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McBacon Jam #1
McBacon Jam #1
author=Nivlacart...
How do I go into Reserve?
Destruction, Art, Wiring, Cord, Map and Sprint
This is why I write out my stat names these days.
M.O.G. Creation
0.22 Released
So it's up to you if you want to give me imaginary tester points :P
They aren't imaginary and I want to make them worth some kind of thing in the future. Also, I asked KentonA If people start gaining enough of them (in excess of 50) that they win achievements and they said OK.
So at this point, I have a line of code on the right side and it's currently highlighted. It's arguments are in the box. If I then double click a second command, it adds it to the right side and auto highlights it and shows the new commands arguments in the box.
So it only auto highlights the new line of code if you already clicked inside the box on the right once.
I kind of understand? But I'm a visual learner.
0.22 Released
Can I create a command called...Cook that loads a custom cooking system?
You do that like this:

Alright that box labeled Event should be a common event, but it isn't doing anything when I click it. Odd. I don't know if I can credit you with the bug or not, but I'll have to fix it all the same.
I noticed that if the code box on the right side has no code, when I input something it doesn't auto select it. But if I already had something on the right side, and selected, when I add something else that new item does get selected.
I'm not sure what you mean. Do you have a series of pictures or a video clip to show me what you mean?
0.22 Released
can we set a color or tile to show in that space?
It's whatever is the background. If you really just want a single tile to tessellate infinite, import the single tile as a background and then set 0,0 for factor and leave wrap on. It'll then tessellate.. Or you can make a more complex background.
when i double click a command to add to the right side, I have to click on it(on the right side) in order for things to show in the arguments box. that seems like it should be automatic to some degree
created an if branch and the name of my variable spills into the next info column and makes it real hard to read
It should, lots of things should. As far as the script editor is concerned, I already have a plan to accelerate and polish it once most of the functionality is in.
am i supposed to be able to create a new commands in the database?
Menu commands and yes.
what are the rules for importing files? I'm having trouble importing charsets
I only have made the specs for system set. It's kind of outdated. Now that more files are in, I'll have to add custom pages for the material spec. They'll be uploaded when I find time for them.
Character sprites have frames of 2x2 tiles (in the default small size its 32x32) each frame. 3 frames wide and 4 frames tall, up right down left order same as RPG Maker 2003. This time, the character sets are imported individually.
double clicking events, would be nice if that did the edit event command
Single click selects upper tiles to make events out of, but I think I can actually put double click since its easy to mean two different things with these similar motions.
is it supposed to use whatever layer the tile is in the database?
Yes, if an event is a tile it will be the layer it is supposed to be in the tileset. This is because you can have a single event made out of multiple tiles and that each tile could be in arbitrary layers at the same time so technically tile events have undefined layers.
Enemy List
These aren't parties, these are individual enemies. "The enemy party" refers to the group you fight during battle. The between X and Y thing will generate between that number of this enemy into the one party.
It works the opposite of adding multiple copies of an enemy into a map's encounter list like you used to do in RPG Maker 2003. Just knowing numbers between 1 (common) and 5 (rare) are good, but here's the precise technical spec for those curious.
Using your example:
- Let A1, A2, A3, and A4 be different enemy types of rarity 1.
- Let B1, B2 be different enemy types of rarity 2.
- Let C1 be an enemy type of rarity 5.
- Let the random encounter enemy choice count be always 4 (its normally something like pick between 1 and 3).
- Let all these enemies be in the current map's list.
First, the list of weights looks like this:
Enemy (1/Rarity) (weight) (sum)
A1 (1/1) 1.00 0.00
A2 (1/1) 1.00 1.00
A3 (1/1) 1.00 2.00
A4 (1/1) 1.00 3.00
B1 (1/2) 0.50 4.00
B2 (1/2) 0.50 4.50
C1 (1/5) 0.20 5.00
The total weight is then 5.20. The choice count is always 4, otherwise the choice count is randomly determined by "die" roll. We then choose that many enemies with replacement.
For 4 times, generate a random number between 0.00 and 5.20 inclusive.
1.04, 1.36, 4.58, 3.09
This means we're going to add random amounts (set for each enemy type) of enemy A2, A2, B2 and A4 along with their specified cohorts (if any).
This could still be a huge encounter if A2 was an enemy that spawned a cohort that always appeared 5 times (between 5 and 5).
This is really handy because the engine calculates all the enemy parties for you so you don't have to do the tedious task of making them yourself to have more than 3 or so types of encounters per map. Random encounters become much more varied and less monotonous. The rarity system lets you throw in a few pleasant surprises.. well, pleasant as defined by you, heh heh.
This is all and good, but you probably want a scripted battle with a precise enemy appearance complete with dialog events and the like. The next version has Prepare Enemy and Start Battle commands. You call Prepare Enemy to set up the encounter and then Start Battle. You can use a "Parallel During Battle" common event, or have an enemy's AI (not shown here yet) call a script or something to do the dialog or story during battle.
Anything you can do on the map, you can do during battle. Different from RPG Maker 2003, the map is still valid too. If you have a battle that has no background set, you'll see the map below. Operations to do things to events still work. You can have a battle going on at the same time as events are doing stuff on the map if you really wanted to.
It works the opposite of adding multiple copies of an enemy into a map's encounter list like you used to do in RPG Maker 2003. Just knowing numbers between 1 (common) and 5 (rare) are good, but here's the precise technical spec for those curious.
Using your example:
- Let A1, A2, A3, and A4 be different enemy types of rarity 1.
- Let B1, B2 be different enemy types of rarity 2.
- Let C1 be an enemy type of rarity 5.
- Let the random encounter enemy choice count be always 4 (its normally something like pick between 1 and 3).
- Let all these enemies be in the current map's list.
First, the list of weights looks like this:
Enemy (1/Rarity) (weight) (sum)
A1 (1/1) 1.00 0.00
A2 (1/1) 1.00 1.00
A3 (1/1) 1.00 2.00
A4 (1/1) 1.00 3.00
B1 (1/2) 0.50 4.00
B2 (1/2) 0.50 4.50
C1 (1/5) 0.20 5.00
The total weight is then 5.20. The choice count is always 4, otherwise the choice count is randomly determined by "die" roll. We then choose that many enemies with replacement.
For 4 times, generate a random number between 0.00 and 5.20 inclusive.
1.04, 1.36, 4.58, 3.09
This means we're going to add random amounts (set for each enemy type) of enemy A2, A2, B2 and A4 along with their specified cohorts (if any).
This could still be a huge encounter if A2 was an enemy that spawned a cohort that always appeared 5 times (between 5 and 5).
This is really handy because the engine calculates all the enemy parties for you so you don't have to do the tedious task of making them yourself to have more than 3 or so types of encounters per map. Random encounters become much more varied and less monotonous. The rarity system lets you throw in a few pleasant surprises.. well, pleasant as defined by you, heh heh.
This is all and good, but you probably want a scripted battle with a precise enemy appearance complete with dialog events and the like. The next version has Prepare Enemy and Start Battle commands. You call Prepare Enemy to set up the encounter and then Start Battle. You can use a "Parallel During Battle" common event, or have an enemy's AI (not shown here yet) call a script or something to do the dialog or story during battle.
Anything you can do on the map, you can do during battle. Different from RPG Maker 2003, the map is still valid too. If you have a battle that has no background set, you'll see the map below. Operations to do things to events still work. You can have a battle going on at the same time as events are doing stuff on the map if you really wanted to.
McBacon Jam #1
The red you've chosen (for user names and timestamps) is incredibly hard to read against the dark blues and almost blacks.
McBacon Jam #1
I will enter the event if I am assigned to someone completely at random that I've not done before to work on something using RPG20XX. I think an event like this is best taken completely blind, however I would only do something like this for live fire testing of RPG20XX.
Given how I almost always work alone, there's only two people I can't be assigned to because I already know of them: darkfox and BurningTyger. It can be someone I know of and have spoken to a lot, just not attempted an event together.
Given how I almost always work alone, there's only two people I can't be assigned to because I already know of them: darkfox and BurningTyger. It can be someone I know of and have spoken to a lot, just not attempted an event together.


















