|
I know what you're thinking... Displaying 1-12 of 12 total.
1
RPGirl
|
GOSH!! I NEVER MET ANYONE SO HOPELESS!!! but, what are some scripts ppl commonly use for zones, like item pickups and etc...? (BTW, Gerf-sensei/sama, i read that tutorial already!! hee hee!!)
Que Sera Sera, Whatever will be, will be.-Doris Day, "The Man Who Knew Too Much"
Posted on 2001-07-05 18:22:37
|
choris_lypi
|
There is no standard set of code that people use for their item systems, menus, battle systems, etc. Generally people have to code their own, which is probably too cumbersome for a newbie.
You might be able to find some precoded item/menu/bs's but I kind of doubt it. I know Zaratustra made a bundle of functions called ezv2, but aside from that I don't know of any others.
My only other suggestions are to practice your coding and build up to where you can code it on your own. Good luck.
- choris
Posted on 2001-07-05 19:16:12
|
RPGirl
|
the only tutorial I found for scripting is for V1. I just need something similar for V2. Anyone know of such a thing?
Que Sera Sera, Whatever will be, will be.-Doris Day, "The Man Who Knew Too Much"
Posted on 2001-07-05 19:35:55
|
TheGerf
|
http://www.geocities.com/luminescope/tuts.zip
A set of scripting tutorials I wrote a while back. A few of my friends learned off them, and a few didn't. I dunno, I think they're all right. I think you should start at number 2, however, as number 1 mainly is an introduction, and file list.
As for scripts for item pickup, its not quite that simple. You need at least a semi-functional item system before that.
TheGerf, not just any gerf.
Posted on 2001-07-05 20:45:35
|
RPGirl
|
Thanks a ton Gerf, you have been the most helpful person to me so far. I hope I don't have to post here too often after I download your tutorials. BTW, I was just using item pickup as an example. ^________________^
Que Sera Sera, Whatever will be, will be.-Doris Day, "The Man Who Knew Too Much"
Posted on 2001-07-05 21:06:04
|
RPGirl
|
-_-;; I'm still confused about the purpose of ints... Gerf, can you please explain??? (btw, feel free to e-mail me if you get tired of posting).
Que Sera Sera, Whatever will be, will be.-Doris Day, "The Man Who Knew Too Much"
Posted on 2001-07-05 22:09:29
|
Roto
|
Ints are for storing integers..
For example:
int bob_shp;
bob_shp = 50;
Ain't too hard.
Posted on 2001-07-05 22:33:11
|
Roto
|
There's also Sully Pi. You can get both EZV2 and Sully Pi at either the Verge Source or clepto's site.
Posted on 2001-07-05 22:34:29
|
RPGirl
|
Hai, Roto-sama... but what are integers for?
Que Sera Sera, Whatever will be, will be.-Doris Day, "The Man Who Knew Too Much"
Posted on 2001-07-05 22:38:11
|
andy
|
I'm not entirely sure what you mean, but the mathematica definition of an integer is 'any real number such that the fractional portion is zero', or something like that. In English, integers are any negative or positive number, so long as they have no fractional portion.
An integer variable is a spot in memory where you can save an integer value. You should read aen's tutorials (on this very site) for a proper explanation on variables and such.
"I can't wait for this latest pile of melodrama to disappear, so that the VERGE community can once again concentrate on games rather than on itself." -- Joe Lee
Posted on 2001-07-05 22:58:16
|
ThinIce
|
A few things:
A: I was hopeless too :)
B: Some thing I tihnk may help... Try to follow along using maped.
Say you have your character walking around.
So you're walking and Oh no! you have come to a sign in the road! Now say you want to read the sign because you are going to "frog city" (bear weith me)
So, you have your sign there. I assume you know what an obstruction does.
So you have your obstruction on the tile with the sign (so your chr won't walk through it :)
and I assume you know how to make zones right? hit -N- in maped, hit A or Z to make new zone numbers. put the curser on the tile you want the zone on, then you click and voila! a zone! ^_^
So, put the zone on the tile where the sign is. (also where the obstruction is)
I also assume you know how to set properties to a zone?
IE:
press -N-, then hit ctrl, then the up and down keys to choose the zone. 0 is the default, zone 0 will never be a zone. (don't ask) ^^;
So you find the zone number, if you are doing this raw it will be zone 1, you should see a window that says stuff like:
NAME: (name for the event, an easy identifier, optional)
SCRIPT: (this refers to the event number in your maps.vc file. 0 is the autoexec script, it will never be 0)
Chance: (255 is the value you give it for it to happen no matter what, you activiate it everytime, and 0-254 are pending apon chance :)
Delay: (this is rarely used. But it gives a Delay in ticks 1/100 a second before the event is executed)
entity: (this is set so that is a specified entity, in the index number, goes over the event and it executes, only that entity can execute it)
[] Allow adjacent Activation
(you'll use this a lot, it means if you are next to that zone in tiles, and you are facing that zone, and you hit enter, the zone activates it's event. You'd want to use this in this case for the sign.)
So you have your sign, with a zone, and an obstuction one atop another.
to demonstrate physically(IE:)
||||||
*|||||
||||||
|= normal tiles.
*= sign, with obstuction, and zone on it.
So now in your maps .vc file you would have the event,
so if you had the zone, the scripts nimber is 1, so it would be the second event (remember the first is the execution event)
So say you have a text command in the event, or something like this:
event
{
//this is the execution event
}
event //1
{
text("It's sign! it reads:", "left to 'Golfsville'", "and right to 'frog city'");
//this is the event the zone refers to, and it will execute it
}
I hope this helps a bit..
by the way! I love the man who knew to much! that rocks!
I always hyperventalate when it comes on (not really) but almost!
don't forget Jimmy Stewart!
"Thats my Candy Bitch!"
-Albert Einstein
Posted on 2001-07-05 23:28:58
|
Roto
|
Depends.
They're useful for the variety of situations. From keeping track of certain values such as an enemy's HP to an image's x or y position on the screen, integers can be useful.
For example;
int ryan_sstr; // creates interger variable ryan_sstr
ryan_sstr = 25; // Ryan's Strength is equal to 25.
You could then go and use it elsewhere..
bell_distance = ryan_sstr * 25; // distance Ryan threw the bell, dependant on his strength
damage = ryan_sstr + 10 + ryan_sweaponpower; // damage calculated using Ryan's Strength score as a base, then adding 10, and Ryan's Weapon's Power
I think you get the picture. If not, I'm still here, waiting to assist.
Posted on 2001-07-05 23:45:49
|
Displaying 1-12 of 12 total.
1
|
|