Announcement
Announcement
| 2nd Quarter Contest Announcement posted! See the Community Announcements section. |
New threads (tutorials) here will go into a moderation queue. You will not see your thread appear when you create it. A moderator will decide if it will be approved or denied.
![]() ![]() |
Jan 5 2013, 05:17 AM
Post
#1
|
|
![]() ![]() Type: Designer Alignment: Chaotic Neutral |
How to Give the Player the Ability Shoot Something on the Map So I am here to remake an old tutorial that people were requesting someone to redo. The Sorcerer's Ring tutorial made by manat31790 lost it's images and people were having a hard time working with what was left so I thought this would make it easy for the people that requested this and any future RPGers to do what I am about to explain. Step 1: The Basics Spoiler: Step 2: Making the Ability Work Spoiler: Step 3: Making the Ability Useful Spoiler: *The real credit goes to manat31790 as this is heavily based on his tutorial. If you have any questions or comments I'd love to hear them, so feel free to post them below. -------------------- This poll is fresh out of the oven. Get it while it's hot!
Having issues eventing something? Feel free to send me a message and I will see what I can do! ![]() I Support Spoiler: |
|
|
|
Jan 25 2013, 06:57 AM
Post
#2
|
|
![]() The man with a grin that even the Joker envies... >:D ![]() Type: Spriter Alignment: Lawful Evil |
Sadly i was a little confused. So how would one use this puzzle in their game?
-------------------- If you are a believer of Jesus Christ, and are 100% proud of it, put this in your sig.
Projects I am currently working on: -In need of a portrait designer (check here for more info) - feel free to join. :D![]() -Link to my Youtube Channel: HERE! (Please Subscribe) I support the following: ![]() ![]() |
|
|
|
Jan 25 2013, 07:35 AM
Post
#3
|
|
![]() ![]() Type: Designer Alignment: Chaotic Neutral |
I honestly do not know why Manat called his a puzzle, I would personally not consider this a puzzle, that is why I did not mark this as a puzzle when I remade it.
I suppose you could make it so you can shoot different things and you have to figure out when and where to use each ability. It could also, in theory, be used as a battle system of sorts. The real reason I made this wasn't the uses of it, but because you and Zenten requested it so I didn't think of that too much. You said you were confused, was that of what you could use it for or something I explained in the tutorial? -------------------- This poll is fresh out of the oven. Get it while it's hot!
Having issues eventing something? Feel free to send me a message and I will see what I can do! ![]() I Support Spoiler: |
|
|
|
Jan 25 2013, 08:23 PM
Post
#4
|
|
![]() The man with a grin that even the Joker envies... >:D ![]() Type: Spriter Alignment: Lawful Evil |
mostly for what it could be used for? Because I was still trying to think of it as a puzzle. So is it basically so you can shoot the cow?
Is it just a manner to adding shooting to a game without the use of a script? -------------------- If you are a believer of Jesus Christ, and are 100% proud of it, put this in your sig.
Projects I am currently working on: -In need of a portrait designer (check here for more info) - feel free to join. :D![]() -Link to my Youtube Channel: HERE! (Please Subscribe) I support the following: ![]() ![]() |
|
|
|
Jan 25 2013, 10:28 PM
Post
#5
|
|
![]() ![]() Type: Designer Alignment: Chaotic Neutral |
That is pretty much it. I wouldn't use it for a major puzzle in a game, more like something small to sprinkle in throughout a game just for that because you can factor.
-------------------- This poll is fresh out of the oven. Get it while it's hot!
Having issues eventing something? Feel free to send me a message and I will see what I can do! ![]() I Support Spoiler: |
|
|
|
Jan 26 2013, 12:07 AM
Post
#6
|
|
![]() Type: Writer |
You might be able to do something where it effects the enemy states once you start battle:
If you hit it with a fireball, the battle begins with the enemy in a sort of burned state (with whatever conditions you want). Hit with ice and maybe it starts frozen for a single turn. Make it so that once the projectile hits, you have a certain amount of time to touch the enemy and initiate battle before the effect wears off. |
|
|
|
Mar 8 2013, 04:48 AM
Post
#7
|
|
![]() Type: Undisclosed |
Hey, first off thanks for the tutorial. I went through the steps a few times, exactly as you have shown, but I get this error when I try to run the scene: "Script 'Game_Interpreter' line 450: Name error occurred. uninitialized constant Game_Interpreter:: X" If you could help me find out how to fix this I would be very grateful. I am quite bad at programming and this is my first attempt in rpg maker ;n; .
|
|
|
|
Mar 8 2013, 05:46 AM
Post
#8
|
|
![]() ![]() Type: Designer Alignment: Chaotic Neutral |
First off, welcome to the forum! Always nice to see new faces around here.
I know what the issue is, when you added the script line I gave you didn't change what is necessary so the game_interpreter didn't understand what the code was saying. This is what the code I posted looks like. CODE $game_map.events[X].x == $game_map.events[Y].x and CODE $game_map.events[X].y == $game_map.events[Y].y Now you failed to change this piece of the code in either one or both of those lines [X]. In this spot in the code you want to put the ID of the event you will be "shooting", I explain how to find the ID above. Since you left it as X the game_interpreter could not understand the code since it only understands numbers for that part of the code. So if your event IDs were the same as in the demo your codes should look like this. CODE $game_map.events[1].x == $game_map.events[2].x and CODE $game_map.events[1].y == $game_map.events[2].y I hope I explained that well enough. -------------------- This poll is fresh out of the oven. Get it while it's hot!
Having issues eventing something? Feel free to send me a message and I will see what I can do! ![]() I Support Spoiler: |
|
|
|
Mar 8 2013, 08:56 AM
Post
#9
|
|
![]() Type: Undisclosed |
Thanks
|
|
|
|
Mar 8 2013, 04:18 PM
Post
#10
|
|
![]() ![]() Type: Designer Alignment: Chaotic Neutral |
If you still have a problem feel free to post a demo with the issue in it and I will help figure out where the problem is.
-------------------- This poll is fresh out of the oven. Get it while it's hot!
Having issues eventing something? Feel free to send me a message and I will see what I can do! ![]() I Support Spoiler: |
|
|
|
Mar 8 2013, 06:19 PM
Post
#11
|
|
![]() Type: Undisclosed |
RPGMakerDemo.zip ( 173bytes )
Number of downloads: 2Here is a zip with my demo in it. I think this is the right file to look at the game. It would be the source game, I guess? ^^;; Thanks for being awesome and trying to help, hopefully you can see what I cannot see. |
|
|
|
Mar 8 2013, 06:49 PM
Post
#12
|
|
![]() ![]() Type: Designer Alignment: Chaotic Neutral |
Actually that file is just to open the game in the editor. All the real information is in the other files so you have to compress the entire game folder. If you do not want to post a copy of it here feel free to send it to me in a message.
-------------------- This poll is fresh out of the oven. Get it while it's hot!
Having issues eventing something? Feel free to send me a message and I will see what I can do! ![]() I Support Spoiler: |
|
|
|
Mar 8 2013, 07:07 PM
Post
#13
|
|
![]() Type: Undisclosed |
RPGMakerDemo.zip ( 1.32MB )
Number of downloads: 1Alright here. All it is is what is in this tutorial anyways ^^ |
|
|
|
Mar 8 2013, 07:15 PM
Post
#14
|
|
![]() ![]() Type: Designer Alignment: Chaotic Neutral |
I see the problem! This is simple and I should have made this more obvious in the first post. To have the ability of using the ability you have to turn on the Ability Active switch, otherwise the common event will not run. I did it this way so you have the ability to turn off the ability, but I only stated it briefly at the very end of Step 2 when I said "And now we can use our power, as long as the Ability Active switch is on".
Sorry about the confusion. -------------------- This poll is fresh out of the oven. Get it while it's hot!
Having issues eventing something? Feel free to send me a message and I will see what I can do! ![]() I Support Spoiler: |
|
|
|
Mar 8 2013, 07:50 PM
Post
#15
|
|
![]() Type: Undisclosed |
Where do I do this at? Isn't the line at the bottom of Use Function turning the switch on?
|
|
|
|
Mar 8 2013, 08:20 PM
Post
#16
|
|
![]() ![]() Type: Designer Alignment: Chaotic Neutral |
Yes and no. They only turn each other on if one of them is on to begin with. This is so you can shoot more than once.
To give the ability to the person you will have to turn on the switch in another event. Make a third event on the map. Make it set to autorun and in the event commands turn on the Ability Active switch and Self-Switch A. Then make a second page and make a condition of this page that Self-Switch A is on, which you set above the spot where you give the event a graphic. This will automatically turn on the ability once the map loads. When it comes to Common Events you either have to call them manually or have the Condition Switch connected to the Common Event be turned on. -------------------- This poll is fresh out of the oven. Get it while it's hot!
Having issues eventing something? Feel free to send me a message and I will see what I can do! ![]() I Support Spoiler: |
|
|
|
Mar 9 2013, 01:21 AM
Post
#17
|
|
![]() Type: Undisclosed |
BEAUTIFUL. Thanks for the input. I now have fire @_@. Any chance I would be able to make multiple cows running around as target practices without having to make everything over again for each one? Maybe just change the script code from x to y to x to y2? I will fiddle around with it, but I am trying not to ruin my beautifully completed tutorial.
|
|
|
|
Mar 9 2013, 01:58 AM
Post
#18
|
|
![]() ![]() Type: Designer Alignment: Chaotic Neutral |
Oh no, you don't have to make it all over for every enemy.
If you add a second cow and it's ID is 3 for example just do everything you did in the first cow but change the codes from CODE $game_map.events[1].x == $game_map.events[2].x and CODE $game_map.events[1].y == $game_map.events[2].y to CODE $game_map.events[1].x == $game_map.events[3].x and CODE $game_map.events[1].y == $game_map.events[3].y Basically what this code does is it checks where one event is in comparison to another and you can choose which events it is checking by changing which numbers you put in the [X] and [Y] parts of the codes. So all you have to change is the cows, everything else is universal. -------------------- This poll is fresh out of the oven. Get it while it's hot!
Having issues eventing something? Feel free to send me a message and I will see what I can do! ![]() I Support Spoiler: |
|
|
|
Mar 9 2013, 06:35 AM
Post
#19
|
|
![]() Type: Undisclosed |
I am well on my way thanks to you :-D It works beautifully as a game mechanic to shoot things and kill them or even as a puzzle mechanic. The only problem is when i actually shoot the edge of the map it just stays there and freezes the game. Just gotta never let my players go near the edges of the world >_<.
|
|
|
|
Mar 9 2013, 06:39 AM
Post
#20
|
|
![]() ![]() Type: Designer Alignment: Chaotic Neutral |
You can fix that really simply as well actually. Just go into the Use Function common event and go into the move route you set for the shot and check the Skip if Cannot Move option.
-------------------- This poll is fresh out of the oven. Get it while it's hot!
Having issues eventing something? Feel free to send me a message and I will see what I can do! ![]() I Support Spoiler: |
|
|
|
![]() ![]() |
| Lo-Fi Version | Time is now: 22nd May 2013 - 01:08 AM |
|
|