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    Fighting against character models rather then enemy models?

    Is there a way for me to have battles against the "human" models? Example:

    Fighting against my shop keeper.

    #2
    Re: Fighting against character models rather then enemy models?

    Not in the default battle system.
    "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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      #3
      Re: Fighting against character models rather then enemy models?

      Originally posted by Draygone
      Not in the default battle system.
      How can i go about changing the battle system?

      Comment


        #4
        Re: Fighting against character models rather then enemy models?

        Make your own. How you do that depends on what you want the battle system to be like, and good luck trying to make one if you don't have a lot of experience.
        "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


          #5
          Re: Fighting against character models rather then enemy models?

          Originally posted by Draygone
          Make your own. How you do that depends on what you want the battle system to be like, and good luck trying to make one if you don't have a lot of experience.
          Ya, alright. I'll be able to fiddle around with some things. I got the game about a year ago and just found it laying in my shelves and decided to finaly work something up.

          So far I've had alot of fun seeing how much power I have over everything. I didn't realize I could actually make my own battle system.

          Only thing that's got me a little worried is the slight limitation on flags (I plan on having lots of different conversations from each npc in my game. Only way I've found out to do that so far is simple flag/variable checks.)

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            #6
            Re: Fighting against character models rather then enemy models?

            You can, theoretically, store 25 flags worth of info on one variable. So, forget about that limitation.
            .

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              #7
              Re: Fighting against character models rather then enemy models?

              25? I thought the trick only went up to 8, considering a variable is up to 8 digits.
              "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: Fighting against character models rather then enemy models?

                Actually, I meant 24. See, 8 digits is 99,999,999, with negative numbers it's some 190 million. 2^24 < 190,000,000. So, it could work, but it'd be kind of annoying to work with.
                .

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                  #9
                  Re: Fighting against character models rather then enemy models?

                  Originally posted by DYRE
                  You can, theoretically, store 25 flags worth of info on one variable. So, forget about that limitation.
                  And hows that?

                  I was currently trying to have a variable doing different things with different numbers. I wasn't sure if it would work. I didn't want to waste 8 flags for my "what class do you want" question in the begining. I plan on having completely different looking characters for each class. And not only that, but the gameplay is going to differ a little based on the class. (flag/variable conditions for what the npc's say and have to offer to them.)

                  I just figured out how to have an opening screen with my own effects, and then ask the player their name and change it accoardingly. Being new to this is quite fun.

                  So far I feel like there will be enough memory for the game I want to create. Has anybody ran into problems with the limit on the memory?

                  Comment


                    #10
                    Re: Fighting against character models rather then enemy models?

                    Not to my knowledge, since no game has been over two memory files yet, and that is possible I believe, though tedious to get it to work correctly. I also don't know of anyone running out of flags or variables, but I haven't really asked around either.

                    As for what Dyre was saying, a flag is nothing more than a bit (binary digit) so it's 1 when on, and 0 when off. So if you have a number that is 2^24 it can be represented as 24 bits. I would look up number bases for more info on this, but basically 8(base 10) would be three flags off and one flag on 1000(base 2), and 7 is 111. So this would be difficult to implement in RPGM2 (well not too hard but tedious), and you need to understand binary notation.

                    Now another way to have more flags would be to use "dummy" characters (your regular characters have these too so you can use those for character specific things), since each character has 10 flags you can use for the world, and 10 for battle. You can manipulate these by using Member Info Load, and then changing them using the 10 World Flags (flags 180-189) or 10 Battle Flags (190-199), so at any point you get 10 more flags per dummy character. Of course careful scripting can also lead to you using less flags through a process known as abstaction, but that's a bit advanced so don't worry about that (it's not something you do in the game, it's more of a thought process, seeing common parts of scripts and learning to combine those into one).

                    As for "what class do you want" using a multiple choice and saving the number of the choice in a variable would be much more efficient. Then use Sort, and Apply Ifs to figure out which one was chosen.
                    Last edited by thetruecoolness; 09-17-2006, 06:02 PM.
                    はじめまして。真(しん)の冷静(れいせい)です。どうぞよろしく。
                    http://www.thetruecoolness.com/

                    5198-2124-7210 Smash

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                      #11
                      Re: Fighting against character models rather then enemy models?

                      Cool, it seemed like the amount of memory I've used so far hasn't made much of a dent at all.

                      Is there a way to efficiently "mix" two memory files? I didn't realize you could use two for one game anyhow.

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                        #12
                        Re: Fighting against character models rather then enemy models?

                        Don't think Mixing is possible, though you might be able to copy paste, but that would still be tedious even if it did work.

                        As for the two memory files, I remember someone mentioning you could have the same stuff hooked up if you name the first dungeon of the second and the last dungeon of the first the same, and have them be the same. Something like that, not sure if anyone has tested it, or exactly how it went.
                        はじめまして。真(しん)の冷静(れいせい)です。どうぞよろしく。
                        http://www.thetruecoolness.com/

                        5198-2124-7210 Smash

                        Comment


                          #13
                          Re: Fighting against character models rather then enemy models?

                          The two files have to be saved at exactly the same time.
                          .

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                            #14
                            Re: Fighting against character models rather then enemy models?

                            Originally posted by DYRE
                            The two files have to be saved at exactly the same time.
                            Are you serious? How is that done?

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                              #15
                              Re: Fighting against character models rather then enemy models?

                              Change the clock on your PS2 and save the second file at just the right time. It's way too tedious to even bother. Besides, only one game has even reached the memory limit to my knowledge, and that was because it was a little too far on the ambitious side. I wouldn't worry about running out of memory with RPGM2.
                              "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

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