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ChaosDesigned

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Everything posted by ChaosDesigned

  1. I have the items all made, and the animation for when the attack hits. But I Don't know how to make a personal skill that requires Items to use. Or how to make it so that the items can only be used or consumed via the Throw command. THat is the part that illudes my knowledge of the system.
  2. Yeah. I have a character who is a Ninja, and I would like that character to have the SKILL to throw Items in combat. Like Shuriken's that damage the enemy. But I would like it so that only this character can use these items, and only by using the throw command in combat.
  3. ChaosDesigned

    [XP] Item Throw

    Can someone show/explain to how I would go about making a skill for a character that allows them to throw items. But I want it so only this character can throw these items, using a "Skill" command, without the player having to go to the items menu. So that I can have shops sell these items for the character to throw. Kinda like Shadow from FF6 how he can throw shurikens? Or the Throw Materia from FF7.
  4. I also have the same problem with the wait commands.
  5. zomg. That explained a lot! That helped me knock off a bunch of questions off my list. I edited the list down to only the remaining questions I'm still unsure about if you could help me with those. I Think I won't have any more questions for a while. Lolol *Hugs*
  6. I looked around a bit, and I couldn't really find a Tutorial that explains the Database on this website. IF there is one, can you link it to me? If not, I have a few questions, answer any and all that you can. (Love you guys! Thanks in Advance) (EDIT I Removed the questions that have been answered) 5) How do I create items that cast magical spells. For instance if I wanted to make a Fire Stone that cast Fire 3 in battle, how would I go about doing that? 9) The screen fading thing. How do I make it fade slowly over the course of a few seconds? Like if I wanted to go into a flash back and make it fade out slowly, and then fade back in at a different location. This question is really important and I need help wit this one. 11) Actors. The "Actor" is the main character(s) right? When you make a main character and their set as 001, is that the only character you'll be able to play as outside of battle? Is the a way to make it so that you can play as another character for a part of the storyline? Similar to Final Fantasy 6 where you play as different main character groups throughout the story. For Example, if in my entire game the characters you can have on your team are A B C and D and then D and C go off and their own for a dungeon or something how do I make it so that I can play as these two characters only? With the move sets and skills armory profiences etc that I set for them as Actors. Is the only way this can be done by using an Event that changes the main a characters (001 or "A") Name, Class, Equipment, Level, Skills, Graphic, Battle Graphic etc, etc?
  7. Oh. I didn't know that Self Switches didn't reset after you left the map. This helps a lot! I'm sorry, I just keep feeling as if I'm the only one asking questions. Lololol.
  8. ChaosDesigned

    [XP] Earth Maze

    I ask for a lot of help. XD. I just want my project to be good, and you guys are a well of knowledge. I thank you in advance. Alright with all of your help so far, I've progressed to a part in my story where the Hero's venture into a Earth Cave (Using Earth Cave Tileset). The way I have it set up so far is on the first floor (See Attachment) there are 2 switches (4 total) as you enter the cave there is a switch to the right guarded by a monster after the battle the monster de-spawns and you are able to flip the switch. Easy switch. Next there is a switch on the far left side which involves activating switches to jump from platform to platform. Also pretty easy. There is a room with a restore well, and save point, and torches on the wall. (In case your wondering what the events are randomly placed around) There is a boss event in front of a cave on the top right side which will only activate a boss battle once all the 4 switches have been activated. I'm stuck trying to design the second floor (Currently blank.) I would like to put some sort of puzzle challenge here along the lines of earth themed. Something maybe involving pushing boulders to clear a passage way? I already have something similar to Final Fantasy 6's (In the Narshe Cave) where you had to watch the Moogle navigate a maze and then mimic it's path. If you didn't you'd be teleported outside the cave for the event to start again for the first of the two switches. Any ideas for the last? I would like to do something special to make it a bit more difficult to activate the last two switches (Located in this map) Also! Two small questions. 1) How do you keep the player from being able to move the Actor around doing a cutscene (Where other events are interacting with each other, or the environment)
  9. Here's another question. Do I have to make a Switch for Every Treasure Chest I put in the game? How do I keep the chest from being lootable every time the person leaves the room? Or do I have to make it so that as long as the chest ON switch is on it cannot be re opened?
  10. OOOOOOOOOOOOOOOOOOOOOO!!!!!!! Okay Okay! That makes SOOOO MUCH Sense the way you explained it, The Cookies idea help me get a grasp of what you were talking about but putting it like this makes PERFECT sense. That's awesome, I didn't know what's what variables were. This will make scripting similar events like this much much easier. Thanks SOOO Much. Everyone.
  11. Awesome! Thanks a ton! There is another thing but I'm not sure what's wrong with it before I can ask how to fix it. Give me a day or two.
  12. The map doesn't even look that bad at all. Looks rather nice. Lololololol. So what I do is put choose the Conditional Branch if Beat Monster 1 is ON (If it is on, I put another conditional branch for beat monster 2?) >Conditional Branch if Beat Monster 2 is ON >Else. Else So it's Make a Conditional Branch, put another inside that one, and another inside, and another inside, etc rite? And thanks!
  13. I meant script as in Event Chain. Using Switches and all that crazy stuff. I just call it all "Scripting" Cause that's all it is. I didn't mean something external or imported scripts. I just don't know the proper steps to getting this done using events and switches or variables and stuff.
  14. I'm trying to set up an event where monsters attack a town. There are going to be lets say 8 or so monsters and the player must defeat all of them before being able to progress. How do I set up a script that will only allow the character to leave the area once all of the conditions have been met. (The conditions being all the monsters are dead.) While still allowing the player to kill them in any order they choose. I tried setting a conditional branch but you can only select it to check for one switch being on at a time. I don't even know what variables are I haven't found something that explained them well enough for me to try to even see if that would solve this problem. So.. can anyone tell me the best or easiest way to have this occur? Ps. I ask A lot of questions. I hope I'm not getting annoying.
  15. Nah I'm not TOO Far, I'm but I usually work on my game for in access of 12 hours a day.
  16. So.. For the past 10 days I have been working in RPG Maker XP. I downloaded the Trial to see if I would be good enough at it to make a game in this system. I've gotten pretty far into the game and I've designed quite a bit of it. But I realized there is RPG maker VX and I am wondering.. Is there a way to transfer my XP game over to VX Editor? Which one should I use? Do I have to start all over in VX? Should I finish my game in XP and then redesign it for VX after I know how to use the program fully? Someone.. please. Advice. Now. -Cries- I don't want to start all over.. So.. many... levels... designed.. But VX is so much neater and better and cooler! I'mma cry.. BTW. AIM: ChaosD3signed Talk me out of ripping my hair out.
  17. I'm okay with the scripting and stuff that's not to hard, as far as basic stuff goes. The only part of mapping that I have trouble with is what to put in buildings, all my stores look the same on the inside, all my houses can only be customized so much with all the basic interior tilesets and stuff. Plus it's tidious! I suck at Interior Design, I don't know where to put couches and pictures and windows and stuff. XD!
  18. You both are very right. Thanks for your input and help. That's just what I needed to hear. After seeing so many cool advance scripts I could ad into the game I was starting to think using my basic and default scripts made my game bland and unoriginal. But I suppose you both have good points. If I make a solid game first and then go back and revamp things I'd like to improve It'll be less confusing and less likely to clutter things up for the future. You've both been very helpful with answering my questions. Thanks so very much. :D
  19. Alright. Well first off, I just got this program like.. 7 days ago, and I've been watching Tutorials and reading forums and everything. And it kinda seems overwhelming. Like I feel like I'm in over my head with all the advance scripts and ways to make my little game into a BIG game. And of course, everyone wants their game to be good. But, I don't think I'd could ever really get the hang of these crazy scripts. Although I really want to make a game, and I want it go be awesome. So I guess my question is.. does it get easier the more special scripts I put in? Or should I just make a basic game first.. get my maps and story and everything down. Then go back and revamp all of the things I'd like to change. Things like Adding a World Map, and Weather Effects, and Special Menu and Special Battle styles etc. Or are those things I should just learn now and build them into my game as I develop it? Alright. Here are my questions. 1)You know how when you go to the inn and the screen dims and then you wake up in bed? I got the screen dimming part down. I just can't seem to make it last long enough. I don't understand the whole "How many frames" thing. How long is a frame in seconds? I can only get it to dim at a decent rate but it never undims. Lol. Or not to dim at all. x.x; 2)Easy question.. How do you import tilesets? I have a "Megatileset" and I want to use it, but when I import it into the "Tileset" folder it doesn't show up on the list of ones I can choose from when making a new map. 3) Kinda the same as the first. I took the "Character Sprites" and I wanted to change thier colors and just edit them a bit. After editing them, I erased the area around the sprites so that there is no white square around them when I load them into the game. But when I load them in, their still is one. How do I get rid of the white frame around the character sprites I edit? This last one isn't really a question tho.. but... I suck at designing maps. Anyone wanna do it for me? XD! EDIT! kk! I got two more question. When I design a cutscene (Which I know how to do, very basically) how do I keep the player from being able to move the actor around while the cut scene scrips do their buisness? Is there a way I can lock the controls so they can't move? Also.. Is there a way to make a enemy drop an item after combat has ended? Like where the XP and Gold are awarded. For instance when defeating a troop of Ghost, and you beat them they'll randomly drop potions or whatever. Ya know? Or is this something that has to be programed into a special enemy, and there is no way (Without some external script) to get enemies to drop items when killed.
  20. Well.. I feel like the april fool. That solved the problem right away. Hahaha. Thanks a ton! I was over complicating the process. I officially love you now.
  21. I'm having trouble getting events to erase themselves permanently. I've read the scripts and the other guide but I think there is something I'm doing wrong but I can't seem to track where it goes wrong. I made it so that there is a parallel process running on the "Dropped Letter" event with no image on page 1 The process is a conditional branch that states IF switch "Letter Read" is ON "Delete Event" If not "Activate Self Switch A" On a new page of the same event. (Checked Self Switch A) There is an Event icon (The letter) And the script that goes about reading the letter. After the letter read script is played, Switch "Letter Read" activated. The letter is added to your inventory And it deletes the "Letter" event off the map. But when I leave the map, and come back. It's still there. Despite the parallel process that states if the "Letter Read" Script is ON (And it is, I check it debug) delete event. So what am I doing wrong?
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