Charas-Project

Game Creation => Requests => RPG Maker Programming => Topic started by: aboutasoandthis on June 27, 2006, 01:40:58 AM

Title: Custom EXP Menu
Post by: aboutasoandthis on June 27, 2006, 01:40:58 AM
I've been trying this for over an hour.

Okay. In my game I have an AP system. I also want to give away extra items in my game after a battle ends. I'm trying to get an extra menu in similar to the ones from the games FF7+. I don't want to use the textbox but if I have to I will.

I've already done most of the coding for this and I think it's working. I set it so that your party goes to the menu screen before right after the battle ends. I can't get the Midis to play in the right place.

Keep in mind, my enemy encounters are set up through monsters on the map.

This is what my coding looks like.

http://i75.photobucket.com/albums/i316/aboutasoandthis/Tutorials/EXPCMS.png

I'm trying to set it up so that when you touch a monster, the screen does that signature FF4 Flash, you hear the battle music, and then you battle. After the battle is over, if you win, you hear the little jingle, go to the Menu (WHILE STILL LISTENING TO THE SONG) then afterwards you go to the menu.

So far the closest thing that worked for me came as setting the Menu screen as a second map, having the Victory Fanfare as it's main music, and having the same Fanfare as the Victory music in the game.

It teleported me to the map, I heard the music before the battle started, I won the fight, it automatically put me back to the Menu map (Since it was the last place since the battle screen.) And I heard the music without stopping it at all. That time it was smooth, but I could hear the Victory Music before the battle started.

What should I do to fix this? Can a common event or something fix this? It's okay if it isn't possible but I would REALLY appreciate it if someone could help me.
Title:
Post by: DragonBlaze on June 27, 2006, 01:54:59 AM
I don't really get what you mean or what the problem is. So the vicrory music is played before the battle?

How about making an event like this that plays the music:

If switch [after battle] is ON
- Play victory
- turn [after battle] OFF


Then in every battle, turn [after battle] on.
Title:
Post by: Meiscool-2 on June 27, 2006, 01:59:15 AM
Well, of course the music is playing before the battle starts, you've got it coded to where it does that. Just set the BMG change to after the battle is over.

As to the menu map, set that to "event decided"
Title: Wierd but okay for me solution.
Post by: aboutasoandthis on June 27, 2006, 03:18:37 AM
DragonBlaze: I'm sorry I couldn't say it a little simpler. You know how you can set victory music after a battle ends? I wanted that same song to still continue on after the battle and into a map. Have you ever played one of the Final Fantasy Games that use an Ability Point Menu after the battle is over? I'm trying to get that in my game.

Meiscool: What you said almost worked. It played the Music twice in a row (how this is even possible, I don't know).

I came up with a wierd and sneaky solution. I decided that the Victory Music would be a track with the same beat as the Fanfare Music. After that, you're taken to the menu screen and you hear the jingle there. It's a little messy but it works.

Thanks anyway. If I or anyone else figures out how to fix this, I'll come back.
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Post by: MrMister on June 27, 2006, 04:11:09 AM
I've done this in RMXP, just because it's a lot easier to make extra boxes, but as far as I know no one has done it for 2k/3
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Post by: DragonBlaze on June 27, 2006, 04:19:36 PM
Ok, if you call each battle (which I think your doing anyway), just right before you call the battle, play the victory music. When the battle is done playing, the victory music will still be playing. There shouldn't be enough time for the victory music to start before the battle music takes over, if it does, then just give it a fade in time of 10 seconds.

So the code can look like this.

<> play BMG victory (fade in time 10 seconds)
<> Enemy encounter

Then it'll continue on in the map.

Does that help?
Title: OMFG!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!
Post by: aboutasoandthis on June 27, 2006, 05:05:38 PM
IT WORKS PERFECT!!!!!!!!!!!! THANK YOU!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!

You know, for someone who doesn't use the DBS much you sure know a lot about it. :bend:
Title:
Post by: DragonBlaze on June 27, 2006, 08:08:51 PM
Quote
Originally posted by aboutasoandthis
IT WORKS PERFECT!!!!!!!!!!!! THANK YOU!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!

You know, for someone who doesn't use the DBS much you sure know a lot about it. :bend:


Ah, but that didn't deal with the actual DBS, just rm2k3 midi rules and  calling the DBS. I know nothing about how the actual dbs works  :unsure:
Title:
Post by: Meiscool-2 on June 27, 2006, 08:13:08 PM
DBS edits are actually pretty hard.
Title:
Post by: Tomi on June 27, 2006, 08:18:56 PM
But quite fun at that.  Well, I was going to help you, but sounds like you got it.
Title:
Post by: DragonBlaze on June 27, 2006, 08:24:52 PM
Quote
Originally posted by Meiscool
DBS edits are actually pretty hard.


So true.

I could program CBSs in my sleep, but after a week of trying to edit the DBS, all I would get would be a big headache.
Title:
Post by: Meiscool-2 on June 27, 2006, 08:27:02 PM
CBS, ABS, whatnot, they're just a mass of varibles and forks with some on-off switches.

DBS requires more :dry: