Chaos Project

RPG Maker => RPG Maker Scripts => Script Requests => Topic started by: nathmatt on February 11, 2009, 09:16:39 am

Title: Battle dome script help (more help needed)
Post by: nathmatt on February 11, 2009, 09:16:39 am
this is going to be a big update to my evented addon to blizz's Abs http://forum.chaos-project.com/index.php?topic=2194.0

so just want some1 to help some to get me started dont write it for me because i would like to learn to do it myself

so first im starting with the transfer of the player so heres what i have so far just started it

Spoiler: ShowHide
Quoteclass Scene_Battle5

  case $game_map
  when 1-9
      $game_map.setup(6)
      $game_player.moveto(9, 5)
      $game_temp.player_new_direction = [2]
      $scene = Scene_Map.new
     end
    end
Title: Re: Battle dome script
Post by: Blizzard on February 11, 2009, 10:21:33 am
class Scene_Map

  def call_battle
    case $game_map.map_id
    when 1..9
      $game_temp.transferring = true
      $game_temp.player_new_map_id = 6
     $game_temp.player_new_x = 9
     $game_temp.player_new_y = 5
     $game_temp.player_new_direction = 2
   end
  end
 
end


You'll probably also want to it set up so it remembers the current map and coordinates so the player can return after winning the battle.
Title: Re: Battle dome script
Post by: nathmatt on February 11, 2009, 11:03:10 am
k thx i will try that yea will ad that when i get closer










u typoed its
$game_temp.player_transferring = true

not
$game_temp.transferring = true

but it worked
Title: Re: Battle dome script
Post by: nathmatt on February 11, 2009, 11:53:42 am
ok i gave ran into another problem here what i have
Spoiler: ShowHide
class Scene_Map

  def call_battle1
    $game_variables [3] = $game_map.map_id
    $game_variables [1] = $game_player.x
    $game_variables [2] = $game_player.y
    case $game_map.map_id
    when 1..9
      $game_temp.player_transferring = true
      $game_temp.player_new_map_id = 6
      $game_temp.player_new_x = 9
      $game_temp.player_new_y = 5
      $game_temp.player_new_direction = 2
    end
  end
   if $game_variables [4] = 3
    $game_system.me_play($game_system.battle_end_me)
    window_result.new
    exp += $game_variables[9]
    gold += $game_variables[8]
    $game_variables [4] = 0
    $game_variables [9] = 0
    $game_variables [8] = 0
    $game_temp.player_transferring = true
    $game_temp.player_new_map_id = $game_variables [3]
    $game_temp.player_new_x = $game_variables [1]
    $game_temp.player_new_y = $game_variables [2]
    $game_temp.player_new_direction = [2]
    $game_system.bgm_play($game_temp.map_bgm)
 
  end
end
Title: Re: Battle dome script
Post by: Blizzard on February 11, 2009, 12:53:19 pm
There are many things that are wrong, one of the being that the if branch is outside of the call_battle1 method. #_#
Title: Re: Battle dome script
Post by: nathmatt on February 11, 2009, 01:08:33 pm
thx that helped some i will continue working on it
Title: Re: Battle dome script
Post by: nathmatt on February 11, 2009, 02:25:23 pm
the condiont is running whether the variable is 3 or not

Spoiler: ShowHide
class Scene_Map

  def call_battle1
    $game_variables [3] = $game_map.map_id
    $game_variables [1] = $game_player.x
    $game_variables [2] = $game_player.y
    case $game_map.map_id
    when 1..9
      $game_temp.player_transferring = true
      $game_temp.player_new_map_id = 6
      $game_temp.player_new_x = 9
      $game_temp.player_new_y = 5
      $game_temp.player_new_direction = 2
    end
  if $game_variables [4] = 3
    $game_system.me_play($game_system.battle_end_me)
    $game_variables [4] = 0
    $game_variables [9] = 0
    $game_variables [8] = 0
    $game_temp.player_transferring = true
    $game_temp.player_new_map_id = $game_variables [3]
    $game_temp.player_new_x = $game_variables [1]
    $game_temp.player_new_y = $game_variables [2]
    $game_temp.player_new_direction = [2]
    $game_system.bgm_play($game_temp.map_bgm)
 
  end
end
end
Title: Re: Battle dome script
Post by: Blizzard on February 12, 2009, 03:39:31 am
= is for value assignment of variables. == is for comparison. ;)
Title: Re: Battle dome script
Post by: nathmatt on February 12, 2009, 11:57:30 am
i fixed that now the variable is 3 but its not activating
Title: Re: Battle dome script
Post by: Blizzard on February 12, 2009, 12:00:45 pm
I meant that it should be

  if $game_variables [4] == 3


not

  if $game_variables [4] = 3
Title: Re: Battle dome script
Post by: nathmatt on February 12, 2009, 12:10:37 pm
i know i did that but the code isnt executing when the variable hits 3


could it be beacause its not constantly checking the variable ?
Title: Re: Battle dome script
Post by: Blizzard on February 12, 2009, 03:37:01 pm
Yes. It only checks the variable when you are supposed to enter battle. If you want it to be constantly checked, put it into Scene_Map#update.
Title: Re: Battle dome script
Post by: nathmatt on February 12, 2009, 05:56:21 pm
k
Title: Re: Battle dome script
Post by: nathmatt on February 12, 2009, 09:01:42 pm
now just need to find a couple of scriptlets the wait command creating & storing a random number in a variable & gaining exp gold items weapons & armor through a variable
Title: Re: Battle dome script
Post by: nathmatt on February 14, 2009, 11:52:02 am
ok i got the random number the only problem is that the change name thing does not work in script i think it might be because does not know what map to be on i think im going to do the completion part with an event to make it easyer
Title: Re: Battle dome script
Post by: nathmatt on February 14, 2009, 01:39:11 pm
k haveing trouble with the change event name

Spoiler: ShowHide
class Scene_Map

  def call_battle1
    $game_variables [3] = $game_map.map_id
    $game_variables [1] = $game_player.x
    $game_variables [2] = $game_player.y
    $game_variables [5] = rand(2) # 1st enemy
    $game_variables [6] = rand(2) # 2nd Enemy
    $game_variables [7] = rand(2) # 3rd enemy
   case $game_map.map_id
    when 1..9
      $game_temp.player_transferring = true
      $game_temp.player_new_map_id = 6
      $game_temp.player_new_x = 9
      $game_temp.player_new_y = 5
      $game_temp.player_new_direction = 2
    end
   case $game_variables [5]
   when 0
   $game_map.rename_event(01, '\\e[1]')
   when 1
   $game_map.rename_event(01, '\\e[2]')
   end
   case $game_variables [6]
   when 0
   $game_map.rename_event(02, '\\e[1]')
   when 1
   $game_map.rename_event(02, '\\e[2]')
   end
   case $game_variables [7]
   when 0
   $game_map.rename_event(03, '\\e[1]')
   when 1
   $game_map.rename_event(03, '\\e[2]')
   end
  end
end
   
Title: Re: Battle dome script
Post by: Aqua on February 14, 2009, 01:50:29 pm
There's no space between $game_variables and the
Title: Re: Battle dome script
Post by: nathmatt on February 14, 2009, 04:52:02 pm
the space dosent matter still works


edit
Spoiler: ShowHide
if $game_variables [4] == 3
    $game_system.me_play($game_system.battle_end_me)
    Window_Result.new
    $game_switches [1] = true
    $game_variables [4] = 0
    $game_variables [9] = 0
    $game_variables [8] = 0
    $game_variables [15] = 0
    $game_temp.player_transferring = true
    $game_temp.player_new_map_id = $game_variables [3]
    $game_temp.player_new_x = $game_variables [1]
    $game_temp.player_new_y = $game_variables [2]
    $game_temp.player_new_direction = [2]
    $game_system.bgm_play($game_temp.map_bgm)
  end
  if $game_variables [15] == 20
    $game_variables [50] = $game_map.map_id
    case $game_variables [5]
    when 0
    $game_map.rename_event(01, '\e[1]')
    when 1
    $game_map.rename_event(01, '\e[2]')
    end
    case $game_variables [6]
    when 0
    $game_map.rename_event(02, '\e[1]')
    when 1
    $game_map.rename_event(02, '\e[2]')
    end
    case $game_variables [7]
    when 0
    $game_map.rename_event(03, '\e[1]')
    when 1
    $game_map.rename_event(03, '\e[2]')
   end
   $game_variables [15] += 1
Title: Re: Battle dome script
Post by: nathmatt on February 15, 2009, 07:05:35 pm
putting this here so i will have a fresh copy if i mess it up will trying to make it better

adding resolved here so ppl can see this script & can use it as is if they want
first 1
Spoiler: ShowHide
Quoteclass Scene_Map
 
    def call_battle1
    $game_variables [3] = $game_map.map_id
    $game_variables [1] = $game_player.x
    $game_variables [2] = $game_player.y
    $game_system.menu_disabled = true
    if $game_system.caterpillar != true
       $game_system.caterpillar = true
      end
     
   
    case $game_variables [12]
    when 1
      $game_variables [5] = rand(2) + 5 # 1st enemy
      $game_variables [6] = rand(2) + 5 # 2nd Enemy
      $game_variables [7] = rand(2) + 5 # 3rd enemy
      $game_temp.player_transferring = true
      $game_temp.player_new_map_id = 2
      $game_temp.player_new_x = 9
      $game_temp.player_new_y = 5
      $game_temp.player_new_direction = 2
      when 2
      $game_variables [5] = rand(2) + 5 # 1st enemy
      $game_variables [6] = rand(2) + 5 # 2nd Enemy
      $game_variables [7] = rand(2) + 5 # 3rd enemy
      $game_temp.player_transferring = true
      $game_temp.player_new_map_id = 3
      $game_temp.player_new_x = 9
      $game_temp.player_new_y = 9
      $game_temp.player_new_direction = 2
    end
end
end
    def call_update_script
    call_map1
    call_map2
    check_terrain
    end
 
    def call_map1
      if  $game_map.map_id == 2
      if  $game_variables [11] == 0..20
     enemy1
     enemy2
     enemy3
   end
   $game_variables [11] += 1
end
if  $game_map.map_id == 3
      if  $game_variables [11] == 0..20
     enemy1
     enemy2
     enemy3
   end
   $game_variables [11] += 1
end
end

  def call_map2
  if $game_variables [4] == 3
    $game_system.me_play($game_system.battle_end_me)
    $game_system.hud = false
    Window_Result.new
    call_wait
  end
end

def call_wait
   if $game_variables [10] == 40
     call_get
    $game_variables [10] = 0
    $game_variables [11] = 0
    $game_variables [4] = 0
    $game_variables [9] = 0
    $game_variables [8] = 0
    $game_temp.player_transferring = true
    $game_temp.player_new_map_id = $game_variables [3]
    $game_temp.player_new_x = $game_variables [1]
    $game_temp.player_new_y = $game_variables [2]
    $game_temp.player_new_direction = 2
    $game_system.bgm_play($game_temp.map_bgm)
    $game_system.hud = true
    $game_system.menu_disabled = false
    if $game_switches [1] == true
    $game_system.caterpillar = false
    end
  else
  $game_variables [10] +=1
  end
end
  def call_get
    exp = 0
    gold = 0
    exp += $game_variables[9]
    gold += $game_variables[8]
    for i in 0...$game_party.actors.size
      actor = $game_party.actors
      if actor.cant_get_exp? == false
        last_level = actor.level
        actor.exp += exp
    end
  end
    $game_party.gain_gold(gold)
  end
  def check_terrain
    character = $game_player
    $game_variables [12] = character.terrain_tag
  end


secound 1
Spoiler: ShowHide
class Scene_Map
 
def enemy1
case $game_variables [5]
  when 0 then enemy1 = $game_map.rename_event(01, '\e[1]')
  when 1 then enemy1 = $game_map.rename_event(01, '\e[2]')
  when 2 then enemy1 = $game_map.rename_event(01, '\e[3]')
  when 3 then enemy1 = $game_map.rename_event(01, '\e[4]')
  when 4 then enemy1 = $game_map.rename_event(01, '\e[5]')
  when 5 then enemy1 = $game_map.rename_event(01, '\e[6]')
  when 6 then enemy1 = $game_map.rename_event(01, '\e[7]')
  when 7 then enemy1 = $game_map.rename_event(01, '\e[8]')
  when 8 then enemy1 = $game_map.rename_event(01, '\e[9]')
  when 9 then enemy1 = $game_map.rename_event(01, '\e[10]')
  when 10 then enemy1 = $game_map.rename_event(01, '\e[11]')
  when 11 then enemy1 = $game_map.rename_event(01, '\e[12]')
  when 12 then enemy1 = $game_map.rename_event(01, '\e[13]')
  when 13 then enemy1 = $game_map.rename_event(01, '\e[12]')
  when 14 then enemy1 = $game_map.rename_event(01, '\e[13]')
  when 15 then enemy1 = $game_map.rename_event(01, '\e[14]')
  when 16 then enemy1 = $game_map.rename_event(01, '\e[15]')
  when 17 then enemy1 = $game_map.rename_event(01, '\e[16]')
  when 16 then enemy1 = $game_map.rename_event(01, '\e[15]')
  when 17 then enemy1 = $game_map.rename_event(01, '\e[18]')
  when 18 then enemy1 = $game_map.rename_event(01, '\e[19]')
  when 19 then enemy1 = $game_map.rename_event(01, '\e[20]')
  when 20 then enemy1 = $game_map.rename_event(01, '\e[21]')
  when 21 then enemy1 = $game_map.rename_event(01, '\e[22]')
  when 22 then enemy1 = $game_map.rename_event(01, '\e[23]')
  when 23 then enemy1 = $game_map.rename_event(01, '\e[24]')
  when 24 then enemy1 = $game_map.rename_event(01, '\e[25]')
  when 25 then enemy1 = $game_map.rename_event(01, '\e[26]')
  when 26 then enemy1 = $game_map.rename_event(01, '\e[27]')
  when 27 then enemy1 = $game_map.rename_event(01, '\e[28]')
  when 28 then enemy1 = $game_map.rename_event(01, '\e[29]')
  when 29 then enemy1 = $game_map.rename_event(01, '\e[30]')
  when 30 then enemy1 = $game_map.rename_event(01, '\e[31]')
  when 31 then enemy1 = $game_map.rename_event(01, '\e[32]')
  when 32 then enemy1 = $game_map.rename_event(01, '\e[33]')
  when 33 then enemy1 = $game_map.rename_event(01, '\e[34]')
  when 34 then enemy1 = $game_map.rename_event(01, '\e[35]')
  when 35 then enemy1 = $game_map.rename_event(01, '\e[36]')
  when 36 then enemy1 = $game_map.rename_event(01, '\e[37]')
  when 37 then enemy1 = $game_map.rename_event(01, '\e[38]')
  when 38 then enemy1 = $game_map.rename_event(01, '\e[39]')
  when 39 then enemy1 = $game_map.rename_event(01, '\e[40]')
  when 40 then enemy1 = $game_map.rename_event(01, '\e[41]')
  when 41 then enemy1 = $game_map.rename_event(01, '\e[42]')
  when 42 then enemy1 = $game_map.rename_event(01, '\e[43]')
  when 43 then enemy1 = $game_map.rename_event(01, '\e[44]')
  when 44 then enemy1 = $game_map.rename_event(01, '\e[45]')
  when 45 then enemy1 = $game_map.rename_event(01, '\e[46]')
  when 46 then enemy1 = $game_map.rename_event(01, '\e[47]')
  when 47 then enemy1 = $game_map.rename_event(01, '\e[48]')
  when 48 then enemy1 = $game_map.rename_event(01, '\e[49]')
  when 49 then enemy1 = $game_map.rename_event(01, '\e[50]')
     
  end
  def enemy2
  case $game_variables [6]
  when 0 then enemy2 = $game_map.rename_event(02, '\e[1]')
  when 1 then enemy2 = $game_map.rename_event(02, '\e[2]')
  when 2 then enemy2 = $game_map.rename_event(02, '\e[3]')
  when 3 then enemy2 = $game_map.rename_event(02, '\e[4]')
  when 4 then enemy2 = $game_map.rename_event(02, '\e[5]')
  when 5 then enemy2 = $game_map.rename_event(02, '\e[6]')
  when 6 then enemy2 = $game_map.rename_event(02, '\e[7]')
  when 7 then enemy2 = $game_map.rename_event(02, '\e[8]')
  when 8 then enemy2 = $game_map.rename_event(02, '\e[9]')
  when 9 then enemy2 = $game_map.rename_event(02, '\e[10]')
  when 10 then enemy2 = $game_map.rename_event(02, '\e[11]')
  when 11 then enemy2 = $game_map.rename_event(02, '\e[12]')
  when 12 then enemy2 = $game_map.rename_event(02, '\e[13]')
  when 13 then enemy2 = $game_map.rename_event(02, '\e[12]')
  when 14 then enemy2 = $game_map.rename_event(02, '\e[13]')
  when 15 then enemy2 = $game_map.rename_event(02, '\e[14]')
  when 16 then enemy2 = $game_map.rename_event(02, '\e[15]')
  when 17 then enemy2 = $game_map.rename_event(02, '\e[16]')
  when 16 then enemy2 = $game_map.rename_event(02, '\e[15]')
  when 17 then enemy2 = $game_map.rename_event(02, '\e[18]')
  when 18 then enemy2 = $game_map.rename_event(02, '\e[19]')
  when 19 then enemy2 = $game_map.rename_event(02, '\e[20]')
  when 20 then enemy2 = $game_map.rename_event(02, '\e[21]')
  when 21 then enemy2 = $game_map.rename_event(02, '\e[22]')
  when 22 then enemy2 = $game_map.rename_event(02, '\e[23]')
  when 23 then enemy2 = $game_map.rename_event(02, '\e[24]')
  when 24 then enemy2 = $game_map.rename_event(02, '\e[25]')
  when 25 then enemy2 = $game_map.rename_event(02, '\e[26]')
  when 26 then enemy2 = $game_map.rename_event(02, '\e[27]')
  when 27 then enemy2 = $game_map.rename_event(02, '\e[28]')
  when 28 then enemy2 = $game_map.rename_event(02, '\e[29]')
  when 29 then enemy2 = $game_map.rename_event(02, '\e[30]')
  when 30 then enemy2 = $game_map.rename_event(02, '\e[31]')
  when 31 then enemy2 = $game_map.rename_event(02, '\e[32]')
  when 32 then enemy2 = $game_map.rename_event(02, '\e[33]')
  when 33 then enemy2 = $game_map.rename_event(02, '\e[34]')
  when 34 then enemy2 = $game_map.rename_event(02, '\e[35]')
  when 35 then enemy2 = $game_map.rename_event(02, '\e[36]')
  when 36 then enemy2 = $game_map.rename_event(02, '\e[37]')
  when 37 then enemy2 = $game_map.rename_event(02, '\e[38]')
  when 38 then enemy2 = $game_map.rename_event(02, '\e[39]')
  when 39 then enemy2 = $game_map.rename_event(02, '\e[40]')
  when 40 then enemy2 = $game_map.rename_event(02, '\e[41]')
  when 41 then enemy2 = $game_map.rename_event(02, '\e[42]')
  when 42 then enemy2 = $game_map.rename_event(02, '\e[43]')
  when 43 then enemy2 = $game_map.rename_event(02, '\e[44]')
  when 44 then enemy2 = $game_map.rename_event(02, '\e[45]')
  when 45 then enemy2 = $game_map.rename_event(02, '\e[46]')
  when 46 then enemy2 = $game_map.rename_event(02, '\e[47]')
  when 47 then enemy2 = $game_map.rename_event(02, '\e[48]')
  when 48 then enemy2 = $game_map.rename_event(02, '\e[49]')
  when 49 then enemy2 = $game_map.rename_event(02, '\e[50]')
  end
  def enemy3
  case $game_variables [7]
  when 0 then enemy3 = $game_map.rename_event(03, '\e[1]')
  when 1 then enemy3 = $game_map.rename_event(03, '\e[2]')
  when 2 then enemy3 = $game_map.rename_event(03, '\e[3]')
  when 3 then enemy3 = $game_map.rename_event(03, '\e[4]')
  when 4 then enemy3 = $game_map.rename_event(03, '\e[5]')
  when 5 then enemy3 = $game_map.rename_event(03, '\e[6]')
  when 6 then enemy3 = $game_map.rename_event(03, '\e[7]')
  when 7 then enemy3 = $game_map.rename_event(03, '\e[8]')
  when 8 then enemy3 = $game_map.rename_event(03, '\e[9]')
  when 9 then enemy3 = $game_map.rename_event(03, '\e[10]')
  when 10 then enemy3 = $game_map.rename_event(03, '\e[11]')
  when 11 then enemy3 = $game_map.rename_event(03, '\e[12]')
  when 12 then enemy3 = $game_map.rename_event(03, '\e[13]')
  when 13 then enemy3 = $game_map.rename_event(03, '\e[12]')
  when 14 then enemy3 = $game_map.rename_event(03, '\e[13]')
  when 15 then enemy3 = $game_map.rename_event(03, '\e[14]')
  when 16 then enemy3 = $game_map.rename_event(03, '\e[15]')
  when 17 then enemy3 = $game_map.rename_event(03, '\e[16]')
  when 16 then enemy3 = $game_map.rename_event(03, '\e[15]')
  when 17 then enemy3 = $game_map.rename_event(03, '\e[18]')
  when 18 then enemy3 = $game_map.rename_event(03, '\e[19]')
  when 19 then enemy3 = $game_map.rename_event(03, '\e[20]')
  when 20 then enemy3 = $game_map.rename_event(03, '\e[21]')
  when 21 then enemy3 = $game_map.rename_event(03, '\e[22]')
  when 22 then enemy3 = $game_map.rename_event(03, '\e[23]')
  when 23 then enemy3 = $game_map.rename_event(03, '\e[24]')
  when 24 then enemy3 = $game_map.rename_event(03, '\e[25]')
  when 25 then enemy3 = $game_map.rename_event(03, '\e[26]')
  when 26 then enemy3 = $game_map.rename_event(03, '\e[27]')
  when 27 then enemy3 = $game_map.rename_event(03, '\e[28]')
  when 28 then enemy3 = $game_map.rename_event(03, '\e[29]')
  when 29 then enemy3 = $game_map.rename_event(03, '\e[30]')
  when 30 then enemy3 = $game_map.rename_event(03, '\e[31]')
  when 31 then enemy3 = $game_map.rename_event(03, '\e[32]')
  when 32 then enemy3 = $game_map.rename_event(03, '\e[33]')
  when 33 then enemy3 = $game_map.rename_event(03, '\e[34]')
  when 34 then enemy3 = $game_map.rename_event(03, '\e[35]')
  when 35 then enemy3 = $game_map.rename_event(03, '\e[36]')
  when 36 then enemy3 = $game_map.rename_event(03, '\e[37]')
  when 37 then enemy3 = $game_map.rename_event(03, '\e[38]')
  when 38 then enemy3 = $game_map.rename_event(03, '\e[39]')
  when 39 then enemy3 = $game_map.rename_event(03, '\e[40]')
  when 40 then enemy3 = $game_map.rename_event(03, '\e[41]')
  when 41 then enemy3 = $game_map.rename_event(03, '\e[42]')
  when 42 then enemy3 = $game_map.rename_event(03, '\e[43]')
  when 43 then enemy3 = $game_map.rename_event(03, '\e[44]')
  when 44 then enemy3 = $game_map.rename_event(03, '\e[45]')
  when 45 then enemy3 = $game_map.rename_event(03, '\e[46]')
  when 46 then enemy3 = $game_map.rename_event(03, '\e[47]')
  when 47 then enemy3 = $game_map.rename_event(03, '\e[48]')
  when 48 then enemy3 = $game_map.rename_event(03, '\e[49]')
  when 49 then enemy3 = $game_map.rename_event(03, '\e[50]')
    end
   end
  end
end 
end
Title: Re: Battle dome script (RESOLVED)
Post by: nathmatt on February 22, 2009, 08:34:43 am
resolved

http://forum.chaos-project.com/index.php?topic=3183.0
Title: Re: Battle dome script help
Post by: nathmatt on February 24, 2009, 05:38:11 pm
ok im trying to acces the terrain tags out of scene map tryed this $game_map.terrain_tag but it dosent work
Title: Re: Battle dome script help (more help needed)
Post by: nathmatt on April 05, 2009, 03:37:27 pm
bump
Title: Re: Battle dome script help (more help needed)
Post by: G_G on April 05, 2009, 03:45:13 pm
try
$game_player.terrain_tag

not sure if it'll work
Title: Re: Battle dome script help (more help needed)
Post by: Aqua on April 05, 2009, 04:00:21 pm
terrain_tag(x, y)


X and Y are the coordinates you wish to get the tag for.
Title: Re: Battle dome script help (more help needed)
Post by: nathmatt on April 05, 2009, 05:58:14 pm
i used this character = $game_player $variables7 = character.terrain_tag when i was in scene map but now im useing scene battle & wants be to def terrain_tag
Title: Re: Battle dome script help (more help needed)
Post by: Aqua on April 05, 2009, 06:58:53 pm
Sorry... my bad

$scene_map.terrain_tag(x, y)


Sooo you'd have to store the player's x and y and put it there.
Title: Re: Battle dome script help (more help needed)
Post by: nathmatt on April 05, 2009, 07:07:06 pm
ok i have another question im tring use loop do but every time i do it locks up

heres my script

Spoiler: ShowHide
class Scene_Battle
   
  def main
    $game_temp.in_battle = true
    $game_temp.forcing_battler = nil
    @troop_id = $game_temp.battle_troop_id
    @character = $game_player
    @terrain_tag = Table.new(384)
    $game_variables [1] = @troop_id[0]
    $game_variables [2] = @troop_id[1]
    $game_variables [3] = @troop_id[2]
    @map_id = $game_map.map_id
    @player_x = $game_player.x
    @player_y = $game_player.y
    $game_system.menu_disabled = true
    $game_system.caterpillar = true
    @phase = 1
    loop do
      Graphics.update
      Input.update
      update1
      if $scene != self
        break
      end
    end
    $game_map.refresh
    end
  end
 
  def update1
    $game_system.update
    if @wait_count == nil
      @wait_count = 0
      return
    end
    if @wait_count > 0
      @wait_count -= 1
      return
    end
    if $game_map.map_id == 3
    case $terrain_t
    when 1
    teleport = [ 9, 9, 10, 2]
    when 2
    teleport = [ 8, 9, 6, 2]
    when 3
    teleport = [ 7, 9, 6, 2]
    return  teleport
  end
   if $game_map.map_id == 5
    case $terrain_t
    when 1
    teleport = [ 2, 8, 5, 2]
    when 2
    teleport = [ 2, 8, 5, 2]
    when 3
    teleport = [ 2, 8, 5, 2]
    return  teleport
  end
  if $game_map.map_id == 6
    case $terrain_t
    when 1
    teleport = [ 2, 8, 5, 2]
    when 2
    teleport = [ 2, 8, 5, 2]
    when 3
    teleport = [ 2, 8, 5, 2]
    return  teleport
    end
    case @phase
    when 1 
      update_phase1
    when 2 
      update_phase2
    when 3 
      update_phase3
    when 4 
      update_phase4
    end
  end
end

def update_phase1
$game_temp.player_transferring = true
$game_temp.player_new_map_id = teleport[0]
$game_temp.player_new_x = teleport[1]
$game_temp.player_new_y = teleport[2]
$game_temp.player_new_direction = teleport[3]
@phase = 2
end

def update_phase2
if $game_map.map_id !=  @map_id
   @wait_count = 40
   end
  if  @wait_count > 0
     enemy1
     enemy2
     enemy3
     @phase = 3
   end
   
def update_phase3
  if $game_variables [4]  == 3
    $game_system.me_play($game_system.battle_end_me)
    $game_system.hud = false
    $window =  Window_Result.new
    @wait_count = 40
  end
if @wait_count == 0
$window.dispose
    exp = $total1
    gold = $total2
    treasures = $total3
    for i in 0...$game_party.actors.size
      actor = $game_party.actors[i]
      if actor.cant_get_exp? == false
        last_level = actor.level
        actor.exp += exp
        if actor.level > last_level
          @status_window.level_up(i)
        end
      end
    end
    $game_party.gain_gold(gold)
    for item in treasures
      case item
      when RPG::Item
        $game_party.gain_item(item.id, 1)
      when RPG::Weapon
        $game_party.gain_weapon(item.id, 1)
      when RPG::Armor
        $game_party.gain_armor(item.id, 1)
      end
    end
    $total1 = 0
    $total2 = 0
    $total3 = 0
    $game_variables [4] = 0
    @phase = 4
  end
   
  def update_phase4
  $game_temp.player_transferring = true
    $game_temp.player_new_map_id = @map_id
    $game_temp.player_new_x = @player_x
    $game_temp.player_new_y = @player_y
    $game_temp.player_new_direction = 2
    $game_system.bgm_play($game_temp.map_bgm)
    $game_system.hud = true
    $game_system.menu_disabled = false
    if $game_switches [1] == true
    $game_system.caterpillar = false
     end
    end
   end   
  end
end
end
 
Title: Re: Battle dome script help (more help needed)
Post by: Aqua on April 05, 2009, 07:27:36 pm
You need a way for the loop to end or else it'll keep on going forever and "lock up".
Title: Re: Battle dome script help (more help needed)
Post by: G_G on April 05, 2009, 07:30:08 pm
Quote from: Aqua on April 05, 2009, 06:58:53 pm
Sorry... my bad

$scene_map.terrain_tag(x, y)


Sooo you'd have to store the player's x and y and put it there.


Use this so you dont need to keep track of player x and y through variables
$scene_map.terrain_tag($game_player.x, $game_player.y)
Title: Re: Battle dome script help (more help needed)
Post by: nathmatt on April 05, 2009, 07:36:04 pm
my problem is i need it too keep looping forever while the battles going so when the battle ends i can leave the map or im stuck there btw the terrain thing didnt work because it wasnt rredefing the update method 
Title: Re: Battle dome script help (more help needed)
Post by: Aqua on April 05, 2009, 08:13:15 pm
You know... you gotta assign it to something...

$terraintag = $scene_map.terrain_tag($game_player.x, $game_player.y)


Why not just flip a switch when the battles end.
Then if that switch is on, you'll leave the map and turn off the switch.
Title: Re: Battle dome script help (more help needed)
Post by: Blizzard on April 06, 2009, 04:31:09 am
"character.terrain_tag" calls "$game_map.terrain_tag(character.x, character.y)". -_- You can just use "$game_player.terrain_tag".
Title: Re: Battle dome script help (more help needed)
Post by: nathmatt on April 07, 2009, 10:10:47 am
ok heres my script but its not working

Spoiler: ShowHide
lass Game_System
  attr_accessor :terrains
 
  alias gog_terrains_init initialize
  def initialize
    gog_terrains_init
    @terrains = {
      1 => [ 9, 8, 5, 2, 2, 0],
      2 => [ 8, 8, 5, 2, 2, 0],
      3 => [ 7, 8, 5, 2, 2, 0],
      4 => [ 2, 8, 5, 2, 2, 0],
      5 => [ 2, 8, 5, 2, 2, 0],
      6 => [ 2, 8, 5, 2, 2, 0],
      7 => [ 2, 8, 5, 2, 2, 0]
    }
  end
end

  class Scene_Map
   
  def call_battle
    $game_temp.battle_calling = false
    $game_temp.menu_calling = false
    $game_temp.menu_beep = false
    $game_player.make_encounter_count
    $game_temp.map_bgm = $game_system.playing_bgm
    $game_system.bgm_stop
    $game_system.se_play($data_system.battle_start_se)
    $game_system.bgm_play($game_system.battle_bgm)
    $game_player.straighten
    $game_temp.in_battle = true
    $game_temp.forcing_battler = nil
    @troop_id = $game_temp.battle_troop_id
    $game_troop.setup(@troop_id)
    @map_id = $game_map.map_id
    @player_x = $game_player.x
    @player_y = $game_player.y
    @rand = teleport(4)
    @extra = teleport(5)
    $game_variables [1] = rand(@rand) + @extra # 1st enemy
    $game_variables [2] = rand(@rand) + @extra # 2nd Enemy
    $game_variables [3] = rand(@rand) + @extra  # 3rd enemy
    $game_system.menu_disabled = true
    $game_system.caterpillar = true
    @phase = 1
  end
 
   
   alias map_update update
  def update
    map_update
      @check_terrain
      @update_phase1
      @update_phase2
      @update_phase3
      @update_phase4
    end
    if @wait_count == nil
      @wait_count = 0
    elsif @wait_count > 0
      @wait_count -= 1
      return
    end
  end
 
  def check_terrain
    if $game_player.terrain_tag == 1
      teleport  = $game_system.terrains[1]
    elsif $game_player.terrain_tag == 2
      teleport  = $game_system.terrains[2]
    elsif $game_player.terrain_tag == 3
      teleport  = $game_system.terrains[3]
    elsif $game_player.terrain_tag == 4
      teleport  = $game_system.terrains[4]
    elsif $game_player.terrain_tag == 5
      teleport  = $game_system.terrains[5]
    elsif $game_player.terrain_tag == 6
      teleport  = $game_system.terrains[6]
    elsif $game_player.terrain_tag == 7
      teleport  = $game_system.terrains[7]
    end
  end
 
def update_phase1
$game_temp.player_transferring = true
$game_temp.player_new_map_id = teleport[0]
$game_temp.player_new_x = teleport[1]
$game_temp.player_new_y = teleport[2]
$game_temp.player_new_direction = teleport[3]
@phase = 2
end

def update_phase2
if @phase == 2 
if $game_map.map_id !=  @map_id
   @wait_count = 40
   end
  if  @wait_count > 0
     enemy1
     enemy2
     enemy3
     @phase = 3
   end
end
end
   
def update_phase3
  if @phase == 3 
  if $game_variables [4]  == 3
    $game_system.me_play($game_system.battle_end_me)
    $game_system.hud = false
    $window =  Window_Result.new
    @wait_count = 40
  end
if @wait_count == 0
$window.dispose
    exp = $total1
    gold = $total2
    treasures = $total3
    for i in 0...$game_party.actors.size
      actor = $game_party.actors[i]
      if actor.cant_get_exp? == false
        last_level = actor.level
        actor.exp += exp
        if actor.level > last_level
          @status_window.level_up(i)
        end
      end
    end
    $game_party.gain_gold(gold)
    for item in treasures
      case item
      when RPG::Item
        $game_party.gain_item(item.id, 1)
      when RPG::Weapon
        $game_party.gain_weapon(item.id, 1)
      when RPG::Armor
        $game_party.gain_armor(item.id, 1)
      end
    end
    $total1 = 0
    $total2 = 0
    $total3 = 0
    $game_variables [4] = 0
    @phase = 4
  end
end
end
   
  def update_phase4
    if @phase == 4
   $game_temp.player_transferring = true
    $game_temp.player_new_map_id = @map_id
    $game_temp.player_new_x = @player_x
    $game_temp.player_new_y = @player_y
    $game_temp.player_new_direction = 2
    $game_system.bgm_play($game_temp.map_bgm)
    $game_system.hud = true
    $game_system.menu_disabled = false
    if $game_switches [1] == true
    $game_system.caterpillar = false
    $game_temp.in_battle = false
     end
    end
   end   
Title: Re: Battle dome script help (more help needed)
Post by: nathmatt on April 10, 2009, 10:47:48 am
Quote from: nathmatt on April 07, 2009, 10:10:47 am
ok heres my script but its not working

Spoiler: ShowHide
lass Game_System
  attr_accessor :terrains
 
  alias gog_terrains_init initialize
  def initialize
    gog_terrains_init
    @terrains = {
      1 => [ 9, 8, 5, 2, 2, 0],
      2 => [ 8, 8, 5, 2, 2, 0],
      3 => [ 7, 8, 5, 2, 2, 0],
      4 => [ 2, 8, 5, 2, 2, 0],
      5 => [ 2, 8, 5, 2, 2, 0],
      6 => [ 2, 8, 5, 2, 2, 0],
      7 => [ 2, 8, 5, 2, 2, 0]
    }
  end
end

  class Scene_Map
   
  def call_battle
    $game_temp.battle_calling = false
    $game_temp.menu_calling = false
    $game_temp.menu_beep = false
    $game_player.make_encounter_count
    $game_temp.map_bgm = $game_system.playing_bgm
    $game_system.bgm_stop
    $game_system.se_play($data_system.battle_start_se)
    $game_system.bgm_play($game_system.battle_bgm)
    $game_player.straighten
    $game_temp.in_battle = true
    $game_temp.forcing_battler = nil
    @troop_id = $game_temp.battle_troop_id
    $game_troop.setup(@troop_id)
    @map_id = $game_map.map_id
    @player_x = $game_player.x
    @player_y = $game_player.y
    @rand = teleport(4)
    @extra = teleport(5)
    $game_variables [1] = rand(@rand) + @extra # 1st enemy
    $game_variables [2] = rand(@rand) + @extra # 2nd Enemy
    $game_variables [3] = rand(@rand) + @extra  # 3rd enemy
    $game_system.menu_disabled = true
    $game_system.caterpillar = true
    @phase = 1
  end
 
   
   alias map_update update
  def update
    map_update
      @check_terrain
      @update_phase1
      @update_phase2
      @update_phase3
      @update_phase4
    end
    if @wait_count == nil
      @wait_count = 0
    elsif @wait_count > 0
      @wait_count -= 1
      return
    end
  end
 
  def check_terrain
    if $game_player.terrain_tag == 1
      teleport  = $game_system.terrains[1]
    elsif $game_player.terrain_tag == 2
      teleport  = $game_system.terrains[2]
    elsif $game_player.terrain_tag == 3
      teleport  = $game_system.terrains[3]
    elsif $game_player.terrain_tag == 4
      teleport  = $game_system.terrains[4]
    elsif $game_player.terrain_tag == 5
      teleport  = $game_system.terrains[5]
    elsif $game_player.terrain_tag == 6
      teleport  = $game_system.terrains[6]
    elsif $game_player.terrain_tag == 7
      teleport  = $game_system.terrains[7]
    end
  end
 
def update_phase1
$game_temp.player_transferring = true
$game_temp.player_new_map_id = teleport[0]
$game_temp.player_new_x = teleport[1]
$game_temp.player_new_y = teleport[2]
$game_temp.player_new_direction = teleport[3]
@phase = 2
end

def update_phase2
if @phase == 2 
if $game_map.map_id !=  @map_id
   @wait_count = 40
   end
  if  @wait_count > 0
     enemy1
     enemy2
     enemy3
     @phase = 3
   end
end
end
   
def update_phase3
  if @phase == 3 
  if $game_variables [4]  == 3
    $game_system.me_play($game_system.battle_end_me)
    $game_system.hud = false
    $window =  Window_Result.new
    @wait_count = 40
  end
if @wait_count == 0
$window.dispose
    exp = $total1
    gold = $total2
    treasures = $total3
    for i in 0...$game_party.actors.size
      actor = $game_party.actors[i]
      if actor.cant_get_exp? == false
        last_level = actor.level
        actor.exp += exp
        if actor.level > last_level
          @status_window.level_up(i)
        end
      end
    end
    $game_party.gain_gold(gold)
    for item in treasures
      case item
      when RPG::Item
        $game_party.gain_item(item.id, 1)
      when RPG::Weapon
        $game_party.gain_weapon(item.id, 1)
      when RPG::Armor
        $game_party.gain_armor(item.id, 1)
      end
    end
    $total1 = 0
    $total2 = 0
    $total3 = 0
    $game_variables [4] = 0
    @phase = 4
  end
end
end
   
  def update_phase4
    if @phase == 4
   $game_temp.player_transferring = true
    $game_temp.player_new_map_id = @map_id
    $game_temp.player_new_x = @player_x
    $game_temp.player_new_y = @player_y
    $game_temp.player_new_direction = 2
    $game_system.bgm_play($game_temp.map_bgm)
    $game_system.hud = true
    $game_system.menu_disabled = false
    if $game_switches [1] == true
    $game_system.caterpillar = false
    $game_temp.in_battle = false
     end
    end
   end   


ok i changed it thanks to GameGirl lol GameGuy & WCW i think tran week lol but its still not working