Home
Help
Search
Calendar
Login
Register
Please
login
or
register
.
1 Hour
1 Day
1 Week
1 Month
Forever
Login with username, password and session length
News:
New forum theme up and running!
Charas-Project
»
Game Creation
»
Requests
»
RPG Maker Programming
»
Input Keys Question
« previous
next »
Print
Pages:
1
[
2
]
3
Author
Topic: Input Keys Question (Read 14446 times)
Prpl_Mage
Administrator
Sage
Posts: 7,644
The Administrator Mage
Re: Input Keys Question
«
Reply #15 on:
July 14, 2012, 06:34:57 AM »
Quote from: A Forgotten Legend on July 14, 2012, 04:04:30 AM
@ prpl its 7
But there's no way to make the the key input store 7 to 9 is there?
Could it be that it doesn't work on win7 'cuz I tried many times.
Logged
Cool RPGM Project!
Sprite till you die
Oh my god, this was ...10 years ago...
A Forgotten Legend
Your neighborhood box of colors
Royal
Posts: 4,428
Re: Input Keys Question
«
Reply #16 on:
July 14, 2012, 06:41:04 PM »
I have windows 7.
Logged
Prpl_Mage
Administrator
Sage
Posts: 7,644
The Administrator Mage
Re: Input Keys Question
«
Reply #17 on:
July 14, 2012, 08:33:20 PM »
Now that's mighty odd. Mine doesn't look like that... '
Also on a windows 7
Logged
Cool RPGM Project!
Sprite till you die
Oh my god, this was ...10 years ago...
A Forgotten Legend
Your neighborhood box of colors
Royal
Posts: 4,428
Re: Input Keys Question
«
Reply #18 on:
July 15, 2012, 02:11:49 AM »
Thats weird, maybe we have different translations? Either that or one of the patches I have adds it in.
Logged
drenrin2120
Global Moderator
Sage
Posts: 6,101
Re: Input Keys Question
«
Reply #19 on:
July 15, 2012, 06:02:34 PM »
I'm pretty sure I have 1.8 and mine looks like AFLs. What version do you have purp?
Logged
Prpl_Mage
Administrator
Sage
Posts: 7,644
The Administrator Mage
Re: Input Keys Question
«
Reply #20 on:
July 15, 2012, 08:00:12 PM »
"RPG maker 2003 version 1.04, translated by rpg advocate"
Been a long time since I got my hands on it. Name imput doesn't work in this version either.
Logged
Cool RPGM Project!
Sprite till you die
Oh my god, this was ...10 years ago...
drenrin2120
Global Moderator
Sage
Posts: 6,101
Re: Input Keys Question
«
Reply #21 on:
July 15, 2012, 08:51:21 PM »
Name input and shift (7) work in 1.08 and I believe there are some other bugs that were fixed in 1.08, but not all of them.
Logged
Prpl_Mage
Administrator
Sage
Posts: 7,644
The Administrator Mage
Re: Input Keys Question
«
Reply #22 on:
July 15, 2012, 09:48:33 PM »
Sounds like I should think about abandoning this version and find a new one then.
Logged
Cool RPGM Project!
Sprite till you die
Oh my god, this was ...10 years ago...
evmaster
Member
Associate
Posts: 231
Re: Input Keys Question
«
Reply #23 on:
August 03, 2012, 10:59:58 PM »
Anyway to give a gift while choosing from your inventory?
Logged
A Forgotten Legend
Your neighborhood box of colors
Royal
Posts: 4,428
Re: Input Keys Question
«
Reply #24 on:
August 04, 2012, 02:21:02 PM »
I guess if the item activates a switch when used you could have the menu open up in the conversation and then if they use that item the switch continues the event.
Logged
Prpl_Mage
Administrator
Sage
Posts: 7,644
The Administrator Mage
Re: Input Keys Question
«
Reply #25 on:
August 04, 2012, 10:09:42 PM »
RPGM2k3 menu system is probably one of it's least customizable features I'm afraid. No events are able to play at the same time as the menu which makes it rather problematic.
It would be pretty hard but in theory: make items (that activates a switch when used, if used when this one event isn't running - they do nothing. In the event turn on a switch and then when both of these switches are on you remove one of the itmes depending on what item you picked.
But this would be troublesome if there is more than one NPC that can be given gifts.
It would be better to create a custom menu just for this. Create a map that looks like the menu interface and place icons of all the gifts. When clicked on you give the player the question "are you sure you want to give this." Throw in a conditional branch that checks if you actually own one of these items. If yes, then remove one of them and proceed with the event which is giving gifts to the person.
Logged
Cool RPGM Project!
Sprite till you die
Oh my god, this was ...10 years ago...
evmaster
Member
Associate
Posts: 231
Re: Input Keys Question
«
Reply #26 on:
August 04, 2012, 11:12:41 PM »
Sorry to be noobish, but how I do I begin to create a custom map? Also, you have been a great help and I really appreciate it.
Logged
evmaster
Member
Associate
Posts: 231
Re: Input Keys Question
«
Reply #27 on:
August 05, 2012, 12:35:01 AM »
prplemage
"It would be better to create a custom menu just for this. Create a map that looks like the menu interface and place icons of all the gifts. When clicked on you give the player the question "are you sure you want to give this." Throw in a conditional branch that checks if you actually own one of these items. If yes, then remove one of them and proceed with the event which is giving gifts to the person."
lucas
"Go to the CR, look for a template under "Chipsets", and just draw in the boxes. (or copy paste things from elsewhere)."
I am not sure if I am on the same page as you guys. It sounds like I can create a map and then open it like a menu? But I don't see how that can be done with a map? A map is what you walk around on? Sorry for the confusion.
Edit: I am trying to fit this is with the gifts with the shift key.
Logged
evmaster
Member
Associate
Posts: 231
Re: Input Keys Question
«
Reply #28 on:
August 05, 2012, 01:53:13 AM »
Ah. Now I understand. Thank you for explaining.
Logged
Prpl_Mage
Administrator
Sage
Posts: 7,644
The Administrator Mage
Re: Input Keys Question
«
Reply #29 on:
August 05, 2012, 07:26:14 AM »
Ah yes, sorry 'bout that.
Creating a map as a menu is just as lucas said making a map look like it's actually a menu. There is a way to create a menu using pictures and variables and a whole lot of X and Y's. I'm still nopt very confident in explaining that without making a whole lot of rambling though and it's kinda overkill.
What you do is pretty much that you get a chipset that looks like your System file. As in, the current look n layout of your game's interface/ menu- stuff.
I prefer to just open paint and throw in a grid of 16x16 squares (that's one chipset tile) in a picture of 320x240(the size of a map of that's 20x15 in the maker. As in. It doesn't scroll when you move.) And then copy paste from my current system to make a neat looking layout. SAve at 255 colours and then import it to the maker as a panorama 8background image) enter the map properties and pick that one as background. If all is done right you should see the picture as the background of the map right away even in the maker.
Like this:
Next up!
When deciding to give gifts you memorize the hero position. One variable for the map ID, one for the X coordinates and then Y coordinates. 3 variables in total. This is so that you can return to where you first opened the menu. Then you teleport to your map.
Change the hero graphic of your hero to a cursor. Or anything, but a cursor makes more sense than a dog. Trust me. Using a dog as a menu cursor did not make sense. There are a few in the CR I think. Or make one that looks good.
Next up we place all of these event to click on in this map. I prefer to use icons for things to click on rather than text. Making strings of text is easier when using pictures than making the words and cramming them into a charset or chipset. But Icons I think works great.
So say you have 9 types of gifts. Place them in a neat 3x3 patter with some space. Give them each a graphic corresponding with their look.
To make it more fancy create some pages for these icons so that if Item held(as precondition) you can see the graphic but if that returns as false the item is transparent (looks greyed out). And also when clicking give them them some info on the item and ask if you're sure you want to give it. And to make it even more fancy. Create soem more high res pictures of the items and put them in a face set and use the face set when the information and question pops up.
Now on each of these items you make it so that clicking on them either turns on a switch (simple solution) or set a variable to a certain value (1-9, since there are 9 different items to choose from). Then return to your previous position(your other map that's a town or such) then choose "change event position" or the person you talked to will be reseted to his original position which might not be next to you(if the npc actually move around town). Use the variables you stored the heros X and Y variables for the previous position and then add 1 to the Y variable. The npc should appear one tile above you then. Also use "move event" and pick the hero and make him face the right direction.
Next up in the "change event position" you pick "reference by variable" and make the X coordinate equal to the variable you stored the X variable in and the Y coordinate with the Y variable.
And now this npc will appear next to you. Oh yeah. You could also use a "move event" pick the hero and make him face the right direction as well.
This is getting pretty rambled though. Sorry 'bout that.
You could also make it so that everything that's giving-gifts happen in this custom menu. As in, the thing that raises affection and such happens in this map instead of teleporting you back to the previous map.
In this custom menu you could throw in the NPC's face somewhere or his charset or anything and make it so that picking these items goes through with the removal of item and increase of affection variable. Maybe even make a neat affection bar in the custom menu under the faceset or charset of the npc and a cursor on it that swaps position depending on your current affection.
That way you could give many fancy gifts without playing yoyo with your custom menu.
I'm feeling that I'm not making much sense. PLay around with it and see how it feels. Just return and give me a shout when you need something better explained.
And good luck.
Logged
Cool RPGM Project!
Sprite till you die
Oh my god, this was ...10 years ago...
Print
Pages:
1
[
2
]
3
« previous
next »
Charas-Project
»
Game Creation
»
Requests
»
RPG Maker Programming
»
Input Keys Question