Charas-Project

Game Creation => Requests => RPG Maker Programming => Topic started by: Kessembi on July 08, 2010, 08:30:12 PM

Title: RM2k3 - Jump Skill
Post by: Kessembi on July 08, 2010, 08:30:12 PM
Translation generated by Google Translate
(So, pardon if it is too bad... :P Also this is my very first tutorial!)
What is the Jump skill?
 - The Jump skill enables your character (usually of Dragoon or Knight class - for the Traditional Slayers) to leap into the air, exiting the battlefield, invulnerable momentarily to deliver a devastating blow on enemies upon landing.

And what of this tutorial?
 - Here, we'll use three pages to shortly script activating this skill in battle, sending the user flying through the air, letting him/her hang there for a while, then deliver the special attack upon landing.

Prerequisites:
A Knight/Dragoon Character
 - Obviously! You'll need a functional character with Jump as a command (or whatever you'd like to name the command). This tutorial uses a character named Dragoon. Very original (^_-)
(http://i289.photobucket.com/albums/ll210/kessembi/RPG/rpg_character.jpg)

Common Event
 - This is for calculating damage. Here's the one I use. You don't have to use this one, but I will tell you it ignores enemy defense. If you'd like a more realistic damage calculation, send me a message and I can help you!
(http://i289.photobucket.com/albums/ll210/kessembi/RPG/rpg_algorithms.jpg)

Monster Group:
2 Switches
  - I'm using [0000: Jumped] and [0001: Spear Attack], but after going through the tutorial, you can use whatever is comfortable.

1 extra Variable
 - [0000: InAir Counter] is my variable. You'll use this to keep track of how long the character is in the air

2 Animations
 - One for the Dragoon as s/he leaps away. One for the devastating attack.

Think you can handle it? Let's go!

M. Groups

 Page 1
Trigger  - [Dragoon] uses the [Jump] command
<> Variable Oper: [0000: InAir Counter] Set, 0
<> Show Battle Animation: Leaping Dragoon, Dragoon
<> Change Party Members: Dragoon Remove
<> Switch Operation [0000: Jumped] ON


When Dragoon selects Jump, he will leap into the air. Once the character has Jumped, the script moves on to the next page - leaving him in the air.


 Page 2
Trigger - Switch [0000: Jumped] ON; Turns Elapsed [1x]
<> Variable Oper: [0000: InAir Counter] + 1
<> Branch if Var [0000: InAir Counter] is 6
 <> Variable Oper: [0000: InAir Counter] Set 0
 <> Switch Operation: [0001: Spear Attack] ON
 <> Switch Operation: [0000: Jumped] OFF
 <>
:End


With every command, each element in the battle (the characters as well as monsters) will take up one turn. At the end of each turn, the InAir Counter will increase by 1. The Branch condition allows the ability to make sure Dragoon doesn't come back until 6 turns have elapsed. You can change the 6 to a different number depending on how long or how short you wish your character to hang. Once 6 turns elapse, the counter resets and repares the attack [0001: Spear Attack] ON on the next page.


 Page 3
Trigger - Switch [0001: Spear Attack] ON
<> Show Battle Animation: Raining Spears, All Enemies
<> Wait: 0.0 Sec
<> Call Common Event: Algorithms
<> Change Monster HP: 1:Fiend's HP V[0028]** Remove
<> Change party members: Dragoon Add
<> Variable Oper : [0000: InAir Counter] Set 0
<> Swtich Operation [0001: Spear Attack] OFF


Ah, you waited for this moment, eh? Now that  [0001: Spear Attack] was activated, the convincing animation shows. Why do I Wait 0.0 Sec? Without the wait, there will be an annoying delay between the animation and the damage being taken away. The wait gets rid of this delay.  V[0028] came from the Algorithms common event.
(http://i289.photobucket.com/albums/ll210/kessembi/RPG/rpg_algorithms.jpg)

Repeat these two lines for every enemy present.
(http://i289.photobucket.com/albums/ll210/kessembi/RPG/rpg_battle.jpg)
etc etc etc

Welcome back your Dragoon, [0000: InAir Counter] Set 0 to reset the counter, and [0001: Spear Attack] OFF deactivate the ability. This way, the Dragoon won't continuously attack every single turn.


Pros -
 - With a little creativity, you can manipulate elements in this tutorial for a complete new flavor of abilities for you RPG. For example, you can have a magic spell that buffers over time, then unleashes a devastating blow... under the condition of there being a female in the party, etc. Or, the Dragoon have give his party members a small HP bonus when he lands. Be creative!

Bugs -
 - This Jump Skill is used during battle, so you will need to copy this script into every monster group. Tedious.
 - Maybe someone can help with this? This ability will not work if Dragoon is alone. Jumping will end the battle...
Title: Re: RM2k3 - Jump Skill
Post by: A Forgotten Legend on July 09, 2010, 03:25:15 AM
If this is yours, ok.  If not, please link back to whoever made it.  Or please mention you have permission to post it.  Looks pretty simple, but a good tutorial.
Title: Re: RM2k3 - Jump Skill
Post by: Kessembi on July 09, 2010, 06:54:19 AM
This is indeed my tutorial! The images, of course, are edited with photoshop for convenience. However, my English is a bit lacking so I used a translator.
Title: Re: RM2k3 - Jump Skill
Post by: fruckert on July 09, 2010, 07:01:01 AM
May I ask what your home language is?
Your English seems rather fine, to me.

Otherwise, nice tutorial.
I've never picked up 2k3, and I managed to follow it just fine.
Title: Re: RM2k3 - Jump Skill
Post by: Kessembi on July 09, 2010, 04:52:19 PM
My family uses mostly Chinese. Online my English is just great, but SPEAKING English - explaining things in English? It takes me a long time :P so I just use Chinese <-> English Translator. 
Title: Re: RM2k3 - Jump Skill
Post by: Prpl_Mage on July 09, 2010, 06:57:41 PM
It seems to be a pretty good translation service then.

good jobb
Title: Re: RM2k3 - Jump Skill
Post by: Kessembi on July 09, 2010, 07:33:59 PM
It seems to be a pretty good translation service then.

good jobb

I appreciate it (^_^) ~
Title: Re: RM2k3 - Jump Skill
Post by: Emerates on July 25, 2010, 04:28:35 AM
Possible loophole:

Have a variable that is set equal to the number of members in your party.  Then, if V[Party #] is 1, add in the Dragoon remove character first, and then go through the rigamaroll.  This should work pretty well assuming only one member can use the Jump ability.  If not, I suggest using Fibonacci primes to record the values of each party member and, when added together, yield a differnent result.

This approach would work for a class-changing system when two characters can be Dragoons and have the Jump ability at the same time.

SO.

Party member 1's Prime Value would be equal to X,
Party member 2's Prime Value would be equal to Y,
and so on.
(I believe these values would start somewhere in the 500's, so as not to produce any repeating values from any given combination.)
(I also believe this should be handled with a common event, as this may require MANY MANY MANY branches.  However, the work may pay in the long run depending on how much you may need to compute the complete value of your party, perhaps if you were using a TBS, or some such nonsense.)

At this point the scary math is over and the script looks more like the other one, where IF V[000P] = X, Y, or Z (and so on, implying they are alone in the party,) the character Dragoon Remove will be added before applying the rest of the script.  Then, the correct character will be replaced in the party once they attack.

Depending on your needs, the long way may be the preferable approach.
Title: Re: RM2k3 - Jump Skill
Post by: nico2167 on September 20, 2011, 03:10:51 AM
I like this tutorial, just like khimari in FF10!
Sorry if im reviving some old thread...really.