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Post by ArmondoSC on Jun 25, 2004 15:06:24 GMT -5
Well since no one replyed to the other post and I dont think modifiying bumps the post up to the top(and i dont want to double post). Here are some more questions. 1. How do you make it so after a battle an AP variable would increase? I tried it with an in battle thing but it didnt work. And these are random battles not predetermined ones. Would it be a parallel process? 2. Is it possible to track the number of moves a player makes and stop them after a number of steps? Like joe moves 4 steps then stops and can only move back 4 steps the 4 steps in another direction? 3. Im still trying to figure out if its possible to make a chest like thing out of RE where you can put items in then take them out later. I hope someone posts this time.
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Post by Busterman Zero on Jun 25, 2004 15:58:27 GMT -5
I'm not entirely understanding what this AP thing is, but you probably should be including the variable in the battle. I can't remember exactly. Check out one of those games that gives stat bonuses after random battles, as they should give you some help (isn't that how Three the Hard Way worked? I can't remember for sure, been a while).
For movement, I can think of a few ways, but sadly there is no easy way as you can't ajust variables in the move event option. You could have chain switches (if he moved 4, 4 switches would go on, etc.) unless you mean not by a move event function, in which case I believe you can do a parallel process with a fork option command.
As for number 3, I've seen it done once, but there were a lot of switches and forks involved, so I recommend not trying it or finding a simple way of doing it. If you have over 200 possible items to store, don't go there.
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Post by ObviousDelirium on Jun 25, 2004 17:04:18 GMT -5
1. Simple, create a switch that activates at the beginning of the battle and make a common event that activate when the switch is set to on, add the AP in there by doing the necessary event commands (I don,t think you'll have trouble with that), then turn the switch off at the end.
2. Use a password input and store the value in a variable, then create another variable, this will be used to store the number of moves made. Make a fork (or branch on rm2k3) with the password variable as condition, make it so everytime the player push the arrow key it add 1 to the number of moves (the other variable), when it reach 4 you'll have to make the character stop going in that direction by simply disallowing the player to use that arrow (it means you'll have to play with input password again), do all that with an autostart event, it'll be much simplier.
3. Don't know how to do that.
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Post by ArmondoSC on Jun 25, 2004 20:53:19 GMT -5
Fireknight, I tried your system for the ap and it didn't work, the message didnt show. And I havent worked on #2 yet, Ill do that later. I'm scraping #3 and just going with a bank... saves alot of time and space.
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Post by ObviousDelirium on Jun 25, 2004 21:11:51 GMT -5
Fireknight, I tried your system for the ap and it didn't work, the message didnt show. And I havent worked on #2 yet, Ill do that later. I'm scraping #3 and just going with a bank... saves alot of time and space. Did you made the common event a parallel process or an autostart? Or it could maybe be that you're using rm2k3? Since the common event will start in battle instead of after the battle in rm2k3.
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Post by Bloodrose on Jun 29, 2004 9:46:17 GMT -5
1. This can be done several ways, I'll explain the easiest way: -First, create a variable, let's call this the "AP Tracker" variable. -Now go to your Monster Party Database. Within EACH "Monster Party" (or Monster Group for RM2k3) in your Monster Party Database, do the following on the VERY FIRST page: ---Set the "Trigger" for "Turns Elapsed", then set it for 0X, and 1. ---Then within the actual page, add 1 to the "AP Tracker" variable. That's pretty much it.=) 2. This is possible. It isn't difficult, but it could turn out to be a long, boring, and tedious coding process. There is, however, sort of a "newbie" way of doing this. You can set "invisible" events on the ground with multiple pages. As the character steps on them, add or subract variables...which in turn will trigger pages on the invisible events. Certain pages will be "passable" while others will not be passable. I'll leave it up to you to play around this idea...you should be able to figure it out on your own. If not, I suggest thinking of a different mini-game. ;D 3. There is no easy way to do this...you'll pretty much have to create a Custom Menu System (CMS) to do this. Much like creating a full-blown CMS with a complete, working inventory system. To give you an idea of what you'll have to do, you'll basically need to create a variable for every single item you have in your game. Each of these variables will keep track of how many of that particular type of item you've placed in the box. Then you'll have to play with picture commands to show appropriate numbers accordingly.
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