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Trigonometry script for rpg maker 2003
author=bulmabriefs144
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.
You do you, my friend. I don't believe this tutorial was ever trying to say there wasn't a simpler way to do a certain thing. Peace be with you.
Trigonometry script for rpg maker 2003
author=bulmabriefs144
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."
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.
Trigonometry script for rpg maker 2003
author=bulmabriefs144
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.
Doesnt look like the same of ring menu. Typically a ring menu rotates around.
Of course hard coding positions is always possible. The point of using trig functions is to make the code easily extendable and reusable. 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.
But you do you!
Making your Custom Menu System
author=JustRob
I realize this tutorial is fairly old, but there's a fatal flaw here. You use a Move Event command with a repeated Wait to halt the player's movement, but this doesn't affect other potential moving events on your map. So if you have, say, moving enemies on your map that start a battle when they touch you, and you're in the menu, shit goes wrong.
I feel like making the menu Auto Start is the best way to resolve this, but some people have indicated lag. I'll do some experimenting.
It's been a long time since I wrote this tutorial (over seven years, holy heck). There are definitely multiple ways to do things, and I definitely recommend you do what works best for you! In custom menus I've designed in the past, I activate a switch to indicate the menu is open. If there's an event I also want halted, I add a blank event page activated by that menu switch to the event I want halted. You might not want ALL events to halt when you open your menu. But maybe you do!
I know there have been a lot of extremely significant changes made to the RM2k3 editor and runtime engine since its english release, so I guarantee almost all the information in this tutorial is pretty well out of date. Hope it was at least a bit helpful to you, though!
New to RMN?
http://2drpg.com/d/RM2K_105E.zip
Link to the RM2k RTP. Install it, then try playing.
Link to the RM2k RTP. Install it, then try playing.
Making your Custom Menu System
author=Saya
Ah, because I can't seem to find "Erase Event" option on RM2k, I assume you can't do this in RM2k, huh?
I'm not sure if RM2k does or not... most likely not. RM2k3 did a lot more with the engine in little subtleties like that.
But if you want a work around, you can turn on a switch at the end of the "initializer" event that leads to a blank page that isn't auto-start. Effectively would do the same thing.
Making your Custom Menu System
author=Feldschlacht IV
Got things working! Thanks guys, and thanks for this tutorial! Saved my ass, it did.
Glad to know it helped!
Making your Custom Menu System
author=Kazesui
as for the when you're showing the cursor, it would also be better to use "move picture" with 0.0 wait, than to keep using show picture as it costs considerably more to keep loading the picture. This applies to anytime a picture is being used btw. If the picture isn't changing, it's better to move it with move picture.
This I did not even think about. Good call. I'll make a revision right away.
and @the code in the first picture, you're right in doubting the wait doing anything, as it doesn't.
Good to know! Another revision.
Since you only one box is checked in the key event process, the only possible value of the variable will be 6, thus making the branch unneccessary, and always happening.
While this is true, I created this with the idea that people might also want to keep other keeps open to do other things, like maybe hit Shift to swing their sword, or press a number to use an item or something like that, in which case forks would be necessary anyway.
author=Darken
I think this program useful for picture coordination if anyone's having trouble with it.
http://rpgmaker.net/users/Darken/locker/ImagePositioner.exe
Awesome, I'll put that in right away.
Thanks for the comments!
Making your Custom Menu System
author=Fallen-Griever
Craze: "Use VX".
This is a good tutorial for making the front-end of your menu system, even if the harder part is the contents of each submenu!
Yes, exactly. There's just no tutorials in terms of custom menus or anything on RMN, so I thought I'd do something about it. If people are going to use 2k3, they might as well know what they're doing, eh?














