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Rm2003 help. Stop screen flash when poisoned, In the field walking around. I can work out how to stop the flashing |
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Sep 13 2012, 03:30 PM
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The Eventer Inventor

Group: Local Mod
Posts: 1,250
Type: Event Designer
RM Skill: Masterful
Rev Points: 90

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I tested this in RMVX, so I'm not 100% sure it will work on 2k3, but if you open up the script editor and go to Game_Party, you will find this: CODE #-------------------------------------------------------------------------- # * Processing Performed When Player Takes 1 Step #-------------------------------------------------------------------------- def on_player_walk for actor in members if actor.slip_damage? actor.hp -= 1 if actor.hp > 1 # Poison damage $game_map.screen.start_flash(Color.new(255,0,0,64), 4) end if actor.auto_hp_recover and actor.hp > 0 actor.hp += 1 # HP auto recovery end end end now if you remove this line: CODE $game_map.screen.start_flash(Color.new(255,0,0,64), 4) It will remove the flashing effect but everything else will stay the same. I hope that solved your problem.
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Sep 13 2012, 04:36 PM
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Level 9

Group: Revolutionary
Posts: 141
Type: Event Designer
RM Skill: Advanced

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QUOTE (Shaddowval @ Sep 14 2012, 01:30 AM)  I tested this in RMVX, so I'm not 100% sure it will work on 2k3, but if you open up the script editor... Yeah, won't work in rm2k3, first and foremost, because it doesn't come with a script editor. As for the problem, there's probably no simple way of just removing the flash, so your best bet would probably be to have a parallel process check if any of the heroes has been inflicted with the drain status, and then damage that hero directly by means of event scripting manually. You'll need to do a tiny bit of trickery to make sure it only activates while walking as well, which can be done by checking if the heroes coordinates are changing between each iteration of the parallel process.
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Sep 13 2012, 04:46 PM
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Level 21

Group: Revolutionary
Posts: 431
Type: Artist
RM Skill: Beginner

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Unfortunately, RM 2003 doesn't have a script editor. Also, I tried making a parallel process that took away hp upon walking, but that still showed the damage flash. Just for the record, Here's my parallel process: CODE Branch if Dude Poison Condition Key input processing (up,down,left,right) [00??:some variable] Branch if Var [00??:some variable] is 1 or more Change sprite asoc. (hurt sprite) //optional. just in case you want SOME sort of thing showing that Dude's HP is draining with every step Change HP: Dude 3 HP remove //amount removed can vary from character to character NOTE: still induces flashing Wait 0.2 Sec Change sprite assoc. (normal sprite) //only needed to change it back
End Key input processing (up,down,left,right) [00??:some variable] Branch if Var [00??:some variable] is 4 or less Change sprite asoc. (hurt sprite) Change HP: Dude 3 HP remove Wait 0.2 Sec Change sprite assoc. (normal sprite)
End And then repeat for all characters that it is possible to get poisoned. So, I guess until somebody finds a method that doesn't induce flashing, you'll be stuck with the damage flash. I'm sorry. EDIT: and yes, I removed the default walking damage on the poison condition before I tested this.
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I'd be glad to help anyone with RPG Maker 2003 type questions if they need assistance.  Progress: 77%ish (back in action, baby!)
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Sep 14 2012, 07:12 AM
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Level 9

Group: Revolutionary
Posts: 141
Type: Event Designer
RM Skill: Advanced

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QUOTE (shinyjiggly @ Sep 14 2012, 02:46 AM)  EDIT: and yes, I removed the default walking damage on the poison condition before I tested this. Yes, you removed the walking damage, but did you also remember to set the amount of steps to 0? When I tested this, there was no flashing, and you could remove hp manually with no trouble.
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Sep 14 2012, 07:26 PM
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Level 21

Group: Revolutionary
Posts: 431
Type: Artist
RM Skill: Beginner

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I see what the problem with my version was! I had used a condition that removed MP and THAT's what was causing the flashes! I tried it with the MP loss disables and it worked perfectly, though it only inflicts damage when one of the directional keys are pressed (long amounts of walking in one direction will do nothing, only initial presses activate it.) Might be able to fix that with some label jumping though.
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I'd be glad to help anyone with RPG Maker 2003 type questions if they need assistance.  Progress: 77%ish (back in action, baby!)
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Sep 15 2012, 11:28 AM
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Level 9

Group: Revolutionary
Posts: 141
Type: Event Designer
RM Skill: Advanced

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Probably possible... but it would require real programming knowledge well beyond novice level. So unless there's some magic box I haven't seen in the editor yet, consider it practically impossible.
As far as I'm concerned, I think the easiest solution would be the evented one as described above, where you store the current x coordinate in one variable, and an old x coordinate in another. You'll have a branch check if the current x coordinate is unequal to the old one, and if it is, you set the old x coordinate to the value of the current one, and do damage to the hero manually if he is afflicated with the condition (you'll need a branch for each hero for this). You make an identical branch but with y coordinate variables instead to account for all 4 moveable directions.
This prevents the damage from happening unless you're moving, and if you don't want the damage to happen at each step taken, you can add another branch in there which checks if some counter variable has reached a certain value, at which point, you check if any of the heroes are afflicted with the condition and reset the counter variable.
This might sound complicated, but it really isn't all that bad.
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Sep 16 2012, 07:53 AM
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Group: Member
Posts: 4
Type: Musician
RM Skill: Intermediate

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QUOTE (Kazesui @ Sep 15 2012, 08:28 PM)  Probably possible... but it would require real programming knowledge well beyond novice level. So unless there's some magic box I haven't seen in the editor yet, consider it practically impossible.
As far as I'm concerned, I think the easiest solution would be the evented one as described above, where you store the current x coordinate in one variable, and an old x coordinate in another. You'll have a branch check if the current x coordinate is unequal to the old one, and if it is, you set the old x coordinate to the value of the current one, and do damage to the hero manually if he is afflicated with the condition (you'll need a branch for each hero for this). You make an identical branch but with y coordinate variables instead to account for all 4 moveable directions.
This prevents the damage from happening unless you're moving, and if you don't want the damage to happen at each step taken, you can add another branch in there which checks if some counter variable has reached a certain value, at which point, you check if any of the heroes are afflicted with the condition and reset the counter variable.
This might sound complicated, but it really isn't all that bad. Thats done it. Bloody complicated and im not looking forward to someone asking how i did it lol
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Sep 25 2012, 02:33 AM
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Master of Darkness

Group: Revolutionary
Posts: 1,194
Type: Developer
RM Skill: Advanced
Rev Points: 5

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QUOTE (Hex420 @ Sep 16 2012, 07:53 AM)  QUOTE (Kazesui @ Sep 15 2012, 08:28 PM)  Probably possible... but it would require real programming knowledge well beyond novice level. So unless there's some magic box I haven't seen in the editor yet, consider it practically impossible.
As far as I'm concerned, I think the easiest solution would be the evented one as described above, where you store the current x coordinate in one variable, and an old x coordinate in another. You'll have a branch check if the current x coordinate is unequal to the old one, and if it is, you set the old x coordinate to the value of the current one, and do damage to the hero manually if he is afflicated with the condition (you'll need a branch for each hero for this). You make an identical branch but with y coordinate variables instead to account for all 4 moveable directions.
This prevents the damage from happening unless you're moving, and if you don't want the damage to happen at each step taken, you can add another branch in there which checks if some counter variable has reached a certain value, at which point, you check if any of the heroes are afflicted with the condition and reset the counter variable.
This might sound complicated, but it really isn't all that bad. Thats done it. Bloody complicated and im not looking forward to someone asking how i did it lol Trust me, it may seem complicated, but in the future (if you become a great eventer), it will be easy eventing. Now, making a custom CBS is difficult. Also, I do recommend the eventing method as described within my quoting.
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