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PostPosted: January 26th, 2006, 12:16 am 
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I have finally taken the time to experiment my ideas and I have done IT! One of RPGM2's greatest burdons has been broken. I've actually had this idea for quite some time, just never executed, Doyleman can vouch for that as I had explained the concept to him quite some time ago.

So what is the burden. None other than not being able to run content commands in action scripts. The second best way was always to have an indirect effect after every step, but this requires the player to move for it to execute. But now no longer. ANY command at ANY time. This also allows for 100% UNINTERRUPTED CUSTOM MUSIC. I just did it today, I made the entire zelda theme, I went and talked to people, and did menus, and [] commands. The music kept playing flawlessly!

This runs in direct correlation with my disable run and program O script. Basically it forced the enter map script to NEVER end. This looked like this.

**In the end of the "To Map/Facing" (Script #3) place these commands

Other: Vehicle: Deploy Vehicle Model [InvisMdl] Type=Land Spd=2x
Script Branch Repeat: Flag [Off(fixed)] OFF
~Other: Vehicle: Control Vehicle
~Script: Call: [O Button]
Script Branch End

~NOTE~ You will need to make a model box with 100% transparency, and call it "InvisMdl", also you may change vehicle's speed to whatever you want your party's speed at.**

Since when you press O it exits vehicle, and then it calls your O button command to do whatever, then forces you back in the vehicle.

So what we're gunna do is place some applied together called scripts. These will run the never ending content script so they can be accessed all the time. This will now look like this.

**Also in the end of the "To Map/Facing" (Script #3)
apply together
call: [custom music or other script]
call: [forced vehicle]

the forced vehicle script will look like:
Other: Vehicle: Deploy Vehicle Model [InvisMdl] Type=Land Spd=2x
Script Branch Repeat: Flag [Off(fixed)] OFF
~Other: Vehicle: Control Vehicle
~Script: Call: [O Button]
Script Branch End**

So if you want something to happen after so much time, like your teleported away you can, or after some conditions are met something else happens. It doesn't matter. The possibilities are limitless. ENJOY!!


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PostPosted: January 26th, 2006, 1:11 am 
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And this took how many years to figure out? :lol

I wonder if there are any other tricks left to figure out in RPGM2.

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PostPosted: January 26th, 2006, 2:34 am 
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I never thought about this, oh well I might use this later when I finish my flash, art, and photoshop stuff. Thanks for this.


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PostPosted: January 26th, 2006, 9:02 am 
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Holy crap! That's really awesome. Sticky!

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PostPosted: January 26th, 2006, 8:46 pm 
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So, what's the next biggest burden to tackle?

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PostPosted: January 26th, 2006, 10:54 pm 
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Draygone wrote:
So, what's the next biggest burden to tackle?


something like

•removing a specific VFX instead off clearing all of em
•good tactical enemy AI
•customize any button
•etc...

Unless you meant for me specifically. Well I'll just end up utilizing what I just discovered to get it to do whatever I wanted.

Actually the "customize any button" just became easily feasible with my scripts above! Just add a button wait command in a called script then have it execute whatever you want after it's hit. Well another one off the list lol!


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PostPosted: January 27th, 2006, 12:41 am 
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Um, I'm pretty sure the customize button idea was feasable before you posted your idea.

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PostPosted: January 27th, 2006, 5:53 pm 
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yes but not to execute content script commands. Only [] and O could do that. Now any button can do content script commands.


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PostPosted: January 27th, 2006, 9:18 pm 
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Oh, I hadn't realized that. I probably would've eventually, when I would try to make Mr. Knight raise his hands when he uses an attack. But now I can do it for sure.:)

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PostPosted: January 29th, 2006, 9:47 pm 
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Nice! I would love to use this in a segment of Mag issue 3.0, with your permission of course. This is exaclty what I need. :)

Great Job!


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PostPosted: January 30th, 2006, 9:18 am 
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OblivionWolf wrote:
Nice! I would love to use this in a segment of Mag issue 3.0, with your permission of course. This is exaclty what I need. :)

Great Job!


Of course ;)

Already PM'd with Ix on this idea too so yeah.

Also said somebody about doing some content on Zelda: Triforce.


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PostPosted: February 5th, 2006, 3:17 pm 
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Ok many have been having some Q's and stuff with this so let me explain exactly how to program the buttons and stuff. I messed around with this today and came across only ONE problem, and actually the problem can be used to benefit in a game if you really wanted. It creates half-steps, basically doubles your grid size!!! Only problem with this is that if your in a half step and walk along a building or something, part of your body will be walking through the building, otherwise it's kinda neat. I'll explain how to get this effect after I explain how to prevent the problem I found.

OK at the end of the Enter Map script put EXACTLY this:

Screen Effect: Color= Trans100% 30f
apply together
call: [button control]
call: [forced vehicle]
apply in order

~~~~~~~
For the force vehicle script put this:

Other: Vehicle: Deploy Vehicle Model [InvisMdl] Type=Land Spd=2x
Script Branch Repeat: Flag [Off(fixed)] OFF
~Other: Vehicle: Control Vehicle
~Script: Call: [O Button]
Script Branch End

~~~~~~
Now for the important script, Button control

Script Branch: Repeat: Flag [Off(fixed)]=OFF
~Data: Flag: [No Movement] Off
~Input: Buttons: Constant Wait
~Script Branch: Sort: Variable [user button]

~Apply if 12 (the L3 button)
~Data: Flag: [No Movement] On
~Wait 2F
~Script: Call: [L3 button script]
~To End

~Apply if 13 (the R1 button)
~Data: Flag: [No Movement] On
~Wait 2F
~Script: Call: [R3 button script]
~To End
~Branch End
Branch End
~~~~~~~~~~~
You can program as many buttons as you would like, but your advised not to do it to [] /\ or O, being that [] and O can already be programmed and /\ is your action button.

The only problem with this is I've found if you suddenly change directions or such when hitting one of the programmed buttons, when the button script is done your character won't be able to move. To turn movement back on I added some of these for each direction:
~Apply if 0 (the UP button)
~Data: Flag: [No Movement] On
~Wait 2F
~Party: Dir Move N 1step(s) 2x
~To End

However this created the Half-Steps I mentioned previously. So if you want half steps do it this way. The other option is to have a safety button. If you happen to trigger the event funny so it turns your movement off, have it so it moves you north one if you press start button, this will reactivate your movement, you will need to inform the player of the safety button in the game.

Another trick I learned through this is you can change the parties speed in the vehicle when normally you couldn't. Let's say, like in my Zelda game, I have pegasus seeds that make you fast. So I'll have it move you north one step at 4x and then it will set your new speed to 4x until you press the safety button.

I found I only came across this problem when I was jamming directions and pressing scripted buttons. So it shouldn't be overly common, and its just a safety net to have the safety button.

Ok so you know how to program every button. But let me show you a quick script for a some wind effects. Note that any time you use movement of the party from the Enter Map script you'll want to turn the party no movement flag On and wait atleast 1 frames so it has time to execute before the movement commands. You may also want to set a flag that turns ON for every content event character you talk to and then off when your done. Then in your button control script, have none of the buttons work when this flag is on. This is because you will still be able to attack and do all your programmed buttons during event's content script, which you won't always want. Ok wind effect time

(repeat)
Other: Wait X**Frames
Data: Flag: [No Movement] On
Other: Wait 1F
Party Direction Move S 1step(s)
Data: Flag: [No Movement] Off
(repeat back to top)

I tested this with a party speed of 2x.
If for X you put a 2, you will be able to move North but struggle very much
If for X you put a 1, you will not be able to move North, you will be able to maintain your north location by holding up, as soon as you let go you fall until you press Up again to maitain height.

This could be used for a wind effect OR a platformer. You could make your games from sky view and rotate the character properly, so it will look like he's on his side. It will look like he's falling and you could add a jump effect and stuff. It would be the best way to make a mario like game, you could quite literally jump and land on events head to crush them.

Heck some parts of zelda games have that mario view with jumping and falling, maybe I'll add one to triforce


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PostPosted: March 10th, 2006, 1:29 pm 
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hey nash i downloaded your rpgm game on action replay max and i could say your the man whit rpgm2 but whit these skill you should think of going on rpgm3



(try my game on action replay max (esper hunter) rpgm3)

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PostPosted: April 1st, 2006, 4:59 am 
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Homecrew wrote:
but whit these skill you should think of going on rpgm3

Did you really say that?

3 is not just a step backward from 2... it does not even begin to offer this level of customization!

Things like this are why RPGM2 is the only maker for serious programmers!

Ach! 3 isss for Kiddie-Winkies!

Let's hope they put out "2.5" SOON!

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PostPosted: July 14th, 2006, 12:24 am 
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Hey Nash, great job on your find. Gonna see If I can use this with my Zeldaish/ RPGish game. Might be able to use Square for a menu now and X for attacking =)

Also, I saw RPG Maker 3 is 25 dollars on a few sites. Is it worth it to most of you? I loved RPG Maker and RPG Maker 2 is awesome because of the you-know-what-load of commands you can do. (Except I never could get a fully functional Strategy game system running right) Now wth RPG Maker 3 I've been hearing that it's very limiting. I'm wondering is it like RPG Maker 1 where there were ways around it's limitations or is it just plain limited with no real way around?

Oh and to the weird guy reading this in his underwear, please put some clothes on man...no one needs to see that...

Edit: Wow just noticed the last post here was way back in 2005...

Edit 2: Nvm, was looking at join date >_<


Last edited by Angel Of Fear on July 14th, 2006, 12:48 am, edited 1 time in total.

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PostPosted: July 14th, 2006, 12:26 am 
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RPGM3 currently has two workarounds, but one is almost useless while the other shouldn't have to exist in the first place. And even with these workarounds, it's still limited. I will tell you right now, if you enjoy RPGM2, you will be highly disappointed with RPGM3.

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PostPosted: July 14th, 2006, 12:46 am 
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Okay thanks for the reply. I guess I'll stick with RPG Maker 2 until the next great RPG Maker comes out. Crosses fingers for an action cbs to be possible in the next RPG Maker. I bet Enterbrain is finding it hard to find a balance in ease of learning with enough options to keep everyone happy.

At least RPG Maker 2 never gets old. It'll surely last till RPG Maker 4.

Edit: Wonder if this can help with improving enemy a.i. in my action cbs...Maybe my mid-boss won't keep getting stuck near a wall now =) Now back to the coding.


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PostPosted: July 14th, 2006, 10:32 am 
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Action CBSs just take a little work in RPGM2. All my bosses will have preset paths they follow, rather than free-roaming and coming after the player, and most involve non-conventional methods of attacking, such as luring a rock monster into a spring that bounces him under a smashing hammer (or I'm toying with that idea, at least).

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PostPosted: July 14th, 2006, 3:00 pm 
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Draygone wrote:
Action CBSs just take a little work in RPGM2. All my bosses will have preset paths they follow, rather than free-roaming and coming after the player, and most involve non-conventional methods of attacking, such as luring a rock monster into a spring that bounces him under a smashing hammer (or I'm toying with that idea, at least).

Hmm, I may have to try pre-set paths again. Last time I couldn't get them to work because of the complex scripting involved in making bosses. My bosses aren't too hard to figure out. One involves slashing a boss till it exposes it's "core", Then you use the dungeons item to attack it. Another involving slashing a dragons head till it falls and placing a bomb on it's back.

Bombs are probably the biggest problem I've ran into though. They sometimes dont show up for some reason. I have them move to the players position when Square is pressed and then they show up and blast any enemies or the character around them. 3 second fuse works too and limiting it to only 1 bomb at a time works too...but that stupid thing with it not showing up.


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PostPosted: July 14th, 2006, 3:40 pm 
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Did you use duplicate event?


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