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    #16
    Re: RPG Maker 2 Tips & Tricks 2.0

    Here's the promised information for the load commands:

    LOAD COMMANDS

    Game Info Load

    Input: Variable 134: Item Number (optional)

    Output: Variable 75: Party Member Total; Variable 77: Total Party Money;Variable 78: Total Party Items; Variable 79: Total Bag Items; Variable 80: Total Item**; Variable 81: Map Number; Variable 82: Party* X coordinate; Variable 83: Party* Y coordinate; Variable 84: Party* Z coordinate; Variable 85: Party* Direction

    * Party in this case refers to the party leader. ** The total amount of the item specified in Var134 that is in the bag.

    Game Info Save

    Output: Saves Variable 77: Total Party Money

    Member Info: Use Member Order

    Input: Variable 53: Member Order

    Output: Variable 86: Member number; Variable 48: Instigator Member; The following flags are turned off: Flag 70: Side; Flag 71: Apply side; Flag 72: Instigator Side

    Member Info : Load

    Input: Variable 86: Member Number; Flag 81: Stat Check type (optional) [if On, the Stats marked with * will be adjusted for equipment and class changes; If Off, only Armor and Attack will be calculated.]

    Output: Variable 99: Str*; Variable 100: Def*; Variable 101: Int*; Variable 102: Agi*; Variable 103: Luck*; Variable 104: Attack*; Variable 105: Armor*; Variable 106: Max Hit Points*; Variable 107: Max Magic Points*; Variable 97: Hit Points; Variable 98: Magic Points; Variable 91: Level; Variable 95:Exp; Variable 92: Exp to Level; Input 1: Common Name; Input 6: Origin; Input 7: Sex; Variable 87: Total Member Items. Variables 117 - 128 contain the item numbers of the items the character is carring (-1 if no item in that slot). The following contain the item number of the equipped items (-1 if nothing equiped) Variable 129: Weapon; Variable 130: Helmet; Variable 131: Armor; Variable 132: Shield; Variable 133: Accessory. Flags 140-144 are On if the equipped item can't be removed. Flag 121: Action Status (On if inflicted) Variable 88: Class number (-1 if no class); Variable 90: Class Rank (0 if no class); Variable 112: Class Exp; Variable 113: Class Victories; Variable 93:Class Exp to Level; Variable 94: Victories to Level; Flag 40: Member Present (On if member is in the party); Variable 108: Member X Coordinate; Variable 109: Member Y Coordinate; Variable 110: Member Z Coordinate; Variable 111: Member Direction. Normal Flags 180 - 189; Normal Variables 180 - 189; Normal Input18; Battle Flags 190 - 199; Battle Variables 190 - 199; Battle Input 19

    Member Info : Save

    Input: Variable 86: Member Number; Flag 81: Stat Check type (optional) [if On, the Stats marked with * will be adjusted for equipment and class changes; If Off, only Armor and Attack will be calculated.]

    The following Variables are saved: Variable 99: Str*; Variable 100: Def*; Variable 101: Int*; Variable 102: Agi*; Variable 103: Luck*; Variable 104: Attack*; Variable 105: Armor*; Variable 106: Max Hit Points*; Variable 107: Max Magic Points*; Variable 97: Hit Points; Variable 98: Magic Points; Variable 91: Level; Variable 95:Exp; Variable 90: Class Rank; Variable 112: Class Exp; Variable 113: Class Victories; Normal Flags 180 - 189; Normal Variables 180 - 189; Normal Input18; Battle Flags 190 - 199; Battle Variables 190 - 199; Battle Input 19

    Load Item Info

    Input: Variable 134: Item Number; Variable 86: Member Number (optional); Variable 88: Class Number (optional); Loading Member Info will also effect the output (optional)

    Output: Variable 135: Item Type; Variable 136: Item Buy Price; Variable 137: Item Sell Price; Variable 138: Item Weapon Property; Variable 139: Item Used Direct Effect; Variable 140: Item Used Indirect Effect; Variable 141: Item Equipped HP; Variable 142: Item Equipped MP; Variable 143: Item Equipped Str; Variable 144: Item Equipped Def; Variable 145: Item Equipped Int; Variable 146: Item Equipped Agi; Variable 147: Item Equipped Luck; Variable 151: Item Attack Direct Effect; Variable 152: Item Attack Indirect Effect; Flag 130: Hide Item Info; Flag 131: Unsellable Item; Flag 132: Indestructable Item; Flag 133: Member Can't Equip; Flag 134: Member Can't Remove; Flag 135: Class Can't Equip; Flag 136: Class Can't Remove; Input 1: Common Name

    Load Direct Effect Info

    Input: Variable 163: Direct Effect Number

    Output: Variable 164: Direct Rate; Variable 165: Direct Success Ratio; Variable 166: Direct Type; Variable 167: Direct Target Type*; Variable 168: Direct Menu*; Variable 169: Direct Range*; Flag 160: Direct Effect Death Check (On = Before; Off = After); Input 1: Common Name

    * Note that these variables were misnamed. Var167 is Direct Menu; Var 168 is Direct Range; and Var169 is Direct Target Type

    Load Indirect Effect Info

    Input: Variable 172: Indirect Effect Number; Variable 36: Instigator Magic Property (optional); Variable 37: Instigator Weapon Property

    Output: Variable 173: Indirect Weapon Resistance; Variable 174: Indirect Magic Resistance; Variable 175: Indirect Priority; Variable 176:Indirect Rate; Variable 177: Indirect Type; Input 1: Common Name

    Load Ability Info

    Input: Variable 155: Ability Number

    Output: Variable156: Ability Cost; Variable 157: Ability Direct Effect; Variable 158: Ability Indirect Effect; Variable 159: Ability Useable; Variable 160: Ability Random Type; Flag 150: Ability Type; Flag 151: Hide Ability Info; Input 1: Common Name

    Event Info Load

    Input: None (this command loads the information of whatever event is active at the time this command is executed)

    Output: Variable 67: Event X coordinate; Variable 68: Event Y coordinate; Variable 69: Event Z coordinate; Variable 70: Event Direction; Variable 71: Event Number; Input 5: Event; Flag 50: Event Condition

    Event Info Save

    Output: The following are saved: Variable 71: Event Number; Input 5: Event; Flag 50: Event Condition

    Note: Var71 = 0, Flag 50 = Off, and Input 5 is blank for all events until changed by this command. All events are reset upon entering a map so you can't share information between maps.

    Substitute Attribute for Variable

    Same as Member Info : Load except you can use Variable 55: Enemy Battle Order in place of Variable 86: Member Number to load in enemy data. Note that Flag 70: Side must be On to do this.

    Substitute Variable for Attribute

    Same as Member Info : Save except if Flag 70: Side is On, the info will be saved to the enemy whose battle number is in Variable 55: Enemy Battle Order

    Substitute Target Attribute for Variable

    Same as Substitute Attribute for Variable except Variable 96: Attack Order is also loaded.

    Substitute Variable for Target Attribute

    Same as Substitute Variable for Attribute except Variable 96: Attack Order is also saved.




    The Crown of Order demo is here.

    Comment


      #17
      Re: RPG Maker 2 Tips & Tricks 2.0

      Well here's something for Dungeon Warden did for the Script 15 battle enter.

      I've still have it.

      How to make custom music for maps by Dungeon Warden.

      This is the original script.
      000- Sound: Tempoary Save
      001- Sound: BGM (-None-) Volume=100 Pitch=+0 Tempo=100
      002- Script Control: Apply Together
      003- Sound: Battle Music
      004- Script Branch: Condition: Flag (Sample Flag 59) On
      005- Map: Remove
      006- Script: Condition End
      007- Script Branch: Condition: Variable: (Screen Effect)=-1
      008- Screen Effects: Mask(256,221)~(256,221) Color=Black 30F
      009- Script: Condition End
      010- Script Branch: Condition: Variable (Screen Effect)=/-1
      011- Screen Effect: Color=black Trans=100% 0F
      012- Screen Effect: Color=black Trans=0% 40F
      013- Script Control: Apply in order
      014- Effect: Apply wipe
      015- Script: Condition End

      Now here's the modified version that was done

      000- Sound: Tempoary Save
      001- Sound: BGM (-None-) Volume=100 Pitch=+0 Tempo=100
      002- Script Control: Apply Together
      *003- Data: Game Info: Load
      *004- Script Branch: Sort Variable (Map Number)
      *005- Script Brance apply if number is +3
      *006- Sound: BGM (Battle 4) Volume=100 Pitch=+0 Tempo=100
      *007- Script Branch: To End
      *008- *Just a note i've put for a remider of where i've stopped.
      *009 Script Branch: No Application
      *010- Sound: Battle Music
      *011- Script Branch: To End
      *012- Script Branch End
      *013- Script Branch Condition: Flag (Sample Flag 59) On (I'm not sure about this one.)
      *014 Map: Remove
      015- Script: Condition End
      *016- Script Branch: Condition: Variable (Screen Effect)=-1
      *017- Screen Effect: Mask(256,221)~(256,221) Color=Black 30F
      018- Script Condition End
      019- Script Branch: Condition: Variable (Screen Effect)=/-1
      020- Screen Effect: Color=black Trans=100% 0F
      021- Screen Effect: Color=black Trans=0% 40F
      022- Script Control: Apply in order
      023- Effect: Apply wipe
      024- Script: Condition End

      *Means modified for this but i don't remeber this though. I wonder if DW knows about this.

      Oh and BTW The Debug Menu Scripts 5 through 14 provide helpful ideas for a CMS system. I'll write down only the helpful stuff you should know that i've found helpful.
      Last edited by RPG Learner; 07-13-2005, 12:34 PM.
      There is one thing that pretty much disturbes me in an SRPG....

      Maronakins.

      Comment


        #18
        Re: RPG Maker 2 Tips & Tricks 2.0

        Good going. Now, how about scripts for common actions? RPGM2 doors and other dealies are considered evil by many. I'll add some meself once I finish up some miscellany.

        ~Updates weekly on Sundays~

        Comment


          #19
          Re: RPG Maker 2 Tips & Tricks 2.0

          There's a topic at Doan's that has all the common scripts like opening doors and common push blocks.
          Everything is a Riemann sum of a lot of nothing.

          Comment


            #20
            Re: RPG Maker 2 Tips & Tricks 2.0

            Then would'nt it be better to post that information here as well.
            There is one thing that pretty much disturbes me in an SRPG....

            Maronakins.

            Comment


              #21
              Re: RPG Maker 2 Tips & Tricks 2.0

              well, I guess I have resources for that script archive I was planning. yay everyone!



              Comment


                #22
                Re: RPG Maker 2 Tips & Tricks 2.0

                And there's a lot more for RPG Maker 3 when it comes out. I'll possibly will have to write out the scripts again.

                Until then more RPG Maker 2 Tips and tricks.
                There is one thing that pretty much disturbes me in an SRPG....

                Maronakins.

                Comment


                  #23
                  Re: RPG Maker 2 Tips & Tricks 2.0

                  Thank good ol' HUmar. He's indirectly responsible for this whole mess. Much love to him.

                  ~Updates weekly on Sundays~

                  Comment


                    #24
                    Re: RPG Maker 2 Tips & Tricks 2.0

                    If you want to have a NPC watch the party move around create an action script like this:

                    Event : Effect : Action [wait] 100% 0 F
                    Script Branch : Repeat : Flag 0: Off(fixed) = Off
                    Event : Movement : direction change (face leader)
                    Script Branch : End Repeat

                    and put it in the action slot of the NPC. Now whereever the party goes, the NPC's eyes will follow.


                    Create fade in/fade out for Map Music

                    In the enter map script, find the command Sound : Map Music and add the following before it.

                    Sound [None] Vol 100% Pitch 0% Tone 0 %
                    Wait 2 F
                    Sound : Sound Control (Fade in 30 F)
                    * Sound : Map Music

                    To the exit map script add:

                    Sound : Sound Control (Fade out 30 F)
                    Sound [None] Vol 0% Pitch 0% Tone 0 %

                    Now whenever you leave one map and enter another, the old map's music will fade away, and the new map's music will fade in.




                    The Crown of Order demo is here.

                    Comment


                      #25
                      Re: RPG Maker 2 Tips & Tricks 2.0

                      Originally posted by RPGProgrammer
                      Thank good ol' HUmar. He's indirectly responsible for this whole mess. Much love to him.
                      You're all welcome.

                      I still have the links to the Ancient Pavilion Ruins!

                      That place is scary now....
                      Last edited by AbstractOrigin; 07-13-2005, 10:56 PM.

                      Comment


                        #26
                        Re: RPG Maker 2 Tips & Tricks 2.0

                        They're called the Ancient Pavilion Ruins now, person. It's overrun with hobo ghosts.
                        Last edited by RPGD; 07-14-2005, 01:09 PM.

                        ~Updates weekly on Sundays~

                        Comment


                          #27
                          Re: RPG Maker 2 Tips & Tricks 2.0

                          Fuma Ladder Script 0992

                          000- Event Control: Change the Target to [Event 0972]
                          001- Event Move: Bypass Members=Yes
                          002- Event Control: Change the Target to [Event 0970]
                          003- Event Move: Bypass Members=Yes
                          004- Event Control: Change the Target to current event
                          005- Party: Gather Speed=2x
                          006- Party: Vertical Move (Party) Change Height +64 10F
                          007- Event Control: Change the Target to [Event 0972]
                          008- Event Move: Bypass Members=No
                          009- Event Control: Change the Target to current event
                          010- Party: Direction move E 1 step(s) Facing= Movement Speed=Normal
                          011- Party: Gather Speed=2x
                          012- Event Control: Change the Target to [Event 0970]
                          013- Event Move: Bypass Members=No
                          014- Event Control: Change the Target to current event

                          Script 0972
                          000- Data: Variable: [Variable 311] =(+2) + (0 fixed)
                          001- Teleport: Warp (World Set 079) (134, 129, +1)

                          Script 0970
                          000- Data: Variable: [Variable 311] =(+0 fixed) + (0 fixed)
                          001- Teleport: Warp (World Set 079) (13, 23, +16)

                          Event 0972
                          Display Type: Objects Direction S
                          Motion: Script 0115
                          Start: Touch
                          Model: Object 000

                          Event 0970
                          Display Type: Objects Direction S
                          Motion: -None-
                          Start: Touch -Script 140
                          Model: Object 000
                          Apply: Script 0993

                          Script 115
                          000- Event Move: Bypass Members=Yes

                          Script 140 Type Start Condition
                          000- Data: Game Info Load
                          001- Script Branch: Condition: Variable (Party: Dir)=+4
                          002- Data: Flag (Satisfy Execute) On
                          003- Script: Condition End

                          Script 0993
                          000- Event Control: Change the Target to [Event 0972]
                          001- Event Move: Bypass Members=No
                          002- Event Control: Change the Target to [Event 0970]
                          003- Event Move: Bypass Members=Yes
                          004- Event Control: Change the Target to current event
                          005- Party: Direction Change (Leader) E 5F
                          006- Party: Direction Move W 1 step(s) Facing= Fixed Speed=Normal
                          007- Party Gather Speed=2x
                          008- Party: Direction Change (Party) E 1F
                          009- Event Control: Change the Target to [Event 0972]
                          010- Event Move: Bypass Members=Yes
                          011- Event Control: Change the Target to current event
                          012- Party: Landing (Party) 20F
                          013- Party Gather Speed=2x
                          014- Event Control: Change the Target to [Event 0970]
                          015- Event Move: Bypass Members=No
                          016- Event Control: Change the Target to current event
                          There is one thing that pretty much disturbes me in an SRPG....

                          Maronakins.

                          Comment


                            #28
                            Re: RPG Maker 2 Tips & Tricks 2.0

                            •Password Script (Brock Nash)

                            Text: Message "Enter Password"
                            Input: Input Text 15 letters
                            Script Branch: Sort: Input[input] (input is #003)

                            ~Script Branch: Apply if: Text is "baah"
                            ~scripting here
                            ~Script Branch: To end

                            ~Script Branch: Apply if: Text is "baah2"
                            ~scripting here
                            ~Script Branch: To end

                            ~Script Branch: No Application
                            ~Text Message "error, bad password"
                            ~Script Branch: To end
                            Script: Branch End

                            •Common Push Block (Brock Nash)

                            Game Info: Load Game Info
                            Script Branch: [Party Direction]=0
                            ~Event Control: Move Event East 1 30f
                            Script Branch End
                            Script Branch: [Party Direction]=2
                            ~Event Control: Move Event South 1 30f
                            Script Branch End
                            Script Branch: [Party Direction]=4
                            ~Event Control: Move Event West 1 30f
                            Script Branch End
                            Script Branch: [Party Direction]=6
                            ~Event Control: Move Event North 1 30f
                            Script Branch End

                            NOTEyou may option to be able to push at diagnols as well)

                            •One Face Activated Events (William Kirk)

                            Game Info: Load Game Info
                            Script Branch: [Party Direction]=(value of 0-7, press start on variable 'Party Direction' to see what each means)
                            (what you want the event to do)
                            Script Branch End

                            •Basic Custom Menu (William Kirk)

                            Multiple Choice: (whatever you want the options to be called)
                            Sort: Variable: User Choice
                            Apply If: 1
                            (what you want first option to do)
                            To End
                            Apply If: 2
                            (what you want second option to do)
                            To End
                            (repeat however many times you want for every option you have)
                            Script Branch: End

                            •Put the camera behind the character (Rodak)

                            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

                            •Hit timing (William Kirk)
                            Hit the right part of the sword at the right time to make it strong and sturdy.
                            Use 'X', '[]', 'O', and '/_\' as Text VFX or Text Box messages and do this.

                            Main Script___
                            Data: tempvariablex = 0
                            Data: tempvariablez = 0
                            Script Branch: Repeat: tempvariablex <= 8 (this 8 is the number of times they'll hit the sword)
                            Data: tempvariablex = tempvariablex + 1
                            Data: tempvariabley = 1 ? 4
                            Script: Sort: tempvariabley
                            Apply If 1
                            Call Script: 'X Button'
                            To End
                            Apply If 2
                            Call Script: 'Square Button'
                            To End
                            Apply If 3
                            Call Script: 'O Button'
                            To End
                            Apply If 4
                            Call Script: 'Triangle Button'
                            To End
                            Script Branch: End (sort)
                            Script Branch: End (repeat)

                            X Button Script___
                            Text Box/Text VFX: 'X'
                            Input Buttons: XF (30 frames is one second, find what is good)
                            Script: Sort: variable 'User Buttons'
                            Apply If (value for X button, press start on variable 'User Buttons to find what it is)
                            SFX: (good sound)
                            Data: Variable: tempvariablez = tempvariablez + 1
                            To End
                            No Application
                            SFX: (fail sound)
                            To End
                            Script Branch: End
                            Wait 1F (this is hear because of the Text Boxes)

                            Square Button Script___
                            Text Box/Text VFX: '[]'
                            Input Buttons: XF (30 frames is one second, find what is good)
                            Script: Sort: variable 'User Buttons'
                            Apply If (value for [] button, press start on variable 'User Buttons to find what it is)
                            SFX: (good sound)
                            Data: Variable: tempvariablez = tempvariablez + 1
                            To End
                            No Application
                            SFX: (fail sound)
                            To End
                            Script Branch: End
                            Close Text Box/Remove Text VFX
                            Wait 1F (this is hear because of the Text Boxes)

                            Triangle Button Script___
                            Text Box/Text VFX: '/_\'
                            Input Buttons: XF (30 frames is one second, find what is good)
                            Script: Sort: variable 'User Buttons'
                            Apply If (value for /_\ button, press start on variable 'User Buttons to find what it is)
                            SFX: (good sound)
                            Data: Variable: tempvariablez = tempvariablez + 1
                            To End
                            No Application
                            SFX: (fail sound)
                            To End
                            Script Branch: End
                            Wait 1F (this is hear because of the Text Boxes)

                            O Button Script___
                            Text Box/Text VFX: 'O'
                            Input Buttons: XF (30 frames is one second, find what is good)
                            Script: Sort: variable 'User Buttons'
                            Apply If (value for O button, press start on variable 'User Buttons to find what it is)
                            SFX: (good sound)
                            Data: Variable: tempvariablez = tempvariablez + 1
                            To End
                            No Application
                            SFX: (fail sound)
                            To End
                            Script Branch: End
                            Wait 1F (this is hear because of the Text Boxes)

                            And in the end you'll have a value of 0-8 to rank them on (how many successful hits). This is basically your normal hit-the-right-button-quick-enough mini game. Good luck. It can also be changed to do more, but this is the basic neccessities of what you'll need for it.

                            •Text Timing (Doyleman)

                            This is a pretty simple script, but I honestly just put something of the sort in my game, so LAY OFF! lol, j/k

                            Putting more 'expression' into your game helps, so making certain waiting before the next letter in a convo helps understand mood.
                            *EXAMPLE*
                            Screen Display: Text: Message (Uncheck the Close Window)
                            "Well"
                            Wait 20F
                            Screen Display: Text: Message (Unchech the Close Window)
                            "."
                            Wait 20F
                            Screen Display: Text: Message (Unchech the Close Window)
                            "."
                            Wait 20F
                            Screen Display: Text: Message (Unchech the Close Window)
                            "."
                            Wait 20F
                            Screen Display: Text: Message (Keep Close Window Checked)
                            "*enter*
                            I lost it!"

                            This will make a char. say:
                            "Well...
                            I lost it", with 2/3rd wait in between 'Well' and '.', making it seem like the Char is hesitant about explaining his/herself.

                            •Persistant Weather and Timer (thetruecoolness)
                            this one introduces how to add in persistant weather, and has smooth transitions between the times of day (2 second transistions). Might be more efficient as well since it only uses 4 sorts, it's about 800 in my game. This must be added as an action script to all maps, since as a content script it would be an infinite loop.

                            Script Control: Apply Together // needed for smooth transitions of times of day
                            Data: Flag: [Temp Flag 0] Off // used to see if it's night when they enter Off if it is
                            Script Branch: Condition: Variable [Hours of Day] >= 6
                            - Script Branch: Condition: Variable [Hours of Day] < 11
                            -- Screen Effect: Time (Dawn) 0F
                            -- Data: Flag: [Temp Flag 0] On
                            - Script: Condition End
                            Script: Condition End
                            Script Branch: Condition: Variable [Hours of Day] >= 11
                            - Script Branch: Condition: Variable [Hours of Day] < 17
                            -- Screen Effect: Time (Noon) 0F
                            -- Data: Flag: [Temp Flag 0] On
                            - Script: Condition End
                            Script: Condition End
                            Script Branch: Condition: Variable [Hours of Day] >= 17
                            - Script Branch: Condition: Variable [Hours of Day] < 22
                            -- Screen Effect: Time (Dusk) 0F
                            -- Data: Flag: [Temp Flag 0] On
                            - Script: Condition End
                            Script: Condition End
                            Script Branch: Condition: Flag [Temp Flag 0] Off
                            - Screen Effect: Time (Night) 0F
                            Script: Condition End
                            Script Branch: Repeat: Flag [Off (fixed)] Off // infinite loop since it's an action script
                            -Script Call: [Apply Weather] // does the weather effect based on weather stored in Input: Current Weather
                            -Script: Call [Day of Week] // displays the day of week in a text box based on the value of Variable Day of Week
                            -Script Branch: Repeat: Variable [Hours of Day] < 24
                            -- Script Branch: Sort: Variable [Hours of Day]
                            --- Script Branch: Apply If: Number is 5 // Morning starts
                            ---- Screen Effect: Time (Dawn) 60F // Smooth out transition by making it take an hour in game time
                            -----Script Call: [Calculate Weather] // gets next weather conditon
                            -----Script Call: [Apply Weather]
                            --- Script Branch: To End
                            --- Script Branch: Apply If: Number is 10 // Noon starts
                            ---- Screen Effect: Time (Noon) 60F
                            -----Script Call: [Calculate Weather]
                            -----Script Call: [Apply Weather]
                            --- Script Branch: To End
                            --- Script Branch: Apply If: Number is 16 // Dusk starts
                            ---- Screen Effect: Time (Dusk) 60F
                            -----Script Call: [Calculate Weather]
                            -----Script Call: [Apply Weather]
                            --- Script Branch: To End
                            --- Script Branch: Apply If: Number is 21 // Night starts
                            ---- Screen Effect: Time (Night) 60F
                            -----Script Call: [Calculate Weather]
                            -----Script Call: [Apply Weather]
                            --- Script Branch: To End
                            -- Script: Branch End
                            -Data: Variable: [Hours of Day] = [Hours of Day] + 1 // increment hour
                            -Other: Wait 60 F // 2 second wait change this to make your hours longer or shorter right now 2 Sec = 1 hour
                            -Script: Branch End
                            -Data: Variable: [Day of Week] = [Day of Week] + 1
                            -Data: Variable: [Hours of Day] = 0 + 0 // reset hour - VERY IMPORTANT other wise the game will freeze
                            Script: Branch End
                            Everything is a Riemann sum of a lot of nothing.

                            Comment


                              #29
                              Re: RPG Maker 2 Tips &amp; Tricks 2.0

                              For CMS Help Script 5 Debug Menu parts of it

                              000- Data Flag: (No Movement) On
                              001- Data Flag: (Cancel Menu) On
                              002- Data Flag: (Cursor Shortcut) On
                              003- Data: Variable: (User Choice)=(0 fixed) +(-1)
                              004- Text: Display Money On
                              005- Script Branch Repeat Variable (User Choice) /= (0 fixed)
                              006- Input: Mutiple Choice, 8 (20, 4) Member Info *You put what it says like status, item, etc.*
                              007- Script Branch: Sort: Variable (User Choice)
                              008- Script Branch Apply If: Number is +1
                              009-Script Call (Item) *example*
                              010- Script Branch: To End
                              *repeat until your have the max commands*
                              031- Script Branch: To End
                              032- Script Branch: End
                              033- Script Branch: End
                              034- Text: Display Money Off
                              035- Data Flag: (No Movement) Off

                              Part of this. *Use for all the commands for it.
                              For top of the script.

                              000- Data: Variable: (TempVariable 0) = (User Choice) + (0 fixed)
                              001- Data: Variable: (User Choice) = (+1) + (0 fixed)
                              002- Script Branch Repeat Variable (User Choice) /= (0 fixed)

                              *Use the Flag Cancel Menu first on the top. Always to can cel it.*

                              000- Data Variable: (User Choice) = (Temp Variable 1) = (0 fixed)
                              001- Script: Condition End
                              002- Script: Branch End
                              003- Data: Variable: (User Choice) = (Temp Variable 0) + (0 fixed)

                              Well i hope this helps.

                              And these two parts are in the Debug Menu Scripts.
                              Last edited by RPG Learner; 07-15-2005, 02:48 PM.
                              There is one thing that pretty much disturbes me in an SRPG....

                              Maronakins.

                              Comment


                                #30
                                Re: RPG Maker 2 Tips &amp; Tricks 2.0

                                Something simple, that I'm sure a lot of you already know, but it was very useful to me once I found out.

                                If you hold [] while looking through the game's menus and various databases you can cycle 100 numbers/entries at a time by press left or right.

                                This make finding a certain variable or flag, or jumping from the middle to the end of a script database, or finding that VFX out of the 300+ a whole lot quicker. Also setting the Hard level option on your databases causes the scroll maker to start at that postion when ever you access the database.
                                Do you serve with a purpose or purposely serve?

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