What's up, RMers?
On my RPG Maker XP or the MACL script I downloaded?
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The MACL Script. The "Change Actor Graphic" (None) works just fine in default.
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I have modified my old game idea and came up with a diferent one.
As far as I have built up the story involves:

Quote:There is a war between the Vrkhazhian Empire and another empire, the Empire of Ngu-Qam.
All able-bodied men (and some women, but this is highly discouraged at times of war, for reasons in case of genocide) and the Alkad (soldiers) are called to fight in the defence of Vrkhazh and its colonies.
Many believe the war began because the Triad of Magi had overstepped their bounds.
However it is speculated by a small few that this is merely a front to hide something darker.
Meanwhile the Veil between the Formed World--where the living reside--and the Formless World--where the tortured dead and evil spirits reside--is weakening, and the Triad of Magi feel there are powerful forces from the Formless World trying to make it's way to the Formed World to wreak havoc on the living.
There is a man in the City of Uzer who claims the end of the world is nigh...

Maybe he is right?
The story focuses on two brothers, their sister and childhood friend as they are recruited into the Alkad and assigned to investigate an old deserted city to see if the Veil is truly weakening.
Though the game may appear normal, I plan on taking the story to a very dark and Lovecraftian turn.
"Turning iron ore into iron swords is a hard process, for one must first dig out the rock, and melt it to refine it, then one must pour that metal into a mould, let it cool a bit, and pound on it while it cools even further. Games are no different." - Ahzoh

Universal Declaration of Human Rights in Vrkhazhian
ʾEšol ḵavud ʾelẕakud lav ʾezʾaẕud zwazaršeru ya lit žalneru lav lit t͛enud. Ṗal sa-ražheru lav raržižu paplam lav ṗal widsaṟam bemaḵu šuku lit ʾeyṭu waẏnilaẇ.
All human beings are born free and equal in dignity and rights. They are endowed with reason and conscience and should act towards one another in a spirit of brotherhood.
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(01-14-2015, 11:07 PM)MechanicalPen Wrote: The MACL Script. The "Change Actor Graphic" (None) works just fine in default.
I downloaded the MACL script from this site. Perhaps there's something wrong with the version hosted here?
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I wonder... would it be possible to make a game remember a certain path/move pattern that you walked?
For example...uhm...say we have a map with a path through the forrest. Player X looks arround, for hidden items. Player Y is in a hurry and rushes straight on. They moved diffrently. I wonder if it would be possible to store that movement and recreate it with an event at a later point.

Also trying to find a way to block an events "sight" from an other event.
Friendship is born at that moment when one person says to another: "What! You, too? Thought I was the only one." (C.S. Lewis)
For the time you're laughing, there's nothing wrong in the world. (Colin Mochrie)

If it's funny, make sure people laugh. If it's not funny, make it funny (unless it's actually really serious). (silvercheers)

Please don't spell my name "Yamina-chan". It's all small. Thank you =D
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well, yes! it'd be entirely possible to create! even without Scripting!


Idea One.
Keep 50 variables available...
(Step 1 X, Step 1 Y, Step 2 X, Step 2Y, so on and so forth... +2 more variables for last knownPlayer X and Y)

As you go into a map create an event with labels for each step.
Conditional Branch, If Player X,Y does not equal variables for last Player X and Y. then add Player X and Y to step 1 variable, to last known X and Y, move to label, new conditional Branch for that label (which keeps jumping back to that label and constantly checking...)
if Player X and Y is different from last known X and Y, add new Player X and Y to step 2 variables, and to last known X and Y, and move to new label (with loop)
Lather, rinse and repeat until you have all the steps made (need more steps? use more variables!)

At the end, to reproduce the exact path taken, Event, TransferPlayer, same map, step1 xand y, then wait 4, then transfer player step 2 x and y, then transfer player step 3 x and y, transfer player step 4 x and y.... For more fun you can check before transferring the player to see if step 2 x is greater or lesser or step y is lesser or greater and instead of transfer player, use the move route and go up, down, left and right to destination at normal speeds!

Idea 2: Use scripts, create arrays, and a move pathfinding module that can use those plotpoints to generate a path taken.
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ITCH: jayray.itch.io
Currently working on Goblin Gulch (MV)
Currently working on JayVinci Resurrection
Currently working on Bakin ABS (BAKIN)
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(01-18-2015, 02:36 AM)JayRay Wrote: If Player X,Y does not equal variables for last Player X and Y. then (...)
...Huh.
That...is actually a good idea. I didn't think of that in this contest somehow XD'
Not enough sleep does show in lack of ideas aparently.
Xb
Thanks ^^
Since I ain't no scripter, this is probably what I'll end up doing.
Friendship is born at that moment when one person says to another: "What! You, too? Thought I was the only one." (C.S. Lewis)
For the time you're laughing, there's nothing wrong in the world. (Colin Mochrie)

If it's funny, make sure people laugh. If it's not funny, make it funny (unless it's actually really serious). (silvercheers)

Please don't spell my name "Yamina-chan". It's all small. Thank you =D
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Personally I think a script might be more sensible with an array, but if you're inexperienced in such, it's probably way over your head. :v;;

Actually on the event format, maybe it would be simpler to just have one variable per step, which instead stores the direction of movement. If your intention specifically is to store the path a player takes to recreate it in an event, you want to remember where the player started, and which direction they moved.

If you stored each step's X/Y, it would be more difficult to recreate, because you'd have to work out how to move to each co-ordinate from the current co-ordiante.

* * *

I've been implementing armour into my game~. I designed them in a text file a while back, determined if the element bonuses were balanced (too many items resist/weak one element, etc), rebalanced stats, and only now I'm putting them into the database.
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Hey, Steel Beast 6Beets. I read what you said about the MACL and did a little investigation.

Well, the generic [Change Graphics] event command does work fine. I take it your issue is with the option within the Move Route system. I'm saying that because I finally found your problem in that system.

It appears, they opted (whoever 'THEY' are) to have a new refresh method within the Game_Character class that uses a new @battler value. This value stores a copy of your character_name and stuff. While the Change Graphic command in your editor actively changes the character graphic in the Game_Actor class, the feature doesn't know which actor this event is being changed with the move route system. And thus, this new refresh method comes into play and returns your characterset graphic.

You have two options:
1) Removal of specific MACL code that causes issue.
2) Addition of code to Move Route system to fix


Option 1: This is the section of the MACL to remove
The code within the macl complete page is from lines 5622 (** RGSS.Character) to line 6055 (** Sprite_Character). Or if you did it piecemeal, the offending script is "macl_rgss_character.txt".

Option 2: This is an edit to Game_Character 2 > def move_type_custom:
Head down towards line 321: @character_hue = command.parameters[1]
Below that line, include the following code:
Code:
if self.is_a?(Game_Player)
            @battler.character_name = command.parameters[0]
            @battler.character_hue = command.parameters[1]
          end
Scary enough, that fixes the issue as it now alters the Game_Player's new @battler value with the new graphic (or lack thereof). And since it only operates on the Game_Player, it won't affect other events.
Up is down, left is right and sideways is straight ahead. - Cord "Circle of Iron", 1978 (written by Bruce Lee and James Coburn... really...)

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Alright, I chose option 2. I tested it and it works perfectly.

A thousand thanks! Grinning
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