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Trigonometry script for rpg maker 2003

You mean my idea?

Well, no. Still designing it, pretty sure as designed it can't do stuff like show items as they update (without serious coding).

I just think the severe overcomplication of this concept and most people not wrapping their head around it is why there aren't more SD-style games.

I got Cs in math cuz tests made me nervous. I liked programming cuz my brain saw it as language, and I had fun figuring out how to get it to do stuff.

I like some of Kaz's ideas, but this feels too much.

Trigonometry script for rpg maker 2003

Tell me again why you need trigonometry to make a ring menu? Fuck that, I hated trig class. I'm making a ring menu that uses very simple processes and principles of art and animation. Just make a menu for the main stuff (good enough for SD3, good enough for me), rotate by key press, and don't really rotate at all, just change the picture to make it look like it's turning. About two variables (unless you have submenus) and it's counting. Any art student could it once they understand the process.

Don't Repeat Yourself

author=dragonheartman
author=Max McGee
There is a certain point where the difference between those two things is so small that pointing it out is obnoxious. I mean blocks of 'eventing' in RM that I can point to and go 'fuck you, this is code'.
This. Because some of us use RM2k3 for more than making little chests and doors.


Whenever I hear scripting, I think of lamebrained people stealing codes from the internet, and not learning even basic eventing.

Display Clock/Any Variables on Screen

Uhhhh, quick note. Don't make your entire tutorial by youtube. It was taken down, and now you have no real tutorial.

Pathfinding

Maybe it's just me, but if you've got this many variables, chances are you're thinking about this wrong. The only time I do that is for events involving heroes and that is because doing it by numbers sometimes fails.

Breakable weapons

This not only works (sorry, picture 3 should say Party Member 2) but I was able to make a weapon quality tier. Simply make a dummy hero (let's call it NevrasWeapon). Then if the quality of the weapon changes, rename it. Then check for it. So like, you have a weapon in Perfect shape, and you chip it, check for Perfect and rename it Used. Next time it gets hurt in battle, check for Used then make it Worn. When it's Worn, you can make it break. Voila! BotW weapons!

Caterpillar System

author=kentona
Yes, make an autostart event that moves the follower(s) to the location of the hero, and then at the end of the autostart event use the Erase Event command.

So it would be like:

<> Set Var0001 = Hero X
<> Set Var0002 = Hero Y
<> Change Event Location: Follower (var0001, var0002)
<> Erase Event


Caterpillar events are cool, but unfortunately, (1) there's the whole making offsets thing, and inevitably if you walk fast you can leave the character in the dust, (2) or they can get tangled up by obstacles, (3) or you can turn around suddenly and get stuck by the person following you, there's the whole making the character above or below you but this looks bad. (4) Lastly, the entire idea of having to import a parallel process event plus a series of other local events isn't very user friendly. (5) Awhile back, I latched on to the idea of just teleporting your follower to your position as ThisEvent: Phasing, move through you, face, then end phasing. But it just looked really terrible. So, how to get the caterpillar to only do something when you move.

And of course, we want it all on one page.

You'll need 6 variables. Basically CurrentX, CurrentY, CurrentFacing (this is important), and NewX, NewY, NewFacing. And the event in question is Same Layer and Parallel Process, and has the If Hero is in Party checked.

1)Set CurrentX, CurrentY, CurrentFacing (if you dunno how to use facing, 2=down, 4=left, 6=right,8=up)
2)Condition: If CurrentX is equal to NewX, CurrentY is equal to NewY, CurrentFacing is equal to NewFacing. Make these all nested inside each other. End Event Processing
3) Now put everything else past this. This is your "else"
4) Change Event Location, This Event (CurrentX, CurrentY). Basically, if the hero has moved or changed facing direction, teleport the follower to where you are. Because you added facing, it you turn around, you're able to walk through the follower.
5) Use Condition: Facing is the numbers listed above. Make a move event, where ThisEvent does the following: Move(the opposite direction you're facing), Face Hero and set to Ignore Impossible Moves. I originally thought you needed Phasing On and Off, but you don't, and actually shouldn't (when you turn towards your follower while facing a wall, if Phasing is On, the follower will step into the wall due to them coming out of you, without Phasing this doesn't happen).
6) Set NewX, NewY, and NewFacing then End Event Processing

Like this.



That's it. If you stop, the follower stops updating position. If you turn around, it doesn't matter that they're same layer, they move behind you. If you're near a wall, no big deal. And no getting caught or left behind.

The thing with most caterpillar things is they assume a single teleport. This always runs into problems, as you can wind up outrunning your follower, or trapping them behind obstacles.

Note: Known glitches. I haven't gotten this to work with secondary followers. The process of getting characters behind you and to reface means the second follower will constantly move. But in terms of having one companion, this is better since it constantly updates.

Turn in Place

Instead of the variable, you could simply switch to "Change facing 90 degrees." You would need a second button for doing it counterclockwise, but this is the same issue as here. One less variable to worry about.

Running Rm2k/2k3 in Testplay Mode Without Using the Editor + Other Parameters

Any character, including space, inside those quotes works. But if you want to make it stand out so you know what you blanked out, "_" "_" "Window"

Game Mechanics and Pacing

I support difficult enemies. I support high encounters. However, I do not support heavy grind. Level 1-15 should be hard to achieve because the starting enemies WILL kill you if you do not learn the strategy, but the idea of requiring a character to fight 100+ enemies to gain five levels is completely wrong. In fact, I would venture to say that if less than 50 creatures provide 15 levels, you're probably okay.

Also, I believe experience gains should be micromanaged to prevent camping on low-level creatures. Make a common event to award semi-randomized exp based on the total number of creatures, and an estimated creature party level. As the character's average level begins to overshoot the creature's reduce exp appropriately (you do this by awarding exp outside the battle for battle victory, and shutting off exp for death or fleeing). There should be at some point where now and then, you find you are killing creatures with single hits. It happens.

Now, here's the tricky and/or annoying part. You character may have found or stolen a rare weapon or armor that lets them wipe the floor with the party. You can literally drive yourself insane trying to adjust stats. So don't. Mix things up, and try to avoid homogenous creature parties. Some creatures should be magic weak, and some should physical weak. Some might have a specific element weakness, and some might almost behave like a puzzle. Don't be afraid of the occasional hard creature that turned out easy for another player. The same dungeon may be absurdly easy despite your best efforts.

In simple terms, the A & B scenarios are really just part of the same scenario. Short of deliberately dumbing down creatures, rather than seeing it as your (the author's) narrative of the story, the point of encounters is actually the PLAYER'S narrative.

Let me explain. Anyone seen Naruto? We have Rock Lee, the no-talent character who succeeds by repeated training (grind). We have Sasuke, the natural talent broad-based character who uses a mix of physical and magic, and basically owns everything (this is a player who understands the value of a mixed party). We have Shikamaru and Sakura (straight up magic strategist types), and then we have Naruto (he's described originally as almost a hack-and-slash type, but he mixes in the occasional surprise technique here and there).

If your game is well put together, it should resemble less of a gradual curve and more a stairstep pattern, where challenge suddenly rather than gradually ramps up. This keeps players surprised, and it also makes sure that overleveling isn't the catch-all approach. You need to make it playable to a strategist, and still difficult for the grinder (get rid of 0 damage at both ends, and introduce some bosses that play much easier if you understand the creature).