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PostPosted: January 8th, 2007, 11:00 pm 
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OK so I recently bought the rpg maker 2 and I'm having trouble with it... I've had it about three days and all I've been able to figure out what to do is the building and dungeon mode and map mode(well I'm having slight trouble with the map mode). So earlier today I tried figuring something new (by following the instruction manual) and I can't even get the dam guy to say good morning! I've done exactly what the manual told me to do(I think) and when I go into the dungeon he just doesn't say anything... any help :) :blush :lol :x :o :( :) :evil :\ :XD :skeptical :| ;) :nope :shakefist :rolleyes :P :? :D :) :( :o will be appreciated


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PostPosted: January 8th, 2007, 11:07 pm 
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Well I have to get off now, so If anyone helps me I'll be back on tomorrow.


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PostPosted: January 8th, 2007, 11:11 pm 
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Please don't make an Emote parade -_-

Anyway. Hehehe welcome to the world of Rpgmaker! the script and event editors can be hard :D


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PostPosted: January 9th, 2007, 12:29 am 
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Be sure to look at our RPG Maker 2 guides:

http://www.rpgmmag.com/resources.php

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PostPosted: January 9th, 2007, 3:40 am 
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Well for something simple like that you just make a script called Hello World, then in that script put a text message command (or whatever it's called) which has Good Morning as the text and the close message.

Then you make an event with a character model, set start to touch (or talk/examine if you want someone to have to press triangle [the talk/examine button] to start it) then you put your script as the apply field. Make sure your script is a content type script, and your event is normal and not system type. Action scripts are used as motion scripts for events and execute concurrently (at the same time) with other action scripts, content scripts however only execute one at a time and everything else (except animated VFX) stops when they are executing (though there is a trick to get around this, it's pretty advanced).

Just remember to make events work it's

Create Script > Create Event and link to script > Create Event Placement and link to dungeon/map and events > Create World Organization and link to Event Placement and dungeon/map

Another thing to keep in mind is everything in RPGM2 is very concerned with order of creation and dependencies. So in the above example World Organization depends on Map/Dungeons to be made, and Event Placement to be made. Event Placement depends on Events being made and a Dungeon or Map existing. Events depend on scripts being made, along with whatever model you want to use for it. Scripts depend on nothing normally, though some commands will require you to have something made for them to work (not too many). So you create these in reverse order of what they depend on

Script and Map or Dungeon > Event > Event Placement > World Organization

It's hard to get used to at first and can be frustrating, but it actually can help you be more organized.

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PostPosted: January 9th, 2007, 9:13 pm 
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thanks Ixzion, I'll look into that, and thetruecoolness thanks for the help but I can't seem to figure it out(I have been trying), so far I've pretty much made the script then I put it on a monk guy then placed him in a dungeon. I go into the duengeon and I try talking to him but he does nothing.

And as for the organized part, I've been naming everything I've made so far good enough for me to know what it is.

Also I was wondering, is there a way I could make my characters jump in the game while their walking around?


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PostPosted: January 11th, 2007, 11:06 am 
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Hello, im the new owner of this site, and I'm here to give you some help. Just read the instruction manual, Oh yeah my name is water melon laugh out loud ya and I'm from sweden.


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PostPosted: January 11th, 2007, 7:47 pm 
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Your mom water-melon 8)


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PostPosted: January 16th, 2007, 6:03 pm 
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ok I figured out how to do that(didn't know how to change where you start off in the test mode) and I've just been messing around lately. I played that fu ma game and noticed they had map, I think it even showed you where your vehicle was. So I tried to make one but I could figure out how, can someone please help me? btw I mean the navigational map not the world map you walk on.


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PostPosted: January 16th, 2007, 7:10 pm 
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It's a script command, Screen Display > Map > Display Map. That's all you need. It will show the locations of vehicles and teleport locations on the map. You can change the display color of them, and the size and transparency of the map.

So you can add this to a custom menu script. Also once you learn how to use Action Scripts you can have the map display when the user hits a certain button. In the game I've been working on, on and off, I have it so that select will toggle between a small map, medium map, large centered transparent map, full screen map, and then off. But for now you can just put this in a user menu.

To do that, make a system event, then a script to show the map, and make that script the apply script of the system event. Then in Game Settings > Adv User Menu, and set one of them to your system event. Then in the game this menu is under the normal menu accessible by X under setup.

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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。
hajimemashite. shinno reisei desu. douzoyoroshiku.

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Are you prepared? Do you believe in the Coolness? Well either way check it out.


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PostPosted: January 16th, 2007, 8:57 pm 
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ok, well that seems easier then it did the first time I read it(I read it 4 times). But ok I get it thanks a hole lot for your help, you are holy to me now :o

I was wondering this if someone could please give me an answer, I noticed you can only have four peeps in a party so can I get more characters and set it up so I can get like 8 people and keep like 4 people at a town or something and let the person whos playing be able to switch them out?(not the partys but individual people) A simple yes or no would do thx, I'll just ask how to do it(if its possible) when I atually try something like that.

Also could somebody explain to me how to set actions to button, right now I want to make my character jump when I press a certain button but I haven't figured out a way to do that yet.


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PostPosted: January 16th, 2007, 10:15 pm 
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Well yes you can change party characters like that. Using the Party add/subtract character commands, or whatever they are.

As for buttons hmm, I'll check the other boards but basically heres how it works. See action scripts can constantly run in the background unlike content scripts. So make an infinite loop with a button check.

SB: Repeat Flag Off(Fixed) is Off
- Input: Buttons
- Sort command on user button
- Apply Ifs for each button (hit start on the input button command or the variable to get the info). NOTE I think triangle and square are mixed, or something like that.

SB:End

It and a lot of other useful scripts and tricks are here Doan's Domain RPGM2 Common Script Thread

As for jumping, that's a lot harder than you think, and usually doesn't look very good.

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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。
hajimemashite. shinno reisei desu. douzoyoroshiku.

http://www.thetruecoolness.com
Are you prepared? Do you believe in the Coolness? Well either way check it out.


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PostPosted: January 19th, 2007, 10:06 am 
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hm, well that stinks no jumping? ah oh well, as for the party change thing. I've been working on it but I can't seem to figure out what to do, heres my problem- Every time I use the subtract party member function and then make them come back there stats are back to the beggining. I would really want anyone playing to have to level there guys all the way up again so could you(or anyone else) explain to me how to bring them back with there stats. I remember they did it in the fuma game in the beggining when you lost the girl then she came back.

Also I don't understand where I would keep the reserve party members at, Is there a command for this that I'm just missing?


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PostPosted: January 19th, 2007, 6:34 pm 
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Ok well for the stat things I'm not sure, I think there might be some glitches with those commands but not sure. I know you should basically not use Character #00 (that one has quite a few glitches) so just don't use that one in your game. All the other characters aren't known to have glitches. Another thing you might try is right before you use the subtract party member command, set the variable Member Number to the number of the character in the character database, and then use the Member Info Load command (Remember to search the script menu and hit start on any command to find out what it does). I would also recommend looking at this FAQ.

As for where to 'keep' reserve party members it depends on what you want to do. If you want to do Star Ocean (and other games) style where you see your members in town, then you make an event with the same model as the character which will start a script that will ask the player which character to remove to add the character the event is the model of. If you just want the player to be able to switch them in at any time, then just make a menu that only displays characters not in your party (you'll need to have a bunch of conditions for the default menu command or make a custom menu which is kind of hard). Then based on their choices add and subtract members.

So there is no 'command' for this you have to make it yourself using events and scripts. Also you won't be able to see the reserve characters stats by default, you will have to write a custom script to display them using the Screen Display -> Content -> Variable (or Input).

So this is possible, but you'll have to write your own scripts and events for it, this is not a default behavior of the system.

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hajimemashite. shinno reisei desu. douzoyoroshiku.

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Are you prepared? Do you believe in the Coolness? Well either way check it out.


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PostPosted: January 20th, 2007, 10:35 pm 
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Jeez, all the common things I was hoping to weave into my games seem to be extremely hard.. I guess I need to build up before being able do that sort of stuff, I still don't have the simple scripting down yet! I guess I'll have to just stick to four people for now.
I downloaded the faq and its very.... confusing. I guess thats because I've yet to check out flags and varibles short of seeing them in premade scripts.
Speaking of premade scripts.....
I was trying to make a shop but I couldn't figure out how so I decided to just use the premade shop script
I eventually figured out how to change the items he had in there, and I went to make another shop I just used the copy script function but it doesn't work right(idk why).
So my question is how exactly do I create a working shop from scratch? I could just copy the premade shop's scripts by hand I know but exactly what are the parts that I need to change to get a shop uniqe of the premade one?


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PostPosted: January 21st, 2007, 2:28 pm 
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This would be the first time I've heard of party members losing their stats and experience after leaving their party. So far as I know they're always automatically supposed to keep their stats.

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PostPosted: January 21st, 2007, 4:46 pm 
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For the copy script make sure you are copying and pasting in the script database, and not copying making a new script and trying paste in there. Also note that copy script will not copy the event the script is attached to.

For parts of the script to change should just be the Input Creation > Display Buy List command.

As for how to create a unique one you're going to have to elaborate on what you mean by unique. If you want to display more items than the default 7 or 8 you can use a multiple choice selection to display different Buy Lists based on the choice to the multiple choice.

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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。
hajimemashite. shinno reisei desu. douzoyoroshiku.

http://www.thetruecoolness.com
Are you prepared? Do you believe in the Coolness? Well either way check it out.


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PostPosted: February 21st, 2007, 10:53 am 
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Thanks friend, I love you.


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