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Gil/Coin Toss Ability, as well as a couple other abilities [2K3]

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So I've already implemented a Steal and Scan ability into my game, and would like to incorporate a Gil Toss/Coin Toss ability if it is possible. Same with Pray (which I think I know how to make) and Dualcast (is there a way of making this work properly with specific skills or...?). Any help on this would be greatly appreciated ^^;;

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I made a account here cause I feel bad no one replyed. D=

Anyway to answer your question the best I can.

Since I can see you made a steal and scan ability I can assume you know how to make a skill trigger events.
For gil/coin toss. You need to set a variable to the amount of money you have. Next subtract that variable from the monster's hp value. Then decrease your money based on the variable (should end up at 0). Well, that's if you want to throw all your money. If you want a chosen value of $ to throw..., you can't really do that unless you have a custom battle system (I could probably easily do this if I had the use of pictures, which you don't in battles). If you want the skill to through a set amount, let's say 1000. Set a variable to 1000, check the player's money to see if they have at least 1000 (if they don't I guess you can just make it say skill failed), do damage to that monster with that variable, then subtract it from your money.

I'm not really sure what pray would do, haven't played a FF game in awhile. But you said you know how to do it.

For dual-casting...
I'm not exactly sure how you want to go about that to begin with.
What I would do is.
Make a spell type called dual cast and have it able to use all the spells you can cast normally.
Next I would have to make a event detect what spell I chosen to cast (only way to do that I know of is by mp cost). After you got it detected (I'm not going into how to detect it, you should be able to figure it out).
When it is casted, I would make a conditional-branch for each possible monster target. Now for each target, I would try to fake a character casting animation, use that animation of the target chosen, and make a damage formula (common event) and do similar damage. This should make it look like you casted the spell twice and doing damage twice. Sorry I couldn't be more elaborate. ><

I hope this helped. ^^;

edit: For coin toss. Try using input number. This should allow you to choose how much $ you wanna through. Although, the prompt for this will show up after you use the skill, that's not all bad really except, I don't think you can go back if you decided you didn't wanna use the move anymore.



« Last Edit: August 29, 2011, 04:18:31 AM by RikaPSO »

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Hmm....well, I' don't think I'd want to throw all the money at the enemy (since well...that would easily OHKO just about anything just by getting enough money lol). I might try to do a custom formula for this. I was looking at FFVI's Gil Toss formula, and then decided to look at each game's formula. This is what I have for those per game (note that I'm not sure if any of these would be viable or not...I'm just tossing them out here just in case):

FFIV: TAY
    * GilCost = Level * 30perenemyperthrow

FFV:
    * Damage = (10 + Level ? Defense) * 150toeachenemy
    * GilCost = Level * 50perenemyperthrow

FFVI:
   * Damage = GPThrown * 2 / Numberofenemieshit

FFIX:
   * GilUsed = Amarant'sLv * 101
   * Damage = [(GilUsed * GilUsed * Spirit) / (GilOwned * 10)]


I was going to post VII, VII -CC-, and XII, but that would've been the entire thing for each. I'm thinking that it might be possible to do something based off of TAY or V (IX seems a bit complicated to do, and I highly doubt I can pull off VI's version).


Dualcast I was planning on having it as per FFVI (choose one spell, then choose another spell and they both go off one after another). Though I don't think the system would allow that.

As for Pray, I have it done already (HP Healed = 10% of character's Max HP sounds reasonable enough. It's kinda like FFIV's Pray in a way but better).

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I'll just make a random formula XD
I would make the skill call a event.
Code: [Select]
Variable Oper: [variable z] Set, Money //sets variable z to your money
Input Number: 7 Digit, [variable x] //stores $ in variable x
Branch if Var [variable x] is V[variable z] Less //if your money is less than the chosen input value....
  Variable Oper: [variable x] Set, Money //set the input value to your money^
End
Change Money: V[variable x] Remove //removes money based on your input value
Variable Oper: [variable x] / , 100 //divides variable x by 100
Variable Oper: [variable y] Set , Character x Level //set's the character's level to variable y
Variable Oper: [variable x] + , Var [variable y]'s Value //adds variable y to x
Branch if 1: Monster1 Targeted //checks which mob your targeting with the skill
  Change Cond: Character x Inflict x //will change the animation used by the character for the moment
  Show Battle Animation: x, Monster1 //shows the animation hitting the mob -throws coin-
  Wait: 0.1 Sec //waits..
  Change monster HP: 1:Monster1's HP V[variable x] Remove //does damage based on variable x
  Change Cond: Character x Remove x //changes the animation back to normal
End
Repeat the branches for each monster target available.

This formula is basically:
Damage = Money chosen to throw / 100 + Character level
Money spent = Money chosen to throw

This probably could have been done better but that's just off the top of my head. Could have a lot of that in common events.


As for dual casting. Yeah, can't do that. You'll need a custom battle system.
« Last Edit: August 29, 2011, 05:49:01 PM by RikaPSO »

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I was afraid it'd be something like that. If I knew how to script, I'd make the battle system myself (one thing I dislike about 2k3 with its default system is how restrictive it is...maybe I should make a topic about the things I like/dislike about 2k3....hmmm...).

I'll give that code a test to see how it works by testing it in my debug room. That does look like it'll work though at least


EDIT: So it works, but had to tweak it a bit. Might be useful for others that want it too, though dunno.

Throw this into Common Events:

Code: [Select]
Variable Oper: [variable z] Set, Money //sets variable z to your money
Input Number: 7 Digit, [variable x] //stores $ in variable x
Branch if Var [variable x] is V[variable z] Greater //if your money is less than the chosen input value....
  Variable Oper: [variable x] Set, Money //set the input value to your money^
End
Branch if Money is 0 Less/Equal
  Variable Oper: [variable Y] Set, 0
  Variable Oper: [variable X] Set, 0 //sets variables to 0 so damage done is 0 if player has no money left
Else
  Change Money: V[variable x] Remove //removes money based on your input value
  Variable Oper: [variable x] / , 100 //divides variable x by 100
  Variable Oper: [variable y] Set , Character x Level //set's the character's level to variable y
  Variable Oper: [variable x] + , Var [variable y]'s Value //adds variable y to x


Then throw this into each monster group page:


Trigger: [Cloud] uses [Gil Toss] command
Code: [Select]
Call Common Event: Gil Toss

Branch if 1: Monster1 Targeted //checks which mob your targeting with the skill
  Change Cond: Character x Inflict x //will change the animation used by the character for the moment
  Show Battle Animation: x, Monster1 //shows the animation hitting the mob -throws coin-
  Wait: 0.1 Sec //waits..
  Change monster HP: 1:Monster1's HP V[variable x] Remove //does damage based on variable x
  Change Cond: Character x Remove x //changes the animation back to normal
End


So for instance, say you choose 500 Gil, and Cloud's Level is 16, the total damage done is 21. Doesn't seem much, but hey, can always change if you need to. And to prevent the ability from doing damage when you have no money (which was the problem I was having originally with the code), changing the variables as per the second If block will make it do as such.



Much obliged Rika....very much obliged. Even though it may not be used till late game (if at all), it at least gives the game more flavor and uniqueness I think. I COULD make it more useful by making the damage higher (since in my game, you're constantly low on money due to buying high-priced supplies all the time), though not sure on that yet. At least I can change the values in the Common Events if need be! Now I must think on what other abilities would be useful or interesting to make~
« Last Edit: August 29, 2011, 11:09:07 PM by Xenomic »

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Alright, so now that all of those abilities are sorted (Gil Toss/Pray/Miracle), I'm wondering if it's possible to do a Chakra ability at all? I'm assuming it's impossible to make a command ability that lets you target an ally/self, so it'd have to be done via scripting. So if it's done by script (where it targets all allies), I might have to make it less than it actually does in the formulas I'm about to post.

So, here's the formulas from each FF game that I've looked at that might be worth using for this ability. Reason I'm making this is to give the character an ability that offsets the super small amount of MP she gets (in comparison to her skills, which in all honesty do cost quite a bit to use).

FFVI:
 HPRestored = User'sMaxHP / #ofPartyMembers - 1

Or for an easier reading, directly from the wiki:

"which heals every party member bar Sabin himself for an amount equal to Sabin's max HP divided by the number of party members minus 1"


FFIX:
    HPRestored = [(20 * Target'sMaxHP) / 100]
    MPRestored = [(20 * Target'sMaxMP) / 100]


Those two I'm looking at, though if I cannot target an ally with said ability, I may have to use the FFVI version instead of the FFIX version (which is the one I'd like to use, since it helps make the character more useful for healing MP as well).
« Last Edit: August 30, 2011, 12:57:03 AM by Xenomic »

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Alright, so now that all of those abilities are sorted (Gil Toss/Pray/Miracle), I'm wondering if it's possible to do a Chakra ability at all? I'm assuming it's impossible to make a command ability that lets you target an ally/self, so it'd have to be done via scripting. So if it's done by script (where it targets all allies), I might have to make it less than it actually does in the formulas I'm about to post.

So, here's the formulas from each FF game that I've looked at that might be worth using for this ability. Reason I'm making this is to give the character an ability that offsets the super small amount of MP she gets (in comparison to her skills, which in all honesty do cost quite a bit to use).

FFVI:
 HPRestored = User'sMaxHP / #ofPartyMembers - 1

Or for an easier reading, directly from the wiki:

"which heals every party member bar Sabin himself for an amount equal to Sabin's max HP divided by the number of party members minus 1"


FFIX:
    HPRestored = [(20 * Target'sMaxHP) / 100]
    MPRestored = [(20 * Target'sMaxMP) / 100]


Those two I'm looking at, though if I cannot target an ally with said ability, I may have to use the FFVI version instead of the FFIX version (which is the one I'd like to use, since it helps make the character more useful for healing MP as well).

Well, you can't choose a specific character as a target. I don't think it is really possible to choose a player target then use script specifically on your target unlike with monsters unless you use a custom battle system.

I'm guessing you don't know how to script this spell? o.O?
Not sure what your actually asking.

Here's script when you use the said spell's FFVI version
FFVI:

Okay code for the spell itself
Code: [Select]
Variable Oper: [variable x] Set, Char1 Max HP
Variable Oper: [variable y] Set, Party Size
Variable Oper: [variable x] / , Var [variable y]'s Value
Variable Oper: [variable x] - , 1
Change Cond: Character x Inflict x //will change the animation used by the character for the moment
Show Battle Animation: x, Entire party //shows the animation for healing i guess?
Wait: 0.1 Sec //waits..
Change HP: Entire Party's HP V[variable x] Recovered
Change Cond: Character x Remove x //changes the animation back to normal

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I was asking whether or not if it would be possible to do it single or not, but since it doesn't seem to be the case, guess I'll have to go for the VI version (I actually forgot that there was a Party Size option in 2k3 lol...though I guess the question would be, how to make it so that it doesn't heal the user as well...I'm assuming I can set up the variables in the common events, as well as the If statements for each individual party member in another statement...

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I was asking whether or not if it would be possible to do it single or not, but since it doesn't seem to be the case, guess I'll have to go for the VI version (I actually forgot that there was a Party Size option in 2k3 lol...though I guess the question would be, how to make it so that it doesn't heal the user as well...I'm assuming I can set up the variables in the common events, as well as the If statements for each individual party member in another statement...

If there wasn't a party size option you can still detect the size with variables when characters join anyway. =p

Well. you could just heal every character in your game besides that one if ya wanna be lazy. xD

You can detect who is in the party if you want to by setting a variable when they join or making them join via variable (character with id stored in) instead of a specific character.
You could make it detect which character is who by assigning who is in the party to a "slot" variable (made up by you of course). And to make the event of the spell check each "slot" and if the said slot is occupied by the said character, not to heal that person. That's what I'd do anyway. ^^;

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I just got confused by all that lol


So, if I made a variable for (let's use these as examples) Sabin called "Sabin Get", then 4 variables for "Slot 1", "Slot 2", "Slot 3", and "Slot 4", in the common event I could make it like...actually, I just lost myself lol. @_@

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I just got confused by all that lol


So, if I made a variable for (let's use these as examples) Sabin called "Sabin Get", then 4 variables for "Slot 1", "Slot 2", "Slot 3", and "Slot 4", in the common event I could make it like...actually, I just lost myself lol. @_@
Okay maybe I explained it wrong.

Basically, you want to know who occupies which character "slot".
-makes up 4 names-
Bob
Rena
Peter
Beth

Now. Let's say Bob's id is 0. Rena is 1, Peter is 2, and Beth is 3.

Let's say you start the game as Rena.
Slot 1 is occupied by Rena, thus it's value will be 1. So set slot 1 to 1.
Now Bob comes along a little later. Slot 2 is 0.
Beth joins. Slot 3 is 3.
Peter then joins. Slot 4 is 2.

Now have the spell check slots 1, 2, 3, and 4.
Let's say Rena is the one with the spell and you don't want it to heal her.
For each slot. Have it check their value with a conditional branch. Whatever slot is equal to 1 (Rena) don't let them be healed?

Understand now? ^^;
Might be a little bit difficult to detect who is on which slot if you have more than 4 characters, but you can do it I think. For "slot". Just name 4 variables "slot 1", "slot 2", "slot 3", and "slot 4".
« Last Edit: August 30, 2011, 04:47:36 PM by RikaPSO »

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Ah, I get it now. Though you are right, it'll be pretty hard to do that method using how many characters I have (grand total of around 25-28 playable characters, including main and optional), so I'll probably have to do it the old fashioned way of doing "If XXXX is in Party" and put all of that in Common Events. Do appreciate the help you've been giving so far though ^^

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Your welcome, sorry I couldn't help more.
You can do it with a bunch of characters, just think it might be hard to keep track of who is in what slot. XD

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Indeed, it really is lol. So I just stick them all in one common event and call it from there. Much easier to do too! Set it up with a If statement for if the character is in the party, then have them heal that much with the formula at the very top of the common event. Makes it a lot easier to change the coding if I need to later too!

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So now here's a new one...I currently have this on an accessory, but MIGHT make it a passive ability for a character. Anyways, I've been trying to make this accessory that, every step you take, you get 1 Yen. It works...to a degree. The problem? Anytime you move, you receive a random amount of yen instead of 1. I haven't figured this out yet, but thought I'd share what I have thus far.

In Common Events, set to Parallel Process

Code: [Select]
Branch if Reimu Andvarinaut Equipped
  Key Input Proc: [0025: 8 Directions Down]
  Key Input Proc: [0026: 8 Directions Right]
  Key Input Proc: [0027: 8 Directions Left]
  Key Input Proc: [0028: 8 Directions Up]
  Branch if Var [0025: 8 Directions Down] is 0 Not
    Wait: 0.0 Sec
    Change Money: 1 Add

  Else

  End
  Branch if Var [0026: 8 Directions Right] is 0 Not
    Wait: 0.0 Sec
    Change Money: 1 Add

  Else

  End
  Branch if Var [0027: 8 Directions Left] is 0 Not
    Wait: 0.0 Sec
    Change Money: 1 Add

  Else

  End
  Branch if Var [0028: 8 Directions Up] is 0 Not
    Wait: 0.0 Sec
    Change Money: 1 Add

  Else

  End

Else Handler

End


If anyone can figure out what causes this to bug as such, would be greatly appreciated. I'm also still trying to figure out how to do HP/MP+ Accessories as well (I know HOW to do % for HP/MP for characters, but not sure how to make it NOT constantly increase HP while equipped with said accessory...for instance, if the accessory increased HP by 30%, all that'd need to be done is multiply character's HP by 30, then divide by 100 and save in a variable that way. But that second part of not making it constantly increase? Not sure on that yet...).

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Well, luckily. I have a piece of code from a project that should help with your yen problem. ^^;
Basically this code will have a constant check for your position and whenever it changes it will do something. This is 2 common events.
This is called by a map event:
Code: [Select]
Switch Operation: [x: accessory allow on this map?] ON
Variable Oper: [Moving x] Set, Hero X Coord.
Variable Oper: [Moving y] Set, Hero Y Coord.
Variable Oper: [Moving x change] Set, Hero X Coord.
Variable Oper: [Moving y change] Set, Hero Y Coord.
This one is a parallel Process ("accessory allow on this map" is it's condition):
Code: [Select]
Branch if Var [character x's accessory] is "the accessory's number goes here"
   Branch if Var [Moving x] is V[Moving x change] Not
      Variable Oper: [Moving x] Set, Hero X Coord.
      Variable Oper: [Moving x change] Set, Hero X Coord.
      Add 1 money here
   End
   Branch if Var [Moving y] is V[Moving y change] Not
      Variable Oper: [Moving y] Set, Hero y Coord.
      Variable Oper: [Moving y change] Set, Hero y Coord.
      Add 1 money here
    End
   Variable Oper: [Moving x change] Set, Hero X Coord.
   Variable Oper: [Moving y change] Set, Hero y Coord.
   Variable Oper: [character x's accessory] Set, Character x Accessory number
Else
Variable Oper: [character x's accessory] Set, Character x Accessory number
Variable Oper: [Moving x change] Set, Hero X Coord.
Variable Oper: [Moving y change] Set, Hero y Coord.

This SHOULD work.
It can be better though. I just copy and pasted my code that's tweaked a lil pretty much (I mighta made some typos if I did sorry). This code was meant to change the encounter rate for every step you took (so you didn't walk say 2 steps and get into a battle). if it doesn't work, tweaking this code a lil should make it work. xD

To your other question I'll try to answer that another time when I get the chance. ^^;

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Oh right! Speaking of the random encounter thing, I tried making a No Encounter accessory, which doesn't work for some reason. Dunno if I need a map event for that or not, but I'll post the coding I have for it in the Common Events.


Common Event: Demon Charm (Moogle Charm basically)
Parallel Process (Switch 5000: Start of game)

Code: [Select]
Branch if Reimu Demon Charm Equipped
   Encounter Rate: 0

Else Handler
   Encounter Rate: 80

End


That's pretty much all of the code that's used. So why that doesn't work is beyond me. It does the same thing to my Enemy Repel, which is as follows:


Common Events: Enemy Repel
Parallel Process (0122: Repel)

Code: [Select]
Encounter Rate: 0 (was 160 originally)
Wait: 30.0 sec
Encounter Rate: 80
Switch Operation: [0122: Repel] OFF


So there's those 2 that doesn't work at all for me for some reason. I made the Repel be half encounter rate essentially (80 is generally the normal encounter rate in my game) and it didn't work then either I think...not sure what's going on there @_@


I'll give that code a try though and see if that works. Luckily I can test it in debug room! I thought having an accessory like this would help offset the money issue in my game (even if it is 1 per step....money is money right? ^^;  ). I'm guessing I could use the switch that turns on at the start of the game to call that map event (you don't get the accessory at the start of the game, but hmm...not sure how I'd call it on the map yet. Probably while the accessory is equipped on specific maps I'd assume), though I'm curious as to why a variable for the accessory the character has on instead of while equipped with the accessory o.o
« Last Edit: September 02, 2011, 08:17:11 PM by Xenomic »

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I use a variable to check for equips.

Make a variable. Set it to equal.
Click on hero. Choose the character. The box next to it, hit accessory number.
Now that number will be the number whatever that person's accessory is in the items list (mine was items 0004 and 0005. Then just have a conditional branch check for the said number.

I guess you can do it the way your doing it. Just to check if it's working. Make a message saying "debug" or something to when the encounter rate is changed so you know the event is happening.
If the debug message isn't popping up you did might have done something wrong.

My encounter thing is a bit different than a static value. If you walked a certain number of steps it would change the value. Then do it again when another certain number till eventually a battle will occur almost every step. Then it would reset. I had 2 items effect it. 1 making no encounters and 1 making half the encounter rates.




Now for your other question from earlier:

To make a hp/mp increasing accessory. Have a parallel process checking for your accessory number at all times. Next make a switch that says the item is equipped or not.

Code: [Select]
Wait: 0.1 sec
Variable Oper: [Accessory number], Char x Accessory No.
Branch Var [Accessory number] is "number wanted here"
   Branch if Switch [hp item equipped] is OFF
      Change Statistics: Char x Max HP 1 Up
      Switch Operation: [hp item equipped] ON
   Else
Else
Branch if Switch [hp item equipped]  is ON
   Switch Operation: [hp item equipped] OFF
   Change Statistics: Char x Max HP 1 Down

This code should work unless I typoed, worked for me.
Keep in mind their hp or mp won't be different until they exit the menu.
And lol, this caused me to lag because I had too many parallel processes on at once I think. XD

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That's actually relatively funny, because I have lord knows how many parallel processes that go on at once all over the place, and the only time the game ever lags for me is in one area (why it even lags there is completely beyond me, as there's literally no parallel processes in said area). I'll give that coding a test run to see how well it'll work. I'm assuming that that'll work for each character as well (which may be a pain for me seeing how many characters I have, but hey, whatever makes the game more unique yo~).


I don't know why I didn't think of using a message for checking to see if things worked or not. Probably would've made a lot of things I've done so much easier lol @_@


EDIT - I'm also assuming that whenever the accessory changes for said character with that variable, the variable number will always change...that's actually a clever idea I have to say.
« Last Edit: September 02, 2011, 10:57:39 PM by Xenomic »

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So, I checked the HP+ accessory code, and that works perfectly. The yen one however, I haven't gotten to work at all. It just doesn't increase the yen at all, which I'm not sure what I'm doing wrong. Might be the first common event (I'm not sure if that's meant to be parallel process or Call or what @_@).   

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So, I checked the HP+ accessory code, and that works perfectly. The yen one however, I haven't gotten to work at all. It just doesn't increase the yen at all, which I'm not sure what I'm doing wrong. Might be the first common event (I'm not sure if that's meant to be parallel process or Call or what @_@).

-uploads pictures of the code-
Keep in mind copying it exactly won't make it work.




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Well....here's what I got

Code: [Select]
Branch if Var [0716: Accessory] is 760 (# for the accessory)
   Branch if Var [0712: Moving X] is V[0714] Not
      Variable Oper: [0712: Moving X] Set, Hero X Coord.
      Variable Oper: [0714: Moving X Change] Set, Hero X Coord.
      Change Money: 1 Add

   End
   Branch if Var [0713: Moving Y] is V[0715] Not
     Variable Oper: [0713: Moving Y] Set, Hero Y Coord.
     Variable Oper: [0715: Moving Y Change] Set, Hero Y Coord.
     Change Money: 1 Add

   End

Else Handler
   Variable Oper: [0714: Moving X Change] Set, Hero X Coord.
   Variable Oper: [0715: Moving Y Change] Set, Hero Y Coord.
   Variable Oper: [0716: Acccessory] Set, Reimu Accessory No.


Note, I tried this by this way and with the Hero Equipped function. If I put the Branch ifs as Equal to, then it works....indefinitely. If I leave it as the code stands right now, nothing happens at all. The switch DOES turn on (I could potentially just make that first common event a parallel process to shorten things for me I think), but why it doesn't add the yen I don't know. I even tested this code by trying to make a message pop up. It'll pop up indefinitely in the Else Handler part (which I expected it to), but it never did in the Branch Ifs. @_@

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Weird my message was posted twice. o-o
Oh well fixed. Site was lagging my previous post.

lol. Everything in your code is correct except for 1 important thing.
Because of where some code was, x was always = to it's change.
With that code. You actually get 2 gold instantly, but never again.
It only checks for a new position until the accessory is equipped. It only checks for the accessory until it's equipped. Once it is, your code no longer checks for either.
I made a new 1. Only 1 Parallel process.

Look at the slight difference of mine to yours. It work's almost perfectly:


What's the difference? :3
Oh, tiny bug. It will give 2 gold the first time it's equipped. o-o

Edit: Uh, I was testing something, it says call..., but make sure it's a parallel process. ;-;
« Last Edit: September 03, 2011, 01:52:05 AM by RikaPSO »

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Wait, was it because I had the stuff in the Else handler and not at the very end? lol

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Wait, was it because I had the stuff in the Else handler and not at the very end? lol
Yup. XD

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Welp, it works perfectly fine for me now! Hurray! (Also, it only gave me 1 gold when I equipped it. Oh well, not like that's a big issue or anything!

Next big project (which is what most of these accessories are going to be for) is to make a crafting system, hence why I was asking about these. Really do appreciate all of the help ^^;

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Ok....so new problem! I said that the HP+ code worked right? Well...it does....for one character. If I copy the code and put it for another character, then it bugs up badly. As in....the character equipped with said item will constantly gain HP, and the others will constantly lose HP.

I'll just screenshot for ya.





The code is exactly the same in every other character (with differences to make it so that it would work for them). I really hope that I don't have to make multiple switches to do this right for each character....



EDIT - Looking at the coding again, I think I know why it's doing that. Because the others don't have one equipped, it turns the switch off, and then Reimu having it on turns it back on, and thus it loops....blerg....I'm going to have to use multiple switches aren't I? Or would it be possible to use variables instead for this so as to not waste anymore switches than I already have? @_@



EDIT EDIT - Seems I managed to get it working via using different variables per character. Guess that takes care of that, but man, that's gonna be a lot of work lol x_x
« Last Edit: September 03, 2011, 03:23:53 AM by Xenomic »

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Glad you fixed it. I was gonna say...., "You do notice your using the same switch for each character right...?"

You think that's hard? Can't wait for you to try to make your crafting system. XD
I've made a upgrading weapon system (designed for each item in the game to be upgraded). Took some work but I made it very easy to add new item entry's to it (I only did 1 weapon, but could easily add more).
Also made a system to where you would find a certain kind of "metal" where you you would make random accessory's out of them.
I gave up on both of them though, because I found it severely limited selection wise. Like, for upgrading a weapon, I had to check the weapon equipped to the said character. I would rather you be able to actually select it in inventory. I don't think that is possible though. Would require a custom menu (I'm capable of making one, but I really don't feel like it, too much work). xD
« Last Edit: September 03, 2011, 04:11:54 AM by RikaPSO »

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I'd like to make a custom menu myself (it'd be NICE to actually have the in-game timer somewhere....I might make an item that'll let you see for how long you've been playing or something at the very least...).

I expect the crafting system to take me a long time to do...I really do. But I'm probably going to stick to 3 items max per item (with varying amounts of course). In a way, it'll be similar to FFIX's Synthesis, but more like Genius of Sappheiros' system (which is what I'm aiming for more or less). Though I'll have to figure out what exactly to do for what each. Not only that, need to figure out just how many accessories I WANT to make now that I can do % on stats (why they didn't include that for characters on things like they do for enemies, I'll never understand...).

I forgot that I had one variable for each playable character in the game, and I don't think they're being used for anything anyways, so thought I'd make use of them. Best part? They can be used for each accessory at that~ Not sure if I'd do this for character-exclusive equipment or not though...


It's funny...some of the stuff I've done I figured out on my own after a while (Blue Magic system after implementing it from a tutorial, then implementing % chances to learn and whatnot; skill upgrade system which was a PAIN to do...about 1500 switches used for that, not even joking...hence why I'm apprehensive about using switches right now since I'm only 50% done with my game, storyline wise with no real sidequests done yet), yet I have trouble with simpler things. Makes no sense I tell you! @_@

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Here's one that's got me confused. So I'm trying to make a Teleport ability...so that if you use it in the dungeon, it'll teleport you to outside of the dungeon. Now, I have an ability set to Teleport as its Type, and I tried doing a Teleport Management (Parallel Process). But when I try to use the skill in the menu, it's grayed out. I'm not sure if THAT'S how you're supposed to do it for teleports or not, but any help on this would be nice if possible @_@

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Here's one that's got me confused. So I'm trying to make a Teleport ability...so that if you use it in the dungeon, it'll teleport you to outside of the dungeon. Now, I have an ability set to Teleport as its Type, and I tried doing a Teleport Management (Parallel Process). But when I try to use the skill in the menu, it's grayed out. I'm not sure if THAT'S how you're supposed to do it for teleports or not, but any help on this would be nice if possible @_@

Wow, never actually tried to make a teleport spell before. Not many options from what I see... o-o
Maybe it teleports you to where you last saved? No idea.
Anyway here is my remedy.

Make the skill trigger a switch (let's say 0001). Now have a parallel process checking for the switch. Now have a variable get the map id. Make a handler for each map (where to teleport to based on the map). Also make a handler for maps not allowed to be teleported out of (or a event that shouldn't be teleported out of). I got it to allow me to teleport to another map so you should be able to do this.
Don't forget to turn the switch off.
« Last Edit: September 12, 2011, 02:17:26 AM by RikaPSO »

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I'll take a look into that later to see how it works. Need to at least fix other things before that (since that won't be used for a while yet).


So, here's the NEW one, going back to stat bonuses. So, I need someone to test this out for debugging purposes.





Don't give the weapon any speed to start off with. Need at least one or two other party members aside from the user of this weapon. Need at least one helmet, shield, armor, and accessory that increases speed (for what I did, I had a +20 speed on the armor, +50 speed on an accessory, +10 speed on a shield, and +80 speed on a helmet as a test). I forget EXACTLY what I did, but try one of the following:


A) Equip weapon, then equip the stat boosting equipment, exit, and return to menu, remove weapon, leave menu, then return to check speed.
B) Equip stat boosting equipment first, then weapon. Then exit and return, unequip equipment, then weapon.



If the weapon is the only thing equipped and unequipped, the thing works perfectly fine. However, I noticed that by doing one of the other methods, sometimes it'll reduce speed INCORRECTLY to the wrong values instead of the original value. I'm not sure how to fix this (and I'm sure it'll be like this for other stat bonus weapons that coincide with other stat bonus equipment...). Any suggestions on how to fix this up at all?

I've also noticed that sometimes, I have to enter and exit the menu twice in order for the changes to take place when equipping/unequipping these types of weapons. Not sure why either x_x



***EDIT***

Adding onto this...




So what I was aiming for was this. If the character has this weapon equipped, and anytime they are in Critical HP, their attack would be doubled as LONG as they stayed in critical (not continuously doubled mind you. Only doubled once), and once unequipped or above 75% HP, returns the strength stat back to its original stat. However, I have a feeling that this may coincide with other bonuses as per the previous problem, so not sure on how to fix this one until the above issue is resolved x_x
« Last Edit: September 17, 2011, 02:25:11 AM by Xenomic »

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Here's a new idea...making an item that lets you view the map (but does not allow you to actually interact with anything, so your sprite is still on-screen, but your actual character is invisible and lets you move around the map, unable to pick up anything or start battles or leave the area). Any ideas on this? I was thinking of making an item that allows this (like say, using a Camera will let you look around the map so you can view your surroundings, then canceling it while in that mode will allow you to return to where you previously were).

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With the first post regarding critical hp. Instead of doubling their stats, it would probably be easier to inflict a status effect that doubles their attack.
Then you don't have to worry bout your event stacking it.

For the map item. Have a item trigger a switch. Parallel process check for it. It should, make your sprite change invisible or use a sprite that is invisible or something, memorize your position, "move event" then turn phasing mode on. I think that should do it for actually moving. Now all you need is a button or something to turn it off, and undo everything and go back to the memorized position.

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Hmm....but what about for keeping the player from moving to other screens or triggering other events, since I did have phasing mode off for testing purposes in some areas and was still able to go to other areas (or my tester did when they were bugtesting my game anyways...).

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I came up with some kind of solution that makes use of Pan Screen but it's a little shabby and requires making a 'clone' of each tileset set to be completely impassible, then changing the current tileset whilst checking for key inputs to pan the screen - when Decision key is hit you'd reset everything and you're good to go again. Another problem in this is that the screen only moves 1 square per key press.

The other solution involves moving impassible events to surround the Hero sprite effectively preventing his movement - the big problem here is you can't have this impassible event move to a position where there's already an event in that position.

If you really want this idea to be there, though, this is what I had for the first solution. I've copied everything include the comments - feel free to change names.

Requirements:

Event: CameraPan  (copy and edit this for every map)

Switches:
Camera Pan OK
CannotUseCamera - in case you wanted to prevent use in certain areas

Variables:
CamKeyPress

Item - Switch ON: Camera Pan OK

Code: [Select]
<> Comment: CHECK - CANNOT USE ITEM
<> Branch if  Switch [CannotUseCamera] is ON
  <> Switch Operation: Camera Pan OFF
  <> Jump to Label: 2
  <>
: END
<> Comment: Setup
<> Main Menu Access: Forbid
<> Save Menu Access: Forbid
<> Change Map Tileset: World Map Lock <- this is the impassible clone tileset, change based on tileset
<> Comment: LOOP START
<> Label: 1
<> Move Event: Hero, Lock Facing
<> Key Input Proc: [KeyPress] <- with 1, 2, 3, 4, 5 checked only
<> Comment: RETURN TO ORIGIN AND STOP
<> Branch if  Var [KeyPress] is 5
  <> Pan Screen: Reset Position, Speed 4 (Wait)
  <> Change Map Tilset: World Map
  <> Jump to Label: 2
  <>
: END
<> Comment: DOWN
<> Branch if  Var [KeyPress] is 1
  <> Pan Screen: Down 1 Tiles, Speed 4
  <> Jump to Label: 1
  <>
:END
<> Comment: LEFT
<> Branch if  Var [KeyPress] is 2
  <> Pan Screen: Left 1 Tiles, Speed 4
  <> Jump to Label: 1
  <>
:END
<> Comment: RIGHT
<> Branch if  Var [KeyPress] is 3
  <> Pan Screen: Right 1 Tiles, Speed 4
  <> Jump to Label: 1
  <>
:END
<> Comment: UP
<> Branch if  Var [KeyPress] is 4
  <> Pan Screen: Up 1 Tiles, Speed 4
  <> Jump to Label: 1
  <>
:END
<> Comment: END
<> Label: 2
<> Move Event: Hero, Unlock Facing
<> Save Menu Access: Allow
<> Main Menu Access: Allow

I dunno how useful it is/will be but it might lead to some other solutions.

Now to get one with some work. I'm not even sure why I decided to try this out - I guess working with 2k3 for a little while brings back fond memories from years ago.
(Why do I always feel like it's the end of the world and I'm the last man standing?)

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Hmm....that looks like it would work well. I'll give it a testrun tomorrow when I'm more refreshed and see how it works in the debug room. It would be simpler to just clone the tilesets and do that anyways as you said. I COULD alternatively also make it so that all of the events cannot be activated while the Camera item is in use. The problem I think though, is that even with the invisible hero code...it would still make it so that you could get into battles with it on...so I would probably have to go with your code to prevent that. @_@

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Yeah, I had that entering-battle issue whilst testing it out before I forced menu to be disallowed. It's not a straight forward task with the limits that 2k3 has. Mostly have to figure out ways around problems rather than actually removing them outright.
(Why do I always feel like it's the end of the world and I'm the last man standing?)

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Actually, do battles still occur even with Phasing Mode On? I don't recall if they do or not @_@

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Actually, do battles still occur even with Phasing Mode On? I don't recall if they do or not @_@

Yeah, they still do (just tested it, for me they still occurred anyway). I would just make the encounter rate 0 when using it.

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I tried doing that with an accessory before (as mentioned somewhere else), and that didn't seem to work. Though I haven't really tried with the Phasing Mode business yet, but hey...if it works THIS way, then that'll make it better. I'd just have to remember to combine codes and whatnot (to make sure to return things to normal).

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I tried doing that with an accessory before (as mentioned somewhere else), and that didn't seem to work. Though I haven't really tried with the Phasing Mode business yet, but hey...if it works THIS way, then that'll make it better. I'd just have to remember to combine codes and whatnot (to make sure to return things to normal).

About the accessory. Remember, "Debug" is your friend.
Just a simple message with debug can be extremely helpful. It let's you know if your event has even occurred. Something doesn't work? Try doin that. Now, if the message with it doesn't come up, odds are, there's a problem with it triggering, not the event itself.

I actually never knew about phasing mode till I posted it to ya. I just randomly looked. There are probably better ways then using phasing mode, but this is probably one of the easiest ways of doing what you wanna do.

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I did try it in debug, and the message did pop up (continuously too since it was Parallel Process), but it still put me into random encounters IIRC. I don't know, it's just odd.

I could go with Logan's way, though with how big maps can get, going one space at a time would be cumbersome to do I think. If there's no real good way of doing this, I may just scrap it altogether, but I'll keep looking into it.

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No, I haven't tried the Camera or teleport stuff yet (been busy finishing up the crafting system), but I'll probably get to those later. In the meantime, been trying to do a Zelda-esque type battle system (which may be used later on as a minigame or sidequest perhaps~). Been following this (though it's for 2k):

http://rpgmaker2000.narod.ru/faq/setpassworduses.txt


The Sword event works perfectly fine, but getting the Monster event to work right is tough (and I'm not even sure the Hurt effect for the character works either. There is no Step Backwards in 2K3 from what I'm seeing @_@).



***EDIT***

In addition to this, I am trying to figure out how to make it so that if your current overworld sprite is of a specific character, by hitting the OK key/button, it'll allow the player to use that character's field ability (which means I'd also like to find a way to shuffle the overworld sprites without having to go through using the Row command each time, but not sure if that'd be possible to do correctly or not).
« Last Edit: September 29, 2011, 12:06:18 AM by Xenomic »

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Here's a new one for you guys. Long long ago, I asked for help on making a Gravity/ra/ga spell, which works ok...but the problem now seems to be, that whenever the spell happens, the switch does NOT turn off until another attack is made. Which is strange as the turn off switch is IN the same battle event as the spell. So if Gravity is used by a monster, it turns on the Gravity switch, so the battle event happens for that (Calls the common event, then after that code the switch is supposed to turn off). However, I have tested this and this is not the case. If I let the monster use the spell then kill it on the very next turn, checking the debugger, the switch is still on regardless. I even have it in the Common Event for the coding on every instance I can think of for the switch to turn off, but it does not do this for any of the 3 spells. Any ideas as to why this may be? :<

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Maybe your using the switch that's for something else by accident? Can't think of why it would do that. =x

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Well, I found out the issue to this one too...which is really silly on my part. So...I know that having the monster USE the skill allows you to set a switch to turn on the coding right? And I know that you can have the skill set to a switch to allow you to turn on the switch for coding as well, right? Guess what was wrong...?


Yeah, I had both the skill as a switch turn on the coding's switch AND the monster using the skill doing the same thing. Though which one was causing it to stay on after the skill was used, I don't know. Having the monster not turn on the switch seems to make it work fine though...but it's just a bit silly imo.

Well, at least that solves that silly answer. Now to figure out the others~