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Topics - RoseSkye

1
I want to save map positions because currently when I leave the map they reset, but I've no idea how to use .each to make unique variables.
2
I want to use an event comment or an event name to call a block in the database, but I've no idea how to do it specifically. Can someone walk me through this? It'll save me a ton of lines if I didn't have to waste variables($game_variables not @variables) noobing my way through this.
3
I don't know if this is the right forum so sorry in advance.

I'm a bit too green to do advanced systems properly. I'm willing to pay enough to make it worth your time if you're not really motivated to help.
4
This works way better than an evented 8 way direction, however, the one problem is this allows the player to move diagonally while jumping which breaks my jump system completely. If this can't be disabled with a  I'll have to remove it.

Spoiler: ShowHide
#==============================================================================
# ** Eight Directional / Multiple Frame Movement Script v2         (10-05-2006)
#    by DerVVulfman
#------------------------------------------------------------------------------
#
#  This system allows the user to have either 4 OR 8 directional movement by
#  the events and player sprites he uses.  It also allows the user to set up
#  the number of animation frames and whether a generic idle pose is used.

#==============================================================================

# * Configuration Section *

  DIR_8_CHAR    = false    # This enables/disables 8 directional charsets
  DIR_8_CONTROL = true    # This enables/disables 8 directional movement
  DIR_8_POSES   = false    # This enables/disables 8 directional facing
  DIR_8_FRAMES  = 4       # This holds the number of motion frames when walking
  DIR_8_STAND   = false    # This determines if separate frame used for standing
  $dir_8_fram   = {1 => 8, 2 => 4}
 

#==============================================================================
# ** Game_Character (Modification)
#------------------------------------------------------------------------------
#  This class deals with characters. It's used as a superclass for the
#  Game_Player and Game_Event classes.
#==============================================================================

class Game_Character 
  #--------------------------------------------------------------------------
  # * Public Instance Variables
  #--------------------------------------------------------------------------
  attr_reader   :step_anime               # Holds a sprite's step flag
  attr_reader   :walk_anime               # Holds an event's movement flag
  attr_reader   :stop_count               # The number of steps left to count
  #--------------------------------------------------------------------------
  # * Frame Update
  #--------------------------------------------------------------------------
  def update
    # Branch with jumping, moving, and stopping
    if jumping?
      update_jump
    elsif moving?
      update_move
    else
      update_stop
    end
    # If animation count exceeds maximum value
    # * Maximum value is move speed * 1 taken from basic value 18
    if @anime_count > 18 - @move_speed * 2
      # If stop animation is OFF when stopping
      if not @step_anime and @stop_count > 0
        # Return to original pattern
        @pattern = @original_pattern
      # If stop animation is ON when moving
      else
        # Update pattern
        @pattern = ((@pattern + 1 ) % DIR_8_FRAMES)
      end
      # Clear animation count
      @anime_count = 0
    end
    # If waiting
    if @wait_count > 0
      # Reduce wait count
      @wait_count -= 1
      return
    end
    # If move route is forced
    if @move_route_forcing
      # Custom move
      move_type_custom
      return
    end
    # When waiting for event execution or locked
    if @starting or lock?
      # Not moving by self
      return
    end
    # If stop count exceeds a certain value (computed from move frequency)
    if @stop_count > (40 - @move_frequency * 2) * (6 - @move_frequency)
      # Branch by move type
      case @move_type
      when 1  # Random
        move_type_random
      when 2  # Approach
        move_type_toward_player
      when 3  # Custom
        move_type_custom
      end
    end
  end
  #--------------------------------------------------------------------------
  # * Move Lower Left (Rewritten for diagonal animation)
  #-------------------------------------------------------------------------- 
  def move_lower_left
    unless @direction_fix
      if DIR_8_POSES
        # Face down-left
        @direction = 1
      else
        # Face down is facing right or up
        @direction = (@direction == 6 ? 4 : @direction == 8 ? 2 : @direction)       
      end
    end
    # When a down to left or a left to down course is passable
    if (passable?(@x, @y, 2) and passable?(@x, @y + 1, 4)) or
       (passable?(@x, @y, 4) and passable?(@x - 1, @y, 2))
      if DIR_8_POSES
        turn_downleft
      end
      @x -= 1
      @y += 1
      increase_steps
    end
  end
  #--------------------------------------------------------------------------
  # * Move Lower Right (Rewritten for diagonal animation)
  #-------------------------------------------------------------------------- 
  def move_lower_right
    unless @direction_fix
      if DIR_8_POSES
        @direction = 3
      else
        # Face right if facing left, and face down if facing up
        @direction = (@direction == 4 ? 6 : @direction == 8 ? 2 : @direction)
      end
    end
    if (passable?(@x, @y, 2) and passable?(@x, @y + 1, 6)) or
      (passable?(@x, @y, 6) and passable?(@x + 1, @y, 2))
      if DIR_8_POSES     
        turn_downright
      end
      @x += 1
      @y += 1
      increase_steps
    end
  end
  #--------------------------------------------------------------------------
  # * Move Upper Left (Rewritten for diagonal animation)
  #-------------------------------------------------------------------------- 
  def move_upper_left
    unless @direction_fix
      if DIR_8_POSES
        @direction = 7
      else
        # Face left if facing right, and face up if facing down
        @direction = (@direction == 6 ? 4 : @direction == 2 ? 8 : @direction)
      end
    end
    if (passable?(@x, @y, 8) and passable?(@x, @y - 1, 4)) or
      (passable?(@x, @y, 4) and passable?(@x - 1, @y, 8))
      if DIR_8_POSES
        turn_upleft
      end
      @x -= 1
      @y -= 1
      increase_steps
    end
  end
  #--------------------------------------------------------------------------
  # * Move Upper Left (Rewritten for diagonal animation)
  #-------------------------------------------------------------------------- 
  def move_upper_right
    unless @direction_fix
      if DIR_8_POSES
        @direction = 9
      else
        # Face right if facing left, and face up if facing down
        @direction = (@direction == 4 ? 6 : @direction == 2 ? 8 : @direction)
      end
    end
    if (passable?(@x, @y, 8) and passable?(@x, @y - 1, 6)) or
      (passable?(@x, @y, 6) and passable?(@x + 1, @y, 8))
      if DIR_8_POSES
        turn_upright
      end
      @x += 1
      @y -= 1
      increase_steps
    end
  end
  #--------------------------------------------------------------------------
  # * Move at Random (Rewritten for diagonal animation)
  #--------------------------------------------------------------------------
  def move_random
    # Determine random value's max based on the number of poses used
    if DIR_8_POSES
      # Random value maxed out at 8 directions
      caserand=8
    else
      # Random value maxed out at 4 directions
      caserand=4
    end
    # Branch according to random value
    case rand(caserand)
    when 0  # Move down
      move_down(false)
    when 1  # Move left
      move_left(false)
    when 2  # Move right
      move_right(false)
    when 3  # Move up
      move_up(false)
    when 4  # Move Upper Left
      move_lower_left
    when 5  # Move Upper Right
      move_lower_right
    when 6  # Move Lower Left
      move_upper_left
    when 7  # Move Lower Right
      move_upper_right
    end
  end
  #--------------------------------------------------------------------------
  # * Move toward Player (Rewritten for diagonal animation)
  #--------------------------------------------------------------------------
  def move_toward_player
    # Get difference in player coordinates
    sx = @x - $game_player.x
    sy = @y - $game_player.y
    # If coordinates are equal
    if sx == 0 and sy == 0
      return
    end
    # Get absolute value of difference
    abs_sx = sx.abs
    abs_sy = sy.abs
    if DIR_8_POSES
      # Move towards player, prioritizes diagonal before straight
      if sx > 0
        if sy > 0
          move_upper_left
        elsif sy <0
          move_lower_left
        else
          move_left
        end
      elsif sx <0
        if sy > 0
          move_upper_right
        elsif sy <0
          move_lower_right
        else
          move_right
        end
      else
        if sy > 0
          move_up
        elsif sy <0
          move_down
        else
          # nada (Completely Equal)
        end
      end
    else
      # If horizontal and vertical distances are equal
      if abs_sx == abs_sy
        # Increase one of them randomly by 1
        rand(2) == 0 ? abs_sx += 1 : abs_sy += 1
      end
      # If horizontal distance is longer
      if abs_sx > abs_sy
        # Move towards player, prioritize left and right directions
        sx > 0 ? move_left : move_right
        if not moving? and sy != 0
          sy > 0 ? move_up : move_down
        end
      # If vertical distance is longer
      else
        # Move towards player, prioritize up and down directions
        sy > 0 ? move_up : move_down
        if not moving? and sx != 0
          sx > 0 ? move_left : move_right
        end
      end   
    end 
  end
  #--------------------------------------------------------------------------
  # * Move away from Player (Rewritten for diagonal animation)
  #--------------------------------------------------------------------------
  def move_away_from_player
    # Get difference in player coordinates
    sx = @x - $game_player.x
    sy = @y - $game_player.y
    # If coordinates are equal
    if sx == 0 and sy == 0
      return
    end
    # Get absolute value of difference
    abs_sx = sx.abs
    abs_sy = sy.abs
   
    if DIR_8_POSES
      # Move away from player, prioritizes diagonal before straight
      if sx > 0
        if sy > 0
          move_lower_right
        elsif sy <0
          move_upper_right
        else
          move_right
        end
      elsif sx <0
        if sy > 0
          move_lower_left
        elsif sy <0
          move_upper_left
        else
          move_left
        end
      else
        if sy > 0
          move_down
        elsif sy <0
          move_up
        else
          # nada (Completely Equal)
        end
      end
    else
      # If horizontal and vertical distances are equal
      if abs_sx == abs_sy
        # Increase one of them randomly by 1
        rand(2) == 0 ? abs_sx += 1 : abs_sy += 1
      end
      # If horizontal distance is longer
      if abs_sx > abs_sy
        # Move away from player, prioritize left and right directions
        sx > 0 ? move_right : move_left
        if not moving? and sy != 0
          sy > 0 ? move_down : move_up
        end
      # If vertical distance is longer
      else
        # Move away from player, prioritize up and down directions
        sy > 0 ? move_down : move_up
        if not moving? and sx != 0
          sx > 0 ? move_right : move_left
        end
      end
    end
  end
  #--------------------------------------------------------------------------
  # * 1 Step Forward (Rewritten for diagonal animation)
  #--------------------------------------------------------------------------
  def move_forward
    if DIR_8_POSES
      case @direction
      when 2
        move_down(false)
      when 4
        move_left(false)
      when 6
        move_right(false)
      when 8
        move_up(false)
      end
    else 
      case @direction
      when 1
        move_lower_left
      when 2
        move_down(false)
      when 3
        move_lower_right
      when 4
        move_left(false)
      when 6
        move_right(false)
      when 7
        move_upper_left
      when 8
        move_up(false)
      when 9
        move_upper_right
      end
    end
  end
  #--------------------------------------------------------------------------
  # * 1 Step Backward (Rewritten for diagonal animation)
  #--------------------------------------------------------------------------
  def move_backward
    # Remember direction fix situation
    last_direction_fix = @direction_fix
    # Force directino fix
    @direction_fix = true
    if DIR_8_POSES
      # Branch by direction
      case @direction
      when 1
        move_upper_right
      when 2
        move_up(false)
      when 3
        move_upper_left
      when 4
        move_right(false)
      when 6
        move_left(false)
      when 7
        move_lower_right
      when 8
        move_down(false)
      when 9
        move_lower_left
      end
    else
      case @direction
      when 2  # Down
        move_up(false)
      when 4  # Left
        move_right(false)
      when 6  # Right
        move_left(false)
      when 8  # Up
        move_down(false)
      end
    end
    # Return direction fix situation back to normal
    @direction_fix = last_direction_fix
  end
  #--------------------------------------------------------------------------
  # * Jump   (Rewritten for diagonal animation)
  #     x_plus : x-coordinate plus value
  #     y_plus : y-coordinate plus value
  #--------------------------------------------------------------------------
  def jump(x_plus, y_plus)
    if DIR_8_POSES
      # Turns player, prioritizes diagonal before straight
      if x_plus > 0
        if y_plus > 0
          turn_downright
        elsif y_plus <0
          turn_upright
        else
          turn_right
        end
      elsif x_plus <0
        if y_plus > 0
          turn_downleft
        elsif y_plus <0
          turn_upleft
        else
          turn_left
        end
      else
        if y_plus > 0
          turn_down
        elsif y_plus <0
          turn_up
        else
          # nada (Completely Equal)
        end
      end
    else
      # If plus value is not (0,0)
      if x_plus != 0 or y_plus != 0
        # If horizontal distnace is longer
        if x_plus.abs > y_plus.abs
          # Change direction to left or right
          x_plus < 0 ? turn_left : turn_right
        # If vertical distance is longer, or equal
        else
          # Change direction to up or down
          y_plus < 0 ? turn_up : turn_down
        end
      end     
    end
    # Calculate new coordinates
    new_x = @x + x_plus
    new_y = @y + y_plus
    # If plus value is (0,0) or jump destination is passable
    if (x_plus == 0 and y_plus == 0) or passable?(new_x, new_y, 0)
      # Straighten position
      straighten
      # Update coordinates
      @x = new_x
      @y = new_y
      # Calculate distance
      distance = Math.sqrt(x_plus * x_plus + y_plus * y_plus).round
      # Set jump count
      @jump_peak = 10 + distance - @move_speed
      @jump_count = @jump_peak * 2
      # Clear stop count
      @stop_count = 0
    end
  end
  #--------------------------------------------------------------------------
  # * Turn Up Left (Added for diagonal animation)
  #-------------------------------------------------------------------------- 
  def turn_upleft
    unless @direction_fix
      @direction = 7
      @stop_count = 0
    end
  end
  #--------------------------------------------------------------------------
  # * Turn Up Right (Added for diagonal animation)
  #-------------------------------------------------------------------------- 
  def turn_upright
    unless @direction_fix
      @direction = 9
      @stop_count = 0
    end
  end
  #--------------------------------------------------------------------------
  # * Turn Down Left (Added for diagonal animation)
  #-------------------------------------------------------------------------- 
  def turn_downleft
    unless @direction_fix
      @direction = 1
      @stop_count = 0
    end
  end
  #--------------------------------------------------------------------------
  # * Turn Down Right (Added for diagonal animation)
  #-------------------------------------------------------------------------- 
  def turn_downright
    unless @direction_fix
      @direction = 3
      @stop_count = 0
    end
  end
  #--------------------------------------------------------------------------
  # * Turn 90° Right (Rewritten for diagonal animation)
  #--------------------------------------------------------------------------
  def turn_right_90
    case @direction
    when 1
      turn_downright
    when 2
      turn_left
    when 3
      turn_upright
    when 4
      turn_up
    when 6
      turn_down
    when 7
      turn_downleft
    when 8
      turn_right
    when 9
      turn_upleft
    end
  end
  #--------------------------------------------------------------------------
  # * Turn 90° Left (Rewritten for diagonal animation)
  #--------------------------------------------------------------------------
  def turn_left_90
    case @direction
    when 1
      turn_upleft
    when 2
      turn_right
    when 3
      turn_downleft
    when 4
      turn_down
    when 6
      turn_up
    when 7
      turn_upright
    when 8
      turn_left
    when 9
      turn_downright
    end
  end
  #--------------------------------------------------------------------------
  # * Turn 180° (Rewritten for diagonal animation)
  #--------------------------------------------------------------------------
  def turn_180
    case @direction
    when 1
      turn_upright
    when 2
      turn_up
    when 3
      turn_upleft
    when 4
      turn_right
    when 6
      turn_left
    when 7
      turn_downright
    when 8
      turn_down
    when 9
      turn_downleft
    end
  end 
  #--------------------------------------------------------------------------
  # * Turn at Random (Rewritten for diagonal animation)
  #--------------------------------------------------------------------------
  def turn_random
    if DIR_8_POSES
      caserand = 8
    else
      caserand = 4
    end
    case rand(caserand)
    when 0  # Move down
      turn_down     
    when 1  # Move left
      turn_left
    when 2  # Move right
      turn_right
    when 3  # Move up
      turn_up
    when 4  # Move Upper Left
      turn_downleft
    when 5  # Move Upper Right
      turn_downright
    when 6  # Move Lower Left
      turn_upleft
    when 7  # Move Lower Right
      turn_upright
    end   
  end 

  #--------------------------------------------------------------------------
  # * Turn Towards Player
  #--------------------------------------------------------------------------
  def turn_toward_player
    # Get difference in player coordinates
    sx = @x - $game_player.x
    sy = @y - $game_player.y
    if DIR_8_POSES
      # turn towards player, prioritizes diagonal before straight
      if sx > 0
        if sy > 0
          turn_upleft
        elsif sy <0
          turn_downleft
        else
          turn_left
        end
      elsif sx <0
        if sy > 0
          turn_upright
        elsif sy <0
          turn_downright
        else
          turn_right
        end
      else
        if sy > 0
          turn_up
        elsif sy <0
          turn_down
        else
          # nada (Completely Equal)
        end
      end
    else
      # If coordinates are equal
      if sx == 0 and sy == 0
        return
      end
      # If horizontal distance is longer
      if sx.abs > sy.abs
        # Turn to the right or left towards player
        sx > 0 ? turn_left : turn_right
      # If vertical distance is longer
      else
        # Turn up or down towards player
        sy > 0 ? turn_up : turn_down
      end     
    end
  end
  #--------------------------------------------------------------------------
  # * Turn away from Player (Rewritten for diagonal animation)
  #--------------------------------------------------------------------------
  def turn_away_from_player
    # Get difference in player coordinates
    sx = @x - $game_player.x
    sy = @y - $game_player.y
    if DIR_8_POSES
      # Move away from player, prioritizes diagonal before straight
      if sx > 0
        if sy > 0
          turn_downright
        elsif sy <0
          turn_upright
        else
          turn_right
        end
      elsif sx <0
        if sy > 0
          turn_downleft
        elsif sy <0
          turn_upleft
        else
          turn_left
        end
      else
        if sy > 0
          turn_down
        elsif sy <0
          turn_up
        else
          # nada (Completely Equal)
        end
      end
    else
      # If coordinates are equal
      if sx == 0 and sy == 0
        return
      end
      # If horizontal distance is longer
      if sx.abs > sy.abs
        # Turn to the right or left away from player
        sx > 0 ? turn_right : turn_left
      # If vertical distance is longer
      else
        # Turn up or down away from player
        sy > 0 ? turn_down : turn_up
      end     
    end
  end
end 
#==============================================================================
# ** Game_Player
#------------------------------------------------------------------------------
#  This class handles the player. Its functions include event starting
#  determinants and map scrolling. Refer to "$game_player" for the one
#  instance of this class.
#==============================================================================

class Game_Player < Game_Character

  #--------------------------------------------------------------------------
  # * Frame Update
  #--------------------------------------------------------------------------
  def update
    # Remember whether or not moving in local variables
    last_moving = moving?
    # If moving, event running, move route forcing, and message window
    # display are all not occurring
    unless moving? or $game_system.map_interpreter.running? or
           @move_route_forcing or $game_temp.message_window_showing
     
      # Move player in the direction the directional button is being pressed
      # Rewritten for diagonal animation
      if DIR_8_CONTROL     
        case Input.dir8
        when 2
          move_down
        when 4
          move_left
        when 6
          move_right
        when 8
          move_up
        when 7
          move_upper_left
        when 9
          move_upper_right
        when 3
          move_lower_right
        when 1
          move_lower_left
        end
      else
        case Input.dir4
        when 2
          move_down
        when 4
          move_left
        when 6
          move_right
        when 8
          move_up
        end
      end
    end
   
    # Remember coordinates in local variables
    last_real_x = @real_x
    last_real_y = @real_y
    super
    # If character moves down and is positioned lower than the center
    # of the screen
    if @real_y > last_real_y and @real_y - $game_map.display_y > CENTER_Y
      # Scroll map down
      $game_map.scroll_down(@real_y - last_real_y)
    end
    # If character moves left and is positioned more let on-screen than
    # center
    if @real_x < last_real_x and @real_x - $game_map.display_x < CENTER_X
      # Scroll map left
      $game_map.scroll_left(last_real_x - @real_x)
    end
    # If character moves right and is positioned more right on-screen than
    # center
    if @real_x > last_real_x and @real_x - $game_map.display_x > CENTER_X
      # Scroll map right
      $game_map.scroll_right(@real_x - last_real_x)
    end
    # If character moves up and is positioned higher than the center
    # of the screen
    if @real_y < last_real_y and @real_y - $game_map.display_y < CENTER_Y
      # Scroll map up
      $game_map.scroll_up(last_real_y - @real_y)
    end
    # If not moving
    unless moving?
      # If player was moving last time
      if last_moving
        # Event determinant is via touch of same position event
        result = check_event_trigger_here([1,2])
        # If event which started does not exist
        if result == false
          # Disregard if debug mode is ON and ctrl key was pressed
          unless $DEBUG and Input.press?(Input::CTRL)
            # Encounter countdown
            if @encounter_count > 0
              @encounter_count -= 1
            end
          end
        end
      end
      # If C button was pressed
      if Input.trigger?(Input::C)
        # Same position and front event determinant
        check_event_trigger_here([0])
        check_event_trigger_there([0,1,2])
      end
    end
  end
end

 
 
 
#==============================================================================
# ** Sprite_Character
#------------------------------------------------------------------------------
#  This sprite is used to display the character.It observes the Game_Character
#  class and automatically changes sprite conditions.
#==============================================================================

class Sprite_Character < RPG::Sprite 

  #--------------------------------------------------------------------------
  # * Frame Update
  #--------------------------------------------------------------------------
  def update
    super
    # If tile ID, file name, or hue are different from current ones
    if @tile_id != @character.tile_id or
       @character_name != @character.character_name or
       @character_hue != @character.character_hue
      # Remember tile ID, file name, and hue
      @tile_id = @character.tile_id
      @character_name = @character.character_name
      @character_hue = @character.character_hue
      # If tile ID value is valid
      if @tile_id >= 384
        self.bitmap = RPG::Cache.tile($game_map.tileset_name,
          @tile_id, @character.character_hue)
        self.src_rect.set(0, 0, 32, 32)
        self.ox = 16
        self.oy = 32
      # If tile ID value is invalid
      else
        self.bitmap = RPG::Cache.character(@character.character_name,
          @character.character_hue)
        if DIR_8_STAND
          @cw = bitmap.width / (DIR_8_FRAMES + 1)  # Movement frames w/ stand
        else
          @cw = bitmap.width / (DIR_8_FRAMES)      # Movement frames regular
          end
        if DIR_8_CHAR
          @ch = bitmap.height / 8                 # This sets for 8 directions
        else
          @ch = bitmap.height / 4                 # This sets for 4 directions
        end
        self.ox = @cw / 2
        self.oy = @ch
      end
    end
    # Set visible situation
    self.visible = (not @character.transparent)
    # If graphic is character
    if @tile_id == 0
      # Set horizontal transfer (animation frames)
      if not @character.step_anime and @character.stop_count > 0
       sx = (@character.pattern) * @cw
      else
        # If event's Movement flag is checked (or player sprite)
        if @character.walk_anime
          if not DIR_8_CHAR and not DIR_8_STAND
            sx = (@character.pattern) * @cw
          else
            sx = (@character.pattern + 1) * @cw
          end
        # If event's Movement flag unchecked
        else
          sx = (@character.pattern) * @cw
        end
      end
      # Set vertical transfer (direction)
      if DIR_8_CHAR
        dir = @character.direction            # These routines allow for eight
        dec = (dir == 7 or dir== 9) ? 3 : 1   # directional movement.
        sy = (dir - dec) * @ch               
      else
        sy = (@character.direction - 2) / 2 * @ch
      end
      self.src_rect.set(sx, sy, @cw, @ch)
    end
    # Set sprite coordinates
    self.x = @character.screen_x
    self.y = @character.screen_y
    self.z = @character.screen_z(@ch)
    # Set opacity level, blend method, and bush depth
    self.opacity = @character.opacity
    self.blend_type = @character.blend_type
    self.bush_depth = @character.bush_depth
    # Animation
    if @character.animation_id != 0
      animation = $data_animations[@character.animation_id]
      animation(animation, true)
      @character.animation_id = 0
    end
  end
end


5
[Battle System]
https://www.youtube.com/watch?v=QXTn8nydgv4

[Jump System]
https://www.youtube.com/watch?v=mUt3CKC2vNE

[Wall Run/ Wall Jump]
https://www.youtube.com/watch?v=SJWK1qAdHqY


Thanks for the help KK20, Blizz, Heretic, and LittleDrago~!
6
I'm not trying to constantly ask for help (I feel really bad bothering everyone). I tried my hardest to find a solution for this, but I've absolutely no idea what to do.

I'd like to call walk_anime out of a move player/ event command, but without editing I can't call it without errors. I'm sorry again, but if anyone could help me with this I'd be grateful.
7
Does it exist?  It's very convenient
8
I'd like to make it so I can call another event's/ player passable with  any event's move route. The Game_Character section itself says it's $game_player.through = true, but it isn't. Can someone help out?
9
Script Requests / Script Call for changing event graphic.
February 18, 2018, 07:43:15 pm
I tried searching the database and all I could find was @tile_id and set_graphic. Set graphic seems to give me errors while tile_id feels like it's for terrain. Can anyone give me an example call snippet for changing the in game graphic for events or player?

What I've tried -

$game_player.set_graphic('1139', 0, 2, 0)
$game_map.events[2].set_graphic('1139', 0, 2, 0)

10
This isn't a "commercial" request as I have no desire to charge money for anything I make in RM. However, the new blood in RM Greenlight really pisses me off... their subpar products for actual money. So, I've decided to release something free on the platform that lampshades their efforts. I've run into a few issues though... evented systems and the basic RGSS (using RMXP as I feel it's the best RM aesthetically) seem to constantly give me bugs. I'll need someone versed into the engine to give me assistance/ guidance... and in turn you will be paid for your time.

So, if you desire to help me we can talk price.
11
How do I check to see how big a party is with a script call? I'm trying to set up a common event that checks the party size. Is it something like

if $game_party.size[3] then blah blah blah de blah blah?
12
Is there anyway possible to make the controls


Synchronized with the keyboard? (hopefully you'll understand what I'm implying)
13
I guess this is a better place to ask the questions.
I want to play battle animations for the map without placing an event. This may be a bit hard to understand, but I want to play it on the map coords by itself. Something like a lightning strike or something. Can someone help me with the script call required to do it?

In this battle [http://www.youtube.com/watch?v=R9DLhrfdYIE&;]
I'm trying to make it so rocks fall on random locations so the player wont just camp and button mash.
14
 :facepalm: I always ask my question in the title for some reason. Yeah... what I said in the title
15
General Discussion / [XP] Beta Testers needed.
September 27, 2012, 11:24:09 am
Yeah, I'll need someone to help me find bugs and stuff. I'm not a novice in rm, but I do sometimes skim over errors.
16
Is that a difficult thing to do?
17
Script Requests / Quest notification/ menu system.
July 15, 2012, 03:05:57 pm
Not much to it. I'm just requesting a quest system that has a pop up on the map screen.  Something like a HUD that scrolls down and scrolls back up or a 3 second prompt that pops up on the right or left side of the screen that notifies the player when a quest is received.
18
http://www.youtube.com/watch?v=bOrz5k0jWdU&feature=related
I am not joking... five seconds.

I am not patriotic or anything. Hell, I could careless who says crap about a government or whatever.

*Bad singing
*Super Fundie
*Hate speech
*Brain washing children
*Bullying
*Child Abuse
*They're normal looking people and young

I don't think I'll ever make it to the 8 minute mark in one go because they make me want to scream. Also, it's 8 parts long. So, if you make it to 8 mins there is way more of this bullshit.
20
Yo'. Rose of the Skye variety here and I feel like holding a contest.
I desire to see the abilities of the new generation of english indie game devs on this site. I'll give you guys to 6/10/2012 to make an 1 hour log demo consisting of an unique approach to whatever tool you use. I'll expect something special involving 5 UNIQUE mini/major boss fights with PROPER challenge and attack patterns. If its just button mashing without strategy that is an automatic disqualification.  There are no limitations for this contest. I expect you to turn in a product WITH EFFORT applied to it.

If there are any questions ask so below.

Reward:
1st place - $100 USD
2nd place - $50 USD
3rd place - $25 USD

I'm bored... entertain me.


21
General Discussion / A tip to all hopeful game makers.
February 29, 2012, 04:29:15 am
Pick a genre and stay with it...
Stop bloody trying to throw in everything and a cow. Take the time to plot out and brainstorm instead of just doing crap.

Storyboard
Write ideas on notepads
PLAN
and for the love of god flesh out your stories.


I would not give two fucks if Breast McTits died  if I didnt get the time to know her. You make characters endearing and 3 dimensional and MAKE the person experiencing the game mourn the losses. I am bloody sick of seeing amateur games with potential fall short because they want to copy cool things they saw other people do.

Here is another tip... stop compiling on scripts in the absence of actual content.
22
As you know I'm no novice when it comes to crap like this, but I do need someone to spot me (figuratively) with this stuff.


1. Boss charges player giving them little time to dodge.


2. Boss charges behind (to make sure player doesn't camp)


3. Boss jumps high in air and tries to squash player.

Cool down time and repeat.
23
Chat / Believe it or not...
February 09, 2011, 10:32:06 pm
I'm trying my hardest to not be a dick this year. I'm going to be the type of old man who always sits on his front porch with his shotgun yelling at kids to stay the fuck off his lawn.
24
General Discussion / Mapping doesn't matter.
February 08, 2011, 09:04:53 pm
Browse the screenshots and download those you would like to play. If not rate the games (before you play it) and tell me which you would download and try out on looks alone. Number them from best to worse. In the mix are good games and horrible games



Screens: ShowHide



http://www.megaupload.com/?d=3E4SCFCY



Screens: ShowHide



http://www.megaupload.com/?d=34LVL3DV


Screens: ShowHide



http://www.megaupload.com/?d=E97G267E


Screens: ShowHide





underworld
Screens: ShowHide



http://rpgmaker.net/games/1333/downloads/2127/


Malice the taste of freedom
Screens: ShowHide



http://www.mediafire.com/file/yjomnmhnhjd/Malice%20Ttof.exe

Blue Horizon
Screens: ShowHide



http://www.mediafire.com/file/olsswm66uc2owke/Blue%20Horizon.exe
25
Event Systems / Reaction Time for Babs
January 30, 2011, 01:11:33 am
This just came to me and usually I hog all my ideas to myself, but... I think it'd be a bit more fun if I let people in on a few tricks of the trade.

-Map Event-
Step 1. Disable movement by using the \move feature and turn down the event's view range to 0 in pt. 1 of the script database
Step 2. Make a conditional event checking is in range of the player (ForeverZero's range condition is perfect for this as it mimics Blizz's view range without triggering enemy A.I.)
Step 3. Turn on a switch that is not in use (Example: Switch[001] ON)
Step 4. Add a wait command in the conditional event (Example: Wait[20])
Step 5. Turn off the switch (Example: Switch[001] OFF)
Step 6. Make a conditional event within the conditional event checking if another switch is on (Example: Conditional Branch: if Switch[002] ON) and check else
Step 7. If the switch is on play a sound effect (or whatever you want to do to make it seem like something amazing just happened) to show that you just activated the parry/reaction and afterward turn off Switch[002]
Step 8. In the else case make a force_action command that forces an attack/ skill

-Common event-
Step 1. In a free common event slot select 'Parallel Process' that checks to see if the first switch is on. (Switch[001]
Step 2. (Assuming you're using B-abs] Make a conditional event that checks to see if a key is pressed (Conditional branch: Input.press?(Input::Key['D'])
Step 3. In that conditional branch turn on Switch[002]
26
I'm trying to make an add-on for the B-ABS. This add-on will use pictures to show which skill/item is equipped instead of icons, however... I've come across a snag. I am aware that you show pictures with 'image.bitmap = RPG::Cache.picture("Picture_")'. I've no clue how to make it so that it properly checks to see if a skill is equipped let alone to make it emulate equipping skills and such.

Visual Aid.
Spoiler: ShowHide
27
I'm taking requests for things that you can't do on yourself.
28
Chapter 2.3: Adaptation to Circumstance: The Legend and the Thief

Nova awakens in robes that seems as a sages attire. He looks around the cave for Precious but to no avail. He decides to step out of the cave and notices Precious is sitting holding her knees looking at the sky. 

Precious: It's only a matter of time until Ain' Muc is in ruins.
Nova: ...
Precious: Rumors in Malro tells of a campaign of two hooded travellers that can destroy man made communities in mere hours.
Nova: .. Hooded travelers... Jean..
Precious: I know your answer to this information.. which is why I am sad. I wish you would stay with me.
Nova: My wounds are healed, I've no reason to stay here and rot.
Precious: I know.. I bought you this rapier, I've heard rumors of Neigi Nobles being more agile with this sword.
Nova: You have my gratitude, woman.
Precious: .. Just.. if you ever come back my way.. would you visit?
Nova: I make no promises..

Nova gears up and leaves with no more words exchanged.
Precious clinches her knees tighter as Nova leaves.


The story switches over to Murial from here on in.
Murial: The next page is missing.. 
Starlight is heard in the background screeching for Murial to escape.
Murial: Starlight? Oh man, not now!

-Murials Introduction cutscene-
Two guards run in the doorway.

Guard 1: There she is!
Guard 2: Dont let her get away!

A guard runs towards Murial and tries to strike her with a sword .. Time slows down for Murial as she tries to look without turning around.


Murial: Boys.. cant we just forget about this?

The guard ignores Murial's plea and swings the blade with the intent of cutting her through. Murial turns around swiftly and crouches evading the blow, she then retialiates with a uppercut. The guard flies one way and the sword the other, Murial turns around catching the sword throwing it at the other guard.. The camera changes to the other guard blocking the sword with his focusing on the sword. When the guard tries to find Murial she already left the room.

Murial: Crap, crap, crap, crap!

Murial runs out of the room and slides past the corner in slow motion dodging another sword slash. The camera then goes to normal speed as she sweep kicks the guard and goes back to slow motion when she impacts it then goes back to normal motion.Murial jumps over his body when he hits the grown.

She then runs into a dead end.

Murial: Oh no.

Two guards are closing in behind her she jumps at the wall and boosts off of it. The camera speed slows down once again as she smirks at one guard and it speeds up again as she pasts him. There is another guard waiting for her as she reaches the corner one more time. The Guard tries to impale her by lunging forward, time slows down as Murial kicks the sword away. Murial then uses the momentum from her first kick to strike the guard in the face with a roundhouse kick.
Murial then makes a quick dash down the hallway and slides past an iron bar baracade before it closes.


Murial: .. never a dull day.

Murial then walks down the corridor looking for an exit. Running into a female guard the guard gets into a fighting position.


Female Guard: Hold it right there, forbidden.
Murial: Hmm? Ya' got somethin' to tell me, doll?
Female Guard: DIE!

Murial then adjusts her glove and runs her thumb across her nose as prepares to fight.


-- Cutscene ends --

Battle
Murial Cries:
How's this!
Too easy.
Too slow.

Guard Cries:
Stop right now!
Prepare to die!
You cant win!

Guard 40 hp

-cutscene 2-

Murial: Hmm? Now that was a bit too easy.
Guard 1: There she is!
Guard 2: Dont let er' get away, this time.
Murial: *Sigh*

Murial throws her hands up and the scene blacks out. Outside the Museum guards enter and exit. A conversation is held between two guards.


Guard 1: Damn armor is too hot to wear in these conditions.
Guard 2: Yeah, tell me about it. Lucky bastards inside are enjoying the crisp breeze of the lower levels while we're cookin.
Guard 1: They ain' so lucky, I heard a forbidden thief made her way inside. She easily handled five guards on her own. She's a match for our bombshell among privates.
Guard 2: I heard she beat Sandra, she pretty much surpassed the bombshell.
Guard 1: I hope she doesnt make her way outside, among privates Sandra was the best.
Guard 2: Nah, they cornered her.. its said around the castle that she was killed.
Guard 1: Killed? Jeez the higher ups sure are unforgiving.

(In the background)
A female guard bumps into another guard and apologies.

Female Guard: S- Sorry.
Guard: Watch where you goin next time, eh?
Female Guard: R-right.

The female guard walks past the Guard talking when they talk about her being killed.

Guard 1: Even in armor, the women's bodies are quite amazing. Right?
Guard 2: Oh yeah! How about we find some females and go out to the pub for a drink later?
Guard 1: You dont have to ask me twice!

The guards pick up their weapons and walk towards the museum, the scene then fades. Outside in the woods the female guard takes off her helmet whipping her hair revealing herself to be Murial.


Murial: Close one.  Lucky me, the guards I fought were so weak.
*Starlight calls circling above the forest.*
Murial: Starlight, come!
-cutscene ends-
29
Video Games / Minecrastlevania
November 21, 2010, 12:33:51 pm
Before anyone says anything... I'm building this castle in game by hunting material. =/ The castle is so huge that there is no way I can get it in one shot no matter what mode I use or how far away from it I am. It's so huge that traveling through ALL the finished rooms in it takes one half a minecraft day and it's not even partially finished yet. (There is more than one level to the castle. I predict it'll have 3 floors the last will probably strike bedrock or be pretty close to it.)

Inside the castle walls but not inside the castle.
Dialup warning... well cable warning too: ShowHide


Inside the castle first room. (Note: This was originally made with clay but I changed it to obsidian and left it that way even though I hate how it looks now. Obsidian is a bastard to clear... 5 obsidian takes 2 songs to collect.)
Dialup warning... well cable warning too: ShowHide


Inside the castle walls. (Note: I leveled 3 mountains to clear the path... and I'll do it again.)
Dialup warning... well cable warning too: ShowHide


This is not the whole castle it's just a side of the castle... compared to the actual size it's tiny.
Dialup warning... well cable warning too: ShowHide



P.S. that's just the framework I'll have to level the castle and rebuild it when I finish getting the feel of it to make it perfect.
30
Script Troubleshooting / Blizz-ABS question
October 05, 2010, 06:39:47 pm
Is it possible for there to be a 'dodge' animation? I noticed that script 1 of the B-abs doesn't have a 'miss' animation option.