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Perfect Chests

author=JustRob
So you create a dummy hero for each map that has chests? That seems like more of a wasted space than simply using switches.

No. You create one dummy hero called Chests (unless you're planning to have loads of chests) and give them dummy skills. The only point in which it make sense to have one per area is if you are running a game like Lufia II and you have like 40+ per area.

This is 99 switches that can be better used for eventing. I personally have over 700 skills sets aside for actual batter, but was still able to reserve 99 skills, and between two game sections, this adds up to 198 for the price of 98. By about 10 or 12 areas of 40+ chests, it begins to make sense as that's now at least 400 chests you could have used the switches for eventing.

Perfect Chests

Occasionally this will glitch. I have no idea why. I opened three chests once and the third said it was empty. Rechecked and it said 1000 gold in the code. Reloaded and opened in a different order and it worked fine. It's possible thar it's not great at opening higher to lower numbers or that I opened too fast and one of them didn't get a chance to check the number so it somehow shared the space.

Weirder code gets weirder glitches.

Trigonometry script for rpg maker 2003

If you dont mind people using trig to solve problems, seems kinda weird youd seek out this one eight-years-old tutorial about how to use trigonometry in an engine that doesnt normally support trigonometry to tell everyone how trig isnt necessary.

I don't actually know how I found it. Oh wait, yes, I do.

I was searching for a good tutorial on how to make Ring Menus. Found this instead. Found it worse than useless, and had to puzzle through over the next few days what to do instead. So it was a sort "thanks for nothing" type thing that inspired me to go after this topic. And ummm, the attitude most of the people here that you "have to know trig" to do this sorta stuff doesn't help matters.

What if you decide you need more menu items? Perhaps an arbitrary number of them that can change? What if you want to resize the ring? Sure, you can write code to cover each possibility, but it would sure be nice to just pass a number or two into a function call and have the code do the rest. That's all the tutorial is addressing.

Then you literally just draw more. You can have up to fifty objects, and that limit is mainly cuz you can have up to 50 pictures (without extending the limit). My sample program had minimum about 3 icons, but about 8, after you collected certain items. It's also fairly easy to learn and use, once you have a KeyPress event.

For the record, this isn't even about the math. Nor is it about Kazesui's code. Alot of his stuff is good. It's about elegant solutions vs simple ones. And it's about most of the people here acting like any other methods are worthless.

The menu could rotate around, but this is a matter of redrawing all locations of each icon. This would be one thing that the trig would be useful for. If you have locational movement, it takes the constant recreating in order to make the same effect as a variable that did it for you. If I decided to use this menu for magic or items, I probably would also use the trig method.

Since I casually wanted a Ring Menu in my game, this thread annoyed and frustrated me, because it was vaguely like someone trying to teach me the entire Chinese language, when I want to know how to say a single word ("thank you") in another language.
If I have to learn an entire mindset just to do one job, I'm not happy.

When I'm on page 5 or so of a search, and nobody has done a more direct tutorial, also not happy.

When I try to explain, that perhaps there must be a simpler way, maybe not as powerful, but simpler, and everyone assumes I'm trashing Kazesui's code, and gives me grief then I'm no longer not happy, but actually pissed off.

Trigonometry script for rpg maker 2003

author=Tw0Face
Wow, I never thought of solving Event problems like that. I think this is an awesome idea and I'll definitely check this out. Especially the way your Stealth System works seems to be an huge improvement towards many other things I've seen on RM before.

Greetings,
Tw0Face

Thanks! Yeah, math was never my favorite subject. I had some Brunhilde-type math teacher with a bossy voice that freaked me out.

The point to everyone (including narcodis just now), is not that this isn't fine code. It's just that people like me for years had that math teacher in their head giving them literal ulcer, that whenever they tried to make games, this said "I could never make a game like that (with guards and ring menus)." I don't mind people good at this using it. But for people who failed trig, my aim is to replace that voice with "I can do this. I'll just do it another way."

Trigonometry script for rpg maker 2003

Update: This is how I did Ring Menus

And no I didn't need no stinking trig classes that I got a C+ in.

https://rpgmaker.net/engines/rt2k3/utilities/207/

Note the almost complete lack of variables, much less trig equations.

Trigonometry script for rpg maker 2003

(Thinks about it)...

(Thinks some more)

...Nah that can't be it.

Trigonometry script for rpg maker 2003

I'm not sure the analogy fits. The analogy here is that someone bars something here then blames everyone cuz it can't possibly work any other way.

It's more like modding the wheels to be triangular.

https://www.youtube.com/watch?v=BeOS9pG6vjU

Something where you could technically ride the bike, but it would require a person who is tremendously stubborn.

There's still a whole "why would you do this?!?" But hey, I don't criticize you people with your circular wheels. I still think you people are crazy privately though. But whatever.

Trigonometry script for rpg maker 2003

author=Link
Do it your own way, write your own tutorial, why try to shit on this? Especially after all these years.

Why? Pretty much this.

author=pianotm
Yeah, this tutorial opened my eyes to just how fucking useful trig is to a game dev, and if you want to learn actual coding, it's actually kind of mandatory.

The point being that people still feel like it's mandatory for better code or something. That was why I was trashing on it.

Dude, there's art major programmers and comp science major ones.

The art major ones make a project like this using the easiest possible way (probably XY ranges for line of sight, and some some art project deal for ring menu).

Whereas if you got some kind of graphics thing and told people "you must be able to hand draw mandalas" a 3D drafter says, "no I don't" and makes the entire thing using equation.

My beef isn't with trig at all, it's a nice utility. I'm trashing one-size-fits-all mentality. The "you need this for..." thinking. Maybe you don't.

Trigonometry script for rpg maker 2003

I guess the bottom line for me was... it's kinda reading a programming book where the writer teaches you to do complicated stuff, but you didn't realize when buying it that it was an advanced book, so you're trying to do specific processes and walk away thinking that this is the only way to do line of sight or ring menus.

I've read C++ books that were so obfuscating that it was years before I tried coding again, because it was like "welp, this is out of my reach." And yeah, for trigonometry, it's great. It's just the sort of thing where I'd like to do a follow-up showing that you don't NEED trigonometry, it just helps you make circles instead of blocked line of sight regions.

Sudoku Puzzle Tutorial!

I basically tried this awhile back and found out that if you have too many nested variables (it was a 2x2 sudoku) it can sometimes "break". I also went crazy trying to get it to do the process of checking horizontally and vertically. I think a more simple method might be in order.
Yeah, this is good because it DOESN'T DO alot of what I had planned.
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