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How far can RPGM1 Scripting be stretched?

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    How far can RPGM1 Scripting be stretched?

    I am aware of the fact that RPG Maker 1's simplistic graphics (compounded by very real memory issues) and limited scripting system (which lacks even variables) can make it very hard for users to make the program do all kinds of fun stuff. I heard that one way to get around the lack of variables without using up precious switches is to use invisible items or something, but how does this work? Is it possible to use RPG Maker, with enough time and effort, to create any of the following?:

    -A custom battle system? Zelda-like? FF 1-6 like? Even Final Fantasy Tactics-like?
    -A custom menu system

    #2
    Re: How far can RPGM1 Scripting be stretched?

    A custom battle system? - Yes.

    Granted it will be somewhat simplistic, but you can be pretty complicated. There was footage from a Japanese creator who really pushed it to the limit.

    But we here have done some great stuff. But there are a lot of custom battle systems that basically boil down to rock, paper, sissors.

    And for Link? - No quite.

    You could go up to the enemy and make a random chance they will die, but that really isn't the same. It really isn't viable.

    But now, you can really do some neat stuff, even sidescrolling like Dave Carter has done.

    But if you really want to that stuff right and on a console rpgmaker, then RPGMaker 2 would be your best bet.

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      #3
      Re: How far can RPGM1 Scripting be stretched?

      You could go up to the enemy and make a random chance they will die, but that really isn't the same. It really isn't viable.
      I heard there were at least a couple different ways to make the game fudge "variables", the most popular being invisible items. If only someone could explain this.

      Comment


        #4
        Re: How far can RPGM1 Scripting be stretched?

        Item Variable Explanation:
        First, since you are asking for a variable substitute, that tells me you are already experienced with them. Thank goodness, that'll make this easier to explain.

        Anyway, one of the things events can check when starting is if you have an item or not. An Item Variable, would simply be an item used as a limited variable. But events can't check how many items you have, so you'll only be able to check whether you have at least one of the item variable, or none at all. It comes in handy, though, because this means you can do stuff like check if a character is out of HP by subtracting the right amount of items from the inventory, and have it trigger death when no more items are left the next time the event is triggered.

        That's basically it. Of course, there are many uses for such a workaround. My game, Jester's Hunt, uses items as variables throughout the game, for plenty of minigames and puzzles, and its custom battle system. Speaking of which, since you seem to be interested in CBSs, here's how mine works:

        Throughout the game you gain a small repertoire of attacks to use (12). But at most you can only choose from three attacks when fighting. So most attacks are only useable against certain enemies. Attacks are various, from causing basic damage, to distraction and stun, and even confusion. Although attacks against you are for the most part restricted to regular damage, except one enemy blinds you by blacking out the screen until you walk a certain distance away from him. But each enemy does attack you in unique ways, even though they are all the same end result.

        Bump into the enemy, choose an available attack. Bump into the enemy again, the enemy attacks. Repeat until one of you goes down. Most enemies go down in one or two hits, assuming you're keeping up with new attacks. Start the game with three HP and three MP, finish the game with 10 of each if you can find all the hidden boosters. Healing is possible if you use a learned healing skill "against" the proper enemies. Enemies also drop a minor HP or MP recovering item if you took damage or used an MP-consuming attack.

        I don't do the same thing with bosses, though. Most bosses are more mini-games than actual battles. But as you can see, you can create an interesting battle system if you know how to work with RPGM1 right. Of course, it's very memory-consuming, but totally worth it if you're not worried about memory consumption.

        (On an unrelated note: Bah! Freaking account timeout! There goes all those "new post" markers. )
        "What if like...there was an exact copy of you somewhere, except they're the opposite gender, like you guys could literally have a freaky friday moment and nothing would change. Imagine the best friendship that could be found there."

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          #5
          Re: How far can RPGM1 Scripting be stretched?

          Hm..still confusing. Could you give me a detailed example situation and example syntax?

          Comment


            #6
            Re: How far can RPGM1 Scripting be stretched?

            Yep, with enough pratice you can create most anything you want. I working on a tactics game and have made a custom day/night system. It's possible.

            Comment


              #7
              Re: How far can RPGM1 Scripting be stretched?

              It doesn't get any more simple than, you either have one or more of the item, or you don't have any at all. You've used variables before, right? It's basically a condition that (using an item called "Cheese" as a variable for example)

              Item:Cheese >= 1
              or
              Item:Cheese = 0

              In my game, I have an item called "Health". As long as I have at least one "Health", I survive an enemy attack. When I'm hit, it takes one "Health" out of my inventory. But once I don't have any "Health" left in my inventory, then the next time I'm attacked, I'm dead.
              Last edited by ErikaFuzzbottom; 07-30-2007, 02:31 PM.
              "What if like...there was an exact copy of you somewhere, except they're the opposite gender, like you guys could literally have a freaky friday moment and nothing would change. Imagine the best friendship that could be found there."

              Comment


                #8
                Re: How far can RPGM1 Scripting be stretched?

                Ok, I understand. Is there any way to have the item not show up in the inventory? If so, that would pretty much add up to the equivalent of variables the way I see it.

                And has anyone ever tried their own custom menu system?
                Last edited by Theskippingman; 07-30-2007, 04:35 PM.

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                  #9
                  Re: How far can RPGM1 Scripting be stretched?

                  Originally posted by Theskippingman View Post
                  Ok, I understand. Is there any way to have the item not show up in the inventory? If so, that would pretty much add up to the equivalent of variables the way I see it.

                  And has anyone ever tried their own custom menu system?
                  you cant exactly make an item not appear in your inventory. you can however make it's name blank and not give it an explanation so that the number would only appear in your inventory.

                  and you cannot make an in game custom menu system. as long as the player can press square, they will be able to access the only menu, which is pre-set.

                  Comment


                    #10
                    Re: How far can RPGM1 Scripting be stretched?

                    Slayers' Reign (RPGM1, of course) uses a custom menu with which to restore MP, swap party members, save, and even change between four different menu backgrounds (of the custom menu). And will be used for a couple of special items. But the main menu is still used for other stuff, since you can't get rid of it and this custom menu is only accessed at save points.

                    And like the person above me stated, best you can do with "item variables" is give it a blank name. But only do that when you're finished with the game. Makes it easier debugging when you give the item a recognizeable name.
                    "What if like...there was an exact copy of you somewhere, except they're the opposite gender, like you guys could literally have a freaky friday moment and nothing would change. Imagine the best friendship that could be found there."

                    Comment


                      #11
                      Re: How far can RPGM1 Scripting be stretched?

                      Damnit. I was hoping there was something in there that could actually let you somehow invalidate square activating the menu system, but no dice I guess. RPG Maker 1 is truly weak sauce compared to its successor. Although awesome games like Crazy Skating, Nano-Bot, Remote Control, and Minigame RPG show just what's still possible when very experienced and ingenious people work with the severe limitations of the scripting and graphics.

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                        #12
                        Re: How far can RPGM1 Scripting be stretched?

                        If I may ask, why is it so important to disable the regular menu?

                        And you call RPGM1 weak? You obviously haven't played RPG Maker 3. As has been pointed out, RPGM1 is a very capable RPG Maker. You just can't do anything to the game engine itself is all, aside from the names of a few parameters. And it lacks variables, if/then commands, and the ability to move more than one unique event at the same time. But still, very capable.
                        "What if like...there was an exact copy of you somewhere, except they're the opposite gender, like you guys could literally have a freaky friday moment and nothing would change. Imagine the best friendship that could be found there."

                        Comment


                          #13
                          Re: How far can RPGM1 Scripting be stretched?

                          I managed to pull off some neat puzzles on 3, and a lot better ones on 1.

                          You just need to think outside the box when making games on RPGMakers.

                          Comment


                            #14
                            Re: How far can RPGM1 Scripting be stretched?

                            I pulled off some neat(er) puzzles and minigames with RPGM3 too. I still have to release my game containing a strategy/puzzle hybrid minigame.

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                              #15
                              Re: How far can RPGM1 Scripting be stretched?

                              If I may ask, why is it so important to disable the regular menu?
                              In case you would like to have one of your own.

                              And you call RPGM1 weak? You obviously haven't played RPG Maker 3. As has been pointed out, RPGM1 is a very capable RPG Maker. You just can't do anything to the game engine itself is all, aside from the names of a few parameters. And it lacks variables, if/then commands, and the ability to move more than one unique event at the same time. But still, very capable.
                              Oh, I'm aware of RPGM3. RPGM3 is featureless junk that can basically create about the most generic featureless fantasy RPG with turn-based combat you can dream up.

                              And variables, and if/then commands are extremely basic scripting syntax.

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