What's up, RMers? - Printable Version +- Save-Point (https://www.save-point.org) +-- Forum: Games Development (https://www.save-point.org/forum-4.html) +--- Forum: Development Discussion (https://www.save-point.org/forum-17.html) +--- Thread: What's up, RMers? (/thread-395.html) Pages:
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RE: What's up, RMers? - Mel - 10-26-2015 (10-24-2015, 01:05 AM)kyonides Wrote: I've been developing my KElemRES XP script, it has already reached version 0.8.7. As some of you may guess by now, it's about modifying the elemental section of the database. The improvements include armors or armor pieces that provide a specific elemental resistance for each element independent of any other armor piece settings, the current map also provides elemental buffs or debuffs, classes have their all elemental resistance levels, heroes might also equip resistance gems to increase their resistance stats and their resistance slots can also be improved so they can hold high level gems after making the right payments. These payments may also include sacrificing a percentage of the hero´s current HP or MP. Of course resistance gems can be leveled up by the player in exchange for gold and some other stuff. Wow, that sounds really cool. I'm looking forward to test it out by myself :) RE: What's up, RMers? - Taylor - 10-26-2015 I wonder if there's a way to check if a pixel of an event sprite inhabits a certain area. I mean I've created hitboxes, and that's great and all... but not so much if a sprite won't conform to that format. The alternative is simply to design enemies/targets/damage areas to work with the damage zones rather than trying conform the damage zone to the designs. EDIT: UGH what a pain. Custom Page Conditions don't seem to play nicely with my script. Conditional branches on a single page work fine, but as soon as I use Hime's CPC script it starts up before $game_map.events is loaded, thus "this event" (part of the see/hit condition) doesn't exist. Once I tell it "hey if there are no events, just be false" I instead get an issue where the condition update is not super responsive - seemingly only changing/recognising changes if I get the map to refresh by walking around. I did this because I wanted to avoid using self-switches. And I can't even use switches - whenever something isn't intersecting a target, that switch will just be turned off again. ... I suppose the third option would be to purely script seeing/being-hit, but I thought eventing (since the enemies are events and all) would make enemy reactions to types of hits or whatever easier to deal with. Thus I wanted to allow custom page conditions for events in the hit/seeing state. EDIT 2: Wait, I know! Instead of setting the self-switches to flat values, I'll see them to the opposite if "was_hit/seen.empty?". *does so. script immediately works again even though she doesn't add the self-switch functions to the event itself* ... *curls up in a corner and sobs* this is so dumb EDIT 3: $game_map.need_refresh = true also works. ... I think I've sorted this now, bluh. x -x RE: What's up, RMers? - kyonides - 11-01-2015 I've been working on another script named KGuardian. According to some users on another board there were some sort of guardians in Earthbound (for SNES?) but I never played it so I don't know anything about that. So far I've found several necessary similarities to any playable hero or any enemy you might face during gameplay but there are other features that separate them from other kinds of characters. Guardians level up by consuming specific items that may vary depending on the level they want to reach. They might also learn skills by purchasing scrolls or whatever the game dev might want them to adquire before they can actually learn them. They don't earn experience but might earn AP instead to distribute them at will. Even so I have a problem, I don't know what else I should include in their class to make them more, eh, different from normal heroes and enemies. RE: What's up, RMers? - DerVVulfman - 11-01-2015 Elemental or state resistances that are separate from their equiped armor and weapons??? Like an Earth guardian has an affinity towards Earth Element.... built in directly, regardless of armor But one could just use a passive skills skills system to increase state defenses as they level. *shrugs* You could tie it into KElemRES for extra boons. Just a thought. RE: What's up, RMers? - kyonides - 11-01-2015 Of course I could tie it into KElemRES XP but then several people would criticize me because I don't let them choose which scripts to include in their projects. Otherwise I could write some piece of code to alias all affected methods and distribute it as a separate script but then some nasty users on any board could tell me that they already used too many sections in Script Editor and they prefer not to insert another one (even if they don't care about how many sections belong to XAS skills that are not even scripts but just modifications of separate skills). Yeah, I've faced a lot of weirdos by now so I can already figure out what's their next silly excuse they will come up with. RE: What's up, RMers? - DerVVulfman - 11-01-2015 Nevah cave in to the weirdos. It's your creativity and your work. Did anyone call van Gogh a weirdo for cutting off his ear? Okay... shutting up there. But I was suggesting it as an option, not as a necessity. If they don't want your KElemRES, then they don't and let them keep their extra slots. Beats being asked to make a patch to get the two to work later. Knowing their silly excuses means you adapt and overcome the limitations and crybaby 'tudes they give ya. RE: What's up, RMers? - kyonides - 11-02-2015 It's easier not to adapt to them, especially if it means it will be easier for me while coding a script, he, he, he. Besides there's gotta be something else that might prove to be more eye-catching scriptwise talking. The problem is I don't know what it is yet. RE: What's up, RMers? - kyonides - 11-03-2015 Not long ago I met with a quite silly or mystic question depending on your current viewpoint regarding RPG Maker's functionality. A user on another board asked scripters if there was a way to check if no key was pressed on any given moment. At first glance you could say right away that it's the standard way it works, it is normal that it all begins with no button being pressed and any Input system is built upon this statement and the need to wait for the gamer to press a button before his (non strictly Input-related) code can call any method to be executed as a result. But how long should we wait before we can actually determine the player is not pressing any button? Since this is messured in milliseconds it could be a problem to fix the "right" amount of time to wait before assuming nothing happened and our code should do anything specific like changing the current character's graphic. Since it's more a matter of taste there might be no good answer but just a bunch of possible answers that might solve this once for all. Or do you think I am wrong and my reasoning is completely faulty? RE: What's up, RMers? - Taylor - 11-04-2015 I think it would be entirely down to what you're trying to do, and you need to consider efficient code that won't hold up processing time depending on the context. Two situations come to mind reading that: - During a certain time-frame, you want to check if no button is being pressed. Therefore only during this time would you check if no button is pressed. Other times, you can avoid the check entirely. - You can work out what specific buttons you won't want to be pressed, because others won't be used in that situation. A flag would be changed true/false when a button is pressed or not, the code would be executed, and not executed again until that flag doesn't match up (to prevent it looping). ... or maybe that latter example really applies to the former too. I'm not sure. RE: What's up, RMers? - DerVVulfman - 11-04-2015 Hm. A very simple bit of eventing just to check if any key is pressed... But this one I did with a day night system by Kylock: EVENT 1: Code: @>Button Input Pressed [0001:YouPressed] EVENT 2: Code: @>Conditional Branch: Variable [0002:KylockSeconds] >= 5 The first event (a parallel process) looks for any keypress. The second (likewise a Parallel) waits until seconds reaches 5. Set up a single switch to turn both off. But that's being simplistic. You're not going to just wait fir the first 5 seconds of the game... So you'll need some coding to get a counter from the START of your countdown on up, right? Meanwhile, I got back into the Lycan ABS gig a bit, modifying a few old add-ons here and there. One add-on is a patch to get my Vehicles script to work with the ABS. Initially, it only showed or hid the party members when you boarded a ship or something, but I want oh, so much more. One fun thing is.. How many party members can fit on a motorcycle? Do you have a party of eight? How are they going to fit in a small sports car? And how many guys can fit on a horse? Horse.png (Size: 221.09 KB / Downloads: 10) Yep, you see it right. The player is being attacked while on horseback. And yes, he is on the horse! Additional spritework needed of course. Um... not sure what I can do about showing the additional party members in the car though... if I sprite a car. |