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Announcement
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New threads (complete scripts) 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.
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Apr 3 2008, 05:43 PM
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#1
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EDIT: My mistake, I didn't see the subforum for finished scripts, but I'm not sure how to move this post over there. Could a moderator do this for me please?
Hello everyone. Feel free to skip my introduction, which follows, and go to the script if you want. I'm an aspiring programmer who has almost no programming experience and I know absolutely nothing specifically about Ruby/RGSS2 except what I've picked up just by looking at others' scripts that I found on here. This script took me a combined total of 8 hours to get it right. I'm sure anyone reading this could do it in minutes but bear with me as it is my first VX script. What I was aiming for was Earthbound-SNES and its manipulation of the walking-around-map depending on character status. I started with Confusion, which, in Earthbound rotates the D-pad every minute or so making left become up, up become right and etc. The hard part for me was figuring out how to ask the question "Is Actor 001 inflicted with state Confusion?". I had no idea how to do this but finally figured it out by trial and error. The rest came easily enough from my one semester of C++, adapting the syntax for RGSS2. So I'll get to the point. I'm posting this for two audiences,
In the future I'd like to expand this to include a manipulation for almost every character state. This post has been edited by Maximilian: Apr 3 2008, 06:52 PM |
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Apr 4 2008, 01:15 AM
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#2
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• Inactive ![]() Type: Undisclosed Alignment: Unaligned |
I tried your script out, and it works.
How do it check if you're confused, exactly? Does it check if State ID 005 (default confusion is there) is on and activate the script? I want to know because I don't use the default states, since I tend to change them. I'm not a scripter so I can't give any professional advices or anything like it, sorry! -------------------- |
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Apr 7 2008, 06:15 AM
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#3
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I tried your script out, and it works. How do it check if you're confused, exactly? Does it check if State ID 005 (default confusion is there) is on and activate the script? I want to know because I don't use the default states, since I tend to change them. I'm not a scripter so I can't give any professional advices or anything like it, sorry! Good to hear that it works for someone else too. The .confusion? on line 16 is a built in command that the game uses during the battle system to see if your character is restricted to attacking teammates or something like that. I just borrowed it and wrote in what was necessary so the confusion script knew where to find that built in command. The actual check sees what restriction is applied, and more specifically, restriction 3. Which is: Attack teammates only. Confusion normally has that applied to it, so no matter what state your character has, if he can only attack teammates because of it, it assumes that is confusion. Thanks for the comment! |
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Apr 7 2008, 01:54 PM
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#4
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![]() Watashi-wa... omoide niwa narenai sa. ![]() Type: Musician Alignment: Chaotic Evil |
Wow, thanks for this.
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Apr 8 2008, 12:46 PM
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#5
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![]() <insert member title here bleep> ![]() |
Pretty nice little script here, Maximillian.
Good job. -------------------- |
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Sep 2 2009, 08:40 PM
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#6
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Works good for me, one thing is when i held right to see what it would do in a small area, the direction would change about every 3 seconds, worked perfectly in an open area though
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Oct 27 2011, 05:28 PM
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#7
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Very nice script, but is there a way to modify it so the confused movement directions are set, rather than fluctuate randomly? I've tried everything I could think of, but I really don't know anything about scripts, so nothing I could come up with worked.
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Oct 27 2011, 06:21 PM
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#8
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![]() ![]() Type: Designer Alignment: Lawful Good |
Gee Wiz Holy Necro-Post Batman!!!!
-------------------- STOP BEING A JAPFAG CRIMSON!!!
Meh.....F$#@ you Mike <=== Still applies....<_< |
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Oct 28 2011, 05:04 AM
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#9
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![]() Type: Undisclosed |
Gee Wiz Holy Necro-Post Batman!!!! Yeah, but I figured this would be the easiest way to possibly get an answer, and also allow the answer (if received) to be displayed in a place where others who may someday need the same information can easily locate it. Edit* Found a way to make it work by changing the '100' to '10' in line 50, and adjusting the numbers relating to the directional inputs. However, now I'm having a problem with the character turning and stepping in the opposite direction when they collide with a wall, or stationary collideable event. That I won't be able to fix by myself because I don't even know where to begin, and the best I can do when it comes to scripts is delete things, and change numeric values assuming I can guess what the number is meant to represent by observing the rest of the script. This post has been edited by gurvmlk: Oct 29 2011, 10:17 PM |
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| Lo-Fi Version | Time is now: 22nd May 2013 - 05:02 PM |
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