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Zen Blood

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About Zen Blood

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    Jack of All Trades

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  1. Good day/Evening! I'm creating a mechanic where players can use food to lure creatures away from areas they'd like to access. This involved spawning events (courtesy of Eshra's Reproduce Events script). However, since spawned events aren't originally placed and created within the map you spawn them on, that means they don't have an Event ID on that map while I'm writing this script. As far as I know, there's no way I can know what the coordinates, map, or Event ID will be until they are spawned. This causes problems when creating a radius that would cause creatures to move to the location of the event when they come within that radius. This also causes a problem when food (the spawned event) is removed and the radius should no longer affect the creature. Creating the cataloged object: - To get around this, I'd like to create a script that activates whenever a player selects an item in their inventory and then selects a choice that specifies they'll be placing that item on the ground. - That script will then catalog certain details (the coordinates in front of the player, where the event will spawn) and give them a label like "food". - The next time the player chooses to place food on the ground, details of where the food was placed will be labeled under a newly generated title like, "foodI". To do this, the string would first be created as "food". Whenever a new event spawns, the script would execute $obj_label + "I", making the label "foodI" and then re-setting the string so that it is now the text of the new label. So, if you have four spawned events, their related label would be "foodI", "foodII", "foodIII", and "foodIIII". - When the player has picked up the food, or the food is eaten by a creature, the event shall despawn. - The related label will be found via the coordinates of the space in front of the player or creature, and then it shall be deleted. I'm thinking I can use hashes to create this catalog. During the entire game, a parallel common event will be running in the background determining whether or not the food item still exists and erasing its hash if it doesn't. It will also be controlling the aggro radius of the food. This seems like one of, if not, my only choice to get this to work. There are a few problems though... Here's my questions: - How are hashes written? I see hashes written differently when I search them on the web and find them in other scripts for RPGMVXA. I have tried writing a hash the exact same way I saw it in a RPGMVXA script and got an error telling me I had a 'dynamic constant assignment'. Perhaps it's because of question number 2... - Can I create a new hash while the game is running, or does it have to be previously written in scripts? - Can I find the label of a hash by asking which label has the information I'm looking for in it? If I can find answers to these questions, I may actually be able to pull this off. Thank you very much for reading.
  2. @Rikifive Thank you for the additional information. Am I seeing hashes in some of the examples you gave me? I've actually been looking into those to use as part of a script for a rather complex mechanic I'm not sure if I can pull off. I have a question about editing previously made methods for the RPGMVXA engine. You showed me that I needed to add a line of code to this method: def self.create_game_objects $game_temp = Game_Temp.new #original command $game_system = Game_System.new #original command #ect; $your_array = [0,10,25,55,99] #my command end If I do not include the original commands in the body of that method, will they be excluded from the method? If I want to keep them, do I put "super"? If I don't want to keep them and not including them doesn't change anything, how would I exclude them? Sorry if this is rather basic knowledge. Some scripts I've seen have both excluded and included original commands, and it has me rather unsure why.
  3. I just recently created a a flexible, easy to implement Line of Sight script for Ace! I think I'll be posting it for public use once my game has been published for a while. So, if you're interested, keep your eyes peeled! I'm pretty proud of it, I think I'm really starting to get a hang if this whole scripting thing. Too bad this may be my last RPG Maker project!

    1. PhoenixSoul

      PhoenixSoul

      Wait, why is that?

    2. Kayzee

      Kayzee

      Moving on from RPG Maker and not giving up on game development I hope!

       

      I am at least partly interested myself. My current project could make use of it maybe. Right now I manage to fake it pretty well, but some real line of sight and path-finding might be a good idea.

    3. Zen Blood

      Zen Blood

      @PhoenixSoul 
      I'm thinking of either moving onto RPG Maker MV or creating a 3D game next. :) 

      @Kayzee
      I definitely won't be giving up on game development!

      Good luck with your project.

  4. @Rikifive Thank you so much for taking the time to explain all of this! Not only will it be helpful for this specific case, but I think I can use this knowledge to help implement other features.
  5. Good day! I'm having a wee bit of a problem managing a global array. So, I set up an array: $hereismyarray = [0,0,0,0,0,0,0] And throughout my game I want to change the value of certain variables in the array, like this: $hereismyarray[2] = 6 I can move from map to map and the array will continue to work, but unfortunately, if I close the game and re-open it, the global array becomes null for some reason (even if I save the game file after the array has been set). I would rather use an array instead of 7 different variables. Is there any way I can force my game to save the array so that it still exists after the game is closed and opened again? Thank you for your time!
  6. Fleshport [Horror]

    Event: I am now accepting positions for beta testers. Please read this if you're interested. There are currently 4/5 volunteers and 3/5 paid beta testers.
  7. Thank you, Traverse. I think I may understand how to proceed now! Edit: Lord have mercy on my sad little soul, I confused terrain tags with region IDs. I'll probably run into a similar problem, so I think the advice still helps. Thank you again. One more edit: I can't believe it- I got it to work!! Now I don't have to be committed to setting obstacles that block off LoS. I can just stick a Region ID tag on them. This is too good to be true.
  8. Another quick question! I'm looking to revamp and clean up how I program field of vision for a certain event. I've come to the conclusion that maybe using terrain tags would be an effective, versatile way to mark where walls and other obstacles are that would hide the player. The set up would essentially be something like: Is $game_map.events[1] facing left? Is $game_player.x less than $game_map.events[1].x ? Is terrain tag #1 greater than $game_player.x and terrain tag #1 less than $game_map.events[1].x ? Is terrain tag #1's Y coordinate equal to $game_player.y ? If so, then player is hidden. Basically, it checks to see that when the enemy is facing left and the player is in front of them, is there a terrain tag of #1 between the player and the enemy, and is there a terrain tag #1 on the same Y coordinate as the player. My problem is, is that I'm struggling to find the right script calls that relate to terrain tags. How would I call a specific terrain tag? How would I call to check its coordinates? I've found script calls like "$game_player.terrain_tag" and "$game_map.terrain_tag", but the neither seem to return the # of the terrain tag, or the x/y position of that specific terrain tag. I'm making up things like "$game_map.terrain_tag[1].x" to see if they work, but nothing has for the time being. Thank you for your time!
  9. Fleshport [Horror]

    Thank you, Shadow. I appreciate hearing that!
  10. Fleshport [Horror]

    Update: A new character profile ("The Realtors") has been added! Peoria's concept art has been remade. Please check it out under Extras > Concept Art. There's also an introduction video for her. Another fan art has been added under Extras > Fan Art. I'm still deciding what other screenshots I can include that won't spoil much. Upcoming Events: We're still on track to have the game in beta testing by mid-to-late March!
  11. Heck, I'm a little embarrassed I didn't think of that! Thank you so much, I'll give it a go and see how it does.
  12. Ah, no, it isn't an event. I am indeed creating the sprites within a custom script. I'm using a script because I wanted to "zoom in" on the puzzle and have the player see it up close instead of crammed within a 32 X 32 square or have it unreasonably out-scale the player's sprite. (Though maybe giant tiles that take up half the wall would be cool... ) Also, I didn't want the player to have to walk to and interact with the four different tiles, and instead went with having a command selection that would give you the option to rotate any tile within the puzzle. Here's an example of what I'm doing. (The graphics will be replaced shortly, I just needed some visuals to help make the script.)
  13. I can check which direction a sprite is facing outside of the map editor? =O I mean, I guess I don't see why not. Would I just covert the sprite into a 3 X 4 spritesheet and label it with a $? Hmm... I could try that. The goal is to just have one number to use to check if the tiles are facing the right way, instead of having four if/else statements. In fact, the more I think about this, I may be able to use local variables to get this done with. Ah, okay! Thank you very much, Traverse.
  14. Hello, everyone! I have a bit of an odd and rather complicated problem. I've created a puzzle that's activated in a scene. It involves rotating tiles resembled by sprites. There's a variable that resembles the position of the tiles as a whole. Since there's four tiles, the variable is set to having four place values. Ex: 1111. The ones place represents the first tile, the tens place represents the second tile, ect; If, for instance, 1 = left, 2 = right, 3 = up, and 4 = down, then the variable "1324" means that tile four is rotated left, tile three is rotated up, tile two is rotated right, and tile one is rotated down. The way this number is set is that 1X is a added to the variable each time the sprite is turned. If tile one is rotated, we add 1 to the variable. If tile two is rotated, we add 10 to the variable. If tile 3 is rotated, we add 100 to the variable. ect; The problem is that once any place value hits 4 (4, 40, 400, 4000) I want to change that specific place value back down to 1 (1, 10, 100, 1000). However, I can't simply tell the script that once 4 (or 40, 400, ect;) is reached to change it, because the variable will never actually be 4 (or 40, 400, ect;). It'll be a number like 2314. So, the question is: Is there any way I can write this so that the other place values are ignored except the specific one I want? That way I can write a line of code like, "if $game_variables[38] = 4 $game_variables[38] -= 3 else end" and use one variable to manage this puzzle instead of four variables. If worse comes to worse, I'll just use four variables to resemble each tile separately. Bonus question: Is there a way to tell the game to choose the last command that was selected in the command window prompt after it's been refreshed? I have a feeling the answer lies in line 19 of the "Window_MenuCommand" page, where it dictates something about "select_last". But I've tried fooling around with that to no avail. Thank you for your time!
  15. I almost have another script finished! It's for a puzzle that uses sprites in a scene. I've come so far. ;u;

    Or at least farther than I thought I would.

     

    After I publish my game, I may edit it and post it for others to use.

    1. Asharonapaul

      Asharonapaul

      progress feels good :) keep at it dude

    2. PhoenixSoul

      PhoenixSoul

      Cool. Sounds like things are going well on your end.

    3. Zen Blood

      Zen Blood

      Thanks, guys!

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