so i think this one will be a lot easier
what i need
*skill can be attached to the numpad
* different skill per char
thats it for this event
EDIT; last thing
*skills change based on the equipped weapon
well if you want this to be an event it should be in the event system request section not here bout other than that I was planing to make a script that could hot key skills... maybe... if i have time... I'll take a look at how to do this and then perhaps see what I can do.
can you hotkey skill with and event ? if so ill do it that way then.
Quote from: scoace13 on June 09, 2009, 01:03:11 am
can you hotkey skill with and event ? if so ill do it that way then.
not to the numpad. at lest not without scripting know how and an input script like the one in tons
so then should i just put tons in my game and use its input script or would it be better for me to wait for some one to do this request??? im confused
if you used a parallel process event on the map and had a bunch of script conditional branches each one searching for numpad input through tons's input script then had it call a common event ect ect. it could be done with events. but it would be a bit complex and you would never be able to choose which skills go to which number in game you would have to set them in the editer. it would be better if some one made a script that could hot key skills. but again we need to know more you description of what you want is vague. lay the entire system you want before us in detail exactly what you want it to do. answer question like what systems do you want it to work with? and, are you useing some sort of battle system that takes place on the map?
the system should work with UMS. it should basically be a database for weapons and skills saying if you have weapon ID 001 and press numpad 6 you use skill 14. it should include a configuration where you can set what weapon id uses what skills and on which button they are activated. the player should not be able to change this in game.
better....sorry for being too vauge ill change this in the future (aka now)
and all you want it to do is call the commen event of skill 14 when you have equiped weapon id 001?
not the common event but the skill itself yes.
... that's not possible unless... so you want it to display the animation from the skill on the targeted event? and call the common event assigned to the skill?
yeah...I think i should just stop talking for all the good my communications "skills" have done me
Quote from: scoace13 on June 09, 2009, 01:26:52 pm
yeah...I think i should just stop talking for all the good my communications "skills" have done me
well as i said your being really vague lay our EVERYTHING and we have at lest a general picture of what your makeing. yes it will probably take three paragraphs of text but if you really want this that shouldn't be a problem.
note that I'm really the only member that will go through the trouble of figuring out waht your trying to get across to us. it is kinda my unofficial role to act as an interpreter of ideas.
I'm not sure i got 3 paragraphs of data for this kind of thing but ill try this.
What the system is supposed to do:
the system is supposed to allow the player to access and use skills that were set during design of the game from the numpad. however the skill are based on the weapon id. the idea for the system is similar to an mmorpg's shortcut bar minus the visual aspect and the fact that the player cannot for any reason manually change the skills assigned to the buttons unless he changes his weapon. each button on the numpad corresponds to a different skill and when pressed the animation for the skill is shown and a common event is executes the skill like if was used from the menu.
how it is used in my project:
the project i am doing is supposed to be done similar to a mmorpg with out going online. This system would be set so that available skill for a weapon are on the numpad rather than on a menu.
Other scripts in my project:
i am using in this project the Ums and and the RmXP interaction system I requested. that is all for scripts however i will be using a lot of events. as i was aiming to run the entier game off of events only.
did i leave out any thing
Quote from: scoace13 on June 09, 2009, 03:53:33 pm
I'm not sure i got 3 paragraphs of data for this kind of thing but ill try this.
What the system is supposed to do:
the system is supposed to allow the player to access and use skills that were set during design of the game from the numpad. however the skill are based on the weapon id. the idea for the system is similar to an mmorpg's shortcut bar minus the visual aspect and the fact that the player cannot for any reason manually change the skills assigned to the buttons unless he changes his weapon. each button on the numpad corresponds to a different skill and when pressed the animation for the skill is shown and a common event is executes the skill like if was used from the menu.
how it is used in my project:
the project i am doing is supposed to be done similar to a mmorpg with out going online. This system would be set so that available skill for a weapon are on the numpad rather than on a menu.
Other scripts in my project:
i am using in this project the Ums and and the RmXP interaction system I requested. that is all for scripts however i will be using a lot of events. as i was aiming to run the entier game off of events only.
did i leave out any thing
have you looked closely at Blizz ABS? sure it dosn't have the mous interaction but it will take care of everything else
while that s the quick and easy solution I'm actually wanted everything in the game to be done by me however i tried to script my requests and realized that wasn't going to happen hence the requests. that and blizz abs is an abs I already have a battle system i trying to put in place and i pretty sure that even thought its going to be evented there will be conflicts between blizz abs and it. thought if i can get these done ill probably fall back on bliozz abs just so i can get this done to show i serious about this game and maybe get the scripts done too.
Quote from: Ryexander on June 09, 2009, 10:49:59 am
if you used a parallel process event on the map and had a bunch of script conditional branches each one searching for numpad input through tons's input script then had it call a common event ect ect. it could be done with events. but it would be a bit complex and you would never be able to choose which skills go to which number in game you would have to set them in the editer. it would be better if some one made a script that could hot key skills. but again we need to know more you description of what you want is vague. lay the entire system you want before us in detail exactly what you want it to do. answer question like what systems do you want it to work with? and, are you useing some sort of battle system that takes place on the map?
But wouldn't that create RIDICULOUS lag? Not that it's a bad idea- I'm just curious. It seems like I remember trying something similar, and the game CONSTANTLY checking for button input on MULTIPLE BUTTONS made it a'splode. (HOMESTAR REFERENCE, WHEE!!!!)
Again, not saying "BAD!!!", Just wondering.
IMPORTANT MESSAGE FOR RY: RMXP HAS BUILT-IN NUMPAD SUPPORT! D'OH, READ THE HELP FILE!
... could be horribly wrong, though, but I distinctly remember there being Numpad support by default.
I'm fairly sure he wants a Context-Sensitive Numpad Script. As in, depending on a variety of factors, the numpad keys will be mapped to a variety of skills 0-o
Seems rather easy. Unfortunately, I'm not available to script this ATM, so yeah... To anyone who does want to, general outline:
module ContextSensitiveNumpad
def get_skills
case $game_party.actors[0].id
when <id>
case $game_party.actors[0].weapon_id
when <id>
return [<s1>, <s2>, ...]
when <id2>
return [<s1>, <s3>, ...]
end
when <id2>
case $game_party.actors[0].weapon_id
when <id>
return [<s1>, <s2>, ...]
when <id2>
return [<s1>, <s3>, ...]
end
...
end
end
class Scene_Map
alias update_csn_earlier update
def update
update_csn_earlier
s = ContextSensitiveNumpad.get_skills
if Input.trigger?(Input::NUMPAD0)
<call skill with ID s[0]>
elsif Input.trigger?(Input::NUMPAD1)
<call skill with ID s[1]>
....
end
end
end
Once again, shouldn't be too hard to script -- just a royal pain to configure. But it'll be more than fast enough, methinks.
module ContextSensitiveNumpad
def get_skills
case $game_party.actors[0].id # This is the player // Don't change
when 1 # First actor in database // Don't change
case $game_party.actors[0].weapon_id # This is the player's weapon // Don't change
when 1 # Weapon ID 1
return [1, 2, 3, 4, 5, 6, 7, 8, 9, 10] # Return your Skills
when 2 # Weapon ID 2
return [10, 11, 12, 13]
end
when 2 # Second actor in database // Don't change
case $game_party.actors[0].weapon_id # This is the player's weapon // Don't change
when 1
return [1, 2, 3, 4, 5, 6, 7, 8, 9]
when 2
return [14, 16, 18, 52]
end
# This is a template... so edit it to your will
# when ACTOR_ID_HERE(JUST_THE_NUMERAL_LIKE_ABOVE)
# case $game_party.actors[0].weapon_id # This is the player's weapon // Don't change
# when WEAPON_ID_HERE(JUST_THE_NUMERAL)
# return [NUMPAD0_SKILL_ID, NUMPAD1_SKILL_ID]
# end
# End of Template
end
end
class Scene_Map
alias update_csn_earlier update
def update
update_csn_earlier
s = ContextSensitiveNumpad.get_skills
if Input.trigger?(Input::NUMPAD0)
if s[0] != nil
<call skill with ID s[0]> #This is where you put how your skills are called
end
elsif Input.trigger?(Input::NUMPAD1)
if s[1] != nil
<call skill with ID s[1]> #This is where you put how your skills are called
end
# Template with numpad X
# elsif Input.trigger?(Input::NUMPADX)
# if s[x] != nil
# <call skill with ID s[x]> #This is where you put how your skills are called
# end
# End of template
end
end
end
Can't really do more for you since you're eventing the battle system.