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    #46
    Re: RPG Maker 2 Tips & Tricks 2.0

    Heres my contribution.

    How to make somewhat intelligent AI movements:

    Somewhat jerky, but you can modify to your likings....Mainly for Acbs's but can be used for numerous things.

    Make this flag.

    <Lock/EvtLD>

    Scripts:
    Courtesy Of thetruecoolness for the lock variables trick.
    [Lock/Variable]
    SBR:Lock/EvtLD=on(<---doesn't have to be that, you can use any flag if youd like..)
    other:wait:1F
    SBE
    Data:Flag:Lock/EvtLD=off


    [Repeat Step]
    SBR:FLag fixed=off
    Event:Movement: Direction Change:Face Leader:5F
    Other:wait:40F
    Script:call:[Lock/Variable]
    Event:Control:Event:Info Load
    Sort:Event: Dir
    Apply If 0
    Event Move: Direction Move:E 1 step 8frames.
    Script:Control:To end
    .......Repeat all the way up to 7
    Apply if 7
    Event Move: Direction Move:NE 1step 8frames
    SBE
    Data:Flag:Lock/EvtLD=off
    SBE

    Just use this method instead of the event action TO LEADER command.
    Last edited by Drew; 01-16-2009, 03:40 AM.

    Comment


      #47
      Re: RPG Maker 2 Tips &amp; Tricks 2.0

      I had suggested to Moo recently a confusion status as a way to spice up the DBS. I figured I might as well share it with everyone.

      Confusion Status
      Since you can't designate an action outside of a trait script, you essentially have to recreate a direct effect through call scripts. First of all, make 2 flags called confused and target , and 2 variables called target and instigator. Make the confusion effect an action status so it disables the player from making a choice at the start of a turn. Put whatever you want in the Flow 1 slots. Then in the Character End slot of Flow 2, put this script;

      Confused Turn
      Flag: Confused = On
      Condition: Flag: Instig Side = On
      Variable: Instigator = Instig Enemy #
      SC: End
      Condition: Flag: Instig Side = Off
      Variable: Instigator = Member Number
      SC: End
      Var: Temp Var 0 = 0?1
      if 0, Flag: Target = On(Enemy is targeted)
      if 1, Flag: Target = Off(Party is targeted)
      SB: End
      Condition: Flag: Target = On
      Temp Var.0 = 0 ? ParticipateEnemy
      Variable: Target = Temp. Var.0
      SC: End
      Condition: Flag: Target = Off
      Temp Var.0 = 0 ? ParticipateMember
      Variable: Target = Temp. Var.0
      SC: End
      Call[Effect Start]
      Call[Battle Formula]
      Condition: Flag: Instig Success = Off
      Call[Failure]
      SC: End
      Condition: Flag: Instig Success = On
      Condition: Flag: Target Dodge = Off
      Call[Attack Success]
      SC: End
      Flag: Confused = Off

      Now make this script;

      Set Target
      Condition: Flag: Confused = Off
      Make Active Char.
      SC:End
      Condition: Flag: Confused = On
      Check Who Goes First
      SB: Repeat: Flag: Member Check = On
      Condition: Flag: Target = On
      Condition: Variable: Instig Enemy = Target
      Force Script End
      SC:End
      SC:End
      Condition: Flag: Target = Off
      Condition: Variable: Instig Member = Target
      Force Script End
      SC:End
      SC:End
      Check Who Goes Next
      SB: End

      Now this is where it gets complicated. In every script that is used in the Direct Effect for a normal attack, whenever there is a "Make Active Character" command where it is making the target an active char., replace the command by calling the above "Set Target" script. Every command that changes back the active char. must be "Change Back Active Character".

      And for those who would like to make the battle system a little more Final Fantasy-like;

      Elemental Absorbtion
      First designate a battle variable for the elemental property to be absorbed. Set it to -1 for enemies that don't absorb anything. Make a Flag called Cure.
      In the Magic Formula script, where the target's stats are being substituted for temp variables, place these commands;

      Condition: Battle Variable X = Instig M Property
      Flag: Cure = On
      SC: End

      Then in the Attack Success Script;

      Condition: Flag: Cure = On
      Call[Healing]
      SC: End
      Condition: Flag: Cure = Off
      Call[Reduce HP]
      SC: End
      Flag: Cure = Off
      24 is the highest number there is.

      Comment


        #48
        Re: RPG Maker 2 Tips &amp; Tricks 2.0

        HAVE AN EVENT CHANGE PAGE ANY TIME

        While searching for my own problem, I came across a topic where somebody was asking how to do the above thing, and a response to him said it was impossible. To an extent, it's true. Events don't change pages unless the map was just entered, or an event's content script just executed. (Possibly also after a random encounter. Haven't tried.) However, duplicated events will start at the proper page.

        The context was the person had a randomly wandering enemy, and so I shall provide my information as such.

        First, gotta have the event in question. For this example, we'll call it "Moving Guy". First page is his default script, and other pages have their conditions like you'd normally have.

        Now, create two action scripts. One script just has the command that gets the event moving (we'll call it "Get Moving!"). Simple. The second one (which we'll call "Event Wander") is going to be put in the event's Action slot. It's a little more complex, so here it is in detail.

        000 - Script Control: Apply Together
        001 - Other: Wait 10F
        002 - Script: Call [Get Moving!]
        003 - Script Branch: Repeat: Flag [Off (Fixed)] Off
        004 - _Other: Wait 1F
        005 - _Script Branch: Condition: (condition for page change goes here)
        006 - __Event Control: Duplicate [Moving Guy] Coordinates (0, 0, 0)
        007 - __Event Control: Temporary Removal
        008 - _Script: Contition End
        009 - Script: Branch End

        Let me explain this script in more detail. The first Wait command (at 001) is there to ensure that if the event goes back to this wandering page, it doesn't get stuck on or walk over its previously active self. Rather, it gives its previous self ample time to remove itself.

        The Apply Together command (at 000) and the called script (at 002) are important. Event Action movement commands are constant. If the script hit one, it'd never pass it. By calling the wandering script and having the current script apply together, it triggers the wandering script and continues on without the script freezing.

        Now, within the repeating script (starting at 003) is where you'll be wanting all your various conditions for changing pages. First off, the Wait (at 004) is very important. Apparently, action scripts with repeating branches lag the game if there's no Wait command. (Alternatively, you could have an Input: Button command with a wait time of 0F.) Then go ahead and put in branch conditions for the page change.

        Within those final conditional branches, duplicate the event on top of itself (as at 006), and remove the currently running event (as at 007). As I said earlier, the duplicated event should be set to the page with the proper condition. It should be noted, though, that duplicated events do not automatically trigger their Auto Start scripts upon creation. The event will also sorta "jerk" into place when it's duplicated if the event was moving, but that's no big deal.

        I'm likely not the first to come up with this. It seems pretty necessary when it comes to creating custom battle systems. But it hasn't been mentioned in this topic, before, and it's good enough to be worth mentioning, and to say to the person who said automatic page changes were impossible: WRONG! :P
        "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


          #49
          Re: RPG Maker 2 Tips &amp; Tricks 2.0

          Doan's Walking/Waiting Script:

          SB: Repeat: Flag [Off] = Off
          -- SB: Condition: Flag [Step] = On
          ---- Party: Motion: Leader: Walk
          ---- Game Info: Load
          ---- SB: Repeat: Flag [Step] = On
          ------ Wait 8F (slightly more frames than the amount of time it takes to walk one step)
          ------ Data: Var: Temp0 = PartyX
          ------ Data: Var: Temp1 = PartyY
          ------ Game Info: Load
          ------ SB: Condition: Var [Temp0] = PartyX
          -------- SB: Condition: Var [Temp1] = PartyY
          ---------- Party: Motion: Leader: Wait
          ---------- Data: Flag [Step] = Off
          -------- SB: End
          ------ SB: End
          ---- SB: End
          -- SB: End
          SB: End

          And the action script would do as I mentioned above: turn on the Step flag when the D-Pad is pressed.

          Edit again: Might as well write the action script as well:

          SB: Repeat: Flag [Off] = Off
          -- User Input: Buttons: Constant Wait
          -- SB: Sort [User Button]
          ---- Apply If 0
          ---- Apply If 1
          ---- Apply If 2
          ---- Apply If 3
          ------ Data: Flag [Step] = On
          -- SB: End
          SB: End

          Comment


            #50
            Re: RPG Maker 2 Tips &amp; Tricks 2.0

            Return Holding O to run using Nash's Vehicle trick:

            Make these 2 scripts.


            [Forced Vehicle]
            Script Branch Repeat
            Deploy Land Vehicle Normal
            Other: Control Vehicle
            Script Branch End


            [Button Mapping]
            Script Branch Repeat
            Input Constant Wait
            If User Button=5 (O)
            Exit Vehicle
            End

            Call these two scripts in your enter map script and when you press and hold O it will have you exit the vehicle and use the default run.
            Last edited by Drew; 03-31-2016, 05:55 PM.

            Comment


              #51
              Re: RPG Maker 2 Tips &amp; Tricks 2.0

              Pickpocketing: By WilliamKirk

              An extremely easy way to do this(possible in RPGM1 too) is make it so when you talk to people you get a 2-Way Choice to either talk to the event or steal from the event. Then you just use a script branch and a flag to make it so you can only steal once. And on top of that you could make it so when you steal you have a __% of stealing this or a __% of stealing that or a __% of stealing nothing.


              -------------------------------------------------------------------------------------------
              Some possible additions to this:

              1. You could add in a Direction Check, so that you can only Pickpocket from behind.

              2. I am not sure how the Custom Start Script option works, but you could probably use this to set it up so that the option to Pickpocket someone appears when you are within a certain range. (You would have to set up a flag so that this doesn't keep occurring, thus preventing you from Talking to them.)

              3. You could also have the character's Pickpocketing skills increase after so many successes, thus increasing the range from say 1 step away(right behind them) to like 2 or 3 steps away. (This could also work in reverse, decreasing after a certain number of failed attempts.)

              Comment


                #52
                Re: RPG Maker 2 Tips &amp; Tricks 2.0

                Comment


                  #53
                  Re: RPG Maker 2 Tips &amp; Tricks 2.0

                  Drew this video is awesome! If you were to make a battle system video, what type of cbs would it be

                  Comment


                    #54
                    Re: RPG Maker 2 Tips &amp; Tricks 2.0

                    I`ve been working on a dragon riding script, i`ll post it once it`s perfect so far it`s pretty awesome press x and the dragon flaps it`s wings and you go up, press triangle for a spear attack and press square to land back on the ground and dismount

                    Comment


                      #55
                      Re: RPG Maker 2 Tips &amp; Tricks 2.0

                      Damn! It has been years since I have done anything on RPG Maker... 1, 2 or 3. Looking at all of these topics makea my head freaking spin! Lmao!

                      Gotta find a ps2 to finish working on my games...since my ps3 is down (older model)
                      "A solid beginning may lead to a perfect ending"

                      "With great skill comes great responsibility"

                      Comment


                        #56
                        Re: RPG Maker 2 Tips &amp; Tricks 2.0

                        Lord Ganma, please don't bump topics more than about 6 months old, unless you have something very substantive to add to the topic (such as a new tip/trick that would be useful to people).

                        It's no big deal and you didn't do anything really bad; I just want to make sure you're aware.

                        I'll delete this post and yours in a few days (unless the topic garners new activity in which case I'd be happy to leave it alone).


                        How Badly Do You Want It? (VX Ace) is now available for download! - no outside software necessary.

                        "I live and love in God's peculiar light." - Michelangelo

                        Comment


                          #57
                          Re: RPG Maker 2 Tips &amp; Tricks 2.0

                          Below is a script for riding a vehicle, and to ensure that the vehicle only lands on specific spots:
                          VEHICLE SCRIPT

                          ACTION

                          • Set as vehicle [#?]
                          • Bypass members: Yes
                          • Call Script: Don’t Move

                          CONTENT

                          • Ride vehicle [Type & Speed]
                          • Apply together
                          • MEMBER: SINGLE ACTION: WAIT
                          • [Camera Change] *
                          • [Party: Vertical Move: Set height (amount?)] *
                          • Flag: No Encounters ON
                          • REPEAT: No Encounters ON
                          o Control Vehicle
                          o Game Info: Load
                           CONDITION: Party X = Location A
                          • CONDITION: Party Y = Location A
                          • Flag: No Encounters OFF
                          • END CONDITION
                           END CONDITION
                          o CONDITION: Party X = Location B
                           CONDITION: Party Y = Location B
                           Flag: No Encounters OFF
                           END CONDITION
                          o END CONDITION
                          • BRANCH END
                          • [Camera Reset] *
                          • [Party: Landing] *
                          • MEMBER: MOTION: WALK
                          • Exit Vehicle

                          NOTES

                          • * = Depending on the vehicle used, this may not be needed
                          • Location A and B are the locations that the vehicle will “land”
                          • Vehicle can only land on location A or B, nowhere else
                          • No Encounters Flag controls when you’re on the vehicle & prevents  button use
                          • Location of vehicle must be reset when you enter area from another Land
                          o Condition: Land Tracker ≠ [#?] + Call Vehicle: Location X, Y
                          Below is instructions on how to create / use Warp magic within the X menu:

                          TELEPORT MAGIC

                          DIRECT EFFECT
                          - Custom > Settings > Other
                          - Adv > Result > Success > System Event “Teleport”

                          SYSTEM EVENT
                          - Apply > Script “Teleport”

                          SCRIPT
                          - Content > “Teleport” command
                          Last edited by YesterdaysMoose; 01-12-2014, 01:30 PM.
                          It is better to have an open ear and mind, than an open mouth.

                          Comment


                            #58
                            Re: RPG Maker 2 Tips &amp; Tricks 2.0

                            Whilst tinkering with a system where the player is an event, and the actual player is the camera. I figured something out, normally if you have an action script with a loop tied to an event as soon as they hit any sort of barrier/object the script becomes unresponsive. Instead of making it an action script make it a content script via the infinite vehicle system. You then link that script to the event you want to be affected. For example you could call a script that loads movement to certain events into the enter map script.

                            [Load Movements]
                            Change Event to:Enemy A
                            [Enemy A Movement]
                            Change Event to: Villager
                            [Villager movement]

                            With this the event can bump into anything and be fine. Just thought I'd add this as it's been a huge issue with action games in RPGM2 for a long time now.

                            Comment


                              #59
                              Re: RPG Maker 2 Tips &amp; Tricks 2.0

                              Originally posted by Drew View Post
                              Whilst tinkering with a system where the player is an event, and the actual player is the camera. I figured something out, normally if you have an action script with a loop tied to an event as soon as they hit any sort of barrier/object the script becomes unresponsive. Instead of making it an action script make it a content script via the infinite vehicle system. You then link that script to the event you want to be affected. For example you could call a script that loads movement to certain events into the enter map script.

                              [Load Movements]
                              Change Event to:Enemy A
                              [Enemy A Movement]
                              Change Event to: Villager
                              [Villager movement]

                              With this the event can bump into anything and be fine. Just thought I'd add this as it's been a huge issue with action games in RPGM2 for a long time now.
                              Sounds useful, Drew, more details please.

                              On another note, I have enemies which shoot time sensitive projectiles. As well as a somewhat effective player projectile shooting mechanic.
                              It is better to have an open ear and mind, than an open mouth.

                              Comment


                                #60
                                Re: RPG Maker 2 Tips &amp; Tricks 2.0



                                Tell me if that helps.

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