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> [Help] When run, drain SP, when not running, regen SP, when drained, disable run, However if fully drained, it no longer wants to regen :(
Taiine
post Oct 18 2010, 01:06 PM
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So. I have a small issue with a Common Event that helps control running.

In my game, SP is energy, used for normal special attacks as well as running. However my running event has a little quirk.
So, you can run, and it drains the players SP, you stop or walk, and it slowly regens. If it becomes fully drained, the players run key is disabled, so you are forced to walk it until you regen enough to run again. However, once drained, the SP appears unable to regen at all.

I'm unsure what is causing it to stop regening when your SP becomes fully drained. I have the players SP set to a variable, and set so if the var is <= 3 disable running, else, enable it. I have another event in game that simply tells me what the variable is currently at (roughly telling me how much SP I have to debunk this) and yes, it does indeed go up and down as I run and stop... However, once drained, the variable becomes stuck at 3. Use a potion to restore SP? The variable is still stuck at 3.

my common event


The part highlighted in yellow is the prob. If I remove that, the players SP can be fully drained, but still regen when you stop... however with nothing to disable the running, well the system becomes rather pointless.
There is nothing in the branch telling SP to not regen once it hits 3 or below. Just to disable running key so you can't run (and that is in no way alone tied to the SP)

I tried this making the event a parallel as well as what you see, the SP just wont regen once drained, and I am boggled as to why.


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RzrBladeMontage
post Oct 18 2010, 10:37 PM
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Could you post a demo of this? It's easier for me to figure out a problem if I can tinker with it myself.


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LS-Sir
post Oct 25 2010, 01:44 AM
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Heres a system for you. It drains the SP as your running (Hold down Z (A in the game)) and regenerates as run is not being used. It takes about a second for run to kick in and about the same for it to dissapear. Hope i helped. Change it as you see fit.


SP drain [Quick Edit] Try this one. It shows a basic use of pictures - http://www.mediafire.com/?qnfbxp5ssse3cv7

Quick edit.

Why are you using a script for this? You can easily use an event like this and other common events to enable/disable running while showing how much "energy" you have left using pictures

Also, i thought I'd give you a quick tip - Events can be quite tricky, you may have every event you need in the sequence, but if they aren't in the right order they bug. So if you consider doing more events, and they sometimes bug out, before trying other commands, see if you can change the order of what you have around, it may help ^.^

This post has been edited by LS-Sir: Oct 25 2010, 06:15 AM
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Taiine
post Oct 26 2010, 08:25 AM
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QUOTE (LS-Sir @ Oct 25 2010, 02:44 AM) *
Heres a system for you. It drains the SP as your running (Hold down Z (A in the game)) and regenerates as run is not being used. It takes about a second for run to kick in and about the same for it to dissapear. Hope i helped. Change it as you see fit.


SP drain [Quick Edit] Try this one. It shows a basic use of pictures - http://www.mediafire.com/?qnfbxp5ssse3cv7

Quick edit.

Why are you using a script for this? You can easily use an event like this and other common events to enable/disable running while showing how much "energy" you have left using pictures

Also, i thought I'd give you a quick tip - Events can be quite tricky, you may have every event you need in the sequence, but if they aren't in the right order they bug. So if you consider doing more events, and they sometimes bug out, before trying other commands, see if you can change the order of what you have around, it may help ^.^



Cause I am using Blizz-ABS and it comes with running plus a lot of other very nice features and controls? I also don't need use of pictures, I got a very nice HUD already.
Yay in game screeny


I HAVE tried redoing the order. I'm not a novice at events, and I don't appreciate being treated like I don't have a clue what I'm doing as that's the feeling you're giving me, like how to use images.. I'm guessing you said that cause I said I was using a event to show what the variable was set at for the players SP, but if you'd read I did it to see if yes, it WAS getting stuck at zero, ya know, to DEBUG the issue? Sense potions to refull players SP still kept the variable at 0?
Like this
Just ran until SP hit 0. Var's set to 0 so disable running. It now stops refilling on its own. Refill using pot, var still stuck at 0. Running is stuck disabled, but skills can be used and still properly drain SP.

This is a TEST map BTW >.>

THAT is what I meant by using an event to see what the var was set at. Not cause I don't know how to display it or 'use pictures' >.>


I have fare more complicated events systems set up for other things. (Like one of my boss fights) I just have an issue with this one and have yet to sort out why the part to turn off the running key if your SP is drained keeps it from refilling, when the command to turn off running only does that, disables the key that makes you run, it don't effect anything else.

I wouldn't be asking for assistance if I hadn't already tried to sort it myself (for a good week sense before I asked and even up until now)

I finally got around to making a demo to show the issue. (been busy)

http://www.mediafire.com/?kkk6xq051og3a0r

Shift is run. You can see you can run fine, SP drains, and when you stop (and still have SP), it refills.
But if you drain your SP to zero, it refuses to refill and the variable gets stuck at zero even if you use a potion to refill your sp.


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LS-Sir
post Oct 27 2010, 04:47 AM
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Just so you know - I have no idea what kind of eventer you are at all. i have no idea how skilled you are. I was giving a tip to be helpful, not be little you or treat you like an idiot, i haven't been here in months so just thought I'd help out.

This post has been edited by LS-Sir: Oct 27 2010, 04:58 AM
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Taiine
post Oct 27 2010, 04:48 PM
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Well, I'd recommend sticking with what is being asked, and not add in your own things or completely change what someones doing less there asking for a better way. You come off as very 'my way is better then how your doing it' or 'you don't need that do it my way' and that wasn't very appreciated. If you didn't mean to come off like that well, then I guess it's fine. If you don't know, you could ask, then offer, not dive in like that, cause it really made it seem like your already assuming I have no idea what I'm doing or that you didn't fully read what I said, on top of not knowing what system I'm using.


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My first RMXP Script: Taiine's Solo Player Custom Menu System v0.6 (UPDATED 13th of Nov 10)

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LS-Sir
post Oct 27 2010, 05:46 PM
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Ok look mate. I didn't know what system you were using because you didn't say. I couldn't tell from your event list because i haven't been here in that long that i have no idea what scripts call what or whatever. I was trying to be helpful, and offer my assistance. I read what you wanted, and gave you what i thought was what you wanted, or some assistance in what you were trying to achieve, not telling you my way was better or that you had no idea what your doing. And besides that, i "recommend" you show a little more respect and understanding to people who have gone out of there way to help you, like i did. I may not have gotten it right, but i at least gave it a shot.
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RzrBladeMontage
post Oct 27 2010, 07:04 PM
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Okay both of you can calm down now. It was just a little misunderstanding and now it's in the past.

@Taiine
LS-Sir just recommended something, he never did say "Do this, it's better." He was just being friendly and offering another way of doing it. You could of just nicely declined and that would of been the end of it. No need to get all fussy over nothing okay?

@LS-Sir
When posting a response to someones problem, always try to include something to do with their problem, don't just drop another system in their lap. If you can, try to help them in anyway possible but then add at the end of your post, post something simple like "There's also this system you can try as well." and then post links and what-not. Also, make sure to pay attention to what icon is near the topic title. It will tell you what maker the person is using. If there isn't an icon with a designated RPG Maker stated on it, the moderator (Me) will go and change the icon to represent the correct RPG Maker. Also, make sure to read the topics completely and take a note of how the screen shots look. RPG Maker XP and VX look different so it's not hard to tell them apart.

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Anyway, back on subject. I took at look at your system Taiine and I'm not exactly sure how to fix this. You have some scripting mixed in there and I'm not too familiar with scripting so I'm trying a few different things to see if I can get this to work. I'l let you know how I'm doing after a bit.

This post has been edited by RzrBladeMontage: Oct 27 2010, 07:05 PM


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Taiine
post Oct 28 2010, 01:32 AM
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The only scripting in there is
Input.press?(Input::Key['DIRECTION KEY']) To show if a direction key is pressed, then $game_player.running? to check if the key to let you run is being pressed. So it means, if the button to run and the direction key are being pressed, then drain SP.

the
$game_system.running_button = TRUE/FALSE
is just to enable and disable the button used to run.


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Concept Projects: DASH! The Masters Game | Finny Adventures (temp title)
My first RMXP Script: Taiine's Solo Player Custom Menu System v0.6 (UPDATED 13th of Nov 10)

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RzrBladeMontage
post Oct 28 2010, 03:25 AM
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What if you tried a conditional branch that checked to see if the button is disabled then to add SP back and to re-check to see if there's over a certain amount of SP and then it runs the event as normal? I would try it myself but I don't have everything I need installed on this computer yet (switched over to my laptop, so I have to reinstall everything).


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Taiine
post Oct 28 2010, 12:52 PM
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That's what the whole thing should be doing. It already checks that if your not running, regen the SP. With out that one highlighted branch, the sp can be fully drained to zero and it will regen back up on it's own. It's that one branch that some how has stopped dead the SP gain after it's fully drained.


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My first RMXP Script: Taiine's Solo Player Custom Menu System v0.6 (UPDATED 13th of Nov 10)

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lilcooldude69
post Oct 28 2010, 08:50 PM
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did u make a state for the regen to work if u look at my mana slip event i used a state for the slip maybe u can use a state for the regen and just implement it inside ur common event like if ur sp is below 100% the state regen initiates and u regen sp then make it disable ur running and when u have full sp it stops regening and re enables running

Edit: might i add if you dont have ur game interpreter fixed u cannont set a variable to ur sp and a few others btw


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Taiine
post Nov 2 2010, 06:04 AM
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Ili it is very hard to understand you. The screen shot of my eveent shows what I had done. And what interpreter? This is XP, not VX. >.<

I'm still unable to get this to work properly. I'm still hoping for a fix, as I don't want my player to be able to just free run everywhere sad.gif


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lilcooldude69
post Nov 10 2010, 03:30 AM
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sorry bout the interpreter thing i forgot you were using xp XD, try placing the rest of you common event into the first conditional under the else part of the statement if that doesnt work try this, in ur common event try changing you input conditional statement that if you press the up button that it turns a state on that causes mana to slip then put inside of that conditional another conditional that if that state is on.....here just read the event in the pic it will be easier since u cant understand me well :c

P.S. try changing the $game_system.running_button = FALSE and the $game_system.running_button = TRUE to $game_system.running_button = false and $game_system.running_button = true

Event


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Taiine
post Nov 10 2010, 08:53 AM
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That changes nothing sadly :/ *sigh* looks like I may have to cut this system completely and just let the player free run wherever. sad.gif


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lilcooldude69
post Nov 10 2010, 07:42 PM
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can you send me the demo and i will play with, another thing i dont understand is you have the "pressing the up arrow key scripted" when you can event it right from the built in system


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Scientist C:but the transfer does have a lot of redundancy

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Taiine
post Nov 10 2010, 08:48 PM
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I posted a demo, check my 2nd post, and again, it's cause of the battle system I am using. Just as I told LS-Sir, it comes with it's own run, jump, sneak, defend, pixel movement, fight on maps, minim map, enemy AI, anti lag system's (plus a LOT more) and has a nice method to disable the command's if needed for special occasions plus allows easy events to go of with a check if a player is doing this action, then do this sort of deal.


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lilcooldude69
post Nov 11 2010, 03:07 AM
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so is it okay that it regens only if your walking? cuz thats all i can get it to do it wont regen if your completely stopped D: but it will regen if you walk around is that what u wanted?

edit: nvm it wont regen on empty its ur button mixup is why the system buttons are changed around maybe if u somehow removed that then it would work


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Scientist C:but the transfer does have a lot of redundancy

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Taiine
post Nov 11 2010, 12:44 PM
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No I wanted it so if your standing still or walking it regens. And what button mix up? You mean the custom controls the script offers that should have nothing at all to do with this event cause it just checks if your arrow key is down and if you are running by the system, a.k.a have shift held down? That's no different then doing this purely through events. If shift is down + arrow key run and drain energy.


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lilcooldude69
post Nov 11 2010, 11:07 PM
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QUOTE (Taiine @ Nov 11 2010, 12:44 PM) *
No I wanted it so if your standing still or walking it regens. And what button mix up? You mean the custom controls the script offers that should have nothing at all to do with this event cause it just checks if your arrow key is down and if you are running by the system, a.k.a have shift held down? That's no different then doing this purely through events. If shift is down + arrow key run and drain energy.

i just did exactly what u wanted this event to do on an empty project all with events >_>, its the buttons it has to be cuz when u stand still or move i regen but whenever i try it with the scripts it dont work take off the running part of the script and i will give u what u want lol put all this into a blank project and see what happends >_>.

Common Events






after u make all those common events make an event like this on the map

Map event


P.S. actually if their is a script command to turn running on or off without using the button im betting i could make the event i just made to be to your scripting needs just give me all the script calls for the arrows and the script call to turn the running on or off not the button just the actual process of him running (if their is one). if that makes sense if not i'll explain what i mean in next post people cant seem to understand me for some reason somtimes :c


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Rated pg-13 part of signiture
Scientist A: "A single sperm has 37.5MB of DNA information in it. That means a normal ejaculation represents a data transfer of 1,587.5TB."
Scientist B: Too bad ejaculate has terrible packet loss
Scientist C:but the transfer does have a lot of redundancy

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