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MRevelle83
12-09-2005, 03:18 PM
I have 2 games for RPG Maker 2 in the making (won't be released for awhile- I have 2 RPGM1 games too :lol ). And there is some things I want to know, and only those who know how the scripting works inside and out will know. Now, mind you, I know if these are possible they will be pretty difficult, but I want to know regardless. Anyway:

I want a battle system where the damage works in a new way. I want Strength to fluctuate between 1 and 100, and it determines the damage inflicted by the weapon, as a percentage. For instance, the weapon's power is 20, and the Strength determines percentage. So if STR is 50, the character will do 10 damage to the enemy. My question is, is it possible to do that with the default battle system?

My other question is, is there a way to make the characters stand still when not moving? I know about the Traits, but I'm not sure if I can script that.

A final question: I am making a First person game, where you switch between two modes: Search and Explore. One mode lets you move freely like normal, whereas the other means using the directional buttons/analog moves your head to look up/down/left/right instead of moving the character itself. Is it possible? I know I will probably have to use the Button choice variable for this...

Rodak
12-09-2005, 05:34 PM
"So if STR is 50, the character will do 10 damage to the enemy. My question is, is it possible to do that with the default battle system?"

Sure, easily! Just go to the Battle Formula and change the damage calculation to meet your needs.

If you are unsure how to set it up, ask. (The short version is to set a variable for each weapons "Power" and multiply it by the characters' Strength, then divide by a hundred).

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"My other question is, is there a way to make the characters stand still when not moving? I know about the Traits, but I'm not sure if I can script that."
Sorry, no. Not unless they remain still all the time. Some kind of indirect effect may minimize the annoyance, but it gets hoopy.

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"One mode lets you move freely like normal, whereas the other means using the directional buttons/analog moves your head to look up/down/left/right instead of moving the character itself. Is it possible?"


Also yes and easily done. In fact, it was what I used for my [] button script in The Clean Underwear Quest... at first, then I changed my mind...

But anyway, the basic scripts are in the Tips and Tricks Thread. Here is a cut and paste of two key scripts:

Put the camera behind the character:

Data:Game Info Load
Script Branch Sort:Variable {85?} [Party Dir]
Apply if=0
Camera Rotate E : Frames=15
Branch : To End
Apply if=1
Camera Rotate SE : Frames=15
Branch : To End
Apply if=2
Camera Rotate S : Frames=15
Branch : To End
Apply if=3
Camera Rotate SW : Frames=15
Branch : To End
Apply if=4
Camera Rotate W : Frames=15
Branch : To End
Apply if=5
Camera Rotate NW : Frames=15
Branch : To End
Apply if=6
Camera Rotate N : Frames=15
Branch : To End
Apply if=7
Camera Rotate NE : Frames=15
Branch End

===========

I was gonna use this as my [] button script and call it "examine" but I'm not sure now... either way it is useful :

Call Script [Camera Behind] *see above*
Apply together
Party:Hide Party
Camera:Viewpoint Angle=1 Degree Frames=15
Camera:Distance =100 Frames=15
Input : User Button : Constant wait
Apply together
Party:Show Party
Camera:Default Frames=15

This zooms in on whatever the character is looking at just at that moment.

After that set up a repeat loop with a button input (constant wait) that moves the camera around and reserve one button for ending the loop.

If you need scripts for that, ask. I knoe there is an error in the help files that describe the variable numbers for each button input, so watch out for that (I think it's the O and [] button #s).

Good luck with it.

I hope that helps.

Peace.

MRevelle83
12-09-2005, 05:37 PM
Thanks! I kinda figured the answers would be Yes, No, Yes. But I'm not too familiar with the scripting to easily figure out the Battle damage calculation, although I already had a pretty good idea how the camera control option would work.

And yes, I am unsure how to set it up. Any suggestions?

Rodak
12-09-2005, 06:02 PM
Here is a qoute from Dungeon Warden's Fantastic FAQ (if you have not read this yet... YOU MUST! It's better than Prima's Guide).

Var4: User Button - when the Input : Button command is used, the code for the button pressed is stored in this variable. The button codes are: -1 no button was pressed during the commands execution (used when a wait time is used with the command), 0 up, 1 down, 2 left, 3 right, 4 triangle, 5 circle [Help incorrectly says X], 6 square, 7 X [Help incorrectly says circle], 8 start button, 9 select button, 10 L1, 11 L2, 12 L3, 13 R1, 14 R2, 15 R3


In the above script, at the end, before showing the party set up a Custom Camera Control in a repeat loop.

That is a long script, so... (I started typing up something, but it is from memory and not trustworthy so I deleted it)

This link is to a detailed explanation of how to make a full custom camera system from the creator of the First "CCS" in RPGM2 History (Doan The Nado of Doans Domain):

http://www.doanthenado.com/files/CCSFAQ.txt

You should be able to adapt his system to your needs.

There is a worse system in Videogamedrome and the demo has no password so you can steal all my scripts you like. I'll even answer questions about them. But if you use Doans, please give him credit.

I hope it helps.

Peace.

MRevelle83
12-09-2005, 06:09 PM
Thanks... but what I meant was the damage calculation. :lol But I'll use this and give Doan the proper credit. Or, I may just tinker around with it since I already have been fooling around with this already.

Rodak
12-09-2005, 06:21 PM
Oh yeah...

I meant to include something about that, but I had a brainfart trying to whip up a CCS from memory...
oops.

Anyway, in the "Battle Formula" script is where damage is calculated.

Since I broke this once I began just doing my modifications at the end only. So, go to that script (I forget the #) and go to the end.

I'll assume you set a Power variable for each weapon... Oh Crap. I am unsure how to check what weapon you are using (HELP, SOMEBODY!!) but once you have the weapon, you can set up a means to get this variable.

Nevermind...

Here's a cop-out that will work until a better means shows up;

At the end of the Battle Formula just add:

Data: Variable: [Total Damage] = 0
Data: Variable: [Total Damage] = [Power] x [Strength]
Data: Variable: [Total Damage] = [Total Damage] / 100

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EDIT:
=====

I hit submit instead of preview!! AARGH,

Anyway, so long as you can find the variable for the weapons power, that should do the job.

I am sure someone will come along and fill in the gaps here, the battle formula is a weak spot of mine. My games are all wildly unbalanced!

I hope that helped.

Peace.

MRevelle83
12-09-2005, 06:24 PM
K, thanks! I don't think I will be using up any more of your time today. :)

Now, all that is left is to tinker around with it. Which I will soon. You know something? RPGM2 is beginning to be my favorite one, hehe.

WilliamKirk
12-10-2005, 02:24 AM
Yeah, you really can do just about anything.

edit: To find a party member's current weapon (and MANY other things):

Data: Member: Use Member Order
Data: Member: Load Member Info

Different things will be loaded into different default variables (STR, INT, HP, Max HP, equipped Weapon, equipped Shield, etc.). They're all grouped together for the most part.