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  • ***NEW recommended programming tutorials***
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Author Topic: ***NEW recommended programming tutorials***  (Read 12792 times)

Offline DragonBlaze

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***NEW recommended programming tutorials***
« on: November 03, 2008, 11:54:59 PM »
So here's the scoop, the old recommended programming tutorials thread was junk because all of the links were broken with the forum change. So I am re-making this topic. What this topic is for is to keep a list of all the useful tutorials posted. This way, members are able to browse through this list here instead of browsing page after page of topics to see if theres one there that will be useful for them. I'll look through the tutorials posted and if one looks good, I'll add it to the list. Also, if anyone thinks a tutorial should be added to the list, please reply and nominate a tutorial.

--------------------------------------------

Recommended Programming Tutorials

- pending
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Hell Yeah! Just recovered all my old rm2k/3 games from my 10 year old, broken laptop hard drive that had been formatted and had a new OS installed on it. Oh, and I did all of this from my phone. WIN

Offline Desimodontidae

  • Registered July 13, 2004, 10:41:19 AM (+1692 post counts)
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Re: ***NEW recommended programming tutorials***
« Reply #1 on: November 04, 2008, 12:05:16 AM »
I think I had some tuts under my old name, Asakurahao2004. If you find those let me know, I kinda wanted to redo them, make em better and stuff.
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Offline Desimodontidae

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Re: ***NEW recommended programming tutorials***
« Reply #2 on: November 04, 2008, 02:54:44 AM »
thx man. i also had a tutorial on variables, which im sure would be really helpful to people. i couldnt find it though
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Offline Fisherson

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Re: ***NEW recommended programming tutorials***
« Reply #3 on: November 04, 2008, 03:11:28 AM »
Wasn't there a night and day tutorial once? I miss it when RPGs had night and day systems as a standard function. If there wasn't one, i have one from RM tutorails that's realy long, but very good, if you want, i'll post it.
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Offline Rson_DeLarge

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Re: ***NEW recommended programming tutorials***
« Reply #4 on: April 28, 2009, 01:38:54 AM »
Quote from: Fisherson on November 04, 2008, 03:11:28 AM
Wasn't there a night and day tutorial once? I miss it when RPGs had night and day systems as a standard function. If there wasn't one, i have one from RM tutorails that's realy long, but very good, if you want, i'll post it.

"what a terrible night to have a curse"

 because castlevania 2 showed us how much having night and day improves a game
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Quote from: luvjay0918 on April 30, 2009, 07:48:15 AM
The games were from that themes was good and they can make a enjoyment to the player..

Offline coreyl

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Re: ***NEW recommended programming tutorials***
« Reply #5 on: November 27, 2009, 06:02:52 PM »
blue magic! (copy magic)


First of all, make your spells. For sake of the tutorial, I'll use 1000 Needles as an example. You make the spell, assign it to the monsters you want to have it, now what? On the monster behavior page for the spell you want learned, make it activate a switch that I'll call "1000 Needles Learned" (You'll need one switch er spell, but NOT one per monster. So this is what you should have so far.

 

Now, go into the monster formation(s) that this enemy appears in and make a new battle event, conditional being that switch "1000 Needles Learned" is on. In the event, make a forked condition that the Blue Mage can act, with a custom handler if condition is not met. Under the "not met" scenario (eg, Blue Mage is not in the party, is dead or otherwise unable to learn the spell) turn off the "1000 Needles Learned" switch. Make a common event that will contain the rest of the process, and have it called in that condition (if the Blue Mage can act).

Make a fork condition with a custom handler that the Blue Mage alredy knows the spell 1000 Needles. If he does, turn off the "1000 Needles Learned" switch. The rest of the process goes under the condition that he does not already know it. Now, if you want any status ailments to prevent them from learning spells, but not necessarily make them unable to act, make a fork condition for that ailment (I'll use Poison as an example) with the custom handler if it is not met. If the character has the ailment, turn off the "1000 Needles Learned" switch. If not, show a message saying that they learned the spell and then actually have them learn the spell. Finally, have the "1000 Needles Learned" switch turned off. So this is what you should have.

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