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Messages - Event Master

1
Using a simple script to do this would be basically the only way. I have been experimenting using what I call "hacking" into other games. Basically, re-writing the Game_Map setup to load another game's maps and tileset data if a certain switch is on.
if $Extra_Maps == nil
    @map = load_data(sprintf("Data/Map%03d.rxdata", @map_id))
    else
    $data_tilesets      = load_data("#{$POOLAREA}/#{$Extra_Maps}/Data/Tilesets.rxdata")
    @map = load_data(sprintf("#{$POOLAREA}/#{$Extra_Maps}/Data/Map%03d.rxdata", @map_id))
    #!!!! Make script to load extra maps
    end


It takes longer to load the map, but you can get into even encrypted games...
The $POOLAREA is where you'd place the name of the folder the extra maps are in. (Just ignore why it's called $POOLAREA, that's something else of mine) Also if you use any sort of Quick Passability, you will need to have that turned off whenever you are in the extra maps or it will cause problems. All of the transfer events will work perfectly normal on any of the add-on maps, because they retain their IDs.

You can do this with anything. Just change the global variable to something like $data_items and the respective file.

From what I've seen, the most $data_(whatever) can be easily altered (they're usually tables) . Just do a Filetest for the add on in a similar area and push the data to the end of the global variable.

Although this is scripting, (which you said you can't do), you can encrypt both files.
2
General Discussion / RMXP Made Ipod App?
May 24, 2011, 03:26:54 pm
This is something I just stumbled upon, and felt it needed addressed. There is an Ipod App on the app store right now called 7 Stories made by Smashware. They are charging $2.99 for it as of today. All of the tileset used in the game are RTP, most characters are too, and the battle screen in the screenshot is also RTP. I says it was posted on May 12, 2011, and I want to know, how in the world did they do this? I've searched endlessly online for anything on it, but I can't find anything about this app.

Does anybody have any information about this app?
If they did use RMXP to make it, how!?
3
Script Requests / Re: [REQUEST] Multiplayer Script [XP]
October 09, 2010, 05:33:17 pm
Here, this is way better if you are using Blizz-ABS
Make a paralell common event with the same conditional branch as in the demo (Input.press?(Input::Key['Q']) or whatever key you want.
Make in that conditional branch a script call
$BlizzABS.actors[1].direction_fix = false
$BlizzABS.actors[1].move_down
$BlizzABS.actors[1].direction_fix = true


You can take out the $BlizzABS.actors[1].direction_fix = false and $BlizzABS.actors[1].direction_fix = true but that prevents your charecter from freezing up if they try to mave into an unpassable tile.

Change .move_down to .move_left .move_right or .move_down

This is only for Blizz-Abs if caterpillar is On, and the charecter will follow you in game, so you must use
$game_system.caterpillar_active = false

to turn off the caterpillar in game, so the charecters will be displayed, but not follow you.

Additionally you can have the same conditional statement and have
$BlizzABS.actors[1].use_attack

to make player 2 attack, but the AI isn't turned off for that charecter, so it will still automatically use skills and attack on it's own.

I really don't suggest that you use this for a traditional RPG or Action RPG. It fits the game that I am making, but probably nobody else.
This is only good if you want to make it if Player 2 can controll that charecter, but still have that charecter think for itself.

Remember, you can use 2 instead of 1 to controll the next charecter, and so on.

I was working on a simple split screen script, but it's really only some slight modifications to Spriteset_Map
#==============================================================================
# ** Spriteset_Map
#------------------------------------------------------------------------------
#  This class brings together map screen sprites, tilemaps, etc.
#  It's used within the Scene_Map class.
#==============================================================================

class Spriteset_Map
 #--------------------------------------------------------------------------
 # * Object Initialization
 #--------------------------------------------------------------------------
 def initialize
   # Make viewports
   @viewport1 = Viewport.new(0, 0, 319, 480)
   @viewport2 = Viewport.new(0, 0, 319, 480)
   @viewport3 = Viewport.new(0, 0, 319, 480)
   @viewport2.z = 200
   @viewport3.z = 5000
   @viewport4 = Viewport.new(321, 0, 319, 480)
   @viewport5 = Viewport.new(321, 0, 319, 480)
   @viewport6 = Viewport.new(321, 0, 319, 480)
   @viewport5.z = 200
   @viewport6.z = 5000
   # Make tilemap
   @tilemap = Tilemap.new(@viewport1)
   @tilemap.tileset = RPG::Cache.tileset($game_map.tileset_name)
   @tilemap2 = Tilemap.new(@viewport4)
   @tilemap2.tileset = RPG::Cache.tileset($game_map.tileset_name)
   for i in 0..6
     autotile_name = $game_map.autotile_names[i]
     @tilemap.autotiles[i] = RPG::Cache.autotile(autotile_name)
     @tilemap2.autotiles[i] = RPG::Cache.autotile(autotile_name)
   end
   @tilemap.map_data = $game_map.data
   @tilemap.priorities = $game_map.priorities
   @tilemap2.map_data = $game_map.data
   @tilemap2.priorities = $game_map.priorities
   # Make panorama plane
   @panorama = Plane.new(@viewport1)
   @panorama.z = -1000
   @panorama2 = Plane.new(@viewport4)
   @panorama2.z = -1000
   # Make fog plane
   @fog = Plane.new(@viewport1)
   @fog.z = 3000
   # Make character sprites
   @character_sprites = []
   for i in $game_map.events.keys.sort
     sprite = Sprite_Character.new(@viewport1, $game_map.events[i])
     @character_sprites.push(sprite)
     sprite2 = Sprite_Character.new(@viewport4, $game_map.events[i])
     @character_sprites.push(sprite2)
   end
   @character_sprites.push(Sprite_Character.new(@viewport1, $game_player))
   @character_sprites.push(Sprite_Character.new(@viewport4, $game_player))
   # Make weather
   @weather = RPG::Weather.new(@viewport1)
   @weather = RPG::Weather.new(@viewport2)
   # Make picture sprites
   @picture_sprites = []
   for i in 1..50
     @picture_sprites.push(Sprite_Picture.new(@viewport2,
       $game_screen.pictures[i]))
     @picture_sprites.push(Sprite_Picture.new(@viewport5,
       $game_screen.pictures[i]))
   end
   # Make timer sprite
   @timer_sprite = Sprite_Timer.new
   # Frame update
   update
 end
 #--------------------------------------------------------------------------
 # * Dispose
 #--------------------------------------------------------------------------
 def dispose
   # Dispose of tilemap
   @tilemap.tileset.dispose
   @tilemap2.tileset.dispose
   for i in 0..6
     @tilemap.autotiles[i].dispose
     @tilemap2.autotiles[i].dispose
   end
   @tilemap.dispose
   @tilemap2.dispose
   # Dispose of panorama plane
   @panorama.dispose
   @panorama2.dispose
   # Dispose of fog plane
   @fog.dispose
   # Dispose of character sprites
   for sprite in @character_sprites
     sprite.dispose
   end
   # Dispose of weather
   @weather.dispose
   # Dispose of picture sprites
   for sprite in @picture_sprites
     sprite.dispose
   end
   # Dispose of timer sprite
   @timer_sprite.dispose
   # Dispose of viewports
   @viewport1.dispose
   @viewport2.dispose
   @viewport3.dispose
   @viewport4.dispose
   @viewport5.dispose
   @viewport6.dispose
 end
 #--------------------------------------------------------------------------
 # * Frame Update
 #--------------------------------------------------------------------------
 def update
   # If panorama is different from current one
   if @panorama_name != $game_map.panorama_name or
      @panorama_hue != $game_map.panorama_hue
     @panorama_name = $game_map.panorama_name
     @panorama_hue = $game_map.panorama_hue
     if @panorama.bitmap != nil
       @panorama.bitmap.dispose
       @panorama.bitmap = nil
     end
     if @panorama_name != ""
       @panorama.bitmap = RPG::Cache.panorama(@panorama_name, @panorama_hue)
     end
     Graphics.frame_reset
   end
   
   # If fog is different than current fog
   if @fog_name != $game_map.fog_name or @fog_hue != $game_map.fog_hue
     @fog_name = $game_map.fog_name
     @fog_hue = $game_map.fog_hue
     if @fog.bitmap != nil
       @fog.bitmap.dispose
       @fog.bitmap = nil
     end
     if @fog_name != ""
       @fog.bitmap = RPG::Cache.fog(@fog_name, @fog_hue)
     end
     Graphics.frame_reset
   end
   # Update tilemap
   @tilemap.ox = $game_map.display_x / 4
   @tilemap.oy = $game_map.display_y / 4
   @tilemap.update
   @tilemap2.ox = $game_map.display_x / 4
   @tilemap2.oy = $game_map.display_y / 4
   @tilemap2.update
   # Update panorama plane
   @panorama.ox = $game_map.display_x / 8
   @panorama.oy = $game_map.display_y / 8
   @panorama2.ox = $game_map.display_x / 8
   @panorama2.oy = $game_map.display_y / 8
   # Update fog plane
   @fog.zoom_x = $game_map.fog_zoom / 100.0
   @fog.zoom_y = $game_map.fog_zoom / 100.0
   @fog.opacity = $game_map.fog_opacity
   @fog.blend_type = $game_map.fog_blend_type
   @fog.ox = $game_map.display_x / 4 + $game_map.fog_ox
   @fog.oy = $game_map.display_y / 4 + $game_map.fog_oy
   @fog.tone = $game_map.fog_tone
   # Update character sprites
   for sprite in @character_sprites
     sprite.update
   end
   # Update weather graphic
   @weather.type = $game_screen.weather_type
   @weather.max = $game_screen.weather_max
   @weather.ox = $game_map.display_x / 4
   @weather.oy = $game_map.display_y / 4
   @weather.update
   # Update picture sprites
   for sprite in @picture_sprites
     sprite.update
   end
   # Update timer sprite
   @timer_sprite.update
   # Set screen color tone and shake position
   @viewport1.tone = $game_screen.tone
   @viewport1.ox = $game_screen.shake
   @viewport4.tone = $game_screen.tone
   @viewport4.ox = $game_screen.shake
   # Set screen flash color
   @viewport3.color = $game_screen.flash_color
   @viewport6.color = $game_screen.flash_color
   # Update viewports
   @viewport1.update
   @viewport3.update
   @viewport4.update
   @viewport6.update
 end
end


This only adds a second window desplaying the charecter. I tried modifing some of the other scripts to make one screen focus on Player 2, but as of now it doesn't work. To do that, lines 146 and 147 need to be modified to disply anther variable, and It doesn't center on the player, but I'm trying!

EDIT

Okay, I got it to center on your player, but I had to modify the Blizz-ABS script and a few others including Game_Player. You can have the edited project if I can just figure out how to get the second screen to follow $BlizzABS.actors[1]. (if you know how, please tell.)

EDIT...again.

Hm... Not working. I need an expert here to complete this. In the scene, the tileset is being controlled by the ox and oy of the spriteset_
map. What controlls the camera of the scene? How would I get it to focus on something other than the player? I have edited the ox and oy of the spriteset_map to the point where I gave it a constant, and it still focused on the player.

Sorry to ask, while there is another, slightly different question, but if somebody can answer this, we might have an answer to your question punk_Blood.
4
Maybe I REALLY should pay attention to the dates...

Didn't mean to, and won't happen again.
5
Event System Troubleshooting / Re: Help please ease
August 27, 2010, 08:31:11 pm
Yup. Sorry, I didn't realize that this was 2009. Thought it was 2010.


So I'm not posting off-topic;

Just make an unplayable charecter and make the name entry on him, then run the event so that it reads that charecter's name.
6
Well, if we have enemies drop items, it will make players more frantic and think twice about WHERE they defeat the enemies.
The game would be unequal to everybody, but it already is the other way too.
Yes, it could possibly crash the other people's game, but I see no reason as to why (I had another player step directly on the loot of another person but it didn't do anything, but having the sprite dissapear over some time could cause this, but since this hasn't been added to RMX-OS, it won't process it globally, right? Blizz-ABS is Blizz-ABS, even with the server. All's that RMX-OS does is show other charecters playing, allows you to text with other players, and have it so that enemies are DELETED (in your script, it doesn't call so that the enemies are counted as Killed, it just deletes them) like would happen if one enemy defeated another (I also tried that).) Other people processing other people's kills is possible, but RMX-OS is more like a pass-along for Blizz-ABS. BABS processes everything, then RMX-OS takes it, shines it up, then sends it to others. Don't get me wrong, I think that your RMX-OS is GENIOUS, but hey, people can risk it and try if they want.

Yes, there are a lot of ways for things to go wrong, but they probably won't (I think)

Blizz, I don't want my stuff crashing and buggy, I'm just saying what's possible. (I'm not doing any of this stuff!). And I highly DON'T suggest that anybody does any of this. You made RMX-OS how it was for a reason, and unless (for some odd reason) somebody wants this, an extension could be made (why would you need this?) but I think that would be more work than it's worth.

element, use Tons of Add On's Multi-drop, the make or find a gold fluxuation script.
If you want to have it so that you can choose what items to take, just make it so that players can somehow delete items in their bag. There's probably a script for this somewhere (or you can request it. It can't be that difficult to make.)

I know you probably hate me by now :^_^':
7
Script Troubleshooting / Blizz-ABS Non-enemy error.
August 27, 2010, 04:14:13 pm
This is rather strange. When I have a non-enemy event deal damage to all actors in the party when the player touches it (I tried both how it says in Blizz-ABS manual, and the event process Deal Damage) it gives me this error.

Script 'Blizz-ABS 2" line 960: RunTimeError Occured.
2

Line 960 of Blizz-ABS 2 is c1.alpha = c2.alpha = 128 which is part of the AI behavior grid.
None of the scripts are interfering, that I am posative of.

What is causing this exactly? It doesn't happen all the time, just randomly when the events touch.

I have common events running that deal damage whenever the player is on a certain terrain tag, but those work without this error.
8
Event System Requests / Re: PACMAN :) help
August 27, 2010, 03:40:03 pm
If this is a minigame, you COULD make a new Scene_whatever.

Just copy Scene_Title, make your edits, then make whatever you need to call it, and presto! New menu thingy!
9
Event System Requests / Re: Terrain Tag at a Position
August 27, 2010, 03:37:28 pm
Well, using terrain_tag(x, y) from Game_Map line 299 MIGHT work, but you have to specify.
So I think that $game_variables = terrain_tag(x, y) should be what you're looking for, but I haven't tested it, and never used it,
and made this on the fly, so I'm not sure if it will work.
10
Set your player on a move route while the menu is open. If it's on a move route, you can't have any input...mostly.
11
Event System Troubleshooting / Re: Help please ease
August 27, 2010, 03:26:44 pm
There is a scipt in the database called Advanced Name Input. It only lets you type to input the name.
12
What you're trying to do is make it so that ground enemies can't attack air enemies, right?

You COULD do this with an element, but I don't know how you could add/remove element status on the fly. States can add element resistance, but not totally eliminate them from damaging.
13
Did you know that you can spawn events via script?
If you don't know how, there's a script out there that will let you make events on the map called Modules.Event Spawner by SephirothSpawn.
Just use that, make a pre-made event copied from another map, then have it work like was suggested.
14
You actually could make a simple battle eventing quite easily. Make each stat a variable, make an options menu, then have a loop that repeats it. Calling common events could be usefull in performing operations, like basic attack for enemy, and calculating EXP, but it's better that you use the RGSS scripts to perform this, unless you just want very slight modifications.
15
Event System Troubleshooting / Re: Makin' a bank
August 27, 2010, 03:04:02 pm
Make sure that it's on one line. Most people have a problem like this whenever they have something =
then on the next line they start what they want to compare.
16
These REALLY should be disabled, but in some way, you could make it so that when the enemy is defeated, it triggers the same thing that it does upon death that allows ALL players to see that it died, then the server sends the drop to every body. Get it? You can probably do the same with corpses if you wanted.

Items show up in every map? That didn't happen to me. Only the person who beat it could see it, and only that person could get it. I WAS having problems where random players would appear on different maps then they were really on, but it fixed itself (ABSEAL probably)

I can't script that, and I don't think that ABSEAL should be turned on (unless you really need it) and it's really best left that the item drop and stuff is also turned off, unless somewhow this is implimented.

And SBR, Blizz made the script, not me. I just picked it apart (thanks for the RMX-OS autotargeting I'm using without RMX-OS!) and studied the different sections. If Blizz (or Winkio for some) says something will probably happen, you should probably take it over what I or anybody else says.
17
Just so you know, you CAN change it so that items drop to the field in RMX-OS  :evil: (sorry Blizz!)

In the RMX-OS script for ABS, look around line 184, Blizzard has it so that the setup here overrides the setup in your Blizz-ABS config.
Just adjust those settings to change what you want.

I tested RMX-OS WITH item drop, and it works fine, only that the person who defeated the enemy will be the only person able to see and pick up the dropped items.

I haven't tested Corpses.

ABSEAL also works with no problem, but it might not on yours. If you have the problem with large sprites leaving sections on the map, it probably won't work.
18
Do you have a parallel event that is running?
Do you have some sort of tirgger that is not part of Blizz-ABS that you put in to run when an enemy is beaten?
Do you play a sound when an enemy is beaten?
Does this only happen with certain skills, if so, check to see if they run a common event.
Do you have them play a long death animation?
Does that enemy have Leader or Call for Help on?
Does an event run when the enemy is defeated? (Do you have it set to do something when beaten?)

List of all scripts?
19
If you want to save the stats of the players, use an event that removes an actor, then inserts another WITHOUT initializing. Initialize puts in the charecter with it's initial stats, and not any that it has gained. If you don't initialize, you don't have to save the stats as variables.

For the multiple stories, just have a switch turn on when one story is completed, then make a condition that something happens when all switches for all stories have been activated.

You can also do that for charecter progress. Once you complete a stage or section of that story for that charecter, turn on a switch that says you completed it.

Making save points would be a better idea in this game than being able to save anywhere, by the sound of it.

If you want it so that the player resumes where they saved, make 3 variables, one that save the chaecter's X, one for Y, and one for Map ID, then have the charecter warp to that spot when you begin the game as that charecter. Make sure you do this for each charecter.
20
I have the same error.
Only Midis don't play. Everything else does.

I have seen a few other suggetions, such as turning on SW Synth, but that doesn't exist on Vista. Another said to set Windows Media Player off Repeat and Random, then let is finish the song it was playing, but neither work for me.