23 July 2010
22 July 2010
13 July 2010
01 July 2010
Frequently Asked Questions #2
These are answers to some of the simpler questions about RPG Maker I'm asked on a regular basis. Some of these have been taken from Yahoo! Answers. Many of them have been taken from IM'd questions or targeted keywords at Statcounter. You can find a full list of FAQs here.
Labels:
FAQ,
RPG Maker 2003,
RPG Maker VX,
RPG Maker XP
Parameter Increase/Decrease Icons
The default Equipment screen, where you can equip and unequip weapons and armor, is rather boring in my opinion, so here's a simple RMVX script to enhance it.
Now, whenever you equip or unequip items an icon will appear next to the appropriate "parameter", according to whether the stat is increased or decreased.
Place the script above Main. I'd recommend placing it somewhere at the top, below other scripts that modify the equipment scenes.
The script overwrites the following definitions in the Window_EquipStatus class: new_parameter_color and draw_parameter.
Now, whenever you equip or unequip items an icon will appear next to the appropriate "parameter", according to whether the stat is increased or decreased.
Place the script above Main. I'd recommend placing it somewhere at the top, below other scripts that modify the equipment scenes.
The script overwrites the following definitions in the Window_EquipStatus class: new_parameter_color and draw_parameter.
Labels:
RGSS,
RPG Maker VX,
Scripts,
Tutorial
Good News & Bad News
I finally managed to reinstall both RMXP and RMVX, but only after majorly overhauling the registry, which had become corrupted after that malware episode. That's the good news!
Bad news is that some of files of The Gladiator Project became corrupted and the backup is on the other computer, which is in storage. Maybe it isn't such bad news, since at least there is a backup. Personal experience is a very good teacher!
I will be posting a few more substantial updates and tutorials within the next few days.
Bad news is that some of files of The Gladiator Project became corrupted and the backup is on the other computer, which is in storage. Maybe it isn't such bad news, since at least there is a backup. Personal experience is a very good teacher!
I will be posting a few more substantial updates and tutorials within the next few days.
Monsters As Variables
I noticed several entries in Statcounter for something on setting monsters as variables, so not one to refuse a challenge, this is what I came up with. Hopefully this will help some.
While I don't think it's possible to store individual monsters in variables, at least without using Fork Options, it is possible to store Monster Groups. The number stored in the variable corresponds exactly as they appear in the Database.
First create a Common Event in the Database (F8), named "Monster Var" (or something similar). Set the "Trigger" to "Call". In the Events Commands, simply place the following commands:
This will store the Monster Group as a random number between 1 and 10, which means that if the random number is 8, the Monster Group appearing for the fight would be (by default) 3 Gorgon and 2 Basilisk.
This calls the enemy encounter sequence, but the monsters encountered will be based on whatever is stored in the variable, Monster Var.
The call routine doesn't just have to be a Common Event. It can be an Autorun map event as well, so instead of setting fixed encounters via the "Map Properties", encounters can be completely randomized from map to map, using different random numbers or variables.
While I don't think it's possible to store individual monsters in variables, at least without using Fork Options, it is possible to store Monster Groups. The number stored in the variable corresponds exactly as they appear in the Database.
First create a Common Event in the Database (F8), named "Monster Var" (or something similar). Set the "Trigger" to "Call". In the Events Commands, simply place the following commands:
<>Variable Oper: [0001:Monster Var] Set, Rnd [1-10]
This will store the Monster Group as a random number between 1 and 10, which means that if the random number is 8, the Monster Group appearing for the fight would be (by default) 3 Gorgon and 2 Basilisk.
<>Enemy Encounter: Normal, V[0001]
This calls the enemy encounter sequence, but the monsters encountered will be based on whatever is stored in the variable, Monster Var.
The call routine doesn't just have to be a Common Event. It can be an Autorun map event as well, so instead of setting fixed encounters via the "Map Properties", encounters can be completely randomized from map to map, using different random numbers or variables.
Labels:
RPG Maker 2003,
Tutorial,
Variables
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