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Home > Tutorials > RPG Maker 2003 > Better ABS in RM2k3

Better ABS in RM2k3


Hello, and welcome to my RM2k3 ABS tutorial.

-------------------------------------
SECTION 1 ~ Materials you will need:
-------------------------------------

Understanding of "Key Input Processing" event.

Basic understanding of Variables.

Basic Charsets for hero and monsters.

-------------------------------
SECTION 2 ~ What you will use:
-------------------------------

11 variables.

1 common event

1 parallel process event(per map)

1 switch(possibly)

4 Animations(Attacking in four directions)

---------------------------
SECTION 3 ~ The Variables:
---------------------------

Name your variables as follows:

01:keyInput
02:mon1HP
03:mon2HP
04:mon3HP
05:mon4HP
06:mon5HP
07:mon6HP
08:mon7HP
09:mon8HP
10:mon9HP
11:mon10HP

------------------------------
SECTION 4 ~ The common event:
------------------------------

In the common events tab, name your
common event something like, "ABS Sword"
so you will know what it is later.

Info:
Common Event:[ABS Sword]Parallel Process[Switch 1]
(Switch is for turning abs on and off)

What to do:

first make a "key input process" event, and the
variable to store the button code is our "keyInput"
variable. (Also, you can choose your own key to
attack, but I suggest the shift key)(uncheck
"wait until key is pressed")

What this will do is, it will store the button we
press in variable keyInput, so we can check what
key is being pressed.

Now, I will add support for more than one weapon
later, but for now, I will only code in one
weapon.

Now, create a conditional branch, and have it be:

<>Conditional Branch:If variable[keyInput]==7
<>
<>End Branch

What this does is check our keyInput variable to
see if it equals 7(Shift)(please note: as long as
you know the keyCode, you can change this to any
key you want[that rm2k3 has]).

And inside that conditional Branch:

<>Conditional Branch:If variable[keyInput]==7
<>Conditional Branch:If player is facing up
<>Play Animation:(up attack animation),hero
<>End Branch
<>Conditional Branch:If player is facing down
<>Play Animation:(down attack anime),hero
<>End Branch
DO THIS FOR EVERY DIRECTION!
<>End Branch

What this does, if you don't get it, is that it
checks the direction of the player, and show
an animation accordingly.

-----------------------------------
SECTION 5 ~ On map Parallel Event:
-----------------------------------

All you have to do for this is:

<>Switch:[01:ABS] On
<>Variable:[??:mon?HP]==0
^ The ? represents the number of your monster.
The ?? represent the number for your variable.
You one of these for every monster on your map.
The number MUST BE ZERO (0).
<>Erase event

This is kinda self-explanatory.

---------------------------------
SECTION 6 ~ The monsters coding:
---------------------------------

basically, the code is:

[page 1]
[Collision with Hero]
check if your attack key is pressed(see SECTION 4)

if it is, variable mon?HP + 1.

if it's not, reduce hero HP.

remember, do something with it to make it look like
you are hitting/getting hit.

[page 2]
[Variable: Mon?HP==5]

no event commands, no graphic.
change the five in the conditions to whatever amount
of HP your monster has.

TTTTT H H EEEEE EEEEE N E DDDDD
T H H E E NN N D DD
T HHHHH EEE EEE N N N D D
T H H E E N NN D DD
T H H EEEEE EEEEE N N DDDDD

Questions or comments? email whatchadoin585@yahoo.com

P.S. If anyone knows how to make enemies not respawn,
email me. 
Details
Tutorial: Better ABS in RM2k3
Date Listed: Sun, 31 Aug 2008 05:16:13 -0700
Author: Near
Total Hits: 8719


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