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RinTinTen

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About RinTinTen

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  1. RinTinTen

    Coding Event to Refer to Itself.

    I replaced "$game_map.events[2]" with "$game_map.events[event_id]", but now I'm getting an error when I load the map. "Script 'Game Interpreter' line 450: NoMethodError occured. Undefined method 'x' for [2]:Array." I assume that's the x used to determine the events position, so I kinda need that to set a proximity. Unless there's another way to do that that I don't know about. Maybe I'll have to find a way to make the single event I have working be the only variation of the monster, and have it randomly spawn. It might require more eventing, but if I can't figure out how to script this.
  2. RinTinTen

    Coding Event to Refer to Itself.

    It's an event Script Call. I have it in the original monster's event, that way the copied events have the same code. I want the copies to have the same piece of the code inside their events as well, but the code won't affect the copies as is, since they refer to event 2 explicitly..
  3. Okay, so this problem I'm having is a little specific, but I think I've narrowed down a potential solution. Basically, I'm using Yanfly's Spawn Event script as well as Neon Black's Mystery Dungeon script with the intention of creating a monster that chases the player through a randomized dungeon. Since the dungeon's gonna be dark, I also used some scripting knowledge to make the monster turn invisible when outside a certain proximity of the player (well, different ranges for different levels of invisibility, I guess). Scare factor kinda thing. I also want to use proximity for spawning and de-spawning the monster (wouldn't want it spawning in plain view, total immersion breaker). So I'm using the spawner to have the monster spawn at random points in the dungeon, but I'm noticing that the spawned monster doesn't disappear. I placed the original event in the map and walked away from it, and it turned invisible, so this seems to be a problem with the spawned events specifically. But I think I know why. The original monster has code that specifically references itself as event ID 2, and I assume the spawned monsters aren't the same. Text and such still works on the spawned events, so they are being copied correctly. Here's the code: def proximity(range) inside_x = $game_map.events[2].x <= $game_player.x + range && $game_map.events[2].x >= $game_player.x - range inside_y = $game_map.events[2].y <= $game_player.y + range && $game_map.events[2].y >= $game_player.y - range return inside_x && inside_y end I'm thinking if I alter the code so that it refers to itself in a more generalized way (along the lines of say "this event", instead of "event 2"), then the copied events will have the same ability and turn invisible. But I don't know how to code in RPG Maker all that well, so I don't really know what I can do. I assume I just need to alter the $game_map.events[2] to something else. I suppose if I figure this out, it might also be a good idea to use this code in a common event, then have the original call that common event, so that I can re-use this ability for other enemies down the line. Well, maybe. Just another reason to not refer to a specific event I guess.
  4. RinTinTen

    Theo - Terrain Tag as Passability

    I plugged the script in and ran it on a map that has a conditioned event. It didn't crash. I'll probably test it on a few things before I start implementing it just to make sure, but I've got a feeling this will work! Thank you
  5. RinTinTen

    Theo - Terrain Tag as Passability

    I'm using this script, but I seem to be getting an error and I'm not sure why. NoMethodClass line 62: undefined method "each". @list.each do |command| The error occurs whenever I enter a map with an event that has a specific condition required to activate. For example, one of my maps needs a switch activated for an event. If I make it so it doesn't require the switch, the map loads perfectly. If I turn the condition on, this error occurs. Requiring a variable doesn't cause the error if the variable is equal to zero, but as soon as its equal to one or above, the error occurs. It occurs for item and actor conditions as well. I don't know scripting well enough to know if this is something on my fault or not. I tried using the script on a fresh project to see if the error persisted without other scripts to get in the way and it still happened. Aside from that the script works fine, so I'm just trying to figure out what's causing the hiccups, and if anyone else has had this problem.
  6. RinTinTen

    Enemy Opacity Based on Proximity?

    I think I managed to get this to work. The enemy's opacity lowers when I get farther away from it, so it appears to disappear into the fog. This is great! I'll keep what you both said in mind for the future so this'll be easier ^^ Thank you.
  7. RinTinTen

    Enemy Opacity Based on Proximity?

    Alright, here's what I put down: def proximity(range) inside_x = $game_map.events[1].x <= $game_player.x + range && $game_map.events[1].x >= $game_player.x - range inside_y = $game_map.events[1].y <= $game_player.y + range && $game_map.events[1].y >= $game_player.y - range return inside_x && inside_y end if proximity(3) $game_map.events[1].opacity[255] elsif proximity(5) $game_map.events[1].opacity[150] else $game_map.events[1].opacity[75] end Took me a while to get the game to run without a NoMethodError occurring, but it seems to be working now. However, I'm not sure if I see the event's opacity changing. I'll try and mess with the numbers to see if that'll do anything. ed: Did a quick check by replacing opacity changes with a message pop-up. That worked, so the error is in how I'm changing the opacity. I should be able to figure that out pretty easily ^^
  8. RinTinTen

    Popup Window

    Thank you! I tried using double apostrophes, and while it worked with can't by itself, it didn't work with another set of dialogue (not sure if I didn't do it right or what, but ah well). However, the backslash worked perfectly. And many thanks to Vlue for this awesome script! edit: Err, I feel bad having more questions, but I've run into another problem. It's a smaller one, at least, but I can't get the Y position correct. The exact script call is as follows: pop_up(['\c[20]We should head back, before it gets dark.', '\c[20]The caravan might leave without us. '],180,25,32) The timer and X positioning work correctly, but the Y position is off and the pop-up window gets stuck at the top of my window screen, no matter what I change the Y to. If I don't include a Y, it stays at the default center position. Is this an error on my part? Edit2: I solved the problem. It was in the script. if x.nil? self.x = Graphics.width / 2 - self.width / 2 else self.x = x end if y.nil? self.y = Graphics.height / 2 - self.height / 2 else self.y Should end with "self.y = y". That's why the y position wasn't working. Error seems to be in the updated version as well (I'm still using 1.1, might upgrade now)
  9. RinTinTen

    Popup Window

    So I'm using the pop-ups and I'm noticing that contractions seem to cause script errors. I'm guessing the single apostrophe is setting the script off. Is there any way around this? The exact error I'm getting is unexpected tIDENTIFIER, explecting ']' pop_up(['can't'], 0, 50, 50) I've taken out the single apostrophe in can't and it works fine.
  10. RinTinTen

    A Point 'n' Click RPG Game?

    Yeah, I'm currently working on a way to generate your own character. Decided that would work a lot better with the story focused nature of the game. Though I'm not sure how many costumes the main character will have. So many sprites I had to use just for the basic character, heh. I'll try and look for these scripts. Are they in the script section of the forum?
  11. So I was recently watching a Let's Play of The Walking Dead game and got the idea to make a point and click adventure style game on RPG Maker. I'm deciding on game mechanics and overall design features, and wanted feedback on my ideas. I don't really have a whole lot though. I have a few ideas settled on, though: -The game will take place in some form of virtual reality. Whether this is a game within the game or something else I haven't decided yet, however. -The game will be story-driven and involve player decisions that impact the story. But I don't have any ideas for the story, yet. -I'll be using a mouse script so players can,well, point and click. If you do have a player walking around, you'll probably control their movement via click, but that's undecided. But there are things I'm currently not sure of. For instance, the main player. If I go the route of it being a game inside the game, I might make it so the main character is customizable, making the game take place in some kind of MMO or something. However, I'm not sure if I'll make it so you can see your character at all, instead having you just viewing the map and making decisions that way. Either way would require something in the story to justify it, though, and I still don't have even a basic story idea, yet. I just have some vague gameplay ideas. I'm also not sure what would be better, to focus on interactivity and choices, or to make the game more puzzle-oriented, like many other point and click games. I guess balancing the two would be best. Any feedback or ideas would be greatly appreciated. Thank you! ^^
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