Zhivago
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About Zhivago
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Yes, this would help a lot... I'm not really sure how to make something happen after the battle is aborted since it seems like the Battle Events stop working once the battle ends. EDIT: Do I need to turn the switches off at any point? I have a feeling at even if my variables are being saved, they're only being saved either once or they are only saved for as long as I hold the Z key down. EDIT2: Nevermind! I got it after a bit of tweaking! I sort of didn't quite understand what you were saying I suppose. For future reference for anyone who needs this: Moving Checkpoints Event 1: Parallel Process Conditional Branch: When Z is pressed Control Variable: [Your ID] = Map ID Control Variable: [Your X ID] = Player's Map X Control Variable: [Your X ID] = Player's Map Y Troop Battle Event: Condition: Your condition (Mine is Player HP at 10% or less) Control Switch: [switch ID] = ON Wait for Move's Completion Abort Battle Event 2: Parallel Process Transfer Player: Variable [Your ID][Your X ID][Your Y ID] Control Swtich: [switch ID] = OFF @Dragon, your posts were kind of confusing but they definitely helped point me in the right direction. Thank you so much!
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Yes. Here's my events setup: Invisible Parallel Process: @>Conditional Branch: The Z button is being pressed @>Control Switches:[0010:SaveSpot] = ON @> : Else @> : Branch End @> AND Common Event: Name is Checkpoint, Trigger is Parallel, Switch is 0010:SaveSpot @>Control Variables: [0010: SavePointX] = Player's Map X @>Control Variables: [0011: SavePointY] = Player's Map Y @>Conditional Branch: [Player] is [Knockout] inflicted @>Transfer Player: Variable [0001][0010][0011] @> : Else @> : Branch End AND Troops Battle Event #5 Actor[Player]'s HP 10% or below @>Abort Battle @>Transfer Player: Variable [0001][0010][0011] When the battle is aborted, the character player is standing in the same spot he was when he went into battle instead of moving to the last set checkpoint. :( Judging by the events, I'm kind of worried that it's constantly saving instead of saving once.
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This sounds like it should work but I would have to set the placement of the checkpoint. Is there any way to save a checkpoint exactly where the player is standing when the button is pressed? I know it sounds like bad design or planning but trust me, it makes sense for the project I'm working on. EDIT: I went over the "RMXP Variables Demystified" tutorial. I know I need to get it to use the Map X and Map Y variables I set them up wrong and can't figure out for the life of me how to get them to work. Tt doesn't seem to be saving the coordinates. :(
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I feel silly for posting here so much but my searches on this topic so far have come up empty. How would one set up customizable checkpoints on a map? I am working on a map where I would like to have a customizable checkpoint without having to call the save menu. I would like to, for example, press Z or some other button to save a checkpoint wherever the player is standing at that exact moment. During battle, instead of the character dying and having to reload a whole save, I plan on ending the battle when the player hits less than 10% and to simply return them to the last checkpoint. I would prefer not to have a full Game Over that requires loading and saving from a specific menu. It's the actual save part that I'm having trouble figuring out. The battle part I've got down. ^^ Thanks in advance!
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I was trying to be brief about it while still explaining it all. My fault there, sorry ^^;; I was basically trying to figure out stats that would get very strong very early while still taking no more than an average of 3 turns per battle. I didn't care how the stats would play in the long run because my game is not for playing by an end user. The issue has for the most part been solved though, thank you for checking out my post anyways ^_^
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*facepalm* I totally overlooked this. This will work, thanks! Is there any way to have the knockout happen after a random number of turns for this? I'm simply setting up 3 of each troop each with a different number of required turns right now but it would be easier I only had to deal with one.
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Hey guys! So here, I'm making this thing and basically, nobody is going to play it. It will be 'played' by me on a big screen as a giant game for an event. People from the event will do stuff IRL which would result in stuff happening in the game. Everything else is going great except for figuring out the stats... I'd like to somehow arrange it that while the stats on the enemies and on the player character go up, I'd like to force the enemy dead in between 2-4 turns (mostly for time constraints). What would be the easiest way to go about doing this?
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Hello! I've been goofing off in RMXP for a few days and I can't quite figure out how to do what it is I want to do... I've been watching tutorials and playing around with things and I have the basics down, I just can't figure out how to do one very important thing. EDIT -- SOLVED Tips pointing me in the right direction of how to emulate a dice roll on screen would help a lot too. :yes: The rest I pretty much have figured out :D This is meant for an event rather than being played by an actual end user so I'm not looking to make it act perfect, it just needs to look right. ^_^ Thanks for your help!