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    Greatest RPGM2 Burden Broken

    I have finally taken the time to experiment my ideas and I have done IT! One of RPGM2's greatest burdons has been broken. I've actually had this idea for quite some time, just never executed, Doyleman can vouch for that as I had explained the concept to him quite some time ago.

    So what is the burden. None other than not being able to run content commands in action scripts. The second best way was always to have an indirect effect after every step, but this requires the player to move for it to execute. But now no longer. ANY command at ANY time. This also allows for 100% UNINTERRUPTED CUSTOM MUSIC. I just did it today, I made the entire zelda theme, I went and talked to people, and did menus, and [] commands. The music kept playing flawlessly!

    This runs in direct correlation with my disable run and program O script. Basically it forced the enter map script to NEVER end. This looked like this.

    **In the end of the "To Map/Facing" (Script #3) place these commands

    Other: Vehicle: Deploy Vehicle Model [InvisMdl] Type=Land Spd=2x
    Script Branch Repeat: Flag [Off(fixed)] OFF
    ~Other: Vehicle: Control Vehicle
    ~Script: Call: [O Button]
    Script Branch End

    ~NOTE~ You will need to make a model box with 100% transparency, and call it "InvisMdl", also you may change vehicle's speed to whatever you want your party's speed at.**

    Since when you press O it exits vehicle, and then it calls your O button command to do whatever, then forces you back in the vehicle.

    So what we're gunna do is place some applied together called scripts. These will run the never ending content script so they can be accessed all the time. This will now look like this.

    **Also in the end of the "To Map/Facing" (Script #3)
    apply together
    call: [custom music or other script]
    call: [forced vehicle]

    the forced vehicle script will look like:
    Other: Vehicle: Deploy Vehicle Model [InvisMdl] Type=Land Spd=2x
    Script Branch Repeat: Flag [Off(fixed)] OFF
    ~Other: Vehicle: Control Vehicle
    ~Script: Call: [O Button]
    Script Branch End**

    So if you want something to happen after so much time, like your teleported away you can, or after some conditions are met something else happens. It doesn't matter. The possibilities are limitless. ENJOY!!

    edit:

    Also this allows you to customize ANY button now, want r1 to jump, r2 to pause,l1 to blow fire from your rear, well now you can!
    Last edited by neobi; 01-26-2006, 11:06 PM. Reason: spelling
    Everything is a Riemann sum of a lot of nothing.

    #2
    Re: Greatest RPGM2 Burden Broken

    Ok many have been having some Q's and stuff with this so let me explain exactly how to program the buttons and stuff. I messed around with this today and came across only ONE problem, and actually the problem can be used to benefit in a game if you really wanted. It creates half-steps, basically doubles your grid size!!! Only problem with this is that if your in a half step and walk along a building or something, part of your body will be walking through the building, otherwise it's kinda neat. I'll explain how to get this effect after I explain how to prevent the problem I found.

    OK at the end of the Enter Map script put EXACTLY this:

    Screen Effect: Color= Trans100% 30f
    apply together
    call: [button control]
    call: [forced vehicle]
    apply in order

    ~~~~~~~
    For the force vehicle script put this:

    Other: Vehicle: Deploy Vehicle Model [InvisMdl] Type=Land Spd=2x
    Script Branch Repeat: Flag [Off(fixed)] OFF
    ~Other: Vehicle: Control Vehicle
    ~Script: Call: [O Button]
    Script Branch End

    ~~~~~~
    Now for the important script, Button control

    Script Branch: Repeat: Flag [Off(fixed)]=OFF
    ~Data: Flag: [No Movement] Off
    ~Input: Buttons: Constant Wait
    ~Script Branch: Sort: Variable [user button]

    ~Apply if 12 (the L3 button)
    ~Data: Flag: [No Movement] On
    ~Wait 2F
    ~Script: Call: [L3 button script]
    ~To End

    ~Apply if 13 (the R1 button)
    ~Data: Flag: [No Movement] On
    ~Wait 2F
    ~Script: Call: [R3 button script]
    ~To End
    ~Branch End
    Branch End
    ~~~~~~~~~~~
    You can program as many buttons as you would like, but your advised not to do it to [] /\ or O, being that [] and O can already be programmed and /\ is your action button.

    The only problem with this is I've found if you suddenly change directions or such when hitting one of the programmed buttons, when the button script is done your character won't be able to move. To turn movement back on I added some of these for each direction:
    ~Apply if 0 (the UP button)
    ~Data: Flag: [No Movement] On
    ~Wait 2F
    ~Party: Dir Move N 1step(s) 2x
    ~To End

    However this created the Half-Steps I mentioned previously. So if you want half steps do it this way. The other option is to have a safety button. If you happen to trigger the event funny so it turns your movement off, have it so it moves you north one if you press start button, this will reactivate your movement, you will need to inform the player of the safety button in the game.

    Another trick I learned through this is you can change the parties speed in the vehicle when normally you couldn't. Let's say, like in my Zelda game, I have pegasus seeds that make you fast. So I'll have it move you north one step at 4x and then it will set your new speed to 4x until you press the safety button.

    I found I only came across this problem when I was jamming directions and pressing scripted buttons. So it shouldn't be overly common, and its just a safety net to have the safety button.

    Ok so you know how to program every button. But let me show you a quick script for a some wind effects. Note that any time you use movement of the party from the Enter Map script you'll want to turn the party no movement flag On and wait atleast 1 frames so it has time to execute before the movement commands. You may also want to set a flag that turns ON for every content event character you talk to and then off when your done. Then in your button control script, have none of the buttons work when this flag is on. This is because you will still be able to attack and do all your programmed buttons during event's content script, which you won't always want. Ok wind effect time

    (repeat)
    Other: Wait X**Frames
    Data: Flag: [No Movement] On
    Other: Wait 1F
    Party Direction Move S 1step(s)
    Data: Flag: [No Movement] Off
    (repeat back to top)

    I tested this with a party speed of 2x.
    If for X you put a 2, you will be able to move North but struggle very much
    If for X you put a 1, you will not be able to move North, you will be able to maintain your north location by holding up, as soon as you let go you fall until you press Up again to maitain height.

    This could be used for a wind effect OR a platformer. You could make your games from sky view and rotate the character properly, so it will look like he's on his side. It will look like he's falling and you could add a jump effect and stuff. It would be the best way to make a mario like game, you could quite literally jump and land on events head to crush them.

    Heck some parts of zelda games have that mario view with jumping and falling, maybe I'll add one to triforce
    Everything is a Riemann sum of a lot of nothing.

    Comment


      #3
      Re: Greatest RPGM2 Burden Broken

      This is why we keep you around. Nice job

      Comment


        #4
        Re: Greatest RPGM2 Burden Broken

        Originally posted by neobi View Post

        **In the end of the "To Map/Facing" (Script #3) place these commands
        I can't seem to figure out what you mean by the "to map/facing script(#3)" ...Maybe I'm too dumb. Would anyone mind explaining?
        Currently playing-
        Seiken Densetsu 3, Brain Lord, Terranigma (all SNES)

        Comment


          #5
          Re: Greatest RPGM2 Burden Broken

          To Map/Facing is the title of the script. The Script #3 means it is the third script in the script editor. I hope this helps.

          Comment


            #6
            Re: Greatest RPGM2 Burden Broken

            Oh, I think I know what's going on. I didn't load any premade stuff when I started making my game, so I don't have that script. No worries, though. I already figured out a different way.
            Currently playing-
            Seiken Densetsu 3, Brain Lord, Terranigma (all SNES)

            Comment

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