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Author Topic: Annoying Teammates: "Caterpillar System"?  (Read 3444 times)

Offline UltraLegend

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Annoying Teammates: "Caterpillar System"?
« on: November 03, 2009, 06:10:08 AM »
Apologies, as... I haven't posted here much. I had read a topic referring to the "Caterpillar System", located here: http://www.charas-project.net/forum/index.php?topic=19334.0

...However, I wasn't sure weather posting in an old topic would be considered bumping it, so I figured to make a new topic regarding my problem. Now for the problem. Sure, it works perfectly. But after event "hero2" moves behind whichever direction the hero was, you can't move anywhere else. This has also caused the main hero to get stuck in places, such as 1-tile areas. IE: A chest is in an alleyway, and you can get to it, but you can't get back out, because "hero2/hero3" is blocking the path. (Since my game revolves around 3 members in the party, like FFX/FF7/etc. Rogue Galaxy, if you liked that game. I know I did. :P) So... is there any way I can work around this? Such as allowing the player to walk through hero2/hero3? Any help would be appreciated greatly, as my RPG is waaaay behind schedule. :\
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Offline DragonBlaze

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Re: Annoying Teammates: "Caterpillar System"?
« Reply #1 on: November 03, 2009, 05:42:30 PM »
Yeah

Quote
<>Branch if Var [?:HeroX] is V[?] Greater
<>Move Event: Hero2, Phasing Mode OFF, Move Right
<>
:End
<>Branch if Var [?:HeroX] is V[?] Less
<>Move Event: Hero2, Phasing Mode OFF, Move Left
<>
:End
<>Branch if Var [?:HeroY] is V[?] Greater
<>Move Event: Hero2, Phasing Mode OFF, Move Down
<>
:End
<>Branch if Var [?:HeroY] is V[?] Less
<>Move Event: Hero2, Phasing Mode OFF, Move Up
<>


Just take out the code that says Phasing Mode OFF, or you can just switch it to phasing mode ON. Then you can walk through your team mates (but everything else can too lol)
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Offline Prpl_Mage

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Re: Annoying Teammates: "Caterpillar System"?
« Reply #2 on: November 03, 2009, 05:45:19 PM »
I suppose you could set the events for Hero2/Hero3 to have the position "Below hero" or "Above Hero".
You can walk through them in that case.

Another way I can think of is to have the event activate when "Hero Touches" - the event for Hero2/3. That way you can make them pop up behind the hero directly with some event commands or make them dissappear until the hero is through.
Try the first way and then try the second if the first doesn't work.

And btw. You made the right choice when you started a new thread regarding an old thread.

Oh. DB replied.
Try his way first - he's awesome.
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Offline UltraLegend

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Re: Annoying Teammates: "Caterpillar System"?
« Reply #3 on: November 04, 2009, 04:05:28 AM »
Okay... This could be alot harder than I though. I do appreciate your suggestions. I tried them out, and here was the results.

Quote
From DragonBlaze: Just take out the code that says Phasing Mode OFF, or you can just switch it to phasing mode ON. Then you can walk through your team mates (but everything else can too lol)
Too true on the "but everything else can too." Turning Phasing Mode ON, made hero2 stay in the main hero sprite, as they were walking. As if you was walking with a ghost in you. Deleting the phasing mode option yielded the same result.
Setting the events for hero2/hero3 made them also ghost in with the main hero, depending on if you set below, or above, which they ghost over the hero. And setting the event activation for "hero touches" kills the script. Since both MUST be a parallel process. Sorry... Any other ideas?

And... I know this is kind of unrelated to the problem, so.. apologies in advance, but also, in the RPG itself, the heroes will gain special forms and abilities. Like, the main hero having a Power Suit that he could wear on-field. What I want to do is this: Make it possible to switch from the normal form to the next. This would also mean, when the hero switches to the Power Suit, his character basically changes, meaning his form, and Abilities. However, the one thing I can't seem to figure out, is how to also carry the main hero's current level, and EXP over. And though some Abilities will change, others will remain the same.

Hero's name: Legend. He wears a power suit that he can access at any time. Course when he crashlanded on the planet, his suit went temporarily offline, pending repairs. When he receives it again in game, he SHOULD be given an option to switch to and from it freely, with an item in the Items Bag. Also, in a battle, I am wanting to try a Mode Change option, as an ability within the character's battle option menu when his turn comes up, kinda like you may remember if you've ever played mega man X:Command Mission, where they could change their armour over for a certain amount of time. If it's no trouble, would you also know how to make this possible as well?
« Last Edit: November 04, 2009, 04:46:17 AM by UltraLegend »
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Offline Emerates

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Re: Annoying Teammates: "Caterpillar System"?
« Reply #4 on: November 04, 2009, 05:18:13 AM »
Set his experience to a variable, record it, then just switch it back and forth by using the 'set experience' function.  I'm assuming you're using two separate characters for this, so the second 'form' should be based off the first.  Should look something like this:

>Variable Oper: [XXX] Set, Legend experience
>Change Experience: Legend Prime, 99999999 Subtract
>Change Experience: Legend Prime (?), V[000] Add
>(Your script that changes hero to and from form)
->Variable Oper: [XXY] Set, Legend Prime experience
->Change Experience: Legend 99999999 Subtract
->Change Experience: Legend V[XXY] Add
->(Anything else)

There's another more 'elegant' way to do it using subtraction of two variables and etc. which resembles this, but this should work just fine.  I used something like this in my crappy game, and it worked quite nicely.  It's better to base the variable values off the experience because that gives you an exact transfer of progress.  Using level will get you near the same results, but I think that doing that will reset the experience to the minimum required to gain a level upon changing it.  So, if you had 123 XP to start with and your guy leveled up at 100, then changed everything back and forth using the 'Set level' function, it would reset experience back to 100.  Storing experience points as a variable will keep it at 123. 

As for the other thing, I really don't know.  :P
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Offline UltraLegend

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Re: Annoying Teammates: "Caterpillar System"?
« Reply #5 on: November 04, 2009, 03:00:41 PM »
Oooh, I'll have to give this a try out. Thanks, but um... The script, would this be set up in a Common Event? Or is this a change-able in field only? Because I also wanted it to work in battles as well, where he would be able to switch out any time. Maybe I can work on this for now instead of boiling my brain out trying to figure out the caterpillar problem for now. I even thought to try adding a jump system, but like the last time, I had to wind up canceling that, because I couldn't figure out how to make the dude jump, and secondly, NOT jump through a wall. I figure, jump over your teammates, minus that looking weird, but... -.-

Two hours later: Okay... So I did what you had said, I think... I'm not really good with variables, so up until now, I've been using switches. Anyhow, I'm not sure if I'm setting it up right, but here's what the script looks like to me.
(Keys: Legend=Hero normally / Tallon X.1=The New Form)
Quote
<>Variable Oper: [0014:Legend] Set, Legend Experience
<>Change Experience: Tallon X.1's Experience 9999999 Remove
<>Change Experience: Tallon X.1's Experience [0014:Legend] Add
<>Change Party Members: Legend Remove
<>Change Party Members: Tallon X.1 Add
<>Variable Oper: [0014:Legend] Set, Tallon X.1 Experience
<>Change Experience: Legend's Experience 9999999 Remove
<>Change Experience: Legend's Experience [0014:Legend] Add
<>Erase Event
<>

...Yeah, I'm doing quite a bit ATM. I've got a big project running, and one thing needed? FFVIII System. Problem? This tutorial is more cut up than a butcher knife in a room full of vegetables. http://www.charas-project.net/forum/index.php?topic=26158.msg324115#msg324115
I'll highlight where this script is probably missing/messed up/etc. with "?" Marks.
Quote
Ok, To learn the skills, set them up under the type ‘Limit’ Here’s an example.
? ? ? ? ? ? ? ? ? ? ? ? ?
? ? ? ? ? ? ? ? ? ? ? ? ?
? ? ? ? ? ? ? ? ? ? ? ? ?
As you may see, it has a hint towards my friend’s username. Do you remember how Squall learnt his Limits? By equipping various forms of Gunblades. I’ll give you an example of how to learn a skill of a gunblade.
Any ideas how to fix this issue?
« Last Edit: November 05, 2009, 08:30:30 AM by UltraLegend »
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