What's up, RMers?
(05-28-2025, 04:27 AM)DerVVulfman Wrote: Something I've been lightly toying with:

Concept: A new Event system designated NPCs

Contents: Both event data, actor data, and map_id, X, Y coordinate data

Current Progress:  Converting an event to an NPC in early stages.  Maps do erase starting event when creating the NPC.  NPCs can be transferred from one map to another with no problem.  Triggering NPC commands has partial success.

I took a step backward and performed some reworks of my code.  Currently, it will not trigger NPC commands as a result. However, that will be easier to manage once I add passable checks so events CAN bump into each other.

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The demo itself is small. But the premise is big.  Create NPCs that can actually move from place to place. Create NPCs that are unique and have a unique Reference ID so their own individual conditions may be tracked.  Possible uses, items carried unique to the NPC, reactions and encounters individualized.

... Essentially "Elders Scrolling" the suckers.


Attached Files
.zip   NPCs.zip (Size: 928.24 KB / Downloads: 15)
Up is down, left is right and sideways is straight ahead. - Cord "Circle of Iron", 1978 (written by Bruce Lee and James Coburn... really...)

[Image: QrnbKlx.jpg]
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[Image: QL7oRau.png]    [Image: uSqjY09.png]    [Image: GAA3qE9.png]    [Image: 2Hmnx1G.png]    [Image: BwtNdKw.png%5B]
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An effort to bring global NPC event continues here, and with another working demo.

FOR OUR FULLY REGISTERED MEMBERS...  (A TASTE)
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The Mark II demo now adapts the existing passable system built into Game_Character so the player is able to run into and be blocked by the NPCs as long as they are not flagged as 'through' events at the start.

As a result of the passable system now functioning, I was able to introduce the touch and action triggered event system. So you can touch an event to trigger the commands within the Event list, or use the action trigger as per normal. It did take some effort. And oddly, adding the action trigger (or _there) method seemed to force a recursive loop of restarting the command list... even if triggered by other means. It now functions as it should, but t'was odd indeed.

Event commands that affect map events, and thus distinguished by their event ID, do not function with the NPCs. This should be understandable as they are no longer tethered to any individual Map. That should be something to work upon.

Currently, NPCs include actor data in their makeup, so it might be possible to have NPCs be updated or defined by the equipment worn.

It is an interesting endeavor, eh?


Attached Files
.zip   NPCs.zip (Size: 930.86 KB / Downloads: 8)
Up is down, left is right and sideways is straight ahead. - Cord "Circle of Iron", 1978 (written by Bruce Lee and James Coburn... really...)

[Image: QrnbKlx.jpg]
[Image: sGz1ErF.png]    [Image: liM4ikn.png]    [Image: fdzKgZA.png]    [Image: sj0H81z.png]
[Image: QL7oRau.png]    [Image: uSqjY09.png]    [Image: GAA3qE9.png]    [Image: 2Hmnx1G.png]    [Image: BwtNdKw.png%5B]
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As I predestined over in the maps and screenshots thread, a video would be coming sharing the recoded fight with Kara Marx.

The Moonlit Katana

But! That is not all. While Xiie and Pjcr have largely been absent for whatever reasons lately, Coyotecraft is also contributing still. So we have a sprite for Rex Flexin.
[Image: cIpt2oo.png]
He swole.

Here's a couple screenshots of him in action!
[Image: qAvDgxo.png]
[Image: ZlEMVUn.png]
Please look forward to future updates~!
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Even more work has been very fruitful!

FOR OUR FULLY REGISTERED MEMBERS...  (A TASTE)
* Its an attachment, so guests do not have access. 
And members who have not posted a greetings within our Occasions need to do so for full privileges.

The Mark III demo now establishes a workaround command that permits NPCs to be controlled by the standard Event Commands, be they Move Route, Set Event Location, and the like. Surprisingly, there weren't many commands that actually worked with EVENTS, but I didn't even need to touch those, but a separate method that just establishes WHICH event is in play.

You basically run a script call that replaces the Upcoming event with the Ref ID of the NPC, and that's IT!

While 'actor data' is included within the NPCs, I haven't integrated anything but adding its @actor object within... said actors coming from the Actor Database. But it would be here where content pertaining to the actual NPC actors (and not event movement) would be placed. Such would be character behavior, reactions, items held, and so on.

It is a plan that converting an event to an NPC would also convert the event's characterset to the actor's characterset. That could allow for paperdolling... or a variation thereof.


Attached Files
.zip   NPCs.zip (Size: 931.91 KB / Downloads: 7)
Up is down, left is right and sideways is straight ahead. - Cord "Circle of Iron", 1978 (written by Bruce Lee and James Coburn... really...)

[Image: QrnbKlx.jpg]
[Image: sGz1ErF.png]    [Image: liM4ikn.png]    [Image: fdzKgZA.png]    [Image: sj0H81z.png]
[Image: QL7oRau.png]    [Image: uSqjY09.png]    [Image: GAA3qE9.png]    [Image: 2Hmnx1G.png]    [Image: BwtNdKw.png%5B]
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Even more work has been very fruitful!

FOR OUR FULLY REGISTERED MEMBERS...  (A TASTE)
* Its an attachment, so guests do not have access. 
And members who have not posted a greetings within our Occasions need to do so for full privileges.

The Mark IV demo now has the NPCs inherit their characterset graphic and hue from the Actor it which it is attached.  That is to say, if you convert event #14 and set its actor to  #6, it will inherit the graphics from FELIX (assuming defaults).

On top of that, the use of the [Change Actor Graphics] event will allow you to set/reset the graphics of the NPC by said actor.  Within the demo, I created an NPC I dubbed "Dorothy", but set its actor to #7 which would be GLORIA's (by default).  By using the Change Actor Graphics  event command, I reset Gloria's Characterset graphic to that of a soldier, the effect taking place immediately in the map.

There IS a disconnect between the NPCs and party members.  If an NPC is in the party, the graphic change only applies to the on-map NPC.  Eventually, I want this fixed.  And adding/removal of party members with NPCs is frozen for some reason.  This also on my fix list.

But there's more with graphics.

[Image: attachment.php?aid=2917]

I finished the work on the Half Kaiser Battler Katana, functional for both the male and female templates, left handed and right handed for each.

It wasn't the blade that was the issue that took such time, but the handle. Traditional katanas use a cloth/ribbon wrap around the handle in a criss-cross pattern, and this pattern may (such as in this case) reveal the actual wood or ivory of the handle itself underneath.  It was more intricate, so I needed to pay special attention so the pattern was correct in every animation cel.


Attached Files Thumbnail(s)
   

.zip   NPC.zip (Size: 935.38 KB / Downloads: 3)
Up is down, left is right and sideways is straight ahead. - Cord "Circle of Iron", 1978 (written by Bruce Lee and James Coburn... really...)

[Image: QrnbKlx.jpg]
[Image: sGz1ErF.png]    [Image: liM4ikn.png]    [Image: fdzKgZA.png]    [Image: sj0H81z.png]
[Image: QL7oRau.png]    [Image: uSqjY09.png]    [Image: GAA3qE9.png]    [Image: 2Hmnx1G.png]    [Image: BwtNdKw.png%5B]
  Above are clickable links
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