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Full Version: The Project Zelda Engine (aka Zelda Starter Kit)! *With Download Links & Pictures*
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InfinateX
Soooo.... Is the item editing array a good idea? I thought of it since not all games have the same items...

I was also wondering if different armour changed how Link looks since it does in every LOZ game created so far...
Night_Runner
At the moment, with the armours... well, they kinda don't change any graphics blush.gif

Sorry, I should introduce myself, my name's Mark, I'm doing all the scripting work on the Zelda engine.... and I"m kinda the main reason that it's being delayed at the moment (sorry, I'm in my exam period, and I also have my duties as moderator).


SilentResident knows how I've implemented the items/weapons/armors available in the menu's, and I'm assuming he's keeping it as a surprise, but I'll tell you this, it's a lot easier and a lot more powerful than arrays, and lets you have complete customisation over your menus smile.gif
I've put a lot of thought into it, much more than any other script I've made, and it's something that I don't think's been done before tongue.gif

Or course SR will probably just sign in and tell you now that I've hyped it up happy.gif


Since I'm posting here now, I was just wondering what people though of the Zelda Engine? Any special requests for me with the scripts or events (nothing too big, we're still hoping to get Patch #3 out before 2012 tongue.gif)?
wormy677
i look look look and look for darkworld tilessets but fined none
Chakanevil
@Night_Runner

was hoping to work along side of you, SR said she would like to experiment with moving to xasabs 4.0 in the future, but that wouldn't be any time soon, rather experimenting to see if it can handle any other scripts beside the hud, and if a rewrite or small modifications are in order, I'm thinking we could aim this at least 3-4 months after the release of patch 3.0, so everyone will have a nice break and some time to relax, i will be making a better features video, any features I should look for, I will play all the Zelda games I can and watch videos for features and ideas after I move, anyways I could get a demo of the current work so I can see what scripts I should look for, or what needs to be added thats not there.

My idea is a map screen the shows what room of the dungeon you are in, also button mapped from page up page down for the 4 screen menu to other buttons.
wormy677
so whats up with the boss men or should i say boss women she has not made a post in over a week
Chakanevil
@wormy677
I'm wondering the same thing
Night_Runner
It's exam time for us in the southern hemisphere, SR said that they were under a bit of pressure to knuckle-down.

I wouldn't worry happy.gif
Chakanevil
I would have thought silent would be back by now.

would like a progress report btw
SilentResident
HELLOOOOOOOOOOOOOO! biggrin.gif

I am back! biggrin.gif I missed you, dear friends and teammates! smile.gif Finally I am done with those June's university examinations. dry.gif
SilentResident
OK, now my answers to your comments tongue.gif


QUOTE
We're almost at the end of May! So um, wasn't update three coming really really soon? :3?

@ Klokinator: we in the team -at least some of us- were having some duties in real life, which cannot be avoided. Thus, we are implementing even more changes to the engine such as the Dynamic Boomerang and Hookshot that can gather small items for Link, the Dynamic Lens of Truth, of which the Eye's effect moves with the player in real time, and now the player can see invisible items only within the inner cycle of the Eye (instead of the whole screen as of now), the expanded menus and the way items work, and more. With few words, we don't care about release dates. We care about bringing you an even bigger Update Patch 3!!! :-)


QUOTE
these things take time, I have play tested the new update, and it is already a lot faster, there are a few things that need to be worked on, and perhaps even pass this update but great progress has been made, and i think even so into the future, we are looking into transitioning this into xasabs 4.0 in the future, that is if we can keep the same game functions, or a slight rewrite, in the mean time please hang tight, until release 3 is release, no need for rude comments, at the end of the day we are adults and like our me time, or a few days/hours off.

The reason I say xasabs 4.0 and not 3.9 is xasabs 4.0 is due to be released and will have more features, and by then I think PZE release 3 will haved been released, which will give the team a few weeks/months off, I'm in the process of moving but I will attempt to add features from PZE to Xasabs after the move, this is to see if it is even possible, and the ammount of work that it would require, it could take an entire new system, but xasabs has a very nice system, that in the long run would be very nice to make a zelda fan game.

Aye, as Chakanevil said, we are not willing to limit the PZE, and we are expanding it in all possible ways. smile.gif


QUOTE
ChakanEvil: I don't know why you would be having these problems unless you are using an older version still even then when i do the quick fix the game runs, yes some items are missing in the inventory screen but not all the items, there is already epona's song, as well as a screen shot with magic armour, the hookshot will gather small items, so i would assume the boomerang will also in the future, there is going to be a complete new hud, i am the finder of the hud that will be added into release 3.

Aye, smile.gif in UP3 those issues are addressed. And in UP3, indeed, both the Boomerang and the Hookshot can gather small items.
The Boomerang and the Hookshot can gather the following items:
Rupees and Coins
Small Magic Jars
Small Heart Recoveries
Small Keys
Other common items of small size

Items the Boomerang and Hookshot cannot pick up are:
Big Magic Jars
Fairies
Bomb Supplies
Arrow Supplies
Rare Items or items with big size

It is obvious that the weapon supplies such as bombs and arrows cannot be picked by using other weapons. They have to be picked up by Link himself.



QUOTE
Soooo.... Is the item editing array a good idea? I thought of it since not all games have the same items...

I was also wondering if different armour changed how Link looks since it does in every LOZ game created so far...

Well, our dear Night_Runner has a big surprise for everyone about the editing of the item arrays.
The Project Zelda Engine will come with an encyclopedia-based Tutorial (in HTTP or PDF format), that can be expandable and it will contain all the tutorials for how to edit the item arrays, the maps, configure the settings, edit the events, and anything else regarding PZE!



QUOTE
At the moment, with the armours... well, they kinda don't change any graphics blush.gif

Sorry, I should introduce myself, my name's Mark, I'm doing all the scripting work on the Zelda engine.... and I"m kinda the main reason that it's being delayed at the moment (sorry, I'm in my exam period, and I also have my duties as moderator).


SilentResident knows how I've implemented the items/weapons/armors available in the menu's, and I'm assuming he's keeping it as a surprise, but I'll tell you this, it's a lot easier and a lot more powerful than arrays, and lets you have complete customisation over your menus smile.gif
I've put a lot of thought into it, much more than any other script I've made, and it's something that I don't think's been done before tongue.gif

Or course SR will probably just sign in and tell you now that I've hyped it up smile.gif


Since I'm posting here now, I was just wondering what people though of the Zelda Engine? Any special requests for me with the scripts or events (nothing too big, we're still hoping to get Patch #3 out before 2012 )?

Aye, indeed, as of now, the armor is not reflected in Link's sprites, but I am planning to make it work in the future. I got some ideas -including the use of conditional branches- to make this work in the future, although it can be a tedious work and require many new sprites to be added to the PZE, increasing the total file size of the engine to more than 300 MB. ^^
And, my dear Night_Runner, how comes you feel responsible for the PZE's delays? I don't think so. The delay of a hobby's work is not something that we can call "delay" at all. Anyways the PZE is not a "duty" at all. The PZE is just for fun! People need to relax when it has to do with RPG Maker XP and have fun working on their free-time hobbies such as RPG Maker XP, otherwise they get stressed! If we are worrying about time and delays while doing our hobbies, then I am not surprised why the Western World suffers from stress.


RELAX DEAR GAMERS! STRESS DOES NOT BELONGS IN GAMING WORLD!!! biggrin.gif



QUOTE
It's exam time for us in the southern hemisphere, SR said that they were under a bit of pressure to knuckle-down.

I wouldn't worry happy.gif

Aye, same for us in the northern hemisphere. Cool that both hemispheres have same "schedules" smile.gif
Chakanevil
welcome back Silent, congrats on the tests, hope they went well for you.

was wondering what other scripts you would need, played with transitioning to xasabs 3.9 i got the hud working some what, but ran into a few errors when copying over the map. i will try to integrate more features of pze into xasabs in the next few days.

The problems I have encountered is xasabs has it scripts and pze has its scripts as well, they could be conflicting, and placement is a bit of a pain, knowing what to add or remove is guess work for me, I'm just experimenting as of now to see if it would be sensible to transition to xasabs.

Edit: I wasn't very successful, I'll leave it to the pro's
Chakanevil
Installation
Installation
---------------------------------

By now you should have familiarized yourself with the demo.

There are two options when it comes to installing XAS:

>> build your game upon the existing demo
Recommended if you are new to XAS

The demo comes with a lot of pre-configured tools and enemies, this means you’ll only need to make minor adjustments to create your very own XAS based game.

All basic customisations can be made in the following scripts:



>> copy scripts to an existing project
Recommended if you are familiar with how the XAS System works

In this case you must copy all the scripts related to XAS (add-ons optional) these scripts are:



Overview
Overview
---------------------------------


1. Active HUD (Add-on)
Displays the hero's current HP, SP, level and exp.

2. CT meter (Combat Time)
Displays the hero's endurance.

3. Overdrive meter
Displays how close you are to achieving an overdrive level.

4. Tool HUD
Displays the hero's current weapon, shield (secondary weapon), item, skill and gold.

5. AP SYSTEM (Add-on)
Acts as a secondary monetary system.

6. Bonus & Forfeit meter (Add-on)
Awards or punishes your hero depending on their performance.

7. Combo Graphic (Add-on)
Shows amount of hits and total damage caused at any one time.

8. Enemy HP meter (Add-on)
Shows how much HP an enemy has.

9. Damage Popup (Add-on)
Shows how much damage has been done.

10. Extra Skill (Add-on)
Allows you to hotkey five special skills.

Controls
Moghunter designs XAS with the game controller in mind but you can use your keyboard if you prefer.

changing the XAS controls
-------------------------------

Go to the MISC script and search for the following line of code: XAS_COMMAND


eXample:


DASH_BUTTON = Input::X

Corresponds to the Dash Button setup, meaning that the A key on the Keyboard is used.

If you changed the X to Y, like so ...

DASH_BUTTON = Input::Y

... then the S key on the Keyboard will be used instead.

Creating Tools
Creating Tools
---------------------------------

XAS uses an elaborate Tool System that allows you to heavily edit how you want a weapon, item or skill to act. The following outlines the steps you need to take to create any type of tool.

>> the steps

>> create a new SKILL entry in the DATABASE
>> create a new event on the TOOL map
>> fill out a TOOL script for your new tool

In all the steps outlined above the IDs match:
SKILL ID = EVENT ID = Tool Script ID

>> step 1: creating a new SKILL entry in the DATABASE

Go to the SKILLS tab in the DATABASE and make a new entry


Some important points:

1. Occasion
Menu availability

2. Target Animation
Animation played when the tool hits

3. User Animation
Animation played when someone uses the tool

4. SP Cost
How much SP a magic spell uses OR how much CT an attack uses

5. Power
How much damage the tool will cause

6. Element column
To edit a skill's behaviour all you have to do is tick the relevant box under 'Element' ‚ œ in the SKILLS tab.

Tick if you want your tool to ...
X Piercing ... go through the target
X Invicible ... make the user invincible
X Ignore Invicible ... ignore the invincible state
X Multi Hit ... hit multiple times
X Diagonal ... shoot diagonally
X Auto Target ... lock onto a target
X Self Damage ... damage the user when it ‚ „ s used
X Stick ... stay on the target ‚ „ s position
X Barrier ... stay on the hero ‚ „ s position
X Bounce ... hit target then change direction and angle
X No Reflect ... ignore being reflected
X No P Shield ... ignore the hero ‚ „ s shield
X CT Cost ... use CT instead of SP
X Only Ally ... only affect allies
X Short Range ... have a short range
X Jump ... make the hero jump
X Pressed ... last as long as the action button is held down
X Hookshot ... enable hookshot effect
X Shield ... enable shield effect
X Wait Finish ... make the hero wait for the entire duration
X Boomerang ... enable boomerang effect
X Seria Move ... enable fast attack (warp to target position, then move back)
X Two Directions ... shoot in two directions
X Three Directions ... shoot in three directions
X Four Directions ... shoot in four directions
X All Directions ... shoot in all eight directions
X Shake ... shake the screen
X Start Slow Motion ... activate slow motion
X Hit Slow Motion ... hit the target in slow motion
X Rush ... make the user move forward rapidly
X Back Rush ... make the user move backward rapidly
X Baria ... make the user jump forward, attack and move back
X Step Jump ... make the user move forward and jump on the spot
X Target Position ... move to the target ‚ „ s position
X Guide ... seek out a target
X Zoom ... activate zoom
X SP Type1 ... activate background effect based on the duration of the tool
X SP Type2 ... activate background effect based on the suflags of the tool

>> step 2: creating a new event on the TOOL map

Go to the TOOL map and create a new event.



>> step 3: filling out a TOOL script for your new tool

Every event on the TOOL map has a corresponding TOOL script, this stores more detailed information about the tool.

eXample:



Tool Script
Tool Script
---------------------------------

action_id = X
X = The TOOL ID.

Remember: SKILL ID = EVENT ID = TOOL ID

LINK_ACTION_ID[action_id] = X
X = The TOOL ID you want to activate next.
You can create combos this way.
Note: Enter 0 for no TOOL to be activated next.

SUFLAGS[action_id] = X
X = Amount of frames the user stands still for when using the TOOL.

DURATIONS[action_id] = X
X = Amount of frames the TOOL remains in play for.

SELF_MOTIONS[action_id] = = "X"
X = Suffix of the graphic you want to be shown when the TOOL is activated.
Open: Suffix Name List



plan = []
plan = [X]
ATTACK_ID_PLANS[action_id] = plan
X = Amount of frames before the TOOL €™s impact takes place.
This option is used to create tools such as bombs where the impact occurs after a little while.

ATTACK_RANGE_TYPES[action_id] = X
X = Type of impact area.
Options: LINE, RHOMBUS or SQUARE



ATTACK_RANGE_PLANS[action_id] = X
X = Size of the impact area.

BLOW_POWERS[action_id] = X
X = Number of tiles you want the target to be forced back.



plan = []
plan[X] = Y
SELF_ANIMATION_PLANS[action_id] = plan
X = Amount of frames before an animation takes place.
Y = ANIMATION ID.
This option is used to create tools such as bombs where the explosion animation occurs after a little while.

SELF_ANIMATION_HIT[action_id] = X
X = ANIMATION ID shown when the user activates the TOOL.
Note: Enter 0 for no ANIMATION to be used.

TARGET_INVINCIBLES_DURATIONS[action_id] = X
X = Amount of frames the user is invincible for.

ANIMATION_SPEED[action_id] = X
X = Speed at which the ANIMATIONS are played.

FORCE_MOVE[action_id] = X
X = Amount of frames the user is invincible for.
Options: FORWARD, BACKWARD or nil

PLAYER_CAST_TIME[action_id] = X
X = Amount of time the user has to wait until they activate the TOOL.



Defining Tools
Defining Tools
---------------------------------

>> define the tool as a weapon



Go to the SKILL script and search for the following line of code: WEAPON_ID_TOOL



FORMAT: A=>B

A = Weapon ID
B = TOOL ID


>> define the tool as a spell



Spells are the default setting for all skills, there is no need to define them.

>> define the tool as an item



Go to the ITEM script and search for the following line of code: XASITEM_ID



FORMAT: A=>B

A = Item ID
B = TOOL ID


Remember to set the Occasion to �€˜Always�€™ in the DATABASE
otherwise you won�€™t be able to equip your items.


>> define the tool as a shield



Go to the SKILL script and search for the following line of code: SHIELD_ID_TOOL



FORMAT: A=>B

A = Armor ID
B = TOOL ID


Environment Interaction
Environment Interaction
---------------------------------



>> what are interactive events?

Environment Interaction can be achieved using events. These events require a particular TOOL to activate them, these are known as Interactive events.

eXample:

>> Torches that can be lit
>> Walls that can be broken
>> Grass that can be cut

The TOOL ID defines what will happen if a tool hits an Interactive Event.



>> how to create an interactive event

All Interactive Events work on the same principal:

>> first page

i. Select your graphic (unlit torch, unbroken wall, uncut grass)

screenshot walkthrough



>> second page

i. Select your graphic (unlit torch, unbroken wall, uncut grass)
ii. Select Variable then select 0003: ID Impact from the list. Now put the Tool ID of your selected tool (lantern, bomb, sword) in the box below.
iii. Under List of Event Commands put anything you want to happen when your selected tool hits this event (i.e. animations or sound effects to be played, switches to be toggled etc.)
iv. Then you can either:

>> Choose to erase the event - this means the event will be temporarily deleted and be restored when you return to the same map (good for grass or pots etc.)

screenshot walkthrough



>> Or set either a self switch or an actual switch and make a third page - (good for switches, lanterns, walls etc.)

screenshot walkthrough





In the above example when this piece of grass is cut by the TOOL with the ID of 1 (Broad Sword in the XAS demo) it €™ll play an animation and then the event will be erased.

Note: You can replicate the second page for every tool that
has the ability to interact with the event.


eXample:
You may want to play a different animation when you cut
through the bush with a burning sword or squash it with a
hammer etc.


>> (optional) third page

i. Select your graphic (lit torch, broken wall, cut grass)
ii.Select the Self Switch or Switch you activated on the second page

screenshot walkthrough



Advanced Functions
Advanced Functions
---------------------------------

>> force equip tools



It is possible to force equip your hero with items from their inventory using a few script commands, this is helpful when creating quick setup events:



This command will make the character use a tool regardless of what is happening in the game.

eXample:



>> define charging skills





Go to the SKILL script and search for the following line of code: WEP_CHARGE_ID



FORMAT: A=>B

A = Weapon ID
B = TOOL ID


>> creating specific tools

Click the following links to find out how to make each of these tools:

Boomerang
>> Boomerang



>> characteristics

>> The tool disappears when it touches the hero
>> The tool can pick up items dropped by enemies

To make a boomerang follow these steps:



  • Fill out a Tool script for your new tool and set the duration to a high number as shown below




  • Congratulations you just made the boomerang tool!


Hookshot
Hookshot

>> hookshot



>> characteristics

>> The tool pulls enemies towards the hero
>> The tool pulls the hero to locations they could otherwise not reach

To make a hookshot follow these steps:



Cane of Somaria
Cane of Somaria



>> characteristics

>> The cane of somaria is made up of two tools
>> The first tool generates a block that can be pushed, picked up and thrown
>> The second tool activates the block when it hits it, sending fireballs off it all four directions

To make the first tool follow these steps:

  1. Name the first tool Somaria


  2. If you’d like your character to push the block set this functionality on the first page of the event as shown below


  3. Create a second page and set the Impact ID to the value of the second tool’s ID


  4. After that define what you want to happen if the hero hits the block. Here’s an example:



To make the second tool follow these steps:

  1. Create another tool similar to that of a sword




The Sensor
The Sensor
---------------------------------

>> about the sensor

The sensor is an invisible area that surrounds every enemy. When your hero enters this area the enemy’s behaviour automatically changes to the move route on the third page of the enemy event.



The sensor is usually set to 20 when dealing with a boss (as this covers the whole 20 x 15 map) and anywhere from 2 to 10 when dealing with normal enemies.

The diagram above shows an enemy with their sensor set to 4.

>> how to configure the sensor

The enemy sensor is configurable in two ways:

>> You can set the sensor in an event using variable 10.
-or-

>> Assign a sensor to each enemy:

Go to the BATTLER script and search for the following line of code: ENEMY_SENSOR



FORMAT: A=>B

A = Enemy ID
B = Size of the Sensor


Creating Enemies
Creating Enemies
---------------------------------

>> summary of the enemy tab



Remember to add a graphic for your enemy in the Troops
tab. Failing to do so will result in an error.


>> enemy effects

To edit an enemy's effects all you have to do is change the relevant box under 'Element Efficiency' to anything but 'C' in the ENEMIES tab to make an enemy that ...

E Object ... cannot be harmed (traps)
E Item ... can be harmed but doesn’t show damage (items)
E Ingnore Shield ... hurts the hero even if the hero is using their shield
E No knockback ... doesn’t move backwards when hit
E Jump Disable ... doesn’t jump when hit
E Breath ... looks like it’s breathing
E Zoom In HIT ... decreases in size based on it’s HP
E Zoom Out HIT ... increases in size based on it’s HP
E Only Blow Touch ... moves the hero backwards but takes no damage
E Passive ... won’t attack unless provoked
E Drain ... drains HP when it attacks
E SP Damage ... drains SP when it attacks

All other properties (such as defeat animations, defences, counter attacks etc.) are handled in the BATTLER script.

>> enemy behaviour

XAS now has it’s own AI that'll handle a lot of the work if you want it to. All you have to do is list the skills you want that particular enemy to have in the 'Action' section in the ENEMIES tab.

eXample:



Basic:
Attack means the enemy will inflict damage upon contact.
Defend means the enemy will shield itself from attacks.
Escape means the enemy has a chance of disappearing mid-battle.
Do Nothing means the enemy will wander around without attacking.

Skill:
Thunder 1 and Cure are examples of skills the enemy will cast (as shown above).

Conditions tell the enemy to perform this 'Basic' or 'Skill' function when ...
None ... the hero is near.
Turn 1 (or higher) ... the hero is far.
HP ... it’s health is below a certain percentage.
Level ... the hero’s level is above a certain amount.
Switch ... a particular switch is on.

>> enemy events

  1. Select your enemy graphic
  2. Make sure Move Animation and Stop Animation are both ticked
  3. Name the event <EnemyX> where X is the Enemy ID



Chakanevil
Battler Script
Battler Script
---------------------------------

All functions relating to enemy or hero can be edited in the BATTLER script.



>> activate a switch when an enemy dies

Search for the following line of code: DEFEAT_SWITCH_IDS



FORMAT: A=>B

A = Enemy ID
B = Switch ID


>> define the size of an enemy

Search for the following line of code: BODY_SQUARE



FORMAT: A=>B

A = Enemy ID
B = The size of the enemy (in tiles)


>> define the directional vulnerabilities of an enemy

Search for the following line of code: SHILED_DIRECTIONS



FORMAT: A=>[B]

A = Enemy ID
B = Directions of invulnerability:
2 = Frontal Defence
4 = Left Defence
6 = Right Defence
8 = Back Defence


You can define up to a maximum of 4 directional
vulnerabilities.


>> define enemy defences

Search for the following line of code: SHILED_ACTIONS



A = Enemy ID
B = Tool ID


You can define an unlimited amount of attacks the enemy is
immune to.


>> define an enemy’s counter attack

Search for the following line of code: COUNTER_ACTION



A = Enemy ID
B = Tool ID


If you define more than one counter attack then one will be
picked at random.


>> define an enemy’s final attack

Search for the following line of code: ENEMY_FINAL_ATTACK



A = Enemy ID
B = Tool ID


If you define more than one final attack then one will be
picked at random.


>> reaction to short-range attacks

Search for the following line of code: ENEMY_HIT_DAMAGE_REACTION



FORMAT: A=>B

A = Enemy ID
B = Damaged caused as a percentage


You can define whether a tool is short range or not by ticking
the 'X Short Range' box under the 'Element' column in the
SKILLS tab.

>> limit attacks

Search for the following line of code: ENEMY_DAMAGE_LIMIT



A = Enemy ID
B = Maximum damaged that can be incurred


Advanced Commands
Advanced Commands
---------------------------------

As I outlined earlier there are a number of XAS commands you can use to make your enemies more intelligent and challenging, below is a full list of these commands.


Table 4: Glossary


Table 5: Advanced Script Commands in XAS


Items
Items
---------------------------------

>> item cost

Here you list items that diminish every time you use them like potions, bombs and arrows.



Go to the ITEM script and search for the following line of code: ITEM_COST



FORMAT: A=>B

A = TOOL ID
B = Item ID


>> multiple treasures

When an enemy is defeated they may drop an item. Here you can configure what items they drop and the chance of a particular item dropping.

Go to the BATTLER script and search for the following line of code: ENEMY_MULTI_TREASURE



FORMAT: A=> [B,C,D]

A = Enemy ID
B = Type of Treasure:
0 = Item
1 = Weapon
2 = Armor
C = ID of the Item, Weapon or Armor
D = Probability of item drop


The Multiple Treasure System activates when the Treasure
function in the DATABASE fails.


>> earning multiple treasure

Here you can determine how much of an item you get when you collect it.

Go to the ITEM script and search for the following line of code: ITEM_NUMBER



FORMAT: A=>B

A = Item ID
B = Quantity


>> treasures with animated icons

To create an animated icon all you need to do is make an image where the height is proportional to the width.

eXample:
This animated icon is 96 x 24.



>> treasure effects

In XAS it is possible to define what happens when your hero collects a particular item. These effects can vary from recovering HP to receiving damage to gaining gold etc.



To edit a field item all you have to do is tick the relevant box under the 'Element' column in the ITEMS tab and do as follows:

I Gold
Set the ‘Price’ value to amount of Gold Gained
I Exp
Set the ‘Price’ value to the amount of Experience Gained
I AP
Set the ‘Price’ value to the amount of AP Gained
I STATUS
Set the ‘Price’ value to the STATE ID Gained
I HP Damage
Set the ‘Rcvr HP %’ value to the amount of HP Gained/Lost
I SP Damage
Set the ‘Rcvr SP %’ value to the amount of SP Gained/Lost

>> various item examples

Potion
Example: Potions

>> items tab

  1. Make a new entry in the ITEMS tab
  2. Name the entry
  3. Pick an Icon for your Potion
  4. Set Consumable to No


screenshot walkthrough



>> skills tab

  1. Make a new entry in the SKILLS tab
  2. Name the entry
  3. Pick an Icon for your Potion
  4. Set Occasion to Always
  5. Tick the relevant boxes under the 'Element' column in the SKILLS tab

    • X Piercing ... go through the target
    • X Invicible ... make the user invincible
    • X Ignore Invicible ... ignore the invincible state
    • X Self Damage ... damage the user when it’s used
    • X No Reflect ... ignore being reflected
    • X Only Ally ... only affect allies
    • Name_ON ... activate the action info display
  6. Set Power to a negative number
  7. Tick the relevant box under the 'Element' column in the SKILLS tab
    • D % Maxhp ... damage as a percentage of maximum HP


screenshot walkthrough



>> tool map event

  1. Make a new event on the TOOL map
  2. Play an animation
  3. Wait a few frames
  4. Turn on a Self Switch
  5. Create a new page in the event with the Self Switch set to on as a condition


screenshot walkthrough



>> tool script



EXP Field Items
Example: EXP Field Items



>> items tab

  1. Pick an Icon for your EXP Field Item
  2. Set Occasion to Never
  3. Set Consumable to Yes
  4. Tick the I Exp box under the 'Element' column
  5. Set the Price value to the amount of EXP you want to be added when the hero collects this item




Fall System
Fall System
--------------------------------


Chakanevil
reserved
Chakanevil
looks like 4 posts will be enough to cover the needs, it will be 11 spoilers per a post, there are 44 topics that needs to be covered, and i just think that this guilde will help the team decide if it would be worth the time to transition to it in the future.
SilentResident
QUOTE (Chakanevil @ Jun 15 2011, 07:40 AM) *
looks like 4 posts will be enough to cover the needs, it will be 11 spoilers per a post, there are 44 topics that needs to be covered, and i just think that this guilde will help the team decide if it would be worth the time to transition to it in the future.



Nice post! Really a nice one. Really I love XASABS. Well, excuse me but I didn't understood very very well those details you are saying in your comments, as those other combat systems are not well known to me. XASABS is confusing me abit, but I could love to learn using it! biggrin.gif
I am sure Night_Runner understands your comments better than me as he has some experience with those combat systems.
Even if I am abit confused about that battle system, I think I got the idea about how XASABS works now. I also understand how item/weapon's interact with events such as shrubs and walls, etc, in XASABS, and I can say, it is great! You can post more comments about it. smile.gif
The good is that, as Night_Runner told me, the revamp to the Inventory Screens of PZE (from the old event-based inventory to the script-based inventory) opens the way for the integration of better battle systems to the PZE, such as XASABS.

All what I am worrying about so far, is the compatibility of XASABS with the Sticky Switches script of Project Zelda Engine. The sticky Switches are needed to give certain weapons/items an area of effect zone (instead of full-screen effect). For example, for the Lens of Truth, which makes nearby invisible items to get revealed when Link is 3-4 tiles close to them, or for the Ocarina's music to affect the nearby events in a map in a radius of 4-5 tiles (such as standing near an old stone monument at least 4-5 tiles near to it - and play Zelda's Lullaby to trigger an event on the monument).
The Sticky Switches, with few words, allow certain weapons such as the Lens and the Ocarina to have an Area of Effect radius with the player's location being the center of the AOE.

Really, the game could be very unrealistic if those weapons's effects are full-screen wide.
wormy677
yhaaaaaaaaaaaaaaaa shes back
zhoul
saw the updates. Great work so far. I told you that i have near every char from zelda in A Link to the Past style and that i wanna upload them for you..but i had a long exam period. Today is my last one and then i have a lot of free time so i can upload the sprites.

I have sprites who work allready (can be used in the maker) and some chars are done but i didnt make the charset for them. In the end
its rlly easy to make char sets from these sprites because like i said allready..they are done.

I made allready a folder with all the stuff. Uploading soon but it would be better if you tell me some chars you wanna use (my char/tileset
folder is over 800 MB and its all from Zelda ^^)

For example: i made the scarecrow from Zelda (OoT,MM) and you remember..there was a ocarina song for the scarecrow and after
you used it..the scarecrow starts dancing.

or Hyrale Guards, Gerudos and of course a link set where he is using every mask from majora + the godlike mask and i have an

evil link too (with 2 swords) + animation. This one was made by a friend and long time ago i wanted to make a evil link mask of this set
so you can transform into the dark link with 2 swords. Its not hard to make a mask from this set (just use the face from this link) but i didnt
had the time to finish him. Perhaps i got some time in my freetime.
SilentResident
@zhoul

Excellent! Simply excellent! We can't wait! biggrin.gif
Chakanevil
QUOTE (SilentResident @ Jun 15 2011, 03:35 AM) *
QUOTE (Chakanevil @ Jun 15 2011, 07:40 AM) *
looks like 4 posts will be enough to cover the needs, it will be 11 spoilers per a post, there are 44 topics that needs to be covered, and i just think that this guilde will help the team decide if it would be worth the time to transition to it in the future.



Nice post! Really a nice one. Really I love XASABS. Well, excuse me but I didn't understood very very well those details you are saying in your comments, as those other combat systems are not well known to me. XASABS is confusing me abit, but I could love to learn using it! biggrin.gif
I am sure Night_Runner understands your comments better than me as he has some experience with those combat systems.
Even if I am abit confused about that battle system, I think I got the idea about how XASABS works now. I also understand how item/weapon's interact with events such as shrubs and walls, etc, in XASABS, and I can say, it is great! You can post more comments about it. smile.gif
The good is that, as Night_Runner told me, the revamp to the Inventory Screens of PZE (from the old event-based inventory to the script-based inventory) opens the way for the integration of better battle systems to the PZE, such as XASABS.

All what I am worrying about so far, is the compatibility of XASABS with the Sticky Switches script of Project Zelda Engine. The sticky Switches are needed to give certain weapons/items an area of effect zone (instead of full-screen effect). For example, for the Lens of Truth, which makes nearby invisible items to get revealed when Link is 3-4 tiles close to them, or for the Ocarina's music to affect the nearby events in a map in a radius of 4-5 tiles (such as standing near an old stone monument at least 4-5 tiles near to it - and play Zelda's Lullaby to trigger an event on the monument).
The Sticky Switches, with few words, allow certain weapons such as the Lens and the Ocarina to have an Area of Effect radius with the player's location being the center of the AOE.

Really, the game could be very unrealistic if those weapons's effects are full-screen wide.



I was wondering if perhaps we could use sensors for items that are hidden?

The Sensor
The Sensor
---------------------------------

>> about the sensor

The sensor is an invisible area that surrounds every enemy. When your hero enters this area the enemy’s behaviour automatically changes to the move route on the third page of the enemy event.



The sensor is usually set to 20 when dealing with a boss (as this covers the whole 20 x 15 map) and anywhere from 2 to 10 when dealing with normal enemies.

The diagram above shows an enemy with their sensor set to 4.

>> how to configure the sensor

The enemy sensor is configurable in two ways:

>> You can set the sensor in an event using variable 10.
-or-

>> Assign a sensor to each enemy:

Go to the BATTLER script and search for the following line of code: ENEMY_SENSOR



FORMAT: A=>B

A = Enemy ID
B = Size of the Sensor



just modify the page so that when switch, or variable, or self switch, which would be assigned to the lens of truth, it shows the cracked rocks, which work with the bomb tool, lift tool, run tool, ext...
SilentResident
Good idea that sensor you mention. I guess the Sensor has all the features of Sticky Switches? Because they are gonna be needed for non-NPC / non-monster events.

But how customizable the Sensor is in terms of radius per event? The Sticky Switches allow you to set different radius per event - even for events on the same map, by just putting a comment (green colored text) to the event with the title STICKY SWITCHES, and set the number of Radius below it. The rest is done automatically by the Sticky Switches.

For example, the event A can have STICKY SWITCHES: 5 tiles radius while another can have STICKY SWITCHES: 15 tiles radius and that on same map.

Also I hope that the Sensor you mention, can be customized so they wont go to 3rd page of an event only? Can it also be appointed to go to 3 or 4 different Event Pages on the same Event, depending on the player's actions or distance from event? For Example, with Sticky Switches, if player within 10 yards radius, Event Page with Self Switch A turns on. If player 3 tiles close, go to page with Self Switch B, etc. Just I am saying that in case the Sensors only switch to the 3rd page of an event.
Chakanevil
@SilentResident

I didn't really catch that, could you clear that up?

perhaps a small drawing or a picture, or a demo?

also could you tell me how you make thumbnails on here?

i made an image i hope this is what you mean?

Image?

edit: I posted what I was after and someone made a demo on how to do it, it may need a bit of tweaking, but here's the demo, give it a try, do you like the way it works or would you rather have the boulders all cracked at once, instead of the player being in range? I added my own little touches, btw.

The way it's done is quite easy, you just create, an enemy, call it lol, lol will be number 68, make E Item a B instead of C, make sure it has a graphic, then create a enemy troop on # 68, name it lol, go to battler, ENEMY_SENSOR, make a new line, enter on line 136, and type in 68=>2 # lol, make sure you place a coma "67=>2, # enemy bomb" you always need a coma after the last one if you are droping done one more, then when you want to use it in an event you need to put <Enemy68> as the event name, then you can choose what ever graphics you want for the event, hopes that makes sense, if not there's a girl who has an explanation in the demo, it didnt take me very long to catch on.

Lens of Truth Demo
SilentResident
@Chakanevil

There is a way to create thumbnails in your comments. You have to upload a picture to a site such as Imageshack and it will generate thumbnail links as soon as you make the upload of the picture. In the Imageshack, it is called "Embed Thumbnail of this image" You can use those thumbnail links anywhere.

Thumbnail of a big wallpaper (Click it to enlarge to full size) smile.gif


Uploaded with ImageShack.us



Edit: And about the whole thing with Sticky Switches and Sensors, I have to say that, from what I have seen in your demo, the sensor's abilities seem exact to those of the Sticky Switches but I still prefer the Sticky Switches over the Sensor as they are much more easier to customize. I can give radius to an event without a need to open the Script Editor at all, and without a need to give the event a certain name such as <Enemy66>.

With the Sticky Switches, all what you have to do is to place the following comment to an event's page (Insert>Comment...):


CODE
*****************************************************
******************Sticky Switches******************
*****************************************************
sticky_switch A -1 4 0
*****************************************************
******************Sticky Switches******************
*****************************************************


and we are done. The rest is done automatically by the Sticky Switches script. Very simple, heh? The Sticky Switches script will translate the above comment as: If player is 4 squares away from the event's location, turn automatically the event's self-switch A on. More info of the sticky Switche's features can be found in the script itself in PZE.

I don't know why we are doing the whole discussion about Sensor and Sticky Switches... if they are the same, then lets stick with the Sticky Switches in case we are gonna add XASABS to PZE. The Sticky Switches are easier to use and its functions can be used and customized without a need to edit the script at all.

Anyways, the Sticky Switches are a script that came with Project Zelda Engine itself, and the previous PZE team had their reasons to add it in the PZE.

So far, I don't see any reasons of replacing Sticky Switches with Sensor (unless the Sensor is part of XASABS and also it conflicts with Sticky Switches?)
Chakanevil
@SilentResident
im not sure if they will conflict, lets hope not, im no scripter, lol!
Chakanevil
i wanted to ask how exactly do the items work, are they working with the common events, and if the new version isnt using common events, is there any way i could get a demo of that?
SilentResident
@Chakanevil

No point for a new demo here, as since the last demo I gave you, there has been no change to the way the items function. The Items are working with Common Events, just like always.
KingCharizard
From what I saw the v3/patch#3 of this SDK/Engine you have majority done why not release it because it seems to be a huge improvement from v2 of this. and why dont you release regular updates? why do you cram it all into one huge release/download?
SilentResident
@KingCharizard

I don't think it was possible to cut the Update Patch 3 into smaller updates, as the changes to Inventory/Menus are not something that can be divided into smaller updates (otherwise they could not work properly at all). That is why the Update Patch 3 is bound with the work's progress on the Inventory and Menus.

Well, the Update Patch 3 brings many changes to the core engine of Project Zelda, and it is only 5-6 months old and near to its completion, while the Update Patch 1 (which also was big), it took 3 years to complete.
So as you see, we are already completing our work on the Update Patch 3 at a much faster rate than we did with the UP1.
KingCharizard
I downloaded this and tried it out, and i'll admit this is impressive! However its not a good SDK(Starter Development Kit)/Engine at all, in fact its horrible to use for make a zelda game, yeah it has all the graphics and cool features but it takes atleast 5 switches to make a text speech thats crazy, for instance you gotta freeze link make the menu freeze and other crap, instead of just letting the user enter text of course someone can copy and paste a text event but the amount of editing the'd have to do to get the event exactly like they want it is too much and they might actually mess up something, now while i may be disappointed and a little frusterated concidering i had high hopes for this may i suggest a solution? perhaps trying writing scripts to do the nessary steps to setting up things such as text and what not, so the user doesnt have to do as much work.. for instance write a script that turns the switches off and on and and take the other nessasary steps so the user(me) only has to use the script command.. im gonna try to do this for myself but suggest you get a scripter or become one other wise you wont see anything actually finished with this kit.

This is NOT beginner or USER friendly at all, this is a huge mess and unless you have the patience to figure it all out no one will be using this to complete their game.
SilentResident
@KingCharizard

...

Excuse me, what Zelda Starter Kit have you expected to see for the RPG Maker XP platform? Maybe a Starter Kit that is as easy to use as to eat a biscuit? Or to be as easy as possible as a fairy tale?
I don't know why you are thinking that way, I don't know what you expected from it, but I am pretty sure there is no other complete Zelda Starter Kit that is easier than the Project Zelda Engine and the Zelda Classic...

And what you find that disappointing or frustrating in it? Can you be more specific? Is perhaps not the engine but the fact that you are an impatient person?

You should know that, much like as with all the RPG Maker XP, the users of Project Zelda could have patience and understanding of how the engine works rather than just giving it a look and then come here in the forums to call it a "huge mess" or whatever. And all that just because you are not trying to understand it.

What did you disliked more? The fact that there are several functions and switches for each of them?

And let me explain why there are switches for the text speech.
Pause Link Switch: As the Project Zelda Engine (PZE) has an advanced message system, the controls of the player's character are flexible. The Pause Link Switch ensures that any player's controls during the conversation are disabled and the player is paused, preventing him from using any weapons for the duration of the conversation. Because, thanks to the amazing Hermes advanced message script, the opposite is also now possible: the player can walk or use his weapons while a NPC speaks and the text box appears. This feature, not available in the standard RPG maker XP, allows the player to be able to move during conversations, and it is excellent for giving immersion in towns and villages, where the player can hear nearby NPCs having conversations/dialogs with each other, without the player actually having to stand idle to hear them.
The Pause Enemies Switch: Allows or disallows the enemies to move or make actions during a conversation/dialog/cutscene. Very handy for many cases and for giving a "living breath" to the game's world.
The Pause NPCs Switch: Same as above - it lets the nearby NPCs such as villagers, guards, creatures, etc, to continue their wandering patterns or patrols (aka move routes) during a conversation or dialog. Turn the switch ON if you want to force the NPCs to stand idle (freeze) during a conversation.
And more!

So, as you see, every switch and variable in the Project Zelda engine is not here to mess your game but to open the way to further customizing the cut scenes and events in your game. There is always a good reason behind anything in the Project Zelda Engine. Our goal is to give a flexible and expandable engine to the player rather than a simplified, non-flexible and hard to use starter kit.

We will of course create a PDF/HTTP manual guide that explains anything in the PZE - from switches to features - and we hope this will help simplify and clear things for the people who are confused with the engine's functions and are seeking for our help.

Now, it is up to you if you wanna use the PZE or toss it away. Feel free to toss it away, but you can't come like that in the forums and start blaming it for failing to understand it what the engine does offers to you..
KingCharizard
All of the things you have mentioned can be done on the back end with scripts with the proper scripting skills the creator of the zelda Fangame need not know what that does or should know, and if they need to specificly call the move while dialog function of whatever then would simply use a script command. I will take this and try to script every event/switch or action into a script. because this is just too much work for you the others trying to build games with this and so forth... and with script knowledge this coulda been done alot easier and faster.



This is the event for the brush, aka grass. With a script not only could the users of this make a game a focus on actually building the game, but they wouldnot have to go through this and figure out what this does. Like i said this engine can be made "easy as pie" (as you put it) to use for others if you or whoever had created this had proper scripting knowledge.

Would you mind if I used this framework and converted the kit into a cleaner, more user friendly kit and redistributed it?

FYI: I was never confused or didnt understand the feature, function or whatever else you think i misunderstood I just simply didnt like all the clutter and unessasary events.
Chakanevil
@KingCharizard

we and the team are looking at other systems to use, it is unkind to take ones work and pass it off as your own, so please with out the go ahead please refrain from doing so, if silent wants to allow you to clean the code then that would be fine, but as of yet there is no word, a little reading will show that we are currently cleaning the code up, and are looking at alternatives options, I would love to transition from pze to Xasabs, but as of now the team is under a heavy work load, and we are planning a transition, if there will be one for patch 4, or even 5, that way this doesn't not become demanding and tensions are on the rise, but rather in the free time, and for enjoyment. Silent is well aware that the engine relies on common events, as i said we are looking into eliminating as many as possible, it'd be great if you can help, but that has to be cleared with silent and the scripters first and foremost.

I have tested the very first engine and I have to say major changes have been made, this was a starter kit predated to Patch 1, so this came along way, and hopefully an even father way.

Speaking of xasabs even then you will need pages for each action you want to to perform, but these are minor switches that are controlled by scripts, and xasabs is very advanced, if you dont believe me have a look over the manaul

xas-manual

Although I do agree PZE could be more streamlined, I will admit it I'm in no hurry, because I know we will get there.

btw here's an example of how much more streamlined XASABS is, it uses two page and little commands to slice bush that block the way.

KingCharizard
@Chakanevil

In all honesty I do not need permission to use this kit as i please, and if or when i clean this up, I have every right to re-distribute it as scripting ]work done by me(of course the graphics and other hard work will be credited to the right people), because you do not realize that each switch and conditional branch used here is gona take months of scripting to get this cleaned up and user friendly, and what i mean by user friendly is a person(creator) using the kit would only have to enter a script command/call like
CODE
@shrub = Shrub.new()
(of course this is not actual code or even useable I just wanted to get my basic point across)
What this does is it will allow users to create a new event give it the shrub graphic and the condition branch and script command and when link interacts with the scrub the shrub script is activated, and the script will have everything that can happen with the shrub available for instance when link picks up the shrub, everything needed to handle that action will be scripted and done just like you guys have done with switches branches and the other mess... you got going on here... I am not trying to be mean or rude i'm sure your working hard its just in my opinion your working all wrong if your trying to create a SDK.. however if this was your own fan game of zelda and no one would have access to the files and what not just the game download your aproach/workflow would be perfectly acceptable


Exactly, my point im trying to make the xas system uses script commands. which is cleaner easer for users to implement all the systems features in their game and what not.
Chakanevil
@KingCharizard

i know what your saying, I was the one that told silent that the system needed to be transitioned into an easier system, I just don't want anyone doing any work on her hard work, and claiming the system as their own, when clearly it is not, but rather a cleaner version of what we are planning to accomplish, it would be nice to have another scripter around but that is ultimatly her decision, I'm thinking possibly with your skills and knowledge we could get patch 4, the transition to xasabs converted over, with a few hassles and changes besides major hassles, you will need to talk to silent about it though.
KingCharizard
@Chakanevil

I dont steal, I said I would redistribute a modfied version, I wont be joining the team, I have my own people to help with the transition. and I pmed you on this matter, this kit doesnt need xas what it needs it its own special system like xas but made speficially for this kit. again I will see what i can do and if I achieve anything worth realeasing with in th month i'll release a download, and you should re read my edited post above this one..
Chakanevil
The features xasabs offers is a lot easier then writing a new system, it's easier to transition over to there. you should try the xasabs demo to see what i mean, and play everything through.

let me see if i can find the demo video i made



Sorry this one isn't english but here's 3.82.



and here's what xasabs 4 promises, it's not released yet,





I been trying to get this guy to release sprites to me, but he said project is down.



btw silent here's what i had in mind for a new hud and new/load screen, i think they are way more streamlined and detailed, i love the way this hud works.

SilentResident
@KingCharizard

So it seems you are experienced with scripts, aren't you? Now from reading all those comments from you, it seems I was wrong with you. You are not an grumbler, you are an experienced player who believes that the Project Zelda Engine can be re-organized and revamped?.
I apologize for my "frivolity" of my answer to your very first comment yesterday. Sorry if I was a not so nice girl with you. smile.gif Your not so nice and clear critic in your first comment didn't help me understand what you was talking about. I didn't expect that this critic it is coming from someone with ideas for PZE. I wrongly expected that you was just a grumbler... And I deeply apologize for this. smile.gif I just realized, through your further comment posts, that you seem you got some ideas on the PZE. Why not joining the PZE developing team? smile.gif This is what we are looking for. People like you, Chakanevil, and Night_Runner, people who have vision of a true starter kit that is more capable, more organized and easier in use. You may not be aware, but we already did the first step toward this way: We turned the Common Event-based Inventory Menu into a full script Inventory.

We have the same goals. The goal is to re-organize the engine and make it function better. Remember all those 5 switches for a simple Speech event you mentioned? I agree with you, they have to be eliminated and be absorbed by the Engine itself. But the problem is: I am not scripter at all! I have no idea about scripts! Here Night_Runner, Chakanevil and Derula come for! They are amazing guys, very kind, they always help on my efforts to improve the Engine and make it better! They have as goal to make the PZE even better and even better! Here you come! We need more scripters. The more scripters we get, who share the dream of a better Project Zelda Engine, the better! We really want anything the people can offer to the engine. To be scripted and more user-friendly. Make it simplified but without sacrificing flexibility. If you don't believe me when I am saying that you and we have the same dreams, and to see in the future, a more advanced, improved and organized Project Zelda Engine, then you can check the Update Patch 3's notes on the first page of the forums: We already did now the first step to this way: we are turning the whole HUD, the whole Inventory and all the game menus into scripts! As you see, the original Project Zelda Engine's inventory, menus and HUDs were made of Common Events...: Including the the rupees/weapon ammo (bomb, arrow) calculator, to the HUD and the inventory! Turning the event-based inventory into a script-based is a fact of what Project Zelda Engine we want.

After reading all those comments by Chakanevil and you, KingCharizard, I realized how many people are out there, who want the best for the PZE! It is up to you KingCharizard, if you want to unite your powers with us the community and help improve the Engine in ANY ways you can! In any ways you may know!

KingCharizard, what we are looking for, is more people like you and Night_Runner. I see you share same goals with us from what I read in your comments.

You said you downloaded the Project Zelda Engine and you tried it out? OK, I assume the version you downloaded is Update Patch 2 or older. Here I give you the most recent version of PZE, which you can download, and which has the Event-made HUD and Inventories turned into Script-based ones (The Inventory, for example, now is multi-screen and is seperated into 4 different screens: Equipment Screen, Quest Status Screen, Map Screen and Inventory Screen, in which you can navigate with PAGE UP and PAGE DOWN keys)









Night Runner's comment: How the Inventory Menu screen works from now:
Menu Screen

In the game's folder >> Data, you'll find a new folder called MenuSetup, and inside there are some .csv files, and some .rxdata files.
If you have Microsoft Excel installed (or OpenOffice, or anything like that, use this to open the .csv file (and if all else fails notepad will open a .csv file) , and it has all the data on the positioning of the items in the menu.
Through the comment's we've been getting, someone was concerned that having the customization for an entire menu in the script editor would be painful to work with, so Night_Runner figured for things like rearranging the x&y of the items excel would work nicely.
There's 7 rows, the first is just a comment to remind yourself what item/weapon/armor you're displaying.
The second is the type, so you can be showing either an item, weapon or armor.
The third is the ID of the item, weapon or armor in the database.
The fourth and fifth is the X & y to show the item at.
The sixth is which switch to turn on when the item/weapon/armor is selected.
And the seventh is groupings, so for example in the inventory, you can group the swords together, and when you select a sword, every other sword in that group will have its switch turned off, and the selected sword in the group will have its switch turned on.


Download link of latest version of Project Zelda Engine (Update Patch #3)
http://www.4shared.com/file/AEkplzik/The_L..._Project_Z.html


KingCharizard, we only did turned the HUD and Inventory Screen into scripts so far. And I am pretty sure you will like them now.

I hope you will join the project Zelda Engine team and we will help each other (your ideas are highly welcomed!) and make a true Zelda-styled engine, which is easier for use. If you are interested in Project Zelda Engine, nothing can stop us from accomplishing those goals. I am not scripter, that is why you see poor work with scripts in the Project Zelda Engine. Because we only have 1 scripter in our team (Night Runner, who did the amazing script-based Inventory Menus and HUDs) and a starter kit usually needs more scipting hands to work on it smile.gif
We may not have more than 1 scripter at this moment, but we have a tileset editor (yes, me, I am good at tilesets - most of the tilesets of the engine are made by me using resources from net, and a 25% of it's total tiles are created by me, from scratch). Our team also has a mapper, (me again), some eventers, sprite finders (such as Wormy) and of course Chakanevil who's the role is not very specific - he helped us in many ways I couldn't imagine at all. I also can make very good maps. (the maps and tilesets are my talent, see the OOT's Kakariko Village Map, you could love it!), Chakanevil has some experience on scripting and he is good at script finding and he searches the net for script resources. He will be glad to help you find whatever you need for your work with PZE. And Night_Runner is the only scripter our team has so far, but his job is very valuable, he has done so many nice things to the engine! Many nice scripts are by him! His work really makes a great difference between the old Project Zelda Engine (as it was 4 years ago), with the current Project Zelda Engine!

If you join, we can finally unite our powers, and revamp drastically the old Project Zelda Engine, and make it even better for the community to enjoy!
You will, much like Night_Runner does, have the free to do whatever improvements/modifications to the engine without worrying about us, we are always here to help the other team mates. We welcome any changes done/planned to do to engine and we always support the teammates in their work!, For any troubles you might find in the engine, feel free to ask me or the other team mates for help or resources. Although as a mapper, I am useless to you, because I only make events and maps, and I only maintain the PZE's forum pages.


The team is always open to people who are willing to revamp and improve the PZE. Our goal is to improve the way the Engine works and we really need you. We should unite our hands and efforts so to make an engine capable of the demanding gamer's community and be friendly for use. You are welcomed to join the team and do whatever changes you like to do in the engine if you want. Much better together rather than separately smile.gif
Chakanevil
so what do you think of the new hud i suggested Silent?
Chakanevil
it would be pretty cool, if KingCharizard joined, even if he wants to create a system like xasabs, or even blizzard abs, but honestly I was kinda seeing xasabs as being the system to use, because it uses this feature. I think he could get some ideas from this system that would be useful even in the least.

Suffix Name List
Suffix Name List
---------------------------------

>> using tools (enemies and the hero)

You can specify which graphic the system should present when a character uses a tool by entering a Suffix as the SELF_MOTIONS value in the Tool Script. (Pic below)



Table 7: Sprite suffixes used in XAS




Height Correction
Height Correction
---------------------------------

This function should be used when the character’s height has to be distorted, a good example of this is the Spear tool:



>> Without Height Correction:



>> With Height Correction:



To activate this function simply add the suffix (X) to the character sprite.
X = Height Correction (in pixels)

eXample:

Hero_SPE_01 (Without Height Correction)
Hero_SPE_01(32) (With Height Correction)

Do not forget to state the full name of the sprite in the Tool
Script
eXample:
SELF_MOTIONS [action_id] = "_SPE_01(32)"


>> height correction for giant sprites

This function centres the image of a sprite in relation to the hero.



To activate this function simply add the suffix (X) to the TOOL sprite.
X = Height Correction (in pixels)

eXample:

Flare (Normal)
Flare(64) (Fixed)
SilentResident
@Chakanevil

Hehe, I love that HUD! biggrin.gif Aye, a "intelligent" hud. But what I don't understand is how can a HUD understand what type of event the tile next to Link has, (NPC? Jar? Treasure chest?) is so it can show the appropriate action such as Talk, Pick Up, Open, etc...

No idea lol

The scripts are a big mystery for me and always will be. Too bad I know nothing about scripts and scripting.
GuruKing
Incredible Is this made with XP or VX
SilentResident
Platform: RPG Maker XP
Chakanevil
@SilentResident
do you think maybe knight runner could look over it?
SilentResident
No worries, your previous comments are not ignored, mate. Just every thing on time! smile.gif


Your comments are very helpful. Keep posting! We will add them in the plans list and set priorities which ones we shall do in the next Update Patch and which ones we will leave for later patches.
KingCharizard
I played the download toyed with it a little and what not and while its an imporvement its not much, im curious who's making the switches and the common events ect? because if you didnt know all your doing by using the commands is having RMXP create the script fot you, because a conditional branch is basically a if loop, and from what i've seen this is a very complex kit using all commands and a few scripts. oh and i noticed an error with your rupee event it doesnt add rupies after you get one atleast it didnt add my red rupee as 20 rupies.. Also your invintory screen doesnt update as well the bombs and arrows..

and why does your link look like a fat retarded smurf.. hahahaha im curious is this a ported version of the rm2k3 sdk made back in 2005? if it is I had worked with the SDK and accomplished most of the working systems.
SilentResident
@KingCharizard


First of all: most of the switches were already part of PZE when I picked it up. I didn't liked it either, but I added even more switches to it, especially for the Loot settings, weather and time configuration, and weapon parameters. The new switches added by me are mostly for the functions of the weapons/items and because I had no scripting knowledge to do otherwise. It was just my love for the Zelda games that kept me continuing the work on it, with the hope that one day we will convert them into scripts.

About the error with rupees / bombs / arrows: sorry I forgot to let you know which events-samples we have updated as we are doing the new HUD and inventory:

Working rupees and bombs:

This is a shrub that has been updated to work with the new system - its loot is fully working with the new HUD. smile.gif
[Show/Hide] Working Shrub


And a working enemy smile.gif
[Show/Hide] Working Enemy


Just those 2 samples we updated so far. The rest will be, soon! smile.gif


By the way, if you want the new menus to have weapons/items, go to the Cathedral map and open a treasure chest in front of the cathedral's entrance. Enjoy! biggrin.gif
Klokinator
Oh hey cool you released V3! I didn't even realize it because the title didn't seem to change! I shall DL it and see what there is to do!

And this is my second most hotly anticipated project/GDK, after the Fire Emblem XP project.
Chakanevil
@Klokinator
that's not the official patch 3, that's more of what i would call 2.5


@KingCharizard

Mastermind / Aceofspades is the original creators but they discontinued the project.

btw knight have you experimented with xasabs any, what else needs updated besides the hud, so I can come up with some fresh ideas, suggest some scripts we may need, so i can go look for them.
SilentResident
The Project Zelda Engine is a really old project, and it already counts 2 developing teams. Mastermind's team was the original one, they were the ones who created the basis for the future teams to continue the work on. nice zelda-styled pixel-based movement script, and the script that allows you to use spritesets of which their width is less than 4 tiles (such as 1x4, 2x4 and 3x4 spritesets - with few words, smaller width than the standard 4x4 the default RPG Maker XP is programmed to read), the animated Intro screen, the New/Load File Display screen, etc.
KingCharizard
I'm currently working on a way to intergrate XAS battle system into this, if i have any success i'll let you know
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