probably toss a Wait 0.0 before or after the conditional statement I put up earlier - it'll ease the burden of the process on the engine.
You are totally right about the dry coding bit, however I would do it somewhat differently to avoid lag issues. I would advice to call a common event, so you are able to change the code if there is an bug in it, but still avoid lag issues due a constantly looping parallel event (yes a 0,0 wait would also work, unless you have dozens of these running at the same time (I would probably stack all those parrallels together, but w/e :p).
So my advice:
Create an event:
Give it the boulder graphic.
Make it hero touch.
In the code you put this:
<>call common event (boulder push)
Now go to your database.
Go to the common event tab.
Place this code in the common event slot you created earlier:
<>If Possesses Item
<><>
<>Else
<><>If Actor Knows Strength
<><><>
<><>Else
<><><>Jump to label 1
<><>end
<>End
<>If Hero faces up
<><>Move event up
<>end
<>If Hero faces right
<><>Move event right
<>end
<>If Hero faces left
<><>Move event left
<>end
<>If Hero faces down
<><>Move event down
<>end
<>Label 1
Btw, Bulmabriefs, why leave an empty else case if you don't do anything with it? As in how you put an else case after checking if the skill is aviable or not. People commenting about my two empty else cases: it would take an extra label if I wouldn't do it this way.
[RM2k3] Shadow-light dungeon mechanic. Possible solution?
I would seriously advice to use the picpointer patch in that case by Cherry. To set up a 15 x 20 map you would need 300 pictures to manage.
Next to that it would be wise to use some variables to keep track of picture ID's so you know which one to delete when using the skill.
I'll explain the way I would achieve this, but be adviced, if you don't get this, you are probably better of just using event.
This will be an example for 15 x 20 map using the picpointerpatch (which is a really nifty patch that can set picture id's by a variable.
Set up of dark pictures (16 x 16 pixels):
var x set 8
var y set 8
var id set 1
Label 1
Place picture at var x, var y by var id
var x + 16
var id + 1
Conditional branch if var x = 368
<> var x set 8
<> Var y + 16
<> Conditional branch if var y is not 248
<><> jump to label 1
<>end
end
To pick a black tile picture to erase:
INSERT SOME WAY TO POINT TO THE TILE HERE (tile based not picture coordinate based)
var pick x to map x
var pick y to map y
var pick y * 20
var pick y - 20
var pick y + map x
var id set var pick y
erase picture by var id
This way you don't have to worry about thousands of conditional branches to just get the right picture id.
Next to that it would be wise to use some variables to keep track of picture ID's so you know which one to delete when using the skill.
I'll explain the way I would achieve this, but be adviced, if you don't get this, you are probably better of just using event.
This will be an example for 15 x 20 map using the picpointerpatch (which is a really nifty patch that can set picture id's by a variable.
Set up of dark pictures (16 x 16 pixels):
var x set 8
var y set 8
var id set 1
Label 1
Place picture at var x, var y by var id
var x + 16
var id + 1
Conditional branch if var x = 368
<> var x set 8
<> Var y + 16
<> Conditional branch if var y is not 248
<><> jump to label 1
<>end
end
To pick a black tile picture to erase:
INSERT SOME WAY TO POINT TO THE TILE HERE (tile based not picture coordinate based)
var pick x to map x
var pick y to map y
var pick y * 20
var pick y - 20
var pick y + map x
var id set var pick y
erase picture by var id
This way you don't have to worry about thousands of conditional branches to just get the right picture id.
Whatchu Workin' On? Tell us!
After a long relationship I finally decided to switch from rm2k3 to rmxp. I came to the point where I almost finished the menu I was eventing, allready made a couple of custom battle system versions (which were eventually just deleted to make something better) and thought about why I was actually using the program. To be honest, it was only to proove to myself I could make systems which were thought to be to hard to event or not even possible to make at all. Cherry's patches helped me a lot to get rid of a lot of hard work (for example the picpointer patch made it fairly easy to make menus based on one portion of code).
Anyways, enough is enough. I've proven enough. I know I can do the stuff and that should be enough. Concidering I've got a small amount of time at hand to put in this hobby I decided to switch to rmxp, which makes much of the work really easy.
So the result? I've been modding the rmxp standard menu to look and work the same as the cms in rm2k3 did (which I posted earlier this month). You might see some familiar sprites, since the battle system by Atoa is used as a base for the project.

Anyways, enough is enough. I've proven enough. I know I can do the stuff and that should be enough. Concidering I've got a small amount of time at hand to put in this hobby I decided to switch to rmxp, which makes much of the work really easy.
So the result? I've been modding the rmxp standard menu to look and work the same as the cms in rm2k3 did (which I posted earlier this month). You might see some familiar sprites, since the battle system by Atoa is used as a base for the project.

RMXP RGSS X Coördinates Window_Target + question about expressions
Thanks for the help, I need to explain something though.
As stated, I allready thought that line was responsible for changing the x coordinate of window_target so I could have it in the upper left corner. It didn't work for me however and thus your suggestion didn't work (since I allready tried that).
However you did confirmed to me that this was the line that was dealing with it, so something else must have been going on. Then I discovered that ATOA battle system (a custom script I never talked about (my bad)) also handled some scenes and windows in the game. I looked into those scripts and found the exact same line, changed it and it finally worked =).
So thanks again for helping me, I'm glad you could confirm for me that that line was the line that was handeling the position =). So everything is fixed now, thanks!
As stated, I allready thought that line was responsible for changing the x coordinate of window_target so I could have it in the upper left corner. It didn't work for me however and thus your suggestion didn't work (since I allready tried that).
However you did confirmed to me that this was the line that was dealing with it, so something else must have been going on. Then I discovered that ATOA battle system (a custom script I never talked about (my bad)) also handled some scenes and windows in the game. I looked into those scripts and found the exact same line, changed it and it finally worked =).
So thanks again for helping me, I'm glad you could confirm for me that that line was the line that was handeling the position =). So everything is fixed now, thanks!
RMXP RGSS X Coördinates Window_Target + question about expressions
Hey guys, this must be the most stupid question ever, but I can't help it. I'm currently trying to work my magic on the RMXP default menu and I stumbled upon a problem. I've looked into the scene and window methods of "everything" (as far as I can tell) that has to do with dealing with the skill tab in the menu and I just can't seem to relocate the target window.
At the moment when you select an item/skill in the left part of their respective menu a target window will pop up at the right side of the screen. I didn't test it, but I guess when you select something in the right side of menu the target window will pop-up at the left. I'm trying to get this thing to pop up at the top left corner (normally 0, 0) but I just can't seem to find the right line for it. I thought I had found the solution when I found this line in scene_skill, but it didn't help me much:
102 @target_window.x = (@skill_window.index + 1) % 2 * 304
I thought I could simply change it to 0 or delete the whole line.
So could somebody help me with this?
Next to that, since you are reading this topic anyways, I would like to ask what this expression does "%". It's used in the described line and it make me wonder about it's effect. It must be something small but I couldn't find the awnser in some of the online libaries and tutorials about RGSS and the help file didn't help me much either.
I feel very stupid for asking these minor thing, but I hope you guys believe me when I say I've tried to do my research before posting this topic.
Thanks in advance =).
At the moment when you select an item/skill in the left part of their respective menu a target window will pop up at the right side of the screen. I didn't test it, but I guess when you select something in the right side of menu the target window will pop-up at the left. I'm trying to get this thing to pop up at the top left corner (normally 0, 0) but I just can't seem to find the right line for it. I thought I had found the solution when I found this line in scene_skill, but it didn't help me much:
102 @target_window.x = (@skill_window.index + 1) % 2 * 304
I thought I could simply change it to 0 or delete the whole line.
So could somebody help me with this?
Next to that, since you are reading this topic anyways, I would like to ask what this expression does "%". It's used in the described line and it make me wonder about it's effect. It must be something small but I couldn't find the awnser in some of the online libaries and tutorials about RGSS and the help file didn't help me much either.
I feel very stupid for asking these minor thing, but I hope you guys believe me when I say I've tried to do my research before posting this topic.
Thanks in advance =).













