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Charas-Project
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Action Commands
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Topic: Action Commands (Read 1585 times)
Prpl_Mage
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Sage
Posts: 7,644
The Administrator Mage
Action Commands
«
on:
September 12, 2006, 05:01:29 AM »
Well, cuz' my idea of a CBS got crushed because of my lazyness when it comes to incredible large events filled with coding I decided to at least try it out if it works correctly.
And as always, after looking through some old games I have lying around I found good old Paper Mario (to GC). Well after some days in front of the tev I realized how easy it would be to code a game like that.
But itīs just the timing that worries me, Action commands, Guarding, Counter and Stylish.
When for example using the hammer there is a bar appearing over Marios head, keep the controler stick pulled backwards and then release when the thing flashes. Pretty easy huh? Well in order to get a stylish you need to click on the A button as soon as the hammer hits the ground and mario will do a backflip earning some starpoints.
And if a Goomba is trying to headbutt me, I can press the A button within' a radie of 1sec or something and to counter it is even less time and you press the B button.
So this is my problem, cuz' I never cared much for the "Wait till key is pressed" and "time elapsed" in the Rpgm2k3. So any basics on how to do this? Like anything?
I know taht I need tons of pictures in order to make this work but itīs cool.
Any help is accepted gratfully.
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WarxePB
Action Sue
Royal
Posts: 3,601
What killed the dinosaurs?
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«
Reply #1 on:
September 12, 2006, 11:00:30 AM »
The easiest way to do Action Commands would be to have three variables: ActionStart, ActionEnd, and ActionTime. When an attack is started (Mario jumping on something, let's say), you'd need to set ActionStart and ActionEnd to the "window" where the action goes. For example, you could set ActionStart to, say, 5 (1/2 of a second), and ActionEnd to 15 (1 1/2 second). Then, create a Key Input command that has "Wait to Key Pressed" checked off, as well as the "Store Time in Variable" or whatever it's called, and the variable would be ActionTime. Then, using two branches, you'd figure out if ActionTime was greater or equal to ActionStart, and less or equal to ActionEnd. If both of those are true, the Action was performed successfully, and you get more damage. Stylish moves would be done in the same way - set ActionStart and ActionEnd to the times where the stylish end could be done, and just use a Key Input and ActionTime to do so.
It's not a great explanation, so let me know if you need more help.
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Prpl_Mage
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Sage
Posts: 7,644
The Administrator Mage
(No subject)
«
Reply #2 on:
September 13, 2006, 04:20:50 AM »
No, thank you Warxe, that was just the kind of help I needed.
OK, so Iīll try this out later today, Iīll get back to you then.
But can any tell me the speficics of the buttons you can use with the key imput procc.? I know about the cancel and decicion key but everytime I try to use the numbers or shift it just goes wrong...
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Sprite till you die
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