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PostPosted: June 6th, 2006, 11:46 pm 
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1. How do you make more then one event run at one time? say i wanted to make a parade, how would i go about doing that? Having lots of people move at once, all i can do right now is make one character walk, then make another walk.

2. Can someone explain to me how to make someone sit in a chair. I tried using that lay option but it just didnt look right and i was wondering if anyone knows a good way to make them sit in a chair. And also, i tried making someone sleep in a bed but they wouldn't stop moving. I got there eyes closed, i also put on the "wait" action but it didn't seem to work. They just acted like the walking action was still on.

3.How would i go about making a towns name appear everytime you enter it? I made a rather big town in one of my games and divided it into sectors, it would be really helpful if you could explain to me how to make it appear, when i use the auto command when entering a map it never stops and my characters can't move.

4. How do you make the times change in a game, I noticed that function in the scripting and tried it out, i couldn't figure out a way to make it work other then the auto command but my characters couldn't move i guess because it was running.

5.Can you control you character in game and move around while a message is on in the screen? or if any event is running? If you know how please explain it to me.

6. Please just explain varibles to me, explain what i'd end up using them for, and please give me an example of something you've used a varibles for. The more indepth you go in varibles the more thankful i'd be. I've read all types of faq's about varibles but i've never really understood them.

7. How would i go about making a world map like they had in the fuma game?

8. How much memory does the rpg maker 2 take up? I was reading some topics where they said they used more then one memory card to make a game, so does that mean that you have unlimited memory? because i thought that once the memory at the top of the main menu page was all you had and when that ran out you were just sunk.

I hope you understand my questions and please reply.

I guess these are all of the questions i have for now. If i have anymore ill post them here.
Thanks a lot for anyone who replys and helps me out.


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PostPosted: June 9th, 2006, 5:58 am 
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Wow.

Lots of stuffs...

1. How do you make more then one event run at one time? say i wanted to make a parade, how would i go about doing that? Having lots of people move at once, all i can do right now is make one character walk, then make another walk.

Define each event's movement in individual scripts. Begin these scripts by changing control to the event you wish to move.

These scripts do not need to be attached to any events.

Then just use apply together and call them all!

Everything moves at once!



2. Can someone explain to me how to make someone sit in a chair. I tried using that lay option but it just didnt look right and i was wondering if anyone knows a good way to make them sit in a chair. And also, i tried making someone sleep in a bed but they wouldn't stop moving. I got there eyes closed, i also put on the "wait" action but it didn't seem to work. They just acted like the walking action was still on.


They can't lay sidewise, but use motion change and set the speed to zero.

Sitting will never look prerfect.

Try placing an object to obscure the bad view!


3.How would i go about making a towns name appear everytime you enter it? I made a rather big town in one of my games and divided it into sectors, it would be really helpful if you could explain to me how to make it appear, when i use the auto command when entering a map it never stops and my characters can't move.


Use enter map scripts



4. How do you make the times change in a game, I noticed that function in the scripting and tried it out, i couldn't figure out a way to make it work other then the auto command but my characters couldn't move i guess because it was running.


Need more info.

Do you want a clock, or just to change the time for single events or cut scenes?



5.Can you control you character in game and move around while a message is on in the screen? or if any event is running? If you know how please explain it to me.


Use text boxes or VFX, not messages, and this can be made to work.



6. Please just explain varibles to me, explain what i'd end up using them for, and please give me an example of something you've used a varibles for. The more indepth you go in varibles the more thankful i'd be. I've read all types of faq's about varibles but i've never really understood them.


This is a huge question.

Here is a quick copy of an example I posted elsewhere.

This one deserves it's own thread if this answer does not help (it describes using variables to count in a "Fetch Quest"):

For a MOOshroom gathering quest:

Go rename a variable MOOshrooms. Use one that is just a number. No temp variables or sample variables.

Now... make an event with a MOOshroom model.

Set it to activate at touch.

Make a script (content type) (it defaults to that) that simply says:

Data: Variable [MOOshrooms] = [MOOshrooms] + 1

Event: Control: Temporary Removal


Apply it to the event.

Place the event 20 times spread out over your map. 20 is the number you used last time so I'll use it now.

Create your guard as an event. Set him to activate at talk.

His script should read :

Script Branch: Condition: Variable: [MOOshrooms] < 20

Screen Display : Message "Get MOOshrooms"

Condition End

Script Branch: Condition: Variable: [MOOshrooms] = 20

Screen Display : Message "MOOshrooms!! MOO! MOO! MOO! SHROOMS!"

Event: Control: Temporary Removal


There is more to it. This will only work if the party does not leave the map. If they do all temp removed stuff comes back.

Making it stay gone is more typing than I have time for now.

Get this working and ask more if you need help.







7. How would i go about making a world map like they had in the fuma game?


Umm, Make a map with warp points to towns.

I don't think I understand which aspect is giving you trouble...



8. How much memory does the rpg maker 2 take up? I was reading some topics where they said they used more then one memory card to make a game, so does that mean that you have unlimited memory? because i thought that once the memory at the top of the main menu page was all you had and when that ran out you were just sunk.



The memory card trick is tricky.

But it can be done.

I suggest limiting yourself to the available memory.

Good Luck with it all.

Peace.

_________________
<center>
<b>MOO!</b>
<img src="http://i16.photobucket.com/albums/b41/Rodak/bannr.jpg">
<a href="http://vfxguide.tripod.com/contents.html" target="blank"><img src="http://i16.photobucket.com/albums/b41/Rodak/guide-ad2-sig.jpg"></a>
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PostPosted: June 10th, 2006, 1:39 pm 
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ok, thanks a lot, and what i meant about changing the time was turning the color effects of everything so it appears to be morning, noon, and night. in the fuma game when you were traveling around the world map the times would change.

1 question about the varible info.. for now, how do i rename the variables?

Oh and i looked at your vfx quide, I liked it.

ok, one prob with the varible thing, i copied everything just like you had it but.., when i put in this part "Script Branch: Condition: Variable: [MOOshrooms] = 20" it created another condition end, and i can't delete it.. so after i collect all the mooshrooms he wont say anything again. Im not sure if the conditon end is the problem but he wont say the moo moo moo moo shrooms part,
Is that all you can do with variables? If you can do more things just tell me what you can do. you don't have to make a big example again.

on # 3 you said to use enter map scripts, i tried doing that like this
Teleport: warp Darknev A-4
Text: message Darknev A-4
(thats the script i used)
after you teleport, the message does not appear, im not sure if you meant another way, if you did then please tell me.

On number 7, I have no idea what you mean, i have no clue where to start on making the world map, could you tell me where the option to make it is at? I might just be retarded and always miss the option but thanks if you can help.

hope you can help and thanks a lot, you've really helped me with those explanations :D


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PostPosted: June 11th, 2006, 8:33 am 
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Thanks for the compliment on the VFX Guide!

I hope to finish it soon... (still busy reformatting a friend's website) (but I am slowly getting more time for RPGM2).

I'll answer what I can and make references for the rest:

The Clock Thing is a complicated one and there have been many topics about it!

This is one from another board, but very useful:

http://doansdomain.proboards27.com/inde ... 438&page=1

Check their Common Script Database for more examples.

Some of those scripts for clocks are hundreds of lines long, so I just linked to them!.

I found using the command to change the time of day (found under "Screen Display") at specific times worked better for my games.

It meant that I could control when it was night or day based on player's actions (like stopping at an inne or something).

RenamingVariables is done in the Game Menu.

Go to Game Settings; General (Oh Boy... I Forget!! It might be the other one!)

Anyway... There are two options in the Game Settings Menu. If you go to Variables in each, one will allow you to rename them, while the other will allow you to set the value at which they begin the game.

I really need more time for this...

I'm forgetting things!!

OK, back to the list;

Sorry, I was in a hurry when I wrote that other script.

I left out the lines that the system writes about condition end.

It sounds like you wound up nesting the conditions.

Put the second one after the first one ends.

The conditional branch only runs if it's conditions are met, so nesting them makes the second one skipped over when it runs as a script.

Variables have infinite uses.

The game uses them to track everything that is a number. HP, MP, Level, Battle Order, Damage, Money, Cows, Number of items, Number of each type of item, Cows, Attributes like Defense and agility, etc.

You can use them for anything you can think of!

Jugem made TETRIS with RPGM2... Not Possible without Arrays of Variables and Really Hoopy Math!

Back to quoting:

on # 3 you said to use enter map scripts, i tried doing that like this
Teleport: warp Darknev A-4
Text: message Darknev A-4
(thats the script i used)
after you teleport, the message does not appear, im not sure if you meant another way, if you did then please tell me.


The teleport command will end any script that is runnning.

Enter map scripts run when the party has just arrived from a teleport, so if you put your message there, using a "text Box" and not a "Message" it should stay.

I need to get out the game soon. I am not sure if a wait command there will hold up the game!

Here is an alternate idea:

Make an auto event that flashes a text box and uses the wait command, followed by temp removal.

The script may also need to be an action script rather than a content script.



On number 7, I have no idea what you mean, i have no clue where to start on making the world map, could you tell me where the option to make it is at? I might just be retarded and always miss the option but thanks if you can help.


Have you seen the Map Editor?

There is a great Map Editor Guide written by The Final Rune here:

http://www.geocities.com/rune32682/MEGuide.zip

That is a link from this thread on that other site:

http://doansdomain.proboards27.com/inde ... 1108492616



I hope all that helps.

I should be back to abnormal soon and be more active with RPGM2 again. Then I'll be less vague with this stuff.

Good Luck with it.

Peace.

_________________
<center>
<b>MOO!</b>
<img src="http://i16.photobucket.com/albums/b41/Rodak/bannr.jpg">
<a href="http://vfxguide.tripod.com/contents.html" target="blank"><img src="http://i16.photobucket.com/albums/b41/Rodak/guide-ad2-sig.jpg"></a>
</center>


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PostPosted: June 13th, 2006, 12:48 am 
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Thanks a lot! The guides were very helpful,I like your idea about the using the auto to set the event then using temp removel! just one thing.. I didn't mean the map that you walk on, i mean't the part that you helps you get around, like a paper map, travelers map,on the fuma game they had one you could go into a menu and it showed all the mountain ranges and seas, it also showed where your veichles were at. Im very sorry i wasn't clear the first two times. and thanks again if you can answer my final (hopefully) question. Oh and that map editor guide was helpful even though it wasn't what i was looking for


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PostPosted: June 13th, 2006, 5:17 am 
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The Traveller's Map item is part of the pre-set stuff.

You'll need to check the scripts that power it's Direct Effect to see how they displayed it.

I believe, but have not checked (or even looked at RPGM2 for months!), that it would be found under Screen Display in the script commands.

If that's unclear, I'll have time to hook it all back up this weekend! (I hope!) (I'm working for a Woman... They tend to monopolize my time when I permit them to do so!) (This one has Full Permission!!) (In fact....


:cowjump


she has me jumping through hoops for her!!).

I think the traveller's map is one of the preset items. Just rename it if you want and use it as is!

Good Luck with it.

Peace.Image

_________________
<center>
<b>MOO!</b>
<img src="http://i16.photobucket.com/albums/b41/Rodak/bannr.jpg">
<a href="http://vfxguide.tripod.com/contents.html" target="blank"><img src="http://i16.photobucket.com/albums/b41/Rodak/guide-ad2-sig.jpg"></a>
</center>


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PostPosted: June 13th, 2006, 9:24 pm 
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well, thanks for all your help, I'll check out that item and its script. Hopefully I'll be able to figure it all out.


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