Charas-Project

Game Creation => RPG Maker => Topic started by: WolVonhinslik on May 30, 2011, 08:32:40 PM

Title: Help with some things.
Post by: WolVonhinslik on May 30, 2011, 08:32:40 PM
Hey guys, I'm making a game, its a post Apocalypse setting with emphasis on scavenging and survival i have the blog with more info in my Sig. Im using RM2k3

right now i got guns and ammo working alright but right now my biggest problem is i cant seem to get it to where they player can change weps in mid combat. part of what i want to do is have the player carrying several different weapons at any  given time so they can use them according to when there needed, and be able to change mid combat.

i also see people changing so many aspects of the game, like menu options and combat, without a script system how are you all doing this...

Other things i need to know how to do are:

Breakable Melee weps.

Headshot option for Zombies (preferably just for Zombies) that has a very low chance to hit but will insta-kill any zombie, or rather then a very low chance, make it a moderate chance but caving to charge for 2 turns where they cant do anything just aim (or make it 1 turn but if hit it breaks thee aim)

I also would like to limit the amount of inventory the players can hold. in my game im going to a sense of survival, making them have to weigh, do they wanna carry this extra weapon, this food (food will probably just be health), of this unknown key that may or may not really be for anything.

Also a way to make descriptions longer for weps, like you get the normal small one when its highlighted, but if you select it, you can get a much larger description.

Make encounters have actual avatars that disappear when killed and respawn eather then or later (for zombies) without it taking up thousands of switches? like in xv they have a self switch, i see this doesn't have that.

are these possible, if so, can someone explain how in detail or point me in the right direction, i would appreciate the help, im new to RM2k3, but it seems to have more options then XV and VP, and i cant find tilesets for the others that fit my needs (im keeping track of the creators of the tilesets and they will get a credit)
Title: Re: Help with some things.
Post by: Prpl_Mage on May 30, 2011, 09:39:29 PM
Change weapons: This is kinda hard, you'll need to make some sort of special battle command that activates a battle event with choices that you can pick which unequips your weapon and then equip the new one. I remember someone making a game that could change a character in battle but that's actually easier.

Breakable melee weapons: you're gonna need a variable for every weapon in the game. This would be easier if you don't have shops in the game and only find weapons. Cattle prod ect. Either make a battle event everytime somone attacks that lowers it or add a post-battle event that lowers the durability of the weapon - by increasing the variable. Create a paralell process that checks if the variable have exceeded the desired number (if the katana got 50 durability you make it break once the variable reach 50)

Headshot, if the possibility of headshots is a special command - pretty good. Create a battle event that triggers once the skill is used. Then make a chance thing . (if variable : random (1-6 or something)) If it is 1, remove monster from the battle - if else - inflict with status ailinment : stun (2 turns)

Inventory limitation is kinda hard. As in pretty hard. As in, you'll need a bunch of variables. Basic thing is this: if an enemy can't drop items and there are no shops: for every overworld event / chest that gives you an item -  add a "var:[INVspace] +1". But you'll need a conditional branch (or a second event page) that checks so that the varaible isn't equal to or above the desired inventory sixe.
For example - if your limit is 10 and you've picked up 10 items. Make the katana stuck in the grave of great samurai Yomama with a second page stating . VAR INVspace is 10 or greater. message "You can't carry anymore"

Longer descriptions are kinda hard since the tooltips have a limited number of letters from the conversion of Kanji. You could however make a custom menu (for example, an item when used will activate a common event which is the extra menu) where you can read up on weapons. Call it a "Weapon enthusiast magazine" or something neat. In there You could either make a complete custom menu or a bunch of choices - which when picked will display some Messages you've written about the weapon.

Self switches is a problem for rpgm2k3, a suggestion is that you limit the ammount of enemies on each map and use the same switches for each map - problem is just that all will respawn once you exit or enter a new map. Can't think of any catchier way.


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This was just to point you in the right direction. And I'm pretty sure you know how to take this into your game. But if you need some additional help or clarification - don't be afraid to ask again.

Title: Re: Help with some things.
Post by: WolVonhinslik on May 30, 2011, 10:27:21 PM
Change weapons: This is kinda hard, you'll need to make some sort of special battle command that activates a battle event with choices that you can pick which unequips your weapon and then equip the new one. I remember someone making a game that could change a character in battle but that's actually easier.

Breakable melee weapons: you're gonna need a variable for every weapon in the game. This would be easier if you don't have shops in the game and only find weapons. Cattle prod ect. Either make a battle event everytime somone attacks that lowers it or add a post-battle event that lowers the durability of the weapon - by increasing the variable. Create a paralell process that checks if the variable have exceeded the desired number (if the katana got 50 durability you make it break once the variable reach 50)

Headshot, if the possibility of headshots is a special command - pretty good. Create a battle event that triggers once the skill is used. Then make a chance thing . (if variable : random (1-6 or something)) If it is 1, remove monster from the battle - if else - inflict with status ailinment : stun (2 turns)

Inventory limitation is kinda hard. As in pretty hard. As in, you'll need a bunch of variables. Basic thing is this: if an enemy can't drop items and there are no shops: for every overworld event / chest that gives you an item -  add a "var:[INVspace] +1". But you'll need a conditional branch (or a second event page) that checks so that the varaible isn't equal to or above the desired inventory sixe.
For example - if your limit is 10 and you've picked up 10 items. Make the katana stuck in the grave of great samurai Yomama with a second page stating . VAR INVspace is 10 or greater. message "You can't carry anymore"

Longer descriptions are kinda hard since the tooltips have a limited number of letters from the conversion of Kanji. You could however make a custom menu (for example, an item when used will activate a common event which is the extra menu) where you can read up on weapons. Call it a "Weapon enthusiast magazine" or something neat. In there You could either make a complete custom menu or a bunch of choices - which when picked will display some Messages you've written about the weapon.

Self switches is a problem for rpgm2k3, a suggestion is that you limit the ammount of enemies on each map and use the same switches for each map - problem is just that all will respawn once you exit or enter a new map. Can't think of any catchier way.


-----------------------
This was just to point you in the right direction. And I'm pretty sure you know how to take this into your game. But if you need some additional help or clarification - don't be afraid to ask again.



My god that sounds incredibly complex, im new at RM2k3, would it be easier to do all of the above in VX or XP? these are things i really want in my game, but i dont even understand half of what your referring to.
Title: Re: Help with some things.
Post by: Prpl_Mage on May 30, 2011, 10:37:24 PM
Basically, variables are your friend. Even switches are variables with 2 choices. 0 (off) or 1 (on).

Battle events are a bit like common events but they can affect battle stats such as enemies and status problems. Making a battle event activate once a skill is active can give a lot of exciting effects.

And I'm afraid that I can't say anything about XP or VX, heard that they are pretty good but haven't tried any myself.
Title: Re: Help with some things.
Post by: WolVonhinslik on May 30, 2011, 11:56:09 PM
Basically, variables are your friend. Even switches are variables with 2 choices. 0 (off) or 1 (on).

Battle events are a bit like common events but they can affect battle stats such as enemies and status problems. Making a battle event activate once a skill is active can give a lot of exciting effects.

And I'm afraid that I can't say anything about XP or VX, heard that they are pretty good but haven't tried any myself.

is there somewhere i should go or something i should DL that will explain what some things are and do? some things i dont even know what there for, like Variables, they seem just like switches to me but with one option, and the parallel process or whatever and common events. im thinking about DLing someone elses game thats got similar things to mine and opening it up to see what they did... maybe seeing it will help.

eather that or just get rid of the ammo system, and not do the other stuff i want.

if i can ge tthe game the way i want, i dont plan on having more then a few merchants, they wont sell weapons, only items, for alot of money, like food and stuff (health)

going off what your saying im gonna need like a thousand switches and a thousand variables. because every chest will need its own switch, every monster will need its own switch (tho i might go with that the monsters respawn) the game sequences will all need there own switches, ot to menchin anything els.
Title: Re: Help with some things.
Post by: WarxePB on May 31, 2011, 12:09:02 AM
Tell you what, I'll write up some basic tutorials for switches and variables. I seem to recall there being some in the RM Programming forum, but there's no links to them in the Recommended Topics forum, and I don't feel like searching through the backlog.

I'll try and get them done soon, so keep your eye on the RPG Maker Programming forum (speaking of which, this topic should probably be in that forum anyways).
Title: Re: Help with some things.
Post by: WolVonhinslik on May 31, 2011, 02:07:31 AM
thx man, i like the look and feel of RM2k3, it looks more dirty and grungy, it fits my theme better for a ruined Apocalypse world. But in order to get it do wo what i want (IE breaking weps, guns needing ammo [i already have that], limited inventory space, and changing equip during battle, its going to take an insane amount of work with switches and variables, plus im still not sure how im supposed to do it. trying to find walkthroughs and guides for stuff like that is insane.
Title: Re: Help with some things.
Post by: WolVonhinslik on May 31, 2011, 03:48:06 PM
Are there tutorials on how to do those with variables and switches? as it stands now, i guess ill prolly scrap my ideas and do vanilla :\ because i can already see me getting lost in all those switches and varriables