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KChasm posted a topic in ProgrammingI'm working on programming a puzzle to use in this game I'm making, and while I think I know how to do the programming, what I have in mind seems somewhat complicated to the extent that I don't know if I actually know or if there's some much simpler way I'm missing entirely. The puzzle is this: The player character has four key items: Item A, Item B, Item C, and Item D. There are four receptacles in a room, Frame W, Frame X, Frame Y, and Frame Z. By facing Frame W and selecting Item A from the menu, the player is given the choice to place Item A in Frame W (I believe this particular part of the programming can be accomplished through common events, but I can't be sure if it's the best way to do it). If the player inspects Frame W with Item A in it, they are given the choice to remove Item A from Frame W, which will, of course, also return Item A to the player character's key items. Of course, this should work with any of the Items and any of the Frames. Nearby is a button. If the button is activated when the correct Items are in the correct Frames, a door will open. Otherwise, the player character will be damaged (frankly, this is the part I expect to be the easiest to program. I'm guessing I can just have a specific variable be set when an Item goes into a Frame, and the result of the button being pressed will depend on whether the combination of variables as they are currently set are the right ones, but again, I don't know if it's the best way to do it). Any tips or tricks? Thanks.
Hime's Enemy Reinforcements: http://himeworks.com/2015/11/enemy-reinforcements-mv/ Hello all! I'm new to MV and I'm using a plug-in right now called Hime's Enemy Reinforcements, which lets you introduce new enemies to a battle by the troop or individually. What I hope to create is a wave-based battle system, where a new wave of enemies appears after the prior wave dies (you kill one troop of enemies, another troop appears, that kind of thing), which I should be able to do with this plug-in, however on the page it says that I need to use the script call: $gameTroop.isTroopReinforcementAdded(troopId, checkIsAlive) The problem is, when I use this, I get a console error telling me that checkIsAlive is undefined. At first I thought the problem was with the Yanfly Engine, but I still got the error after I had disabled all of my YEP plugins. So I guess that I had to define checkIsAlive myself, but the thing is I have no idea how to do that. Is it a common event? A variable? If anybody could help me out with this and tell me how to define it then it would be much appreciated, especially because this is the last part of my combat system I need to make before I can start balancing it. Thanks a lot, and I'm sorry if this is in the wrong place! PS: I've attached a screenshot of the console error. I know it might look like Yanfly is the problem there, but like I said even with YEP disabled it still doesn't work.
I had a heck of a time trying to get something that I considered to be, at least from a gamer angle, to be relatively simple to work properly in RPG Maker VX and it caused me to wonder if maybe there was a better way to go about it or if I should have coded instead tried to do everything within events. So here's how this worked. In my game, you get to select 3 staff members out of 10 to assist you with your initial consultation for a mind jump, wherein you jump inside a person's dream and the 3 staff members that sit in for the consultation will also assist you in your jump. The patient that you're getting ready to interview is ex-military and during the staff meeting prior to the consultation, Tyler, your chief security coordinator (also ex-military) vehemently declines being included in the consultation, even though you wanted him in as a sort of expert, given his background. As a result, he's either locked in to the consultation or out depending on your decision during the staff meeting. So here's how I wrote the events. X Y Z ABCDEFGHIJ X - StaffConsult1, Y - StaffConsult2, Z - StaffConsult3 A-J - Initial staff member positions. The best way to think about the above is think about the scenario in Final Fantasy 6 (3 on the U.S. SNES) where the team divides up and you can select which scenario you want to do and in what order. There are 2 pages for each event. The first page is the one we'll be looking at mostly, but the second page is there just in case the person is dead, at which point it checks for KaremaDead=ON for example and has no graphic selectable there if that is so. Let's say you go to select Karema (initially at the A position). First it checks if Karema's number (1 in this case) is set to StaffConsult 1 or 2. Why not 3? Because there's a parallel process running where as soon as 3 is not 0, it asks if you'd like to confirm your selection. If you want to start over, it resets all character positions (except Tyler) and resets StaffConsult 1, 2, and 3 to 0. Anyway, back to Karema. If it's confirmed she's at StaffConsult 1 or 2, it asks if you'd like to remove her or not. If so, that StaffConsult (1 or 2) is set to 0 and she's reset back to where she was. HOWEVER...this was my first issue. There doesn't seem to be a way to do an OR statement. See, what I really wanted was... If StaffConsult1 == 1 OR StaffConsult2 == 1... But you can't do that, at least not with eventing. As a result, I have it set up like this... If StaffConsult1 == 1 Choices - Keep, Remove Keep, Skip to Label End Remove, Reset Karema, StaffConsult1 == 0, Skip to Label End If StaffConsult2 == 1 Choices - Keep, Remove Keep, Skip to Label End Remove, Reset Karema, StaffConsult2 == 0, Skip to Label End Lots of other eventing stuff that I'll explain momentarily Label End Don't get me wrong, it works, it's just that there's redundancy I wish I could get rid of. What I WISH I could do is set up some sort of quick array feature that would check them both for 1, then replace with 0 if the choice is to remove. Alternatively, I could also disallow the ability to change people in the middle of the operation and have it where you have to select 2 other people, then choose to start over. The other problem is without any sort of array or indexing function, I then have to call a common event called NumberToName that simply says if StaffConsult1 is 1, then StaffName1 is "Karema"...but that particular event line is repeated 10 times...then 10 more for StaffConsult2 and StaffName 2...then 10 more for StaffConsult3 and StaffName3. Again, it works, it's just a pain. Furthermore, it's going to need further refinement somewhere down the road because as it stands Tyler is not selectable within this instance ONLY because I deliberately exclude that ability this time, so I'll need to create a clever locking method for that. I am actively studying Ruby as well as several other scripting/coding languages (I actually have a bachelors in computer information systems, but I'm not a huge fan of coding, go figure). What are your thoughts? And definitely let me know if I posted this in the wrong area. Edit: I just realized I didn't explain how the rest of the eventing works. So let's say Karema is at position A and StaffConsult1, 2, and 3 are all 0. If you select Karema and it confirms StaffConsult1 and 2 aren't 1, it asks Add/Don't Add. If you choose Add, it checks if StaffConsult1 is 0 and if so, then StaffConsult1==1 and Karema's position gets set to X. If StaffConsult1 is not 0, it checks if StaffConsult2 is 0 and if so, then StaffConsult2==1 and Karema's position gets set to Y. If neither of these are true, then StaffConsult3==1 and Karema's position gets set to Z at which point the parallel process kicks in.
Kayzee posted a blog entry in KilloZapit's Magical FairylandThere was a duck who decided one day she to try becoming a chicken. And thinking that, she decided to find a farmer to live with, and began a journey. But all in her land knew she was a duck, so she went to a new land where the farms were still being built. The first farmer who she met was building his farm strictly. She introduced herself but the moment she asked to be let in the chicken pen, the farmer yelled at her and refused to build his farm while she was there, knowing that she was a duck. So she left. The second farmer she met was building his farm more freely. She introduced herself and asked to be let in the chicken coop. The farmer wasn't paying close attention and let her. And she settled down happily. And when the farm was build, she laid many eggs for the farmer. The second farmer went to sell the eggs and noticed their unusual look. But they were still chicken eggs right? They came from the chicken coop after all. So he sold them anyway. For years he sold them, and became rich and could afford many new chickens and a team of farm hands. The other chickens payed little attention to the duck, but the duck knew she did not fit in, and felt more and more like a fraud. One day a farm hand went to the chicken coop with the duck and was confused when he heard no clucks from her. So he called out for the duck to cluck, but the duck could not, she could only quack. The farmhand quickly told the farmer, and he finally understood why some eggs were always different and became outraged and kicked the poor duck right out. The duck wandered in despair. She wondered into the woods, and ran right into a fox. "Well now..." said the fox, "what is a tasty treat like you doing here in the woods?" The duck was rightfully frightened and backed off. "You are a lucky thing, I happen to be full from eating the chickens of a poor farmer. But I am curious why you would come out here into the woods." The duck was wary but told her story, and how she had fooled the second farmer for years and felt awful about it, and how she was finally caught, and how the second farmer would have been better off if he had been like the first and never let her in the coop. The fox snickered and soon started to laugh. "Oh you feel bad eh? For what exactly?" the fox said. The duck was confused, wasn't what she did a horrible thing? The fox snickered and said "Yes perhaps that deception would have lead to disaster. But it did not. He sold your eggs and the ignorant people never complained, and he got rich off of your back. As for the first farmer..." He turned and motioned for her to follow. She, daring not to disobey did so, and soon was led to a small and poorly maintained farm. "Look" said the fox, " at what has become of him!" And there was the first farmer, struggling in back breaking labor. The duck was confused and asked why this would happen. "Because, " said the fox, "he was too much a perfectionist. Everything had to be right, everything in it's proper place, nothing even slightly off could be allowed. He spent so much time building the farm just right, making sure nothing was wrong. Except he was not perfect. I stuck in after all. Killed and ate his chickens again and again. The farmer that you worked for was too clever, too fast. Everytime I tried to sneak in he would come up with some way of keeping me out. It wasn't that sophisticated at first, but he would notice me and change things too quick for me to get far. He found problems and fixed them quickly and simply. This one was lost in his perfect idea of structure." "Maybe, " mused the fox, "things would have good differently if I would not have shown up, or if I had been stopped. Maybe this one's perfect structure would have made him more successful in the long run if he had more help. Maybe even it would have worked better with a different profession. I don't know. But what's done is done." The duck wondered herself. "I will leave you for now... " said the fox. "I am not yet hungry and you would make too much noise anyway. But just remember I am lurking. You don't want me to catch you when I am more hungry, do you?" The fox chuckled and walked away leaving the duck with her thoughts. Maybe it wasn't so bad to not check if something was pretending to be something else sometimes? If it helped get the job done. Still, she was going home. She was done being a chicken. It was time to be a duck again. Or at least something that quacked like one.