Question #2: As I've disabled the title screen, I'm having a difficult time what I should do in regards to an actual title screen. I figured I could use Choices, but the Events processing won't allow me to utilize Loading a Saved Game as a choice - and I can't have a choice that would exit the game. Are there any special places in the script where I have to call up in order to do each of these?
I added that script you gave me in the Yggdrasil thread, Kread. Thanks for that.
However, due to the script being in there, I get a window popping up as I run the game. Where, in any script, can I change this? I posted the script in its own separate section above Main.
Question 4 Answered
Question 4
How can I use variables in order to set a key binding that would allow a player to skip a certain scene?
It's been 72 hours, yes? I hope so, because I've got another question, and I would like to bump this topic. It may be an extremely simple question with an extremely simple answer, but I would like to figure it out before I continue my project.
So check it: I'm having problems figuring out variables. There's a sequence in my project where you have to kill a specific number of enemies before a switch appears, that would allow you to open up a portal to the next area. I'm using the Yggdrasil Action Battle System, which requires each enemy actor to have the following tags.
Tags
CODE
: <abs enemy:x> : <dead self switch:Y>
Essentially, what it does is allow the script to recognize the actor as an enemy, with X pertaining to its ID in the database. The Dead Self Switch command does exactly as it sounds; once the actor is dead, it triggers a switch on the next page if the Self Switch is Y.
Here's the thing: I'm trying to get it so that it would increase a variable by 1 on the Self Switch A page, by Autorunning it, and then triggering Self Switch B, which ends the event. On the side, I have an entirely different event set on Autorun that begins once Variable A is accumulated to 7.
It doesn't do this, so now I'm completely and utterly confused.
Can anyone help me?
This post has been edited by Crescent: Apr 23 2011, 07:27 AM
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The simplest way is to show a transparent picture out of the screen size, like this... ...and then move it to the center of the screen while setting it as opaque. Like this. After that, you just have to move it again to past the upper part of the screen, while making it transparent again. Like this: I used -400 as an example, but depending of the size of the picture, you should reduce or increase the value. Just trial & error.
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FRACTURE - a SMT inspired game (demo) made by Rhyme, Karsuman and me. Weep and ragequit.
Question #2: As I've disabled the title screen, I'm having a difficult time what I should do in regards to an actual title screen. I figured I could use Choices, but the Events processing won't allow me to utilize Loading a Saved Game as a choice - and I can't have a choice that would exit the game. Are there any special places in the script where I have to call up in order to do each of these?
My second alternative is to use Events to show "characters," such as an arrow pointing at text, in order to utilize the title menu. Are there any CharacterSets for that?
This post has been edited by Crescent: Apr 17 2011, 07:57 AM
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You could use choices, but a better way would be to use pictures to display the commands. You store the position of the cursor in a variable and by checking that variable with a conditional branch, you can then use a call script event command to launch the loading screen or quitting the game. I don't know of a particular character set for that; if you want an arrow, you can make it yourself with Paint - it's quite easy.
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Eeeh, Crescent, the reason why I moved the post about Yggdrasil is because questions concerning scripts aren't asked in this section. They can be asked in the script's topic, or in the RGSS2 Script Support section. So please don't ask questions about scripts here...
The window pops-up because I forgot to remove my debugging print. Somewhere in the script (in the Drops method I think) I added this:
CODE
p true
Just remove it, it wasn't supposed to stay.
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FRACTURE - a SMT inspired game (demo) made by Rhyme, Karsuman and me. Weep and ragequit.
Eeeh, Crescent, the reason why I moved the post about Yggdrasil is because questions concerning scripts aren't asked in this section. They can be asked in the script's topic, or in the RGSS2 Script Support section. So please don't ask questions about scripts here...
The window pops-up because I forgot to remove my debugging print. Somewhere in the script (in the Drops method I think) I added this:
CODE
p true
Just remove it, it wasn't supposed to stay.
I assumed that I could post it in here, because this is a topic I'm using for all of my questions if I need an answer. I'll keep this in mind for the future.
But thank you. You've been a great help.
__________________________
When life throws you lemons, don't make lemonade. Get angry!
It's been 72 hours, yes? I hope so, because I've got another question, and I would like to bump this topic. It may be an extremely simple question with an extremely simple answer, but I would like to figure it out before I continue my project.
So check it: I'm having problems figuring out variables. There's a sequence in my project where you have to kill a specific number of enemies before a switch appears, that would allow you to open up a portal to the next area. I'm using the Yggdrasil Action Battle System, which requires each enemy actor to have the following tags.
Tags
CODE
: <abs enemy:x> : <dead self switch:Y>
Essentially, what it does is allow the script to recognize the actor as an enemy, with X pertaining to its ID in the database. The Dead Self Switch command does exactly as it sounds; once the actor is dead, it triggers a switch on the next page if the Self Switch is Y.
Here's the thing: I'm trying to get it so that it would increase a variable by 1 on the Self Switch A page, by Autorunning it, and then triggering Self Switch B, which ends the event. On the side, I have an entirely different event set on Autorun that begins once Variable A is accumulated to 7.
It doesn't do this, so now I'm completely and utterly confused.
Can anyone help me?
__________________________
When life throws you lemons, don't make lemonade. Get angry!
Group: +Gold Member
Posts: 4,136
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RM Skill: Undisclosed
Okay, first, you should check if the variable increase was done or not. Just after killing one of those enemies, press F9 and check the value of the variable. If it didn't change, then it's a problem related to Yggdrasil itself.
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FRACTURE - a SMT inspired game (demo) made by Rhyme, Karsuman and me. Weep and ragequit.
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Posts: 4,136
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Found the problem. Yggdrasil doesn't support multiple lines for comments. Rather than stick the self-switch tag in a second line, use another comment instead.
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FRACTURE - a SMT inspired game (demo) made by Rhyme, Karsuman and me. Weep and ragequit.