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Rukiri
post May 16 2010, 10:22 PM
Post #1


emerge -avt awesome! Wait... it brings me.... HERE?!
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Group: Revolutionary
Posts: 1,717
Type: Scripter
RM Skill: Advanced




I've been seeing a lot of "help" topics in either XP or the VX forum(s), so i thought I'd try to end your problem(s) by me helping you.

Now I'll mostly just be helping with Events, any any RPG Maker Problem but I'll also help with scripting. "I'm no expert but if it's basic/not too hard" I should be able to do it, well depends on what it is. I may try to create an event script that does what you want if "pure" scripting doesn't work out.

What I'll do:
I'll do anything related to coding in Events, help with the program itself, Event Scripting(using Ruby in Events).
- I'll code Addons to "Event" systems if you desire

What I won't do:
- Code you a Game.

I will however code your battle system IF it's not currently available as a script, but I'll TRY to make all the algorithms the same as if it were the default.

If anyone is requesting a Legend of Zelda ABS I'd "Recommend" reading the ruby section in the help file, yes, you can event a Zelda ABS in VX but you're still going to be using Ruby in most if not ALL your events. Event-Ruby IMO runs smoother than if you were just using Event-Variables or switches.

If I'm getting requests such as a Chrono Trigger battles system I'd recommend looking around as there have been Chrono trigger battle scripts for VX and XP.

Remember to "LOOK" before asking for anything that's related to the battle system.

- Rukiri

This post has been edited by RzrBladeMontage: Oct 3 2010, 06:48 AM


__________________________
Xeilsoft
- Follow your dreams to the very end..

Kits that I'm working on.
[Unity3D 4.0] LTTP/Minish Cap - I don't have time for custom gfx like what the pze folks are doing but I will try and work on some enhanced LTTP graphics.

Main PC
Core i7 3820 overclocked @ 4.8GHZ
Galaxy: Nvidia Geforce GTX 680 GDDR5 2GB
Asrock X79 Extreme9 w' creative sound
64GB corsair platinum @ 1600MHZ
Muchkin 128GB SSD(boot), OZKIN 2TB SSD, Western Digital GREEN 1TB HDD.
Rosewill Lightning 1000W PSU
OS: Funtoo Linux, Windows 8 (Virtual Machine)

iMac (March 2013)
3.4GHz Quad-core Intel Core i7, Turbo Boost up to 3.9GHz
16GB 1600MHz DDR3 SDRAM - 2X8GB
1TB Serial ATA Drive @ 7200 rpm
NVIDIA GeForce GTX 680MX 2GB GDDR5
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Otaku Son
post May 17 2010, 02:08 AM
Post #2


Level 36
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Posts: 916
Type: Writer
RM Skill: Intermediate




We have an "Event Emporium" section of RRR for a reason. Most people are just too lazy to go there. We also have a script section.

When you report a thread, you don't need to post in the thread. This is backseat moderating. ~Rob_Riv


__________________________
NPCs' Revenge (Demo 1.9.9)

News Flash!
In 1999, the Final Fantasies were given their proper numbers!
It's been over ten years now. Cut that "(Jap)" crap, already.

Nicsp fears me. Do you?

You should.
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Rob_Riv
post May 17 2010, 02:22 AM
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Moved to Event Emporium.


__________________________

“Countless stories could be told of the kings, knights and adventurers of the world of LURRA, stories of HOPE, of HONOUR, and of VALIANCE."

---------------------------------------------- Unknown, The History of Lurra, Prologue
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Otaku Son
post May 17 2010, 04:02 AM
Post #4


Level 36
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QUOTE (Otaku Son @ May 17 2010, 06:08 AM) *
When you report a thread, you don't need to post in the thread. This is backseat moderating. ~Rob_Riv

But I had posted in this thread before I reported it. In fact, the report was just an after-thought I'd had. Check the timestamps on my post and my report.


__________________________
NPCs' Revenge (Demo 1.9.9)

News Flash!
In 1999, the Final Fantasies were given their proper numbers!
It's been over ten years now. Cut that "(Jap)" crap, already.

Nicsp fears me. Do you?

You should.
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Mataris
post May 19 2010, 11:46 PM
Post #5


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Well dunno if ya can help with this I doubt it woudl be too harb but here goes. I want to be able to close a pic with a press of the button for a map Item i have. I hda read something somewhere about this being done but I've read through 100,s of site gathering info/resources I made a decent world map using tons of screen shots and resizing and matching stuff up then and i know how to call a common event with a item but I am not sure how to make the picture disappear when the player hits a button. hope ya can help and ty in advance for your time
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Rukiri
post May 20 2010, 08:03 PM
Post #6


emerge -avt awesome! Wait... it brings me.... HERE?!
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Type: Scripter
RM Skill: Advanced




It's quite simple.

First make a event in your world map and make a condition branch check, check if you have the item in your possession.
now inside that condition branch make another and go to page 4, now put "Input.triger?(Input::Key)"

than erase the picture

If I'm wrong let me know, you said "pic" so I'd assume it's a picture.


__________________________
Xeilsoft
- Follow your dreams to the very end..

Kits that I'm working on.
[Unity3D 4.0] LTTP/Minish Cap - I don't have time for custom gfx like what the pze folks are doing but I will try and work on some enhanced LTTP graphics.

Main PC
Core i7 3820 overclocked @ 4.8GHZ
Galaxy: Nvidia Geforce GTX 680 GDDR5 2GB
Asrock X79 Extreme9 w' creative sound
64GB corsair platinum @ 1600MHZ
Muchkin 128GB SSD(boot), OZKIN 2TB SSD, Western Digital GREEN 1TB HDD.
Rosewill Lightning 1000W PSU
OS: Funtoo Linux, Windows 8 (Virtual Machine)

iMac (March 2013)
3.4GHz Quad-core Intel Core i7, Turbo Boost up to 3.9GHz
16GB 1600MHz DDR3 SDRAM - 2X8GB
1TB Serial ATA Drive @ 7200 rpm
NVIDIA GeForce GTX 680MX 2GB GDDR5
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Mataris
post May 20 2010, 08:18 PM
Post #7


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cool thank you soo much are you any good with scripting at all? I am trying to edit a script to only allow my vehicle to land on a certain terrian tag and not having any luck

script
[Show/Hide] Vehicle
#=========================================================================
=====
# ** Vehicle Script
#------------------------------------------------------------------------------
# * Created by: albertfish
# * Version: 1.2
# * Last edited: December 16, 2009
#------------------------------------------------------------------------------
# Version History:
# Version 1.2: December 16, 2009
# - Added more configurable variables
# Version 1.1: December 16, 2009
# - Fixed compatibility issues with XAS
# Version 1.0: December 14, 2009
# - Initial release
#------------------------------------------------------------------------------
# Description:
# This script adds vehicles into RPG Maker XP.
#------------------------------------------------------------------------------
# Features:
# - Customizable vehicle speeds
# - Customizable vehicle graphics
# - Easy to setup and use and extremely user friendly
# - Plug and play, no need for any lengthy setup or install
#------------------------------------------------------------------------------
# Usage Instructions:
# Create an event on the map where you want the vehicle to be. Set the
# event's graphic to the graphic you want the vehicle to be. Name the event
# as follows:
# v_land = land vehicle, you can travel in the same places as you do
# on foot, but at a different speed
# v_raft = water vehicle, you can travel in shallow waters
# v_ship = water vehicle, you can travel in shallow and deep waters
# v_airship = air vehicle, you can travel over anything
#
# You can also set up the terrain tag IDs that the raft and ship can
# pass over.
#------------------------------------------------------------------------------
# Install Instructions:
# Place this script above the main script and below the default scripts.
#==============================================================================

#==============================================================================
# ** Vehicle Config
#------------------------------------------------------------------------------
# This module contains the configuration data for the vehicles.
#------------------------------------------------------------------------------
# Begin Editable Area.
#==============================================================================
module Vehicle_Config
# This is where you set up the vehicle speeds. The vehicle speed are how much
# faster they move then when you are on foot.

# This value determines the land vehicle's speed
# Default: 1
LAND_VEHICLE_SPEED = 1

# This value determines the raft vehicle's speed
# Default: 0
RAFT_SPEED = 0

# This value determines the raft vehicle's passible terrain tag ID
# Default: 1
RAFT_PASSIBLE_TERRAIN_ID = 1

# This value determines the ship vehicle's speed
# Default: 1
SHIP_SPEED = 1

# This value determines the ship vehicle's passible terrain tag ID
# Default: 2
SHIP_PASSIBLE_TERRAIN_ID = 2

# This value determines the airship vehicle's speed
# Default: 2
AIRSHIP_SPEED = 1
end
#==============================================================================
# End Editable Area.
#------------------------------------------------------------------------------
# Warning! Do not edit beyond this point unless you know what you are doing!
#==============================================================================

#==============================================================================
# ** Vehicle
#------------------------------------------------------------------------------
# This class performs vehicle processing.
#==============================================================================

class Vehicle
#--------------------------------------------------------------------------
# * Include Module
#--------------------------------------------------------------------------
include Vehicle_Config
#--------------------------------------------------------------------------
# * Object Initialization
#--------------------------------------------------------------------------
def initialize(event, type)
# Speeds of the different vehicles
@speeds = [LAND_VEHICLE_SPEED, RAFT_SPEED, SHIP_SPEED, AIRSHIP_SPEED]
@player_speed = $game_player.get_speed
# The game event
@event = event
@type = type
@wait = 0
@vehicle_entering = true
@in_vehicle = false
# Store the actors graphic name
actor = $game_actors[1]
@character_graphic = @graphic = actor.character_name
end
#--------------------------------------------------------------------------
# * Change Actor Graphic
# graphic_name : graphic file name
#--------------------------------------------------------------------------
def change_actor_graphic(graphic_name)
# Set the players graphic to graphic_name
actor = $game_actors[1]
actor.set_graphic(graphic_name, actor.character_hue, actor.battler_name,
actor.battler_hue)
# Refresh the players graphic
$game_player.refresh
end
#--------------------------------------------------------------------------
# * Move
#--------------------------------------------------------------------------
def move
# Make player move through all tiles
$game_player.through = true
# Move player forward
$game_player.move_forward
# Don't allow input from player while getting in vehicle
$game_system.map_interpreter.switch_vehicle(true)
# Make player stop moving through all tiles
$game_player.through = false if @type != 3
end
#--------------------------------------------------------------------------
# * Get Vehicle Graphic
#--------------------------------------------------------------------------
def get_vehicle_graphic
# Move the player
move
# Set the wait to delay to wait for the actor to move before
# changing graphics
@wait = 20
# Player is now in the vehicle
@in_vehicle = true
# Return the name of the vehicle's graphic
return @event.character_name
end
def exit
# Change the actor's graphic back to what it was
change_actor_graphic(@character_graphic)
# Unanimate the vehicle
$game_player.step_anime = false
# Move the player away from the vehicle
move
# Make player stop moving through all tiles
$game_player.through = false
# No longer in a vehicle
@in_vehicle = false
# Redisplay the vehicle event
@event.recreate
# Adjust move speed
$game_player.vehicle_speed(@player_speed)
# Allow player to move again
$game_system.map_interpreter.switch_vehicle(false)
# Don't interact with other events
$game_player.in_vehicle = false
# Set vehicle type
$game_player.vehicle_type = -1
end
#--------------------------------------------------------------------------
# * Exit Airship
# x : x-coordinate
# y : y-coordinate
#--------------------------------------------------------------------------
def exit_airship(x, y)
$game_player.through = false
for i in 1..4
if $game_player.passable?(x, y, i * 2)
case i
when 1
$game_player.turn_down
when 2
$game_player.turn_left
when 3
$game_player.turn_right
when 4
$game_player.turn_up
end
exit
return true
end
end
$game_player.through = true
return false
end
#--------------------------------------------------------------------------
# * Exit Vehicle
# x : x-coordinate
# y : y-coordinate
# d : direction (0,2,4,6,8)
# * 0 = Determines if all directions are impassable (for jumping)
#--------------------------------------------------------------------------
def exit_vehicle(x, y, d)
if @type == 3
return exit_airship(x, y)
end
if $game_player.can_pass?(x, y, d)
exit
return true
end
return false
end
#--------------------------------------------------------------------------
# * Update
#--------------------------------------------------------------------------
def update
if @wait == 0
if @vehicle_entering
# Get the graphic for the vehicle
@graphic = get_vehicle_graphic if !@in_vehicle
# If there is a delay, do not continue
return if @wait != 0
# Change the actors graphic to that of the vehicle
change_actor_graphic(@graphic)
# Animate the vehicle
$game_player.step_anime = true if @type != 0
# Erase the vehicle event
@event.erase
# Adjust move speed
$game_player.vehicle_speed(@player_speed + @speeds[@type])
# No longer change the vehicle
@vehicle_entering = false
# Allow player to move again
$game_system.map_interpreter.switch_vehicle(false)
# Don't interact with other events
$game_player.in_vehicle = true
# Set vehicle type
$game_player.vehicle_type = @type
end
# If in a vehicle
if @in_vehicle
# Move the vehicle event to the players coordinated
@event.moveto($game_player.x, $game_player.y)
end
else
@wait -= 1
end
end
#--------------------------------------------------------------------------
# * Inside
#--------------------------------------------------------------------------
def inside
return @in_vehicle && @wait == 0
end
end

#==============================================================================
# ** Scene_Map
#------------------------------------------------------------------------------
# This class performs map screen processing.
#==============================================================================

class Scene_Map
#--------------------------------------------------------------------------
# * Main Processing
#--------------------------------------------------------------------------
alias af_veh_sm_main main
def main
@vehicle = nil
af_veh_sm_main
end
#--------------------------------------------------------------------------
# * Update
#--------------------------------------------------------------------------
alias af_veh_sm_update update
def update
# Update the Vechile object
@vehicle.update if @vehicle != nil
af_veh_sm_update
# Get new coordinates
d = $game_player.direction
new_x = $game_player.x + (d == 6 ? 1 : d == 4 ? -1 : 0)
new_y = $game_player.y + (d == 2 ? 1 : d == 8 ? -1 : 0)
# If C button was pressed
if Input.trigger?(Input::C)
# If inside a vehicle
if @vehicle != nil && @vehicle.inside
# If exited the vehicle
if @vehicle.exit_vehicle($game_player.x, $game_player.y, d)
# Remove the vehicle object
@vehicle = nil
end
elsif is_vehicle?(new_x, new_y)
# Enter the vehicle
enter_vehicle(new_x, new_y)
end
end
end
#--------------------------------------------------------------------------
# * Get Events
# x : event x-coordinate
# y : event y-coordinate
#--------------------------------------------------------------------------
def get_event_keys(x, y)
events = []
for key in $game_map.events.keys
# If there is an event infront of the player
if $game_map.events[key].x == x && $game_map.events[key].y == y
# Add that event to events
###events.push($game_map.events[key])###
events.push(key)
end
end
return events
end
#--------------------------------------------------------------------------
# * Is Vehicle Name?
# name : event name
#--------------------------------------------------------------------------
def is_vehicle_name?(name)
# Vehicle names
names = ["v_land", "v_raft", "v_ship", "v_airship"]
for i in names
# If name is equal to a vehicles name
if i == name.downcase
return true
end
end
return false
end
#--------------------------------------------------------------------------
# * Is Vehicle?
# x : event x-coordinate
# y : event y-coordinate
#--------------------------------------------------------------------------
def is_vehicle?(x, y)
for key in get_event_keys(x, y)
# If the events name is the name of a vehicle
if is_vehicle_name?($game_map.map.events[key].name)
return true
end
end
return false
end
#--------------------------------------------------------------------------
# * Get Vehicle ID
# x : event x-coordinate
# y : event y-coordinate
#--------------------------------------------------------------------------
def get_vehicle_id(x, y)
for key in get_event_keys(x, y)
# If the events name is the name of a vehicle
if is_vehicle_name?($game_map.map.events[key].name)
return $game_map.events[key].id
end
end
end
#--------------------------------------------------------------------------
# * Get Vehicle
# x : event x-coordinate
# y : event y-coordinate
#--------------------------------------------------------------------------
def get_vehicle(x, y)
# Get the id of the vehicle infront of the player
vehicle_id = get_vehicle_id(x, y)
for key in $game_map.events.keys
if $game_map.events[key].id == vehicle_id
# Return the event object with the matching event id
return $game_map.events[key]
end
end
end
#--------------------------------------------------------------------------
# * Get Vehicle Name
# x : event x-coordinate
# y : event y-coordinate
#--------------------------------------------------------------------------
def get_vehicle_name(x, y)
# Get the id of the vehicle infront of the player
vehicle_id = get_vehicle_id(x, y)
for key in $game_map.map.events.keys
if $game_map.map.events[key].id == vehicle_id
# Return the event's name
return $game_map.map.events[key].name
end
end
end
#--------------------------------------------------------------------------
# * Enter Vehicle
# x : event x-coordinate
# y : event y-coordinate
#--------------------------------------------------------------------------
def enter_vehicle(x, y)
# Get the vehicle event object
type = {"v_land" => 0, "v_raft" => 1, "v_ship" => 2, "v_airship" => 3}
# Create the vehicle object
@vehicle = Vehicle.new(get_vehicle(x, y), type[get_vehicle_name(x, y)])
end
end

#==============================================================================
# ** Game_Character
#------------------------------------------------------------------------------
# This class deals with characters. It's used as a superclass for the
# Game_Player and Game_Event classes.
#==============================================================================

class Game_Character
#--------------------------------------------------------------------------
# * Set Through
# through : new boolean throught value
#--------------------------------------------------------------------------
def through=(through)
@through = through
end
#--------------------------------------------------------------------------
# * Set Vehicle Speed
# speed : speed increment
#--------------------------------------------------------------------------
def vehicle_speed(speed)
@move_speed = [[1, speed].max, speed].min
end
#--------------------------------------------------------------------------
# * Get Vehicle Speed
#--------------------------------------------------------------------------
def get_speed
return @move_speed
end
end

class Game_Player < Game_Character
#--------------------------------------------------------------------------
# * Public Instance Variables
#--------------------------------------------------------------------------
attr_accessor :in_vehicle # In vehicle
attr_accessor :vehicle_type # In vehicle
#--------------------------------------------------------------------------
# * Object Initialization
#--------------------------------------------------------------------------
alias af_veh_gp_init initialize
def initialize
@in_vehicle = false
@vehicle_type = -1
af_veh_gp_init
end
#--------------------------------------------------------------------------
# * Set Vehicle Animation
# step_anime : animation boolean
#--------------------------------------------------------------------------
def step_anime=(step_anime)
@step_anime = step_anime
end
#--------------------------------------------------------------------------
# * Passable Determinants
# x : x-coordinate
# y : y-coordinate
# d : direction (0,2,4,6,8)
# * 0 = Determines if all directions are impassable (for jumping)
#--------------------------------------------------------------------------
def passable?(x, y, d)
# Get new coordinates
new_x = x + (d == 6 ? 1 : d == 4 ? -1 : 0)
new_y = y + (d == 2 ? 1 : d == 8 ? -1 : 0)
# If coordinates are outside of map
unless $game_map.valid?(new_x, new_y)
# Impassable
return false
end
# If debug mode is ON and ctrl key was pressed
if $DEBUG and Input.press?(Input::CTRL)
# Passable
return true
end
# If in a water vehicle and on water
if $game_map.terrain_tag(new_x, new_y) == 1 && @vehicle_type == 1 ||
@vehicle_type == 2 && ($game_map.terrain_tag(new_x, new_y) == 1 ||
$game_map.terrain_tag(new_x, new_y) == 2)
return true
end
super
end
#--------------------------------------------------------------------------
# * Same Position Starting Determinant
#--------------------------------------------------------------------------
alias af_veh_gp_ceth check_event_trigger_here
def check_event_trigger_here(triggers)
unless @in_vehicle
af_veh_gp_ceth(triggers)
else
return false
end
end
#--------------------------------------------------------------------------
# * Front Envent Starting Determinant
#--------------------------------------------------------------------------
alias af_veh_gp_cett check_event_trigger_there
def check_event_trigger_there(triggers)
unless @in_vehicle
af_veh_gp_cett(triggers)
else
return false
end
end
#--------------------------------------------------------------------------
# * Touch Event Starting Determinant
#--------------------------------------------------------------------------
alias af_veh_gp_cettouch check_event_trigger_touch
def check_event_trigger_touch(x, y)
unless @in_vehicle
af_veh_gp_cettouch(x, y)
else
return false
end
end
#--------------------------------------------------------------------------
# * Determine if Passable
# x : x-coordinate
# y : y-coordinate
# d : direction (0,2,4,6,8)
# * 0 = Determines if all directions are impassable (for jumping)
#--------------------------------------------------------------------------
def can_pass?(x, y, d)
# Terrain tags
raft_tag = Vehicle_Config::RAFT_PASSIBLE_TERRAIN_ID
ship_tag = Vehicle_Config::SHIP_PASSIBLE_TERRAIN_ID
# Get new coordinates
new_x = x + (d == 6 ? 1 : d == 4 ? -1 : 0)
new_y = y + (d == 2 ? 1 : d == 8 ? -1 : 0)
# If coordinates are outside of map
unless $game_map.valid?(new_x, new_y)
# Impassable
return false
end
# If debug mode is ON and ctrl key was pressed
if $DEBUG and Input.press?(Input::CTRL)
# Passable
return true
end
# If in a water vehicle and on water
if $game_map.terrain_tag(new_x, new_y) == raft_tag && @vehicle_type == 1 ||
@vehicle_type == 2 && ($game_map.terrain_tag(new_x, new_y) == raft_tag ||
$game_map.terrain_tag(new_x, new_y) == ship_tag)
return true
end
# If through is ON
if @through
# passable
return true
end
# If unable to enter move tile in designated direction
unless $game_map.passable?(new_x, new_y, 10 - d)
# impassable
return false
end
# Loop all events
for event in $game_map.events.values
# If event coordinates are consistent with move destination
if event.x == new_x and event.y == new_y
# If through is OFF
unless event.through
# If self is event
if self != $game_player
# impassable
return false
end
# With self as the player and partner graphic as character
if event.character_name != ""
# impassable
return false
end
end
end
end
# If player coordinates are consistent with move destination
if $game_player.x == new_x and $game_player.y == new_y
# If through is OFF
unless $game_player.through
# If your own graphic is the character
if @character_name != ""
# impassable
return false
end
end
end
# passable
return true
end
end

#==============================================================================
# ** Game_Event
#------------------------------------------------------------------------------
# This class deals with events. It handles functions including event page
# switching via condition determinants, and running parallel process events.
# It's used within the Game_Map class.
#==============================================================================

class Game_Event < Game_Character
#--------------------------------------------------------------------------
# * Recreate
#--------------------------------------------------------------------------
def recreate
@erased = false
refresh
end
end

#==============================================================================
# ** Game_Map
#------------------------------------------------------------------------------
# This class handles the map. It includes scrolling and passable determining
# functions. Refer to "$game_map" for the instance of this class.
#==============================================================================

class Game_Map
#--------------------------------------------------------------------------
# * Public Instance Variables
#--------------------------------------------------------------------------
attr_reader :map
end

#==============================================================================
# ** Interpreter
#------------------------------------------------------------------------------
# This interpreter runs event commands. This class is used within the
# Game_System class and the Game_Event class.
#==============================================================================

class Interpreter
#--------------------------------------------------------------------------
# * Object Initialization
#--------------------------------------------------------------------------
alias af_veh_int_init initialize
def initialize(depth = 0, main = false)
@switching_vehicle = false
af_veh_int_init(depth, main)
end
#--------------------------------------------------------------------------
# * Switch Vehicle
#--------------------------------------------------------------------------
def switch_vehicle(value)
@switching_vehicle = value
end
#--------------------------------------------------------------------------
# * Determine if Running
#--------------------------------------------------------------------------
def running?
return @list != nil || @switching_vehicle
end
end


This post has been edited by Mataris: May 20 2010, 08:38 PM
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Rukiri
post May 21 2010, 07:15 PM
Post #8


emerge -avt awesome! Wait... it brings me.... HERE?!
Group Icon

Group: Revolutionary
Posts: 1,717
Type: Scripter
RM Skill: Advanced




That's pretty easy, 2 just means the terrain_ID the player can land on.

I'm assuming 1=block, 2="O"movable, and 3="*"behind


__________________________
Xeilsoft
- Follow your dreams to the very end..

Kits that I'm working on.
[Unity3D 4.0] LTTP/Minish Cap - I don't have time for custom gfx like what the pze folks are doing but I will try and work on some enhanced LTTP graphics.

Main PC
Core i7 3820 overclocked @ 4.8GHZ
Galaxy: Nvidia Geforce GTX 680 GDDR5 2GB
Asrock X79 Extreme9 w' creative sound
64GB corsair platinum @ 1600MHZ
Muchkin 128GB SSD(boot), OZKIN 2TB SSD, Western Digital GREEN 1TB HDD.
Rosewill Lightning 1000W PSU
OS: Funtoo Linux, Windows 8 (Virtual Machine)

iMac (March 2013)
3.4GHz Quad-core Intel Core i7, Turbo Boost up to 3.9GHz
16GB 1600MHz DDR3 SDRAM - 2X8GB
1TB Serial ATA Drive @ 7200 rpm
NVIDIA GeForce GTX 680MX 2GB GDDR5
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Mataris
post May 21 2010, 07:24 PM
Post #9


Level 5
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Group: Member
Posts: 73
Type: None
RM Skill: Intermediate




QUOTE (Rukiri @ May 21 2010, 07:15 PM) *
That's pretty easy, 2 just means the terrain_ID the player can land on.

I'm assuming 1=block, 2="O"movable, and 3="*"behind


Im not very good at edit scripts at all if oyu could specifically tell me what code to write where so i can only land on a specific terrain tag that would be awesome (Doesnt matter what terrain tag 1,2,3, ect whatever works)
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Rukiri
post May 21 2010, 09:22 PM
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This is the variable(s) you want to edit, _PASSIBLE_TERRAIN_ID


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Mataris
post May 21 2010, 09:59 PM
Post #11


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Mmmmkay sry if I'm making this hard but the only places in the script i see PASSIBLE_TERRAIN_ID are refering to what a ship or raft and sail in I am not sure where i can put that in to affect where the Airship can land. If you can explain a little more/better I would be greatful if its too much of a hassle its cool

This post has been edited by Mataris: May 21 2010, 10:00 PM
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nichodo
post Nov 17 2010, 08:59 AM
Post #12


ITS OVER 9000!!
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I need an battle system script much like FF6's battle system.

This post has been edited by nichodo: Nov 17 2010, 09:15 AM


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RzrBladeMontage
post Nov 17 2010, 12:22 PM
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Please check the dates of old threads, anything over 3 months is considered a necropost. If you need a script check the RGSS Script Request thread, thank you. Locked.

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